2 * @brief プレイヤーのステータス処理 / status
5 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
6 * This software may be copied and distributed for educational, research, and\n
7 * not for profit purposes provided that this copyright and statement are\n
8 * included in all such copies.\n
9 * 2014 Deskull rearranged comment for Doxygen.
12 #include "view/display-main-window.h"
13 #include "autopick/autopick-finder.h"
14 #include "autopick/autopick-methods-table.h"
15 #include "autopick/autopick-util.h"
16 #include "cmd-building/cmd-building.h"
17 #include "core/player-processor.h"
18 #include "core/stuff-handler.h"
19 #include "dungeon/dungeon.h"
20 #include "dungeon/quest.h"
21 #include "effect/effect-characteristics.h"
22 #include "effect/spells-effect-util.h"
23 #include "floor/floor-town.h"
24 #include "floor/floor.h"
25 #include "game-option/map-screen-options.h"
26 #include "game-option/option-flags.h"
27 #include "game-option/special-options.h"
28 #include "game-option/text-display-options.h"
29 #include "grid/feature.h"
30 #include "grid/grid.h"
31 #include "inventory/player-inventory.h"
32 #include "io/files-util.h"
33 #include "io/input-key-acceptor.h"
34 #include "io/input-key-processor.h"
35 #include "io/input-key-requester.h"
36 #include "io/targeting.h"
37 #include "main/sound-of-music.h"
38 #include "market/arena-info-table.h"
39 #include "monster-race/race-flags1.h"
40 #include "monster-race/race-flags2.h"
41 #include "monster/monster-flag-types.h"
42 #include "monster/monster-info.h"
43 #include "monster/monster-status.h"
44 #include "monster/monster-update.h"
45 #include "monster/smart-learn-types.h"
46 #include "object/object-flavor.h"
47 #include "object/object-kind.h"
48 #include "object/object-mark-types.h"
49 #include "object/object-info.h"
50 #include "player/avatar.h"
51 #include "player/mimic-info-table.h"
52 #include "player/player-class.h"
53 #include "player/player-effects.h"
54 #include "player/player-race-types.h"
55 #include "player/player-status.h"
56 #include "realm/realm-hex-numbers.h"
57 #include "realm/realm-song-numbers.h"
58 #include "spell-realm/spells-hex.h"
59 #include "spell/spells3.h"
60 #include "system/system-variables.h"
61 #include "term/gameterm.h"
62 #include "term/screen-processor.h"
63 #include "term/term-color-types.h"
64 #include "util/bit-flags-calculator.h"
65 #include "view/display-lore.h"
66 #include "view/display-messages.h"
67 #include "view/display-player.h"
68 #include "view/object-describer.h"
69 #include "world/world.h"
72 * Not using graphical tiles for this feature?
74 #define IS_ASCII_GRAPHICS(A) (!((A) & 0x80))
76 static int feat_priority; /*!< マップ縮小表示時に表示すべき地形の優先度を保管する */
77 static byte display_autopick; /*!< 自動拾い状態の設定フラグ */
78 static int match_autopick;
79 static object_type *autopick_obj; /*!< 各種自動拾い処理時に使うオブジェクトポインタ */
84 POSITION panel_row_min, panel_row_max;
85 POSITION panel_col_min, panel_col_max;
86 POSITION panel_col_prt, panel_row_prt;
89 * Some screen locations for various display routines
90 * Currently, row 8 and 15 are the only "blank" rows.
91 * That leaves a "border" around the "stat" values.
95 #define COL_RACE 0 /* <race name> */
97 /*#define ROW_CLASS 2 */
98 /*#define COL_CLASS 0 */ /* <class name> */
101 #define COL_TITLE 0 /* <title> or <mode> */
103 /*#define ROW_SEIKAKU 4 */
104 /*#define COL_SEIKAKU 0*/ /* <seikaku> */
107 #define COL_DAY 0 /* day */
109 #define ROW_DUNGEON 22
110 #define COL_DUNGEON 0 /* dungeon */
113 #define COL_LEVEL 0 /* "LEVEL xxxxxx" */
116 #define COL_EXP 0 /* "EXP xxxxxxxx" */
119 #define COL_GOLD 0 /* "AU xxxxxxxxx" */
121 #define ROW_EQUIPPY 6
122 #define COL_EQUIPPY 0 /* equippy chars */
125 #define COL_STAT 0 /* "xxx xxxxxx" */
128 #define COL_AC 0 /* "Cur AC xxxxx" */
134 #define COL_CURHP 0 /* "Cur HP xxxxx" */
137 #define COL_CURSP 0 /* "Cur SP xxxxx" */
139 #define ROW_RIDING_INFO 16
140 #define COL_RIDING_INFO 0 /* "xxxxxxxxxxxx" */
143 #define COL_INFO 0 /* "xxxxxxxxxxxx" */
146 #define COL_CUT 0 /* <cut> */
149 #define COL_STUN 0 /* <stun> */
151 #define ROW_HUNGRY 20
152 #define COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */
155 #define COL_STATE 7 /* <state> */
157 #define ROW_SPEED (-1)
158 #define COL_SPEED (-24) /* "Slow (-NN)" or "Fast (+NN)" */
160 #define ROW_STUDY (-1)
161 #define COL_STUDY (-13) /* "Study" */
163 #define ROW_DEPTH (-1)
164 #define COL_DEPTH (-8) /* "Lev NNN" / "NNNN ft" */
166 #define ROW_STATBAR (-1)
167 #define COL_STATBAR 0
168 #define MAX_COL_STATBAR (-26)
170 void print_equippy(player_type *creature_ptr);
171 void print_map(player_type *player_ptr);
172 void display_map(player_type *player_ptr, int *cy, int *cx);
173 void set_term_color(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp);
176 * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
177 * Print character info at given row, column in a 13 char field
183 static void print_field(concptr info, TERM_LEN row, TERM_LEN col)
185 /* Dump 13 spaces to clear */
186 c_put_str(TERM_WHITE, " ", row, col);
188 /* Dump the info itself */
189 c_put_str(TERM_L_BLUE, info, row, col);
194 * @brief ゲーム時刻を表示する /
198 void print_time(player_type *player_ptr)
202 /* Dump 13 spaces to clear */
203 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
205 extract_day_hour_min(player_ptr, &day, &hour, &min);
207 /* Dump the info itself */
208 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
209 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
211 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY + 7);
216 * @brief 現在のマップ名を返す /
217 * @param creature_ptr プレーヤーへの参照ポインタ
218 * @return マップ名の文字列参照ポインタ
220 concptr map_name(player_type *creature_ptr)
222 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
223 if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest)
224 && (quest[floor_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
225 return _("クエスト", "Quest");
226 else if (creature_ptr->wild_mode)
227 return _("地上", "Surface");
228 else if (creature_ptr->current_floor_ptr->inside_arena)
229 return _("アリーナ", "Arena");
230 else if (creature_ptr->phase_out)
231 return _("闘技場", "Monster Arena");
232 else if (!floor_ptr->dun_level && creature_ptr->town_num)
233 return town_info[creature_ptr->town_num].name;
235 return d_name + d_info[creature_ptr->dungeon_idx].name;
240 * @brief 現在のマップ名を描画する / Print dungeon
241 * @param creature_ptr プレーヤーへの参照ポインタ
244 static void print_dungeon(player_type *creature_ptr)
246 /* Dump 13 spaces to clear */
247 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
249 concptr dungeon_name = map_name(creature_ptr);
251 TERM_LEN col = COL_DUNGEON + 6 - strlen(dungeon_name) / 2;
252 if (col < 0) col = 0;
254 /* Dump the info itself */
255 c_put_str(TERM_L_UMBER, format("%s", dungeon_name),
261 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
262 * @param stat 描画するステータスのID
265 static void print_stat(player_type *creature_ptr, int stat)
269 /* Display "injured" stat */
270 if (creature_ptr->stat_cur[stat] < creature_ptr->stat_max[stat])
272 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
273 cnv_stat(creature_ptr->stat_use[stat], tmp);
274 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
277 /* Display "healthy" stat */
280 put_str(stat_names[stat], ROW_STAT + stat, 0);
281 cnv_stat(creature_ptr->stat_use[stat], tmp);
282 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
285 /* Indicate natural maximum */
286 if (creature_ptr->stat_max[stat] != creature_ptr->stat_max_max[stat])
290 /* 日本語にかぶらないように表示位置を変更 */
291 put_str("!", ROW_STAT + stat, 5);
293 put_str("!", ROW_STAT + stat, 3);
299 * 画面下部に表示する状態表示定義ID / Data structure for status bar
301 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
302 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
303 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
304 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
305 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
306 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
307 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
308 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
309 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
310 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
311 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
312 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
313 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
314 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
315 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
316 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
317 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
318 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
319 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
320 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
321 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
322 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
323 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
324 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
325 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
326 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
327 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
328 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
329 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
330 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
331 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
332 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
333 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
334 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
335 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
336 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
337 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
338 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
339 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
340 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
341 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
342 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
343 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
344 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
345 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
346 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
347 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
348 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
349 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
350 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
351 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
352 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
353 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
354 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
355 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
356 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
357 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
358 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
359 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
360 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
361 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
362 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
363 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
364 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
365 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
366 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
367 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
376 {TERM_YELLOW, "つ", "つよし"},
377 {TERM_VIOLET, "幻", "幻覚"},
378 {TERM_L_DARK, "盲", "盲目"},
379 {TERM_RED, "痺", "麻痺"},
380 {TERM_VIOLET, "乱", "混乱"},
381 {TERM_GREEN, "毒", "毒"},
382 {TERM_BLUE, "恐", "恐怖"},
383 {TERM_L_BLUE, "浮", "浮遊"},
384 {TERM_SLATE, "反", "反射"},
385 {TERM_SLATE, "壁", "壁抜け"},
386 {TERM_L_DARK, "幽", "幽体"},
387 {TERM_SLATE, "邪", "防邪"},
388 {TERM_VIOLET, "変", "変わり身"},
389 {TERM_YELLOW, "魔", "魔法鎧"},
390 {TERM_L_UMBER, "伸", "伸び"},
391 {TERM_WHITE, "石", "石肌"},
392 {TERM_L_BLUE, "分", "分身"},
393 {TERM_SLATE, "防", "魔法防御"},
394 {TERM_YELLOW, "究", "究極"},
395 {TERM_YELLOW, "無", "無敵"},
396 {TERM_L_GREEN, "酸", "酸免疫"},
397 {TERM_GREEN, "酸", "耐酸"},
398 {TERM_L_BLUE, "電", "電免疫"},
399 {TERM_BLUE, "電", "耐電"},
400 {TERM_L_RED, "火", "火免疫"},
401 {TERM_RED, "火", "耐火"},
402 {TERM_WHITE, "冷", "冷免疫"},
403 {TERM_SLATE, "冷", "耐冷"},
404 {TERM_GREEN, "毒", "耐毒"},
405 {TERM_L_DARK, "獄", "耐地獄"},
406 {TERM_L_BLUE, "時", "耐時間"},
407 {TERM_L_DARK, "鏡", "鏡オーラ"},
408 {TERM_L_RED, "オ", "火オーラ"},
409 {TERM_WHITE, "闘", "闘気"},
410 {TERM_WHITE, "聖", "聖オーラ"},
411 {TERM_VIOLET, "目", "目には目"},
412 {TERM_WHITE, "祝", "祝福"},
413 {TERM_WHITE, "勇", "勇"},
414 {TERM_RED, "狂", "狂乱"},
415 {TERM_L_RED, "火", "魔剣火"},
416 {TERM_WHITE, "冷", "魔剣冷"},
417 {TERM_L_BLUE, "電", "魔剣電"},
418 {TERM_SLATE, "酸", "魔剣酸"},
419 {TERM_L_GREEN, "毒", "魔剣毒"},
420 {TERM_RED, "乱", "混乱打撃"},
421 {TERM_L_BLUE, "視", "透明視"},
422 {TERM_ORANGE, "テ", "テレパシ"},
423 {TERM_L_BLUE, "回", "回復"},
424 {TERM_L_RED, "赤", "赤外"},
425 {TERM_UMBER, "隠", "隠密"},
426 {TERM_YELLOW, "隠", "超隠密"},
427 {TERM_WHITE, "帰", "帰還"},
428 {TERM_WHITE, "現", "現実変容"},
429 {TERM_WHITE, "オ", "氷オーラ"},
430 {TERM_BLUE, "オ", "電オーラ"},
431 {TERM_L_DARK, "オ", "影オーラ"},
432 {TERM_YELLOW, "腕", "腕力強化"},
433 {TERM_RED, "肉", "肉体強化"},
434 {TERM_L_DARK, "殖", "反増殖"},
435 {TERM_ORANGE, "テ", "反テレポ"},
436 {TERM_RED, "魔", "反魔法"},
437 {TERM_SLATE, "我", "我慢"},
438 {TERM_SLATE, "宣", "宣告"},
439 {TERM_L_DARK, "剣", "魔剣化"},
440 {TERM_RED, "吸", "吸血打撃"},
441 {TERM_WHITE, "回", "回復"},
442 {TERM_L_DARK, "感", "邪悪感知"},
447 {TERM_YELLOW, "Ts", "Tsuyoshi"},
448 {TERM_VIOLET, "Ha", "Halluc"},
449 {TERM_L_DARK, "Bl", "Blind"},
450 {TERM_RED, "Pa", "Paralyzed"},
451 {TERM_VIOLET, "Cf", "Confused"},
452 {TERM_GREEN, "Po", "Poisoned"},
453 {TERM_BLUE, "Af", "Afraid"},
454 {TERM_L_BLUE, "Lv", "Levit"},
455 {TERM_SLATE, "Rf", "Reflect"},
456 {TERM_SLATE, "Pw", "PassWall"},
457 {TERM_L_DARK, "Wr", "Wraith"},
458 {TERM_SLATE, "Ev", "PrtEvl"},
459 {TERM_VIOLET, "Kw", "Kawarimi"},
460 {TERM_YELLOW, "Md", "MgcArm"},
461 {TERM_L_UMBER, "Eh", "Expand"},
462 {TERM_WHITE, "Ss", "StnSkn"},
463 {TERM_L_BLUE, "Ms", "MltShdw"},
464 {TERM_SLATE, "Rm", "ResMag"},
465 {TERM_YELLOW, "Ul", "Ultima"},
466 {TERM_YELLOW, "Iv", "Invuln"},
467 {TERM_L_GREEN, "IAc", "ImmAcid"},
468 {TERM_GREEN, "Ac", "Acid"},
469 {TERM_L_BLUE, "IEl", "ImmElec"},
470 {TERM_BLUE, "El", "Elec"},
471 {TERM_L_RED, "IFi", "ImmFire"},
472 {TERM_RED, "Fi", "Fire"},
473 {TERM_WHITE, "ICo", "ImmCold"},
474 {TERM_SLATE, "Co", "Cold"},
475 {TERM_GREEN, "Po", "Pois"},
476 {TERM_L_DARK, "Nt", "Nthr"},
477 {TERM_L_BLUE, "Ti", "Time"},
478 {TERM_L_DARK, "Mr", "Mirr"},
479 {TERM_L_RED, "SFi", "SFire"},
480 {TERM_WHITE, "Fo", "Force"},
481 {TERM_WHITE, "Ho", "Holy"},
482 {TERM_VIOLET, "Ee", "EyeEye"},
483 {TERM_WHITE, "Bs", "Bless"},
484 {TERM_WHITE, "He", "Hero"},
485 {TERM_RED, "Br", "Berserk"},
486 {TERM_L_RED, "BFi", "BFire"},
487 {TERM_WHITE, "BCo", "BCold"},
488 {TERM_L_BLUE, "BEl", "BElec"},
489 {TERM_SLATE, "BAc", "BAcid"},
490 {TERM_L_GREEN, "BPo", "BPois"},
491 {TERM_RED, "TCf", "TchCnf"},
492 {TERM_L_BLUE, "Se", "SInv"},
493 {TERM_ORANGE, "Te", "Telepa"},
494 {TERM_L_BLUE, "Rg", "Regen"},
495 {TERM_L_RED, "If", "Infr"},
496 {TERM_UMBER, "Sl", "Stealth"},
497 {TERM_YELLOW, "Stlt", "Stealth"},
498 {TERM_WHITE, "Rc", "Recall"},
499 {TERM_WHITE, "Al", "Alter"},
500 {TERM_WHITE, "SCo", "SCold"},
501 {TERM_BLUE, "SEl", "SElec"},
502 {TERM_L_DARK, "SSh", "SShadow"},
503 {TERM_YELLOW, "EMi", "ExMight"},
504 {TERM_RED, "Bu", "BuildUp"},
505 {TERM_L_DARK, "AMl", "AntiMulti"},
506 {TERM_ORANGE, "AT", "AntiTele"},
507 {TERM_RED, "AM", "AntiMagic"},
508 {TERM_SLATE, "Pa", "Patience"},
509 {TERM_SLATE, "Rv", "Revenge"},
510 {TERM_L_DARK, "Rs", "RuneSword"},
511 {TERM_RED, "Vm", "Vampiric"},
512 {TERM_WHITE, "Cu", "Cure"},
513 {TERM_L_DARK, "ET", "EvilTele"},
519 * @brief 32ビット変数配列の指定位置のビットフラグを1にする。
520 * @param FLG フラグ位置(ビット)
523 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
526 * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
527 * @param FLG フラグ位置(ビット)
530 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
534 * @brief 下部に状態表示を行う / Show status bar
537 static void print_status(player_type *creature_ptr)
540 Term_get_size(&wid, &hgt);
541 TERM_LEN row_statbar = hgt + ROW_STATBAR;
542 TERM_LEN max_col_statbar = wid + MAX_COL_STATBAR;
544 Term_erase(0, row_statbar, max_col_statbar);
546 BIT_FLAGS bar_flags[3];
547 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
550 if (creature_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
553 if (creature_ptr->image) ADD_FLG(BAR_HALLUCINATION);
556 if (creature_ptr->blind) ADD_FLG(BAR_BLINDNESS);
559 if (creature_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
562 if (creature_ptr->confused) ADD_FLG(BAR_CONFUSE);
565 if (creature_ptr->poisoned) ADD_FLG(BAR_POISONED);
567 /* Times see-invisible */
568 if (creature_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
571 if (is_time_limit_esp(creature_ptr)) ADD_FLG(BAR_TELEPATHY);
573 /* Timed regenerate */
574 if (creature_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
576 /* Timed infra-vision */
577 if (creature_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
579 /* Protection from evil */
580 if (creature_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
582 /* Invulnerability */
583 if (IS_INVULN(creature_ptr)) ADD_FLG(BAR_INVULN);
586 if (creature_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
589 if (creature_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
591 if (creature_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
594 if (IS_HERO(creature_ptr)) ADD_FLG(BAR_HEROISM);
596 /* Super Heroism / berserk */
597 if (creature_ptr->shero) ADD_FLG(BAR_BERSERK);
600 if (is_blessed(creature_ptr)) ADD_FLG(BAR_BLESSED);
603 if (creature_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
605 if (creature_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
607 if (creature_ptr->shield) ADD_FLG(BAR_STONESKIN);
609 if (creature_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
612 if (creature_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
613 if (is_oppose_acid(creature_ptr)) ADD_FLG(BAR_RESACID);
615 /* Oppose Lightning */
616 if (creature_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
617 if (is_oppose_elec(creature_ptr)) ADD_FLG(BAR_RESELEC);
620 if (creature_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
621 if (is_oppose_fire(creature_ptr)) ADD_FLG(BAR_RESFIRE);
624 if (creature_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
625 if (is_oppose_cold(creature_ptr)) ADD_FLG(BAR_RESCOLD);
628 if (is_oppose_pois(creature_ptr)) ADD_FLG(BAR_RESPOIS);
631 if (creature_ptr->word_recall) ADD_FLG(BAR_RECALL);
634 if (creature_ptr->alter_reality) ADD_FLG(BAR_ALTER);
637 if (creature_ptr->afraid) ADD_FLG(BAR_AFRAID);
640 if (creature_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
642 if (creature_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
644 /* Confusing Hands */
645 if (creature_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
647 if (creature_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
649 /* Ultimate-resistance */
650 if (creature_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
653 if (creature_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
655 if (creature_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
657 if (creature_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
660 if (creature_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
661 if (creature_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
662 if (creature_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
663 if (creature_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
664 if (creature_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
665 if (creature_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
667 if (creature_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
670 if (is_time_limit_stealth(creature_ptr)) ADD_FLG(BAR_STEALTH);
672 if (creature_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
675 if (creature_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
677 /* An Eye for an Eye */
678 if (creature_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
681 if (creature_ptr->realm1 == REALM_HEX)
683 if (hex_spelling(creature_ptr, HEX_BLESS)) ADD_FLG(BAR_BLESSED);
684 if (hex_spelling(creature_ptr, HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
685 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
686 if (hex_spelling(creature_ptr, HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
687 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
688 if (hex_spelling(creature_ptr, HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
689 if (hex_spelling(creature_ptr, HEX_BUILDING)) ADD_FLG(BAR_BUILD);
690 if (hex_spelling(creature_ptr, HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
691 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
692 if (hex_spelling(creature_ptr, HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
693 if (hex_spelling(creature_ptr, HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
694 if (hex_spelling(creature_ptr, HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
695 if (hex_spelling(creature_ptr, HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
696 if (hex_spelling(creature_ptr, HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
697 if (hex_spelling(creature_ptr, HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
698 if (hex_spelling(creature_ptr, HEX_CURE_LIGHT) ||
699 hex_spelling(creature_ptr, HEX_CURE_SERIOUS) ||
700 hex_spelling(creature_ptr, HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
702 if (hex_revenge_turn(creature_ptr))
704 if (hex_revenge_type(creature_ptr) == 1) ADD_FLG(BAR_PATIENCE);
705 if (hex_revenge_type(creature_ptr) == 2) ADD_FLG(BAR_REVENGE);
709 /* Calcurate length */
710 TERM_LEN col = 0, num = 0;
711 for (int i = 0; bar[i].sstr; i++)
715 col += strlen(bar[i].lstr) + 1;
720 /* If there are not excess spaces for long strings, use short one */
722 if (col - 1 > max_col_statbar)
727 for (int i = 0; bar[i].sstr; i++)
731 col += strlen(bar[i].sstr);
735 /* If there are excess spaces for short string, use more */
736 if (col - 1 <= max_col_statbar - (num - 1))
743 /* Centering display column */
744 col = (max_col_statbar - col) / 2;
746 /* Display status bar */
747 for (int i = 0; bar[i].sstr; i++)
749 if (!IS_FLG(i)) continue;
752 if (space == 2) str = bar[i].lstr;
753 else str = bar[i].sstr;
755 c_put_str(bar[i].attr, str, row_statbar, col);
757 if (space > 0) col++;
758 if (col > max_col_statbar) break;
764 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
767 static void print_title(player_type *creature_ptr)
772 if (current_world_ptr->wizard)
774 p = _("[ウィザード]", "[=-WIZARD-=]");
776 else if (current_world_ptr->total_winner || (creature_ptr->lev > PY_MAX_LEVEL))
778 if (creature_ptr->arena_number > MAX_ARENA_MONS + 2)
780 p = _("*真・勝利者*", "*TRUEWINNER*");
784 p = _("***勝利者***", "***WINNER***");
789 angband_strcpy(str, player_title[creature_ptr->pclass][(creature_ptr->lev - 1) / 5], sizeof(str));
793 print_field(p, ROW_TITLE, COL_TITLE);
798 * @brief プレイヤーのレベルを表示する / Prints level
801 static void print_level(player_type *creature_ptr)
804 sprintf(tmp, "%5d", creature_ptr->lev);
805 if (creature_ptr->lev >= creature_ptr->max_plv)
807 put_str(_("レベル ", "LEVEL "), ROW_LEVEL, 0);
808 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
812 put_str(_("xレベル", "Level "), ROW_LEVEL, 0);
813 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
819 * @brief プレイヤーの経験値を表示する / Display the experience
822 static void print_exp(player_type *creature_ptr)
826 if ((!exp_need) || (creature_ptr->prace == RACE_ANDROID))
828 (void)sprintf(out_val, "%8ld", (long)creature_ptr->exp);
832 if (creature_ptr->lev >= PY_MAX_LEVEL)
834 (void)sprintf(out_val, "********");
838 (void)sprintf(out_val, "%8ld", (long)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L) - creature_ptr->exp);
842 if (creature_ptr->exp >= creature_ptr->max_exp)
844 if (creature_ptr->prace == RACE_ANDROID) put_str(_("強化 ", "Cst "), ROW_EXP, 0);
845 else put_str(_("経験 ", "EXP "), ROW_EXP, 0);
846 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
850 put_str(_("x経験", "Exp "), ROW_EXP, 0);
851 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
857 * @brief プレイヤーの所持金を表示する / Prints current gold
858 * @param creature_ptr プレーヤーへの参照ポインタ
861 static void print_gold(player_type *creature_ptr)
864 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
865 sprintf(tmp, "%9ld", (long)creature_ptr->au);
866 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
871 * @brief プレイヤーのACを表示する / Prints current AC
874 static void print_ac(player_type *creature_ptr)
879 /* AC の表示方式を変更している */
880 put_str(" AC( )", ROW_AC, COL_AC);
881 sprintf(tmp, "%5d", creature_ptr->dis_ac + creature_ptr->dis_to_a);
882 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
884 put_str("Cur AC ", ROW_AC, COL_AC);
885 sprintf(tmp, "%5d", creature_ptr->dis_ac + creature_ptr->dis_to_a);
886 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
893 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
896 static void print_hp(player_type *creature_ptr)
898 /* ヒットポイントの表示方法を変更 */
902 put_str("HP", ROW_CURHP, COL_CURHP);
905 sprintf(tmp, "%4ld", (long int)creature_ptr->chp);
908 if (creature_ptr->chp >= creature_ptr->mhp)
910 color = TERM_L_GREEN;
912 else if (creature_ptr->chp > (creature_ptr->mhp * hitpoint_warn) / 10)
921 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 3);
924 put_str("/", ROW_CURHP, COL_CURHP + 7);
927 sprintf(tmp, "%4ld", (long int)creature_ptr->mhp);
928 color = TERM_L_GREEN;
930 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8);
935 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
938 static void print_sp(player_type *creature_ptr)
940 /* マジックポイントの表示方法を変更している */
944 /* Do not show mana unless it matters */
945 if (!mp_ptr->spell_book) return;
948 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
951 sprintf(tmp, "%4ld", (long int)creature_ptr->csp);
953 if (creature_ptr->csp >= creature_ptr->msp)
955 color = TERM_L_GREEN;
957 else if (creature_ptr->csp > (creature_ptr->msp * mana_warn) / 10)
966 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 3);
969 put_str("/", ROW_CURSP, COL_CURSP + 7);
972 sprintf(tmp, "%4ld", (long int)creature_ptr->msp);
973 color = TERM_L_GREEN;
975 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
980 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
981 * @param creature_ptr プレーヤーへの参照ポインタ
984 static void print_depth(player_type *creature_ptr)
987 TERM_COLOR attr = TERM_WHITE;
990 Term_get_size(&wid, &hgt);
991 TERM_LEN col_depth = wid + COL_DEPTH;
992 TERM_LEN row_depth = hgt + ROW_DEPTH;
994 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
995 if (!floor_ptr->dun_level)
997 strcpy(depths, _("地上", "Surf."));
998 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1002 if (floor_ptr->inside_quest && !creature_ptr->dungeon_idx)
1004 strcpy(depths, _("地上", "Quest"));
1005 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1009 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)floor_ptr->dun_level * 50);
1010 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)floor_ptr->dun_level);
1012 /* Get color of level based on feeling -JSV- */
1013 switch (creature_ptr->feeling)
1015 case 0: attr = TERM_SLATE; break; /* Unknown */
1016 case 1: attr = TERM_L_BLUE; break; /* Special */
1017 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
1018 case 3: attr = TERM_RED; break; /* Very dangerous */
1019 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
1020 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
1021 case 6: attr = TERM_YELLOW; break; /* Nervous */
1022 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
1023 case 8: attr = TERM_L_WHITE; break; /* Don't like */
1024 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
1025 case 10: attr = TERM_WHITE; break; /* Boring place */
1028 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1033 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1034 * @param player_ptr プレーヤーへの参照ポインタ
1037 static void print_hunger(player_type *player_ptr)
1039 if (current_world_ptr->wizard && player_ptr->current_floor_ptr->inside_arena) return;
1041 if (player_ptr->food < PY_FOOD_FAINT)
1043 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1047 if (player_ptr->food < PY_FOOD_WEAK)
1049 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1053 if (player_ptr->food < PY_FOOD_ALERT)
1055 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1059 if (player_ptr->food < PY_FOOD_FULL)
1061 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1065 if (player_ptr->food < PY_FOOD_MAX)
1067 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1071 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1076 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1077 * @param player_ptr プレーヤーへの参照ポインタ
1080 * Display is always exactly 10 characters wide (see below)
1081 * This function was a major bottleneck when resting, so a lot of
1082 * the text formatting code was optimized in place below.
1084 static void print_state(player_type *player_ptr)
1086 TERM_COLOR attr = TERM_WHITE;
1092 if (command_rep > 999)
1094 (void)sprintf(text, "%2d00", command_rep / 100);
1098 (void)sprintf(text, " %2d", command_rep);
1101 c_put_str(attr, format("%5.5s", text), ROW_STATE, COL_STATE);
1106 switch (player_ptr->action)
1110 strcpy(text, _("探索", "Sear"));
1114 /* Start with "Rest" */
1115 strcpy(text, _(" ", " "));
1117 if (player_ptr->resting > 0)
1119 sprintf(text, "%4d", player_ptr->resting);
1121 else if (player_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
1123 text[0] = text[1] = text[2] = text[3] = '*';
1125 else if (player_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
1127 text[0] = text[1] = text[2] = text[3] = '&';
1133 strcpy(text, _("学習", "lear"));
1134 if (player_ptr->new_mane) attr = TERM_L_RED;
1139 strcpy(text, _("釣り", "fish"));
1145 for (i = 0; i < MAX_KAMAE; i++)
1146 if (player_ptr->special_defense & (KAMAE_GENBU << i)) break;
1149 case 0: attr = TERM_GREEN; break;
1150 case 1: attr = TERM_WHITE; break;
1151 case 2: attr = TERM_L_BLUE; break;
1152 case 3: attr = TERM_L_RED; break;
1154 strcpy(text, kamae_shurui[i].desc);
1160 for (i = 0; i < MAX_KATA; i++)
1161 if (player_ptr->special_defense & (KATA_IAI << i)) break;
1162 strcpy(text, kata_shurui[i].desc);
1167 strcpy(text, _("歌 ", "Sing"));
1170 case ACTION_HAYAGAKE:
1172 strcpy(text, _("速駆", "Fast"));
1177 strcpy(text, _("詠唱", "Spel"));
1187 c_put_str(attr, format("%5.5s", text), ROW_STATE, COL_STATE);
1192 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1193 * @param player_ptr プレーヤーへの参照ポインタ
1196 static void print_speed(player_type *player_ptr)
1199 Term_get_size(&wid, &hgt);
1200 TERM_LEN col_speed = wid + COL_SPEED;
1201 TERM_LEN row_speed = hgt + ROW_SPEED;
1203 /* Hack -- Visually "undo" the Search Mode Slowdown */
1204 int i = player_ptr->pspeed;
1205 if (player_ptr->action == ACTION_SEARCH && !player_ptr->lightspeed) i += 10;
1208 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1209 bool is_fast = IS_FAST(player_ptr);
1211 TERM_COLOR attr = TERM_WHITE;
1214 if (player_ptr->riding)
1216 monster_type *m_ptr = &floor_ptr->m_list[player_ptr->riding];
1217 if (monster_fast_remaining(m_ptr) && !monster_slow_remaining(m_ptr)) attr = TERM_L_BLUE;
1218 else if (monster_slow_remaining(m_ptr) && !monster_fast_remaining(m_ptr)) attr = TERM_VIOLET;
1219 else attr = TERM_GREEN;
1221 else if ((is_fast && !player_ptr->slow) || player_ptr->lightspeed) attr = TERM_YELLOW;
1222 else if (player_ptr->slow && !is_fast) attr = TERM_VIOLET;
1223 else attr = TERM_L_GREEN;
1224 sprintf(buf, "%s(+%d)", (player_ptr->riding ? _("乗馬", "Ride") : _("加速", "Fast")), (i - 110));
1230 if (player_ptr->riding)
1232 monster_type *m_ptr = &floor_ptr->m_list[player_ptr->riding];
1233 if (monster_fast_remaining(m_ptr) && !monster_slow_remaining(m_ptr)) attr = TERM_L_BLUE;
1234 else if (monster_slow_remaining(m_ptr) && !monster_fast_remaining(m_ptr)) attr = TERM_VIOLET;
1235 else attr = TERM_RED;
1237 else if (is_fast && !player_ptr->slow) attr = TERM_YELLOW;
1238 else if (player_ptr->slow && !is_fast) attr = TERM_VIOLET;
1239 else attr = TERM_L_UMBER;
1240 sprintf(buf, "%s(-%d)", (player_ptr->riding ? _("乗馬", "Ride") : _("減速", "Slow")), (110 - i));
1242 else if (player_ptr->riding)
1245 strcpy(buf, _("乗馬中", "Riding"));
1248 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1253 * @brief プレイヤーの呪文学習可能状態を表示する
1254 * @param player_ptr プレーヤーへの参照ポインタ
1257 static void print_study(player_type *player_ptr)
1260 Term_get_size(&wid, &hgt);
1261 TERM_LEN col_study = wid + COL_STUDY;
1262 TERM_LEN row_study = hgt + ROW_STUDY;
1264 if (player_ptr->new_spells)
1266 put_str(_("学習", "Stud"), row_study, col_study);
1270 put_str(" ", row_study, col_study);
1276 * @brief プレイヤーのものまね可能状態を表示する
1277 * @param player_ptr プレーヤーへの参照ポインタ
1280 static void print_imitation(player_type *player_ptr)
1283 Term_get_size(&wid, &hgt);
1284 TERM_LEN col_study = wid + COL_STUDY;
1285 TERM_LEN row_study = hgt + ROW_STUDY;
1287 if (player_ptr->pclass != CLASS_IMITATOR) return;
1289 if (player_ptr->mane_num != 0)
1291 put_str(" ", row_study, col_study);
1296 if (player_ptr->new_mane) attr = TERM_L_RED;
1297 else attr = TERM_WHITE;
1298 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1302 * @brief プレイヤーの負傷状態を表示する
1305 static void print_cut(player_type *creature_ptr)
1307 int c = creature_ptr->cut;
1310 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1316 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1322 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1328 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1334 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1340 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1346 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1350 put_str(" ", ROW_CUT, COL_CUT);
1355 * @brief プレイヤーの朦朧状態を表示する
1358 static void print_stun(player_type *creature_ptr)
1360 int s = creature_ptr->stun;
1363 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1369 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1375 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1379 put_str(" ", ROW_STUN, COL_STUN);
1384 * @brief モンスターの体力ゲージを表示する
1385 * @param riding TRUEならば騎乗中のモンスターの体力、FALSEならターゲットモンスターの体力を表示する。表示位置は固定。
1389 * Redraw the "monster health bar" -DRS-
1390 * Rather extensive modifications by -BEN-
1392 * The "monster health bar" provides visual feedback on the "health"
1393 * of the monster currently being "tracked". There are several ways
1394 * to "track" a monster, including targetting it, attacking it, and
1395 * affecting it (and nobody else) with a ranged attack.
1397 * Display the monster health bar (affectionately known as the
1398 * "health-o-meter"). Clear health bar if nothing is being tracked.
1399 * Auto-track current target monster when bored. Note that the
1400 * health-bar stops tracking any monster that "disappears".
1403 static void health_redraw(player_type *creature_ptr, bool riding)
1410 health_who = creature_ptr->riding;
1411 row = ROW_RIDING_INFO;
1412 col = COL_RIDING_INFO;
1416 health_who = creature_ptr->health_who;
1421 monster_type *m_ptr;
1422 m_ptr = &creature_ptr->current_floor_ptr->m_list[health_who];
1424 if (current_world_ptr->wizard && creature_ptr->phase_out)
1429 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1430 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1431 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1432 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1434 if (creature_ptr->current_floor_ptr->m_list[1].r_idx)
1436 Term_putstr(col - 2, row, 2, r_info[creature_ptr->current_floor_ptr->m_list[1].r_idx].x_attr, format("%c", r_info[creature_ptr->current_floor_ptr->m_list[1].r_idx].x_char));
1437 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[1].hp));
1438 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[1].max_maxhp));
1441 if (creature_ptr->current_floor_ptr->m_list[2].r_idx)
1443 Term_putstr(col - 2, row + 1, 2, r_info[creature_ptr->current_floor_ptr->m_list[2].r_idx].x_attr, format("%c", r_info[creature_ptr->current_floor_ptr->m_list[2].r_idx].x_char));
1444 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[2].hp));
1445 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[2].max_maxhp));
1448 if (creature_ptr->current_floor_ptr->m_list[3].r_idx)
1450 Term_putstr(col - 2, row + 2, 2, r_info[creature_ptr->current_floor_ptr->m_list[3].r_idx].x_attr, format("%c", r_info[creature_ptr->current_floor_ptr->m_list[3].r_idx].x_char));
1451 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[3].hp));
1452 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[3].max_maxhp));
1455 if (creature_ptr->current_floor_ptr->m_list[4].r_idx)
1457 Term_putstr(col - 2, row + 3, 2, r_info[creature_ptr->current_floor_ptr->m_list[4].r_idx].x_attr, format("%c", r_info[creature_ptr->current_floor_ptr->m_list[4].r_idx].x_char));
1458 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[4].hp));
1459 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[4].max_maxhp));
1468 /* Erase the health bar */
1469 Term_erase(col, row, 12);
1473 /* Tracking an unseen monster */
1476 /* Indicate that the monster health is "unknown" */
1477 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1481 /* Tracking a hallucinatory monster */
1482 if (creature_ptr->image)
1484 /* Indicate that the monster health is "unknown" */
1485 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1489 /* Tracking a dead monster (???) */
1492 /* Indicate that the monster health is "unknown" */
1493 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1497 /* Tracking a visible monster */
1498 /* Extract the "percent" of health */
1499 int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
1500 int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp : 0;
1502 /* Convert percent into "health" */
1503 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1505 /* Default to almost dead */
1506 TERM_COLOR attr = TERM_RED;
1509 if (monster_invulner_remaining(m_ptr)) attr = TERM_WHITE;
1512 else if (monster_csleep_remaining(m_ptr)) attr = TERM_BLUE;
1515 else if (monster_fear_remaining(m_ptr)) attr = TERM_VIOLET;
1518 else if (pct >= 100) attr = TERM_L_GREEN;
1520 /* Somewhat Wounded */
1521 else if (pct >= 60) attr = TERM_YELLOW;
1524 else if (pct >= 25) attr = TERM_ORANGE;
1527 else if (pct >= 10) attr = TERM_L_RED;
1529 /* Default to "unknown" */
1530 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1532 /* Dump the current "health" (use '*' symbols) */
1533 Term_putstr(col + 1, row, len, attr, "**********");
1539 * @brief プレイヤーのステータスを一括表示する(左側部分) / Display basic info (mostly left of map)
1540 * @param creature_ptr プレーヤーへの参照ポインタ
1543 static void print_frame_basic(player_type *creature_ptr)
1545 if (creature_ptr->mimic_form)
1547 print_field(mimic_info[creature_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1552 angband_strcpy(str, rp_ptr->title, sizeof(str));
1553 print_field(str, ROW_RACE, COL_RACE);
1556 print_title(creature_ptr);
1557 print_level(creature_ptr);
1558 print_exp(creature_ptr);
1559 for (int i = 0; i < A_MAX; i++)
1560 print_stat(creature_ptr, i);
1561 print_ac(creature_ptr);
1562 print_hp(creature_ptr);
1563 print_sp(creature_ptr);
1564 print_gold(creature_ptr);
1565 print_depth(creature_ptr);
1566 health_redraw(creature_ptr, FALSE);
1567 health_redraw(creature_ptr, TRUE);
1572 * @brief プレイヤーのステータスを一括表示する(下部分) / Display extra info (mostly below map)
1573 * @param player_ptr プレーヤーへの参照ポインタ
1576 static void print_frame_extra(player_type *player_ptr)
1578 print_cut(player_ptr);
1579 print_stun(player_ptr);
1580 print_hunger(player_ptr);
1581 print_state(player_ptr);
1582 print_speed(player_ptr);
1583 print_study(player_ptr);
1584 print_imitation(player_ptr);
1585 print_status(player_ptr);
1590 * @brief サブウィンドウに所持品一覧を表示する / Hack -- display inventory in sub-windows
1591 * @param player_ptr プレーヤーへの参照ポインタ
1594 static void fix_inventory(player_type *player_ptr, tval_type item_tester_tval)
1597 for (int j = 0; j < 8; j++)
1602 if (!angband_term[j]) continue;
1604 /* No relevant flags */
1605 if (!(window_flag[j] & (PW_INVEN))) continue;
1608 Term_activate(angband_term[j]);
1610 display_inventory(player_ptr, item_tester_tval);
1618 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1621 * @param m_ptr 思い出を表示するモンスター情報の参照ポインタ
1622 * @param n_same モンスターの数の現在数
1626 * nnn : number or unique(U) or wanted unique(W)
1627 * X : symbol of monster
1628 * LV : monster lv if known
1629 * name: name of monster
1633 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same) {
1635 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1636 monster_race* r_ptr = &r_info[r_idx];
1640 //Number of 'U'nique
1642 if (r_ptr->flags1 & RF1_UNIQUE)
1644 bool is_bounty = FALSE;
1645 for (int i = 0; i < MAX_BOUNTY; i++)
1647 if (current_world_ptr->bounty_r_idx[i] == r_idx)
1654 Term_addstr(-1, TERM_WHITE, is_bounty ? " W" : " U");
1658 sprintf(buf, "%3d", n_same);
1659 Term_addstr(-1, TERM_WHITE, buf);
1663 Term_addstr(-1, TERM_WHITE, " ");
1664 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1667 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
1669 sprintf(buf, " %2d", (int)r_ptr->level);
1676 Term_addstr(-1, TERM_WHITE, buf);
1679 sprintf(buf, " %s ", r_name + r_ptr->name);
1680 Term_addstr(-1, TERM_WHITE, buf);
1685 * @brief モンスターの出現リストを表示する / Print monster info in line
1688 * @param max_lines 最大何行描画するか
1690 void print_monster_list(floor_type *floor_ptr, TERM_LEN x, TERM_LEN y, TERM_LEN max_lines) {
1692 monster_type* last_mons = NULL;
1693 monster_type* m_ptr = NULL;
1696 for (i = 0; i < tmp_pos.n; i++)
1698 grid_type* g_ptr = &floor_ptr->grid_array[tmp_pos.y[i]][tmp_pos.x[i]];
1699 if (!g_ptr->m_idx || !floor_ptr->m_list[g_ptr->m_idx].ml)
1700 continue;//no mons or cannot look
1701 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1702 if (is_pet(m_ptr)) continue;//pet
1703 if (!m_ptr->r_idx) continue;//dead?
1705 //ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
1716 if (last_mons->ap_r_idx == m_ptr->ap_r_idx)
1719 continue;//表示処理を次に回す
1722 //print last mons info
1723 print_monster_line(x, line++, last_mons, n_same);
1726 if (line - y - 1 == max_lines) break;
1729 if (line - y - 1 == max_lines && i != tmp_pos.n)
1731 Term_gotoxy(x, line);
1732 Term_addstr(-1, TERM_WHITE, "-- and more --");
1737 print_monster_line(x, line++, last_mons, n_same);
1743 * @brief 出現中モンスターのリストをサブウィンドウに表示する / Hack -- display monster list in sub-windows
1744 * @param player_ptr プレーヤーへの参照ポインタ
1747 static void fix_monster_list(player_type *player_ptr)
1750 for (int j = 0; j < 8; j++)
1755 if (!angband_term[j]) continue;
1757 /* No relevant flags */
1758 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1761 Term_activate(angband_term[j]);
1763 Term_get_size(&w, &h);
1767 target_set_prepare_look(player_ptr);//モンスター一覧を生成,ソート
1768 print_monster_list(player_ptr->current_floor_ptr, 0, 0, h);
1776 * @brief 現在の装備品をサブウィンドウに表示する /
1777 * Hack -- display equipment in sub-windows
1778 * @param player_ptr プレーヤーへの参照ポインタ
1781 static void fix_equip(player_type *player_ptr, tval_type item_tester_tval)
1784 for (int j = 0; j < 8; j++)
1789 if (!angband_term[j]) continue;
1791 /* No relevant flags */
1792 if (!(window_flag[j] & (PW_EQUIP))) continue;
1795 Term_activate(angband_term[j]);
1797 /* Display equipment */
1798 display_equipment(player_ptr, item_tester_tval);
1806 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1807 * @param player_ptr プレーヤーへの参照ポインタ
1808 * Hack -- display spells in sub-windows
1811 static void fix_spell(player_type *player_ptr)
1814 for (int j = 0; j < 8; j++)
1819 if (!angband_term[j]) continue;
1821 /* No relevant flags */
1822 if (!(window_flag[j] & (PW_SPELL))) continue;
1825 Term_activate(angband_term[j]);
1827 /* Display spell list */
1828 display_spell_list(player_ptr);
1836 * @brief 現在のプレイヤーステータスをサブウィンドウに表示する /
1837 * @param player_ptr プレーヤーへの参照ポインタ
1838 * Hack -- display character in sub-windows
1841 static void fix_player(player_type *player_ptr)
1844 for (int j = 0; j < 8; j++)
1849 if (!angband_term[j]) continue;
1851 /* No relevant flags */
1852 if (!(window_flag[j] & (PW_PLAYER))) continue;
1855 Term_activate(angband_term[j]);
1858 display_player(player_ptr, 0, map_name);
1866 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1867 * Hack -- display recent messages in sub-windows
1868 * Adjust for width and split messages
1871 static void fix_message(void)
1874 for (int j = 0; j < 8; j++)
1879 if (!angband_term[j]) continue;
1881 /* No relevant flags */
1882 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1885 Term_activate(angband_term[j]);
1888 Term_get_size(&w, &h);
1891 for (int i = 0; i < h; i++)
1893 /* Dump the message on the appropriate line */
1894 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1898 Term_locate(&x, &y);
1900 /* Clear to end of line */
1901 Term_erase(x, y, 255);
1911 * @brief 簡易マップをサブウィンドウに表示する /
1912 * Hack -- display overhead view in sub-windows
1913 * Adjust for width and split messages
1914 * @param player_ptr プレーヤーへの参照ポインタ
1917 * Note that the "player" symbol does NOT appear on the map.
1919 static void fix_overhead(player_type *player_ptr)
1922 for (int j = 0; j < 8; j++)
1928 if (!angband_term[j]) continue;
1930 /* No relevant flags */
1931 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1934 Term_activate(angband_term[j]);
1936 /* Full map in too small window is useless */
1937 Term_get_size(&wid, &hgt);
1938 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1941 display_map(player_ptr, &cy, &cx);
1949 static void display_dungeon(player_type *player_ptr)
1952 SYMBOL_CODE tc = '\0';
1954 for (TERM_LEN x = player_ptr->x - Term->wid / 2 + 1; x <= player_ptr->x + Term->wid / 2; x++)
1956 for (TERM_LEN y = player_ptr->y - Term->hgt / 2 + 1; y <= player_ptr->y + Term->hgt / 2; y++)
1960 if (!in_bounds2(player_ptr->current_floor_ptr, y, x))
1962 feature_type *f_ptr = &f_info[feat_none];
1963 a = f_ptr->x_attr[F_LIT_STANDARD];
1964 c = f_ptr->x_char[F_LIT_STANDARD];
1965 Term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1969 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
1973 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1974 else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
1975 else if (player_ptr->wraith_form) a = TERM_L_DARK;
1978 Term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1984 * @brief ダンジョンの地形をサブウィンドウに表示する /
1985 * Hack -- display dungeon view in sub-windows
1986 * @param player_ptr プレーヤーへの参照ポインタ
1989 static void fix_dungeon(player_type *player_ptr)
1992 for (int j = 0; j < 8; j++)
1997 if (!angband_term[j]) continue;
1999 /* No relevant flags */
2000 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2003 Term_activate(angband_term[j]);
2005 /* Redraw dungeon view */
2006 display_dungeon(player_ptr);
2014 * @brief モンスターの思い出をサブウィンドウに表示する /
2015 * Hack -- display dungeon view in sub-windows
2016 * @param player_ptr プレーヤーへの参照ポインタ
2019 static void fix_monster(player_type *player_ptr)
2022 for (int j = 0; j < 8; j++)
2027 if (!angband_term[j]) continue;
2029 /* No relevant flags */
2030 if (!(window_flag[j] & (PW_MONSTER))) continue;
2033 Term_activate(angband_term[j]);
2035 /* Display monster race info */
2036 if (player_ptr->monster_race_idx) display_roff(player_ptr);
2044 * @brief ベースアイテム情報をサブウィンドウに表示する /
2045 * Hack -- display object recall in sub-windows
2046 * @param player_ptr プレーヤーへの参照ポインタ
2049 static void fix_object(player_type *player_ptr)
2052 for (int j = 0; j < 8; j++)
2057 if (!angband_term[j]) continue;
2059 /* No relevant flags */
2060 if (!(window_flag[j] & (PW_OBJECT))) continue;
2063 Term_activate(angband_term[j]);
2065 /* Display monster race info */
2066 if (player_ptr->object_kind_idx) display_koff(player_ptr, player_ptr->object_kind_idx);
2074 * @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
2075 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2076 * @return 重すぎるならばTRUE
2078 bool is_heavy_shoot(player_type *creature_ptr, object_type *o_ptr)
2080 int hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
2081 /* It is hard to carholdry a heavy bow */
2082 return (hold < o_ptr->weight / 10);
2087 * @brief redraw のフラグに応じた更新をまとめて行う / Handle "redraw"
2089 * @details 更新処理の対象はゲーム中の全描画処理
2091 void redraw_stuff(player_type *creature_ptr)
2093 if (!creature_ptr->redraw) return;
2095 /* Character is not ready yet, no screen updates */
2096 if (!current_world_ptr->character_generated) return;
2098 /* Character is in "icky" mode, no screen updates */
2099 if (current_world_ptr->character_icky) return;
2101 /* Hack -- clear the screen */
2102 if (creature_ptr->redraw & (PR_WIPE))
2104 creature_ptr->redraw &= ~(PR_WIPE);
2109 if (creature_ptr->redraw & (PR_MAP))
2111 creature_ptr->redraw &= ~(PR_MAP);
2112 print_map(creature_ptr);
2115 if (creature_ptr->redraw & (PR_BASIC))
2117 creature_ptr->redraw &= ~(PR_BASIC);
2118 creature_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
2119 creature_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
2120 creature_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
2121 creature_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
2122 print_frame_basic(creature_ptr);
2123 print_time(creature_ptr);
2124 print_dungeon(creature_ptr);
2127 if (creature_ptr->redraw & (PR_EQUIPPY))
2129 creature_ptr->redraw &= ~(PR_EQUIPPY);
2130 print_equippy(creature_ptr); /* To draw / delete equippy chars */
2133 if (creature_ptr->redraw & (PR_MISC))
2135 creature_ptr->redraw &= ~(PR_MISC);
2136 print_field(rp_ptr->title, ROW_RACE, COL_RACE);
2139 if (creature_ptr->redraw & (PR_TITLE))
2141 creature_ptr->redraw &= ~(PR_TITLE);
2142 print_title(creature_ptr);
2145 if (creature_ptr->redraw & (PR_LEV))
2147 creature_ptr->redraw &= ~(PR_LEV);
2148 print_level(creature_ptr);
2151 if (creature_ptr->redraw & (PR_EXP))
2153 creature_ptr->redraw &= ~(PR_EXP);
2154 print_exp(creature_ptr);
2157 if (creature_ptr->redraw & (PR_STATS))
2159 creature_ptr->redraw &= ~(PR_STATS);
2160 print_stat(creature_ptr, A_STR);
2161 print_stat(creature_ptr, A_INT);
2162 print_stat(creature_ptr, A_WIS);
2163 print_stat(creature_ptr, A_DEX);
2164 print_stat(creature_ptr, A_CON);
2165 print_stat(creature_ptr, A_CHR);
2168 if (creature_ptr->redraw & (PR_STATUS))
2170 creature_ptr->redraw &= ~(PR_STATUS);
2171 print_status(creature_ptr);
2174 if (creature_ptr->redraw & (PR_ARMOR))
2176 creature_ptr->redraw &= ~(PR_ARMOR);
2177 print_ac(creature_ptr);
2180 if (creature_ptr->redraw & (PR_HP))
2182 creature_ptr->redraw &= ~(PR_HP);
2183 print_hp(creature_ptr);
2186 if (creature_ptr->redraw & (PR_MANA))
2188 creature_ptr->redraw &= ~(PR_MANA);
2189 print_sp(creature_ptr);
2192 if (creature_ptr->redraw & (PR_GOLD))
2194 creature_ptr->redraw &= ~(PR_GOLD);
2195 print_gold(creature_ptr);
2198 if (creature_ptr->redraw & (PR_DEPTH))
2200 creature_ptr->redraw &= ~(PR_DEPTH);
2201 print_depth(creature_ptr);
2204 if (creature_ptr->redraw & (PR_HEALTH))
2206 creature_ptr->redraw &= ~(PR_HEALTH);
2207 health_redraw(creature_ptr, FALSE);
2210 if (creature_ptr->redraw & (PR_UHEALTH))
2212 creature_ptr->redraw &= ~(PR_UHEALTH);
2213 health_redraw(creature_ptr, TRUE);
2216 if (creature_ptr->redraw & (PR_EXTRA))
2218 creature_ptr->redraw &= ~(PR_EXTRA);
2219 creature_ptr->redraw &= ~(PR_CUT | PR_STUN);
2220 creature_ptr->redraw &= ~(PR_HUNGER);
2221 creature_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
2222 print_frame_extra(creature_ptr);
2225 if (creature_ptr->redraw & (PR_CUT))
2227 creature_ptr->redraw &= ~(PR_CUT);
2228 print_cut(creature_ptr);
2231 if (creature_ptr->redraw & (PR_STUN))
2233 creature_ptr->redraw &= ~(PR_STUN);
2234 print_stun(creature_ptr);
2237 if (creature_ptr->redraw & (PR_HUNGER))
2239 creature_ptr->redraw &= ~(PR_HUNGER);
2240 print_hunger(creature_ptr);
2243 if (creature_ptr->redraw & (PR_STATE))
2245 creature_ptr->redraw &= ~(PR_STATE);
2246 print_state(creature_ptr);
2249 if (creature_ptr->redraw & (PR_SPEED))
2251 creature_ptr->redraw &= ~(PR_SPEED);
2252 print_speed(creature_ptr);
2255 if (creature_ptr->pclass == CLASS_IMITATOR)
2257 if (creature_ptr->redraw & (PR_IMITATION))
2259 creature_ptr->redraw &= ~(PR_IMITATION);
2260 print_imitation(creature_ptr);
2266 if (creature_ptr->redraw & (PR_STUDY))
2268 creature_ptr->redraw &= ~(PR_STUDY);
2269 print_study(creature_ptr);
2275 * @brief player_ptr->window のフラグに応じた更新をまとめて行う / Handle "player_ptr->window"
2276 * @param player_ptr プレーヤーへの参照ポインタ
2278 * @details 更新処理の対象はサブウィンドウ全般
2280 void window_stuff(player_type *player_ptr)
2282 if (!player_ptr->window) return;
2285 BIT_FLAGS mask = 0L;
2286 for (int j = 0; j < 8; j++)
2288 /* Save usable flags */
2289 if (angband_term[j]) mask |= window_flag[j];
2292 /* Apply usable flags */
2293 player_ptr->window &= mask;
2296 if (!player_ptr->window) return;
2298 if (player_ptr->window & (PW_INVEN))
2300 player_ptr->window &= ~(PW_INVEN);
2301 fix_inventory(player_ptr, 0); // TODO:2.2.2 まともなtval参照手段を確保
2304 /* Display equipment */
2305 if (player_ptr->window & (PW_EQUIP))
2307 player_ptr->window &= ~(PW_EQUIP);
2308 fix_equip(player_ptr, 0); // TODO:2.2.2 まともなtval参照手段を確保
2311 /* Display spell list */
2312 if (player_ptr->window & (PW_SPELL))
2314 player_ptr->window &= ~(PW_SPELL);
2315 fix_spell(player_ptr);
2318 /* Display player */
2319 if (player_ptr->window & (PW_PLAYER))
2321 player_ptr->window &= ~(PW_PLAYER);
2322 fix_player(player_ptr);
2325 /* Display monster list */
2326 if (player_ptr->window & (PW_MONSTER_LIST))
2328 player_ptr->window &= ~(PW_MONSTER_LIST);
2329 fix_monster_list(player_ptr);
2332 /* Display overhead view */
2333 if (player_ptr->window & (PW_MESSAGE))
2335 player_ptr->window &= ~(PW_MESSAGE);
2339 /* Display overhead view */
2340 if (player_ptr->window & (PW_OVERHEAD))
2342 player_ptr->window &= ~(PW_OVERHEAD);
2343 fix_overhead(player_ptr);
2346 /* Display overhead view */
2347 if (player_ptr->window & (PW_DUNGEON))
2349 player_ptr->window &= ~(PW_DUNGEON);
2350 fix_dungeon(player_ptr);
2353 /* Display monster recall */
2354 if (player_ptr->window & (PW_MONSTER))
2356 player_ptr->window &= ~(PW_MONSTER);
2357 fix_monster(player_ptr);
2360 /* Display object recall */
2361 if (player_ptr->window & (PW_OBJECT))
2363 player_ptr->window &= ~(PW_OBJECT);
2364 fix_object(player_ptr);
2370 * todo ここにplayer_type を追加するとz-termに影響が行くので保留
2371 * @brief コンソールのリサイズに合わせてマップを再描画する /
2372 * Map resizing whenever the main term changes size
2377 /* Only if the dungeon exists */
2378 if (!current_world_ptr->character_dungeon) return;
2380 /* Mega-Hack -- no panel yet */
2384 /* Reset the panels */
2385 panel_row_min = p_ptr->current_floor_ptr->height;
2386 panel_col_min = p_ptr->current_floor_ptr->width;
2388 verify_panel(p_ptr);
2390 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2391 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2392 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2393 p_ptr->update |= (PU_MONSTERS);
2394 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2396 handle_stuff(p_ptr);
2401 * Place the cursor on the player
2403 if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
2410 * todo ここにplayer_type を追加するとz-termに影響が行くので保留
2411 * @brief コンソールを再描画する /
2412 * Redraw a term when it is resized
2415 void redraw_window(void)
2417 /* Only if the dungeon exists */
2418 if (!current_world_ptr->character_dungeon) return;
2420 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2421 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2423 handle_stuff(p_ptr);
2429 * @brief フォーカスを当てるべきマップ描画の基準座標を指定する(サブルーチン)
2430 * @param creature_ptr プレーヤーへの参照ポインタ
2431 * @param dy 変更先のフロアY座標
2432 * @param dx 変更先のフロアX座標
2433 * Handle a request to change the current panel
2434 * Return TRUE if the panel was changed.
2435 * Also used in do_cmd_locate
2436 * @return 実際に再描画が必要だった場合TRUEを返す
2438 bool change_panel(player_type *player_ptr, POSITION dy, POSITION dx)
2441 get_screen_size(&wid, &hgt);
2443 /* Apply the motion */
2444 POSITION y = panel_row_min + dy * hgt / 2;
2445 POSITION x = panel_col_min + dx * wid / 2;
2447 /* Verify the row */
2448 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2449 if (y > floor_ptr->height - hgt) y = floor_ptr->height - hgt;
2452 /* Verify the col */
2453 if (x > floor_ptr->width - wid) x = floor_ptr->width - wid;
2456 if ((y == panel_row_min) && (x == panel_col_min))
2461 panel_bounds_center();
2463 player_ptr->update |= (PU_MONSTERS);
2464 player_ptr->redraw |= (PR_MAP);
2465 handle_stuff(player_ptr);
2471 * @brief プレイヤーの装備一覧シンボルを固定位置に表示する
2472 * @param creature_ptr プレーヤーへの参照ポインタ
2475 void print_equippy(player_type *creature_ptr)
2477 display_player_equippy(creature_ptr, ROW_EQUIPPY, COL_EQUIPPY, 0);
2482 * @brief 現在のコンソール表示の縦横を返す。 /
2483 * Get term size and calculate screen size
2484 * @param wid_p コンソールの表示幅文字数を返す
2485 * @param hgt_p コンソールの表示行数を返す
2488 void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
2490 Term_get_size(wid_p, hgt_p);
2491 *hgt_p -= ROW_MAP + 2;
2492 *wid_p -= COL_MAP + 2;
2493 if (use_bigtile) *wid_p /= 2;
2498 * Calculate panel colum of a location in the map
2500 int panel_col_of(int col)
2502 col -= panel_col_min;
2503 if (use_bigtile) col *= 2;
2509 * Prints the map of the dungeon
2511 * Note that, for efficiency, we contain an "optimized" version
2512 * of both "lite_spot()" and "print_rel()", and that we use the
2513 * "lite_spot()" function to display the player grid, if needed.
2515 void print_map(player_type *player_ptr)
2518 Term_get_size(&wid, &hgt);
2520 /* Remove map offset */
2524 /* Access the cursor state */
2526 (void)Term_get_cursor(&v);
2528 /* Hide the cursor */
2529 (void)Term_set_cursor(0);
2532 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2533 POSITION xmin = (0 < panel_col_min) ? panel_col_min : 0;
2534 POSITION xmax = (floor_ptr->width - 1 > panel_col_max) ? panel_col_max : floor_ptr->width - 1;
2535 POSITION ymin = (0 < panel_row_min) ? panel_row_min : 0;
2536 POSITION ymax = (floor_ptr->height - 1 > panel_row_max) ? panel_row_max : floor_ptr->height - 1;
2538 /* Bottom section of screen */
2539 for (POSITION y = 1; y <= ymin - panel_row_prt; y++)
2541 /* Erase the section */
2542 Term_erase(COL_MAP, y, wid);
2545 /* Top section of screen */
2546 for (POSITION y = ymax - panel_row_prt; y <= hgt; y++)
2548 /* Erase the section */
2549 Term_erase(COL_MAP, y, wid);
2553 for (POSITION y = ymin; y <= ymax; y++)
2555 /* Scan the columns of row "y" */
2556 for (POSITION x = xmin; x <= xmax; x++)
2564 /* Determine what is there */
2565 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
2567 /* Hack -- fake monochrome */
2570 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
2571 else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
2572 else if (player_ptr->wraith_form) a = TERM_L_DARK;
2575 /* Efficiency -- Redraw that grid of the map */
2576 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
2580 /* Display player */
2581 lite_spot(player_ptr, player_ptr->y, player_ptr->x);
2583 /* Restore the cursor */
2584 (void)Term_set_cursor(v);
2589 * 一般的にモンスターシンボルとして扱われる記号を定義する(幻覚処理向け) / Hack -- Legal monster codes
2591 static char image_monster_hack[] = \
2592 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2596 * 一般的にオブジェクトシンボルとして扱われる記号を定義する(幻覚処理向け) / Hack -- Legal object codes
2598 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
2602 * @brief モンスターの表示を幻覚状態に差し替える / Mega-Hack -- Hallucinatory monster
2607 static void image_monster(TERM_COLOR *ap, SYMBOL_CODE *cp)
2611 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
2612 *cp = r_ptr->x_char;
2613 *ap = r_ptr->x_attr;
2617 *cp = (one_in_(25) ?
2618 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
2619 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
2625 * @brief オブジェクトの表示を幻覚状態に差し替える / Hallucinatory object
2630 static void image_object(TERM_COLOR *ap, SYMBOL_CODE *cp)
2634 object_kind *k_ptr = &k_info[randint1(max_k_idx - 1)];
2635 *cp = k_ptr->x_char;
2636 *ap = k_ptr->x_attr;
2640 int n = sizeof(image_object_hack) - 1;
2641 *cp = image_object_hack[randint0(n)];
2647 * @brief オブジェクト&モンスターの表示を幻覚状態に差し替える / Hack -- Random hallucination
2652 static void image_random(TERM_COLOR *ap, SYMBOL_CODE *cp)
2654 /* Normally, assume monsters */
2655 if (randint0(100) < 75)
2657 image_monster(ap, cp);
2660 /* Otherwise, assume objects */
2663 image_object(ap, cp);
2668 * 照明の表現を行うための色合いの関係を{暗闇時, 照明時} で定義する /
2669 * This array lists the effects of "brightness" on various "base" colours.\n
2671 * This is used to do dynamic lighting effects in ascii :-)\n
2672 * At the moment, only the various "floor" tiles are affected.\n
2674 * The layout of the array is [x][0] = light and [x][1] = dark.\n
2676 static TERM_COLOR lighting_colours[16][2] =
2679 {TERM_L_DARK, TERM_DARK},
2682 {TERM_YELLOW, TERM_SLATE},
2685 {TERM_WHITE, TERM_L_DARK},
2688 {TERM_L_UMBER, TERM_UMBER},
2691 {TERM_RED, TERM_RED},
2694 {TERM_L_GREEN, TERM_GREEN},
2697 {TERM_BLUE, TERM_BLUE},
2700 {TERM_L_UMBER, TERM_RED},
2703 {TERM_SLATE, TERM_L_DARK},
2706 {TERM_WHITE, TERM_SLATE},
2709 {TERM_L_RED, TERM_BLUE},
2712 {TERM_YELLOW, TERM_ORANGE},
2715 {TERM_L_RED, TERM_L_RED},
2718 {TERM_L_GREEN, TERM_GREEN},
2721 {TERM_L_BLUE, TERM_L_BLUE},
2724 {TERM_L_UMBER, TERM_UMBER}
2732 void apply_default_feat_lighting(TERM_COLOR f_attr[F_LIT_MAX], SYMBOL_CODE f_char[F_LIT_MAX])
2734 TERM_COLOR s_attr = f_attr[F_LIT_STANDARD];
2735 SYMBOL_CODE s_char = f_char[F_LIT_STANDARD];
2737 if (IS_ASCII_GRAPHICS(s_attr)) /* For ASCII */
2739 f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
2740 f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
2741 for (int i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
2743 else /* For tile graphics */
2745 for (int i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
2746 f_char[F_LIT_LITE] = s_char + 2;
2747 f_char[F_LIT_DARK] = s_char + 1;
2753 * @brief Mコマンドによる縮小マップの表示を行う / Extract the attr/char to display at the given (legal) map location
2755 * Basically, we "paint" the chosen attr/char in several passes, starting\n
2756 * with any known "terrain features" (defaulting to darkness), then adding\n
2757 * any known "objects", and finally, adding any known "monsters". This\n
2758 * is not the fastest method but since most of the calls to this function\n
2759 * are made for grids with no monsters or objects, it is fast enough.\n
2761 * Note that this function, if used on the grid containing the "player",\n
2762 * will return the attr/char of the grid underneath the player, and not\n
2763 * the actual player attr/char itself, allowing a lot of optimization\n
2764 * in various "display" functions.\n
2766 * Note that the "zero" entry in the feature/object/monster arrays are\n
2767 * used to provide "special" attr/char codes, with "monster zero" being\n
2768 * used for the player attr/char, "object zero" being used for the "stack"\n
2769 * attr/char, and "feature zero" being used for the "nothing" attr/char,\n
2770 * though this function makes use of only "feature zero".\n
2772 * Note that monsters can have some "special" flags, including "ATTR_MULTI",\n
2773 * which means their color changes, and "ATTR_CLEAR", which means they take\n
2774 * the color of whatever is under them, and "CHAR_CLEAR", which means that\n
2775 * they take the symbol of whatever is under them. Technically, the flag\n
2776 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when\n
2777 * examined, but this flag is currently ignored.\n
2779 * Currently, we do nothing with multi-hued objects, because there are\n
2780 * not any. If there were, they would have to set "shimmer_objects"\n
2781 * when they were created, and then new "shimmer" code in "dungeon.c"\n
2782 * would have to be created handle the "shimmer" effect, and the code\n
2783 * in floor would have to be updated to create the shimmer effect.\n
2785 * Note the effects of hallucination. Objects always appear as random\n
2786 * "objects", monsters as random "monsters", and normal grids occasionally\n
2787 * appear as random "monsters" or "objects", but note that these random\n
2788 * "monsters" and "objects" are really just "colored ascii symbols".\n
2790 * Note that "floors" and "invisible traps" (and "zero" features) are\n
2791 * drawn as "floors" using a special check for optimization purposes,\n
2792 * and these are the only features which get drawn using the special\n
2793 * lighting effects activated by "view_special_lite".\n
2795 * Note the use of the "mimic" field in the "terrain feature" processing,\n
2796 * which allows any feature to "pretend" to be another feature. This is\n
2797 * used to "hide" secret doors, and to make all "doors" appear the same,\n
2798 * and all "walls" appear the same, and "hidden" treasure stay hidden.\n
2799 * It is possible to use this field to make a feature "look" like a floor,\n
2800 * but the "special lighting effects" for floors will not be used.\n
2802 * Note the use of the new "terrain feature" information. Note that the\n
2803 * assumption that all interesting "objects" and "terrain features" are\n
2804 * memorized allows extremely optimized processing below. Note the use\n
2805 * of separate flags on objects to mark them as memorized allows a grid\n
2806 * to have memorized "terrain" without granting knowledge of any object\n
2807 * which may appear in that grid.\n
2809 * Note the efficient code used to determine if a "floor" grid is\n
2810 * "memorized" or "viewable" by the player, where the test for the\n
2811 * grid being "viewable" is based on the facts that (1) the grid\n
2812 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in\n
2813 * line of sight, and (3) the player must not be blind, and uses the\n
2814 * assumption that all torch-lit grids are in line of sight.\n
2816 * Note that floors (and invisible traps) are the only grids which are\n
2817 * not memorized when seen, so only these grids need to check to see if\n
2818 * the grid is "viewable" to the player (if it is not memorized). Since\n
2819 * most non-memorized grids are in fact walls, this induces *massive*\n
2820 * efficiency, at the cost of *forcing* the memorization of non-floor\n
2821 * grids when they are first seen. Note that "invisible traps" are\n
2822 * always treated exactly like "floors", which prevents "cheating".\n
2824 * Note the "special lighting effects" which can be activated for floor\n
2825 * grids using the "view_special_lite" option (for "white" floor grids),\n
2826 * causing certain grids to be displayed using special colors. If the\n
2827 * player is "blind", we will use "dark gray", else if the grid is lit\n
2828 * by the torch, and the "view_yellow_lite" option is set, we will use\n
2829 * "yellow", else if the grid is "dark", we will use "dark gray", else\n
2830 * if the grid is not "viewable", and the "view_bright_lite" option is\n
2831 * set, and the we will use "slate" (gray). We will use "white" for all\n
2832 * other cases, in particular, for illuminated viewable floor grids.\n
2834 * Note the "special lighting effects" which can be activated for wall\n
2835 * grids using the "view_granite_lite" option (for "white" wall grids),\n
2836 * causing certain grids to be displayed using special colors. If the\n
2837 * player is "blind", we will use "dark gray", else if the grid is lit\n
2838 * by the torch, and the "view_yellow_lite" option is set, we will use\n
2839 * "yellow", else if the "view_bright_lite" option is set, and the grid\n
2840 * is not "viewable", or is "dark", or is glowing, but not when viewed\n
2841 * from the player's current location, we will use "slate" (gray). We\n
2842 * will use "white" for all other cases, in particular, for correctly\n
2843 * illuminated viewable wall grids.\n
2845 * Note that, when "view_granite_lite" is set, we use an inline version\n
2846 * of the "player_can_see_bold()" function to check the "viewability" of\n
2847 * grids when the "view_bright_lite" option is set, and we do NOT use\n
2848 * any special colors for "dark" wall grids, since this would allow the\n
2849 * player to notice the walls of illuminated rooms from a hallway that\n
2850 * happened to run beside the room. The alternative, by the way, would\n
2851 * be to prevent the generation of hallways next to rooms, but this\n
2852 * would still allow problems when digging towards a room.\n
2854 * Note that bizarre things must be done when the "attr" and/or "char"\n
2855 * codes have the "high-bit" set, since these values are used to encode\n
2856 * various "special" pictures in some versions, and certain situations,\n
2857 * such as "multi-hued" or "clear" monsters, cause the attr/char codes\n
2858 * to be "scrambled" in various ways.\n
2860 * Note that eventually we may use the "&" symbol for embedded treasure,\n
2861 * and use the "*" symbol to indicate multiple objects, though this will\n
2862 * have to wait for Angband 2.8.0 or later. Note that currently, this\n
2863 * is not important, since only one object or terrain feature is allowed\n
2864 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.\n
2866 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of\n
2867 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect\n
2868 * then a whole lot of code should be changed... XXX XXX\n
2870 void map_info(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp, TERM_COLOR *tap, SYMBOL_CODE *tcp)
2872 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2873 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2875 OBJECT_IDX this_o_idx, next_o_idx = 0;
2877 /* Feature code (applying "mimic" field) */
2878 FEAT_IDX feat = get_feat_mimic(g_ptr);
2881 feature_type *f_ptr = &f_info[feat];
2886 /* Boring grids (floors, etc) */
2887 if (!have_flag(f_ptr->flags, FF_REMEMBER))
2890 * Handle Memorized or visible floor
2892 * No visual when blinded.
2893 * (to prevent strange effects on darkness breath)
2895 * - Can see grids with CAVE_MARK.
2896 * - Can see grids with CAVE_LITE or CAVE_MNLT.
2897 * (Such grids also have CAVE_VIEW)
2898 * - Can see grids with CAVE_VIEW unless darkened by monsters.
2900 if (!player_ptr->blind &&
2901 ((g_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
2902 ((g_ptr->info & CAVE_VIEW) && (((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || player_ptr->see_nocto))))
2904 /* Normal attr/char */
2905 a = f_ptr->x_attr[F_LIT_STANDARD];
2906 c = f_ptr->x_char[F_LIT_STANDARD];
2908 if (player_ptr->wild_mode)
2910 /* Special lighting effects */
2911 /* Handle "night" */
2912 if (view_special_lite && !is_daytime())
2914 /* Use a darkened colour/tile */
2915 a = f_ptr->x_attr[F_LIT_DARK];
2916 c = f_ptr->x_char[F_LIT_DARK];
2920 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
2921 else if (darkened_grid(player_ptr, g_ptr))
2923 /* Unsafe grid -- idea borrowed from Unangband */
2924 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2926 /* Access darkness */
2927 f_ptr = &f_info[feat];
2929 /* Char and attr of darkness */
2930 a = f_ptr->x_attr[F_LIT_STANDARD];
2931 c = f_ptr->x_char[F_LIT_STANDARD];
2934 /* Special lighting effects */
2935 else if (view_special_lite)
2937 /* Handle "torch-lit" grids */
2938 if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
2941 if (view_yellow_lite)
2943 /* Use a brightly lit colour/tile */
2944 a = f_ptr->x_attr[F_LIT_LITE];
2945 c = f_ptr->x_char[F_LIT_LITE];
2949 /* Handle "dark" grids */
2950 else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
2952 /* Use a darkened colour/tile */
2953 a = f_ptr->x_attr[F_LIT_DARK];
2954 c = f_ptr->x_char[F_LIT_DARK];
2957 /* Handle "out-of-sight" grids */
2958 else if (!(g_ptr->info & CAVE_VIEW))
2961 if (view_bright_lite)
2963 /* Use a darkened colour/tile */
2964 a = f_ptr->x_attr[F_LIT_DARK];
2965 c = f_ptr->x_char[F_LIT_DARK];
2974 /* Unsafe grid -- idea borrowed from Unangband */
2975 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2977 /* Access darkness */
2978 f_ptr = &f_info[feat];
2980 /* Normal attr/char */
2981 a = f_ptr->x_attr[F_LIT_STANDARD];
2982 c = f_ptr->x_char[F_LIT_STANDARD];
2986 /* Interesting grids (non-floors) */
2989 /* Memorized grids */
2990 if (g_ptr->info & CAVE_MARK)
2992 /* Normal attr/char */
2993 a = f_ptr->x_attr[F_LIT_STANDARD];
2994 c = f_ptr->x_char[F_LIT_STANDARD];
2996 if (player_ptr->wild_mode)
2998 /* Special lighting effects */
2999 /* Handle "blind" or "night" */
3000 if (view_granite_lite && (player_ptr->blind || !is_daytime()))
3002 /* Use a darkened colour/tile */
3003 a = f_ptr->x_attr[F_LIT_DARK];
3004 c = f_ptr->x_char[F_LIT_DARK];
3008 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
3009 else if (darkened_grid(player_ptr, g_ptr) && !player_ptr->blind)
3011 if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
3013 /* Unsafe grid -- idea borrowed from Unangband */
3014 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
3016 /* Access darkness */
3017 f_ptr = &f_info[feat];
3019 /* Char and attr of darkness */
3020 a = f_ptr->x_attr[F_LIT_STANDARD];
3021 c = f_ptr->x_char[F_LIT_STANDARD];
3023 else if (view_granite_lite && view_bright_lite)
3025 /* Use a darkened colour/tile */
3026 a = f_ptr->x_attr[F_LIT_DARK];
3027 c = f_ptr->x_char[F_LIT_DARK];
3031 /* Special lighting effects */
3032 else if (view_granite_lite)
3034 /* Handle "blind" */
3035 if (player_ptr->blind)
3037 /* Use a darkened colour/tile */
3038 a = f_ptr->x_attr[F_LIT_DARK];
3039 c = f_ptr->x_char[F_LIT_DARK];
3042 /* Handle "torch-lit" grids */
3043 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
3046 if (view_yellow_lite)
3048 /* Use a brightly lit colour/tile */
3049 a = f_ptr->x_attr[F_LIT_LITE];
3050 c = f_ptr->x_char[F_LIT_LITE];
3054 /* Handle "view_bright_lite" */
3055 else if (view_bright_lite)
3058 if (!(g_ptr->info & CAVE_VIEW))
3060 /* Use a darkened colour/tile */
3061 a = f_ptr->x_attr[F_LIT_DARK];
3062 c = f_ptr->x_char[F_LIT_DARK];
3066 else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
3068 /* Use a darkened colour/tile */
3069 a = f_ptr->x_attr[F_LIT_DARK];
3070 c = f_ptr->x_char[F_LIT_DARK];
3073 /* Not glowing correctly */
3074 else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(player_ptr, y, x))
3076 /* Use a darkened colour/tile */
3077 a = f_ptr->x_attr[F_LIT_DARK];
3078 c = f_ptr->x_char[F_LIT_DARK];
3087 /* Unsafe grid -- idea borrowed from Unangband */
3088 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
3090 /* Access feature */
3091 f_ptr = &f_info[feat];
3093 /* Normal attr/char */
3094 a = f_ptr->x_attr[F_LIT_STANDARD];
3095 c = f_ptr->x_char[F_LIT_STANDARD];
3099 if (feat_priority == -1) feat_priority = f_ptr->priority;
3101 /* Save the terrain info for the transparency effects */
3109 /* Hack -- rare random hallucination, except on outer dungeon walls */
3110 if (player_ptr->image && one_in_(256))
3111 image_random(ap, cp);
3114 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3117 o_ptr = &floor_ptr->o_list[this_o_idx];
3118 next_o_idx = o_ptr->next_o_idx;
3120 /* Memorized objects */
3121 if (!(o_ptr->marked & OM_FOUND)) continue;
3123 if (display_autopick)
3127 match_autopick = find_autopick_list(player_ptr, o_ptr);
3128 if (match_autopick == -1)
3131 act = autopick_list[match_autopick].action;
3133 if ((act & DO_DISPLAY) && (act & display_autopick))
3135 autopick_obj = o_ptr;
3139 match_autopick = -1;
3145 (*cp) = object_char(o_ptr);
3148 (*ap) = object_attr(o_ptr);
3152 /* Hack -- hallucination */
3153 if (player_ptr->image) image_object(ap, cp);
3158 /* Handle monsters */
3159 if (g_ptr->m_idx && display_autopick != 0)
3161 set_term_color(player_ptr, y, x, ap, cp);
3165 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
3167 /* Visible monster */
3170 set_term_color(player_ptr, y, x, ap, cp);
3175 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3180 if (player_ptr->image)
3183 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
3184 * flags are always unseen.
3186 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
3192 image_monster(ap, cp);
3195 set_term_color(player_ptr, y, x, ap, cp);
3199 /* Monster attr/char */
3203 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
3204 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
3206 /* Desired monster attr/char */
3209 set_term_color(player_ptr, y, x, ap, cp);
3214 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
3215 * flags are always unseen.
3217 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
3219 set_term_color(player_ptr, y, x, ap, cp);
3223 /*** Monster's attr ***/
3224 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
3229 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
3231 /* Multi-hued attr */
3232 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
3233 else switch (randint1(7))
3235 case 1: *ap = TERM_RED; break;
3236 case 2: *ap = TERM_L_RED; break;
3237 case 3: *ap = TERM_WHITE; break;
3238 case 4: *ap = TERM_L_GREEN; break;
3239 case 5: *ap = TERM_BLUE; break;
3240 case 6: *ap = TERM_L_DARK; break;
3241 case 7: *ap = TERM_GREEN; break;
3244 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
3246 /* Use semi-random attr (usually mimics' colors vary) */
3247 *ap = g_ptr->m_idx % 15 + 1;
3255 /*** Monster's char ***/
3256 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
3258 set_term_color(player_ptr, y, x, ap, cp);
3262 if (r_ptr->flags1 & RF1_SHAPECHANGER)
3266 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
3267 *cp = tmp_r_ptr->x_char;
3268 *ap = tmp_r_ptr->x_attr;
3272 *cp = (one_in_(25) ?
3273 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
3274 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
3277 set_term_color(player_ptr, y, x, ap, cp);
3282 set_term_color(player_ptr, y, x, ap, cp);
3286 void set_term_color(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp)
3288 if (!player_bold(player_ptr, y, x)) return;
3290 monster_race *r_ptr = &r_info[0];
3291 *ap = r_ptr->x_attr;
3292 *cp = r_ptr->x_char;
3297 static concptr simplify_list[][2] =
3304 {"^Amulet of ", "\""},
3305 {"^Scroll of ", "?"},
3306 {"^Scroll titled ", "?"},
3307 {"^Wand of " , "-"},
3309 {"^Staff of " , "_"},
3310 {"^Potion of ", "!"},
3323 static void display_shortened_item_name(player_type *player_ptr, object_type *o_ptr, int y)
3326 object_desc(player_ptr, buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
3327 TERM_COLOR attr = tval_to_attr[o_ptr->tval % 128];
3329 if (player_ptr->image)
3332 strcpy(buf, _("何か奇妙な物", "something strange"));
3336 for (c = buf; *c; c++)
3338 for (int i = 0; simplify_list[i][1]; i++)
3340 concptr org_w = simplify_list[i][0];
3350 if (strncmp(c, org_w, strlen(org_w))) continue;
3353 concptr tmp = simplify_list[i][1];
3356 tmp = c + strlen(org_w);
3371 if (len + 2 > 12) break;
3378 if (len + 1 > 12) break;
3385 Term_putstr(0, y, 12, attr, buf);
3390 * Display a "small-scale" map of the dungeon in the active Term
3392 void display_map(player_type *player_ptr, int *cy, int *cx)
3402 SYMBOL_CODE **bigmc;
3409 /* Save lighting effects */
3410 bool old_view_special_lite = view_special_lite;
3411 bool old_view_granite_lite = view_granite_lite;
3413 TERM_LEN hgt, wid, yrat, xrat;
3415 int **match_autopick_yx;
3416 object_type ***object_autopick_yx;
3418 Term_get_size(&wid, &hgt);
3421 if (use_bigtile) wid /= 2;
3423 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3424 yrat = (floor_ptr->height + hgt - 1) / hgt;
3425 xrat = (floor_ptr->width + wid - 1) / wid;
3427 /* Disable lighting effects */
3428 view_special_lite = FALSE;
3429 view_granite_lite = FALSE;
3431 /* Allocate the maps */
3432 C_MAKE(ma, (hgt + 2), TERM_COLOR *);
3433 C_MAKE(mc, (hgt + 2), char_ptr);
3434 C_MAKE(mp, (hgt + 2), byte_ptr);
3435 C_MAKE(match_autopick_yx, (hgt + 2), int*);
3436 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
3438 /* Allocate and wipe each line map */
3439 for (y = 0; y < (hgt + 2); y++)
3441 /* Allocate one row each array */
3442 C_MAKE(ma[y], (wid + 2), TERM_COLOR);
3443 C_MAKE(mc[y], (wid + 2), char);
3444 C_MAKE(mp[y], (wid + 2), byte);
3445 C_MAKE(match_autopick_yx[y], (wid + 2), int);
3446 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
3448 for (x = 0; x < wid + 2; ++x)
3450 match_autopick_yx[y][x] = -1;
3451 object_autopick_yx[y][x] = NULL;
3454 ma[y][x] = TERM_WHITE;
3462 /* Allocate the maps */
3463 C_MAKE(bigma, (floor_ptr->height + 2), TERM_COLOR *);
3464 C_MAKE(bigmc, (floor_ptr->height + 2), char_ptr);
3465 C_MAKE(bigmp, (floor_ptr->height + 2), byte_ptr);
3467 /* Allocate and wipe each line map */
3468 for (y = 0; y < (floor_ptr->height + 2); y++)
3470 /* Allocate one row each array */
3471 C_MAKE(bigma[y], (floor_ptr->width + 2), TERM_COLOR);
3472 C_MAKE(bigmc[y], (floor_ptr->width + 2), char);
3473 C_MAKE(bigmp[y], (floor_ptr->width + 2), byte);
3475 for (x = 0; x < floor_ptr->width + 2; ++x)
3478 bigma[y][x] = TERM_WHITE;
3486 /* Fill in the map */
3487 for (i = 0; i < floor_ptr->width; ++i)
3489 for (j = 0; j < floor_ptr->height; ++j)
3494 match_autopick = -1;
3495 autopick_obj = NULL;
3498 /* Extract the current attr/char at that map location */
3499 map_info(player_ptr, j, i, &ta, &tc, &ta, &tc);
3501 /* Extract the priority */
3502 tp = (byte)feat_priority;
3504 if (match_autopick != -1
3505 && (match_autopick_yx[y][x] == -1
3506 || match_autopick_yx[y][x] > match_autopick))
3508 match_autopick_yx[y][x] = match_autopick;
3509 object_autopick_yx[y][x] = autopick_obj;
3513 /* Save the char, attr and priority */
3514 bigmc[j + 1][i + 1] = tc;
3515 bigma[j + 1][i + 1] = ta;
3516 bigmp[j + 1][i + 1] = tp;
3520 for (j = 0; j < floor_ptr->height; ++j)
3522 for (i = 0; i < floor_ptr->width; ++i)
3527 tc = bigmc[j + 1][i + 1];
3528 ta = bigma[j + 1][i + 1];
3529 tp = bigmp[j + 1][i + 1];
3531 /* rare feature has more priority */
3537 for (t = 0; t < 8; t++)
3539 if (tc == bigmc[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]] &&
3540 ta == bigma[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]])
3550 /* Save the char, attr and priority */
3562 /* Draw the corners */
3563 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
3565 /* Draw the horizontal edges */
3566 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
3568 /* Draw the vertical edges */
3569 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
3571 /* Display each map line in order */
3572 for (y = 0; y < hgt + 2; ++y)
3574 /* Start a new line */
3575 Term_gotoxy(COL_MAP, y);
3577 /* Display the line */
3578 for (x = 0; x < wid + 2; ++x)
3583 /* Hack -- fake monochrome */
3586 if (current_world_ptr->timewalk_m_idx) ta = TERM_DARK;
3587 else if (IS_INVULN(player_ptr) || player_ptr->timewalk) ta = TERM_WHITE;
3588 else if (player_ptr->wraith_form) ta = TERM_L_DARK;
3591 /* Add the character */
3592 Term_add_bigch(ta, tc);
3596 for (y = 1; y < hgt + 1; ++y)
3598 match_autopick = -1;
3599 for (x = 1; x <= wid; x++) {
3600 if (match_autopick_yx[y][x] != -1 &&
3601 (match_autopick > match_autopick_yx[y][x] ||
3602 match_autopick == -1)) {
3603 match_autopick = match_autopick_yx[y][x];
3604 autopick_obj = object_autopick_yx[y][x];
3608 /* Clear old display */
3609 Term_putstr(0, y, 12, 0, " ");
3611 if (match_autopick != -1)
3612 display_shortened_item_name(player_ptr, autopick_obj, y);
3615 /* Player location */
3616 (*cy) = player_ptr->y / yrat + 1 + ROW_MAP;
3618 (*cx) = player_ptr->x / xrat + 1 + COL_MAP;
3620 (*cx) = (player_ptr->x / xrat + 1) * 2 + COL_MAP;
3622 /* Restore lighting effects */
3623 view_special_lite = old_view_special_lite;
3624 view_granite_lite = old_view_granite_lite;
3626 /* Free each line map */
3627 for (y = 0; y < (hgt + 2); y++)
3629 /* Free one row each array */
3630 C_KILL(ma[y], (wid + 2), TERM_COLOR);
3631 C_KILL(mc[y], (wid + 2), SYMBOL_CODE);
3632 C_KILL(mp[y], (wid + 2), byte);
3633 C_KILL(match_autopick_yx[y], (wid + 2), int);
3634 C_KILL(object_autopick_yx[y], (wid + 2), object_type *);
3637 /* Free each line map */
3638 C_KILL(ma, (hgt + 2), TERM_COLOR *);
3639 C_KILL(mc, (hgt + 2), char_ptr);
3640 C_KILL(mp, (hgt + 2), byte_ptr);
3641 C_KILL(match_autopick_yx, (hgt + 2), int*);
3642 C_KILL(object_autopick_yx, (hgt + 2), object_type **);
3644 /* Free each line map */
3645 for (y = 0; y < (floor_ptr->height + 2); y++)
3647 /* Free one row each array */
3648 C_KILL(bigma[y], (floor_ptr->width + 2), TERM_COLOR);
3649 C_KILL(bigmc[y], (floor_ptr->width + 2), SYMBOL_CODE);
3650 C_KILL(bigmp[y], (floor_ptr->width + 2), byte);
3653 /* Free each line map */
3654 C_KILL(bigma, (floor_ptr->height + 2), TERM_COLOR *);
3655 C_KILL(bigmc, (floor_ptr->height + 2), char_ptr);
3656 C_KILL(bigmp, (floor_ptr->height + 2), byte_ptr);
3661 * Display a "small-scale" map of the dungeon for the player
3663 * Currently, the "player" is displayed on the map.
3665 void do_cmd_view_map(player_type *player_ptr)
3668 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
3673 display_autopick = 0;
3675 /* Display the map */
3677 display_map(player_ptr, &cy, &cx);
3679 if ((max_autopick == 0) || player_ptr->wild_mode)
3681 put_str(_("何かキーを押すとゲームに戻ります", "Hit any key to continue"), 23, 30);
3682 /* Hilite the player */
3683 move_cursor(cy, cx);
3690 display_autopick = ITEM_DISPLAY;
3695 Term_get_size(&wid, &hgt);
3696 int row_message = hgt - 1;
3698 put_str(_("何かキーを押してください('M':拾う 'N':放置 'D':M+N 'K':壊すアイテムを表示)",
3699 " Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items."), row_message, 1);
3701 move_cursor(cy, cx);
3707 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
3709 flag = DONT_AUTOPICK;
3711 flag = DO_AUTODESTROY;
3713 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
3719 if (~display_autopick & flag)
3720 display_autopick |= flag;
3722 display_autopick &= ~flag;
3723 display_map(player_ptr, &cy, &cx);
3726 display_autopick = 0;
3732 * Track a new monster
3733 * @param player_ptr プレーヤーへの参照ポインタ
3734 * @param m_idx トラッキング対象のモンスターID。0の時キャンセル
3737 void health_track(player_type *player_ptr, MONSTER_IDX m_idx)
3739 /* Mount monster is already tracked */
3740 if (m_idx && m_idx == player_ptr->riding) return;
3742 /* Track a new guy */
3743 player_ptr->health_who = m_idx;
3745 /* Redraw (later) */
3746 player_ptr->redraw |= (PR_HEALTH);
3751 * Moves the cursor to a given MAP (y,x) location
3753 void move_cursor_relative(int row, int col)
3755 /* Real co-ords convert to screen positions */
3756 row -= panel_row_prt;
3759 Term_gotoxy(panel_col_of(col), row);
3764 * print project path
3766 void print_path(player_type *player_ptr, POSITION y, POSITION x)
3770 byte default_color = TERM_SLATE;
3772 if (!display_path) return;
3773 if (project_length == -1) return;
3775 /* Get projection path */
3776 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3777 path_n = project_path(player_ptr, path_g, (project_length ? project_length : MAX_RANGE), player_ptr->y, player_ptr->x, y, x, PROJECT_PATH | PROJECT_THRU);
3779 player_ptr->redraw |= (PR_MAP);
3780 handle_stuff(player_ptr);
3783 for (int i = 0; i < path_n; i++)
3785 POSITION ny = GRID_Y(path_g[i]);
3786 POSITION nx = GRID_X(path_g[i]);
3787 grid_type *g_ptr = &floor_ptr->grid_array[ny][nx];
3789 if (panel_contains(ny, nx))
3791 TERM_COLOR a = default_color;
3794 TERM_COLOR ta = default_color;
3795 SYMBOL_CODE tc = '*';
3797 if (g_ptr->m_idx && floor_ptr->m_list[g_ptr->m_idx].ml)
3799 /* Determine what is there */
3800 map_info(player_ptr, ny, nx, &a, &c, &ta, &tc);
3802 if (!IS_ASCII_GRAPHICS(a))
3804 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
3806 else if (a == default_color)
3812 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
3813 else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
3814 else if (player_ptr->wraith_form) a = TERM_L_DARK;
3819 /* Hack -- Queue it */
3820 Term_queue_bigchar(panel_col_of(nx), ny - panel_row_prt, a, c, ta, tc);
3824 if ((g_ptr->info & CAVE_MARK) && !cave_have_flag_grid(g_ptr, FF_PROJECT)) break;
3827 if (nx == x && ny == y) default_color = TERM_L_DARK;
3833 * Hack -- track the given monster race
3835 void monster_race_track(player_type *player_ptr, MONRACE_IDX r_idx)
3837 player_ptr->monster_race_idx = r_idx;
3838 player_ptr->window |= (PW_MONSTER);
3843 * Hack -- track the given object kind
3845 void object_kind_track(player_type *player_ptr, KIND_OBJECT_IDX k_idx)
3847 player_ptr->object_kind_idx = k_idx;
3848 player_ptr->window |= (PW_OBJECT);
3853 * @brief 実ゲームプレイ時間を更新する
3855 void update_playtime(void)
3857 /* Check if the game has started */
3858 if (current_world_ptr->start_time != 0)
3860 u32b tmp = (u32b)time(NULL);
3861 current_world_ptr->play_time += (tmp - current_world_ptr->start_time);
3862 current_world_ptr->start_time = tmp;
3868 * Mega-Hack -- Delayed visual update
3869 * Only used if update_view(), update_lite() or update_mon_lite() was called
3871 void delayed_visual_update(player_type *player_ptr)
3873 /* Update needed grids */
3874 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3875 for (int i = 0; i < floor_ptr->redraw_n; i++)
3877 POSITION y = floor_ptr->redraw_y[i];
3878 POSITION x = floor_ptr->redraw_x[i];
3880 g_ptr = &floor_ptr->grid_array[y][x];
3882 /* Update only needed grids (prevent multiple updating) */
3883 if (!(g_ptr->info & CAVE_REDRAW)) continue;
3885 /* If required, note */
3886 if (g_ptr->info & CAVE_NOTE) note_spot(player_ptr, y, x);
3888 lite_spot(player_ptr, y, x);
3890 /* Hack -- Visual update of monster on this grid */
3891 if (g_ptr->m_idx) update_monster(player_ptr, g_ptr->m_idx, FALSE);
3893 /* No longer in the array */
3894 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
3898 floor_ptr->redraw_n = 0;