3 * @brief プレイヤーのステータス処理 / status
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
15 #include "autopick/autopick.h"
16 #include "autopick/autopick-methods-table.h"
19 #include "market/building.h"
26 #include "view/display-player.h"
27 #include "player-status.h"
28 #include "player-class.h"
29 #include "player-race.h"
30 #include "player/mimic-info-table.h"
31 #include "player-effects.h"
32 #include "player-inventory.h"
34 #include "view/display-main-window.h"
37 #include "realm-hex.h"
38 #include "realm-song.h"
40 #include "object-flavor.h"
45 #include "floor-town.h"
47 #include "object/object-kind.h"
48 #include "targeting.h"
50 #include "market/arena-info-table.h"
53 * Not using graphical tiles for this feature?
55 #define IS_ASCII_GRAPHICS(A) (!((A) & 0x80))
57 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 */
58 static byte display_autopick; /*!< 自動拾い状態の設定フラグ */
59 static int match_autopick;
60 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 */
65 POSITION panel_row_min, panel_row_max;
66 POSITION panel_col_min, panel_col_max;
67 POSITION panel_col_prt, panel_row_prt;
70 * Some screen locations for various display routines
71 * Currently, row 8 and 15 are the only "blank" rows.
72 * That leaves a "border" around the "stat" values.
76 #define COL_RACE 0 /* <race name> */
78 /*#define ROW_CLASS 2 */
79 /*#define COL_CLASS 0 */ /* <class name> */
82 #define COL_TITLE 0 /* <title> or <mode> */
84 /*#define ROW_SEIKAKU 4 */
85 /*#define COL_SEIKAKU 0*/ /* <seikaku> */
88 #define COL_DAY 0 /* day */
90 #define ROW_DUNGEON 22
91 #define COL_DUNGEON 0 /* dungeon */
94 #define COL_LEVEL 0 /* "LEVEL xxxxxx" */
97 #define COL_EXP 0 /* "EXP xxxxxxxx" */
100 #define COL_GOLD 0 /* "AU xxxxxxxxx" */
102 #define ROW_EQUIPPY 6
103 #define COL_EQUIPPY 0 /* equippy chars */
106 #define COL_STAT 0 /* "xxx xxxxxx" */
109 #define COL_AC 0 /* "Cur AC xxxxx" */
115 #define COL_CURHP 0 /* "Cur HP xxxxx" */
118 #define COL_CURSP 0 /* "Cur SP xxxxx" */
120 #define ROW_RIDING_INFO 16
121 #define COL_RIDING_INFO 0 /* "xxxxxxxxxxxx" */
124 #define COL_INFO 0 /* "xxxxxxxxxxxx" */
127 #define COL_CUT 0 /* <cut> */
130 #define COL_STUN 0 /* <stun> */
132 #define ROW_HUNGRY 20
133 #define COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */
136 #define COL_STATE 7 /* <state> */
138 #define ROW_SPEED (-1)
139 #define COL_SPEED (-24) /* "Slow (-NN)" or "Fast (+NN)" */
141 #define ROW_STUDY (-1)
142 #define COL_STUDY (-13) /* "Study" */
144 #define ROW_DEPTH (-1)
145 #define COL_DEPTH (-8) /* "Lev NNN" / "NNNN ft" */
147 #define ROW_STATBAR (-1)
148 #define COL_STATBAR 0
149 #define MAX_COL_STATBAR (-26)
151 void print_equippy(player_type *creature_ptr);
152 void print_map(player_type *player_ptr);
153 void display_map(player_type *player_ptr, int *cy, int *cx);
154 void set_term_color(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp);
157 * @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 /
158 * Print character info at given row, column in a 13 char field
164 static void print_field(concptr info, TERM_LEN row, TERM_LEN col)
166 /* Dump 13 spaces to clear */
167 c_put_str(TERM_WHITE, " ", row, col);
169 /* Dump the info itself */
170 c_put_str(TERM_L_BLUE, info, row, col);
175 * @brief ゲーム時刻を表示する /
179 void print_time(player_type *player_ptr)
183 /* Dump 13 spaces to clear */
184 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
186 extract_day_hour_min(player_ptr, &day, &hour, &min);
188 /* Dump the info itself */
189 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
190 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
192 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY + 7);
197 * @brief 現在のマップ名を返す /
198 * @param creature_ptr プレーヤーへの参照ポインタ
199 * @return マップ名の文字列参照ポインタ
201 concptr map_name(player_type *creature_ptr)
203 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
204 if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest)
205 && (quest[floor_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
206 return _("クエスト", "Quest");
207 else if (creature_ptr->wild_mode)
208 return _("地上", "Surface");
209 else if (creature_ptr->current_floor_ptr->inside_arena)
210 return _("アリーナ", "Arena");
211 else if (creature_ptr->phase_out)
212 return _("闘技場", "Monster Arena");
213 else if (!floor_ptr->dun_level && creature_ptr->town_num)
214 return town_info[creature_ptr->town_num].name;
216 return d_name + d_info[creature_ptr->dungeon_idx].name;
221 * @brief 現在のマップ名を描画する / Print dungeon
222 * @param creature_ptr プレーヤーへの参照ポインタ
225 static void print_dungeon(player_type *creature_ptr)
227 /* Dump 13 spaces to clear */
228 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
230 concptr dungeon_name = map_name(creature_ptr);
232 TERM_LEN col = COL_DUNGEON + 6 - strlen(dungeon_name) / 2;
233 if (col < 0) col = 0;
235 /* Dump the info itself */
236 c_put_str(TERM_L_UMBER, format("%s", dungeon_name),
242 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
243 * @param stat 描画するステータスのID
246 static void print_stat(player_type *creature_ptr, int stat)
250 /* Display "injured" stat */
251 if (creature_ptr->stat_cur[stat] < creature_ptr->stat_max[stat])
253 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
254 cnv_stat(creature_ptr->stat_use[stat], tmp);
255 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
258 /* Display "healthy" stat */
261 put_str(stat_names[stat], ROW_STAT + stat, 0);
262 cnv_stat(creature_ptr->stat_use[stat], tmp);
263 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
266 /* Indicate natural maximum */
267 if (creature_ptr->stat_max[stat] != creature_ptr->stat_max_max[stat])
271 /* 日本語にかぶらないように表示位置を変更 */
272 put_str("!", ROW_STAT + stat, 5);
274 put_str("!", ROW_STAT + stat, 3);
280 * 画面下部に表示する状態表示定義ID / Data structure for status bar
282 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
283 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
284 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
285 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
286 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
287 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
288 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
289 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
290 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
291 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
292 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
293 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
294 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
295 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
296 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
297 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
298 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
299 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
300 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
301 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
302 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
303 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
304 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
305 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
306 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
307 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
308 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
309 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
310 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
311 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
312 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
313 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
314 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
315 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
316 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
317 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
318 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
319 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
320 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
321 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
322 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
323 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
324 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
325 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
326 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
327 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
328 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
329 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
330 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
331 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
332 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
333 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
334 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
335 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
336 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
337 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
338 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
339 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
340 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
341 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
342 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
343 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
344 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
345 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
346 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
347 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
348 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
357 {TERM_YELLOW, "つ", "つよし"},
358 {TERM_VIOLET, "幻", "幻覚"},
359 {TERM_L_DARK, "盲", "盲目"},
360 {TERM_RED, "痺", "麻痺"},
361 {TERM_VIOLET, "乱", "混乱"},
362 {TERM_GREEN, "毒", "毒"},
363 {TERM_BLUE, "恐", "恐怖"},
364 {TERM_L_BLUE, "浮", "浮遊"},
365 {TERM_SLATE, "反", "反射"},
366 {TERM_SLATE, "壁", "壁抜け"},
367 {TERM_L_DARK, "幽", "幽体"},
368 {TERM_SLATE, "邪", "防邪"},
369 {TERM_VIOLET, "変", "変わり身"},
370 {TERM_YELLOW, "魔", "魔法鎧"},
371 {TERM_L_UMBER, "伸", "伸び"},
372 {TERM_WHITE, "石", "石肌"},
373 {TERM_L_BLUE, "分", "分身"},
374 {TERM_SLATE, "防", "魔法防御"},
375 {TERM_YELLOW, "究", "究極"},
376 {TERM_YELLOW, "無", "無敵"},
377 {TERM_L_GREEN, "酸", "酸免疫"},
378 {TERM_GREEN, "酸", "耐酸"},
379 {TERM_L_BLUE, "電", "電免疫"},
380 {TERM_BLUE, "電", "耐電"},
381 {TERM_L_RED, "火", "火免疫"},
382 {TERM_RED, "火", "耐火"},
383 {TERM_WHITE, "冷", "冷免疫"},
384 {TERM_SLATE, "冷", "耐冷"},
385 {TERM_GREEN, "毒", "耐毒"},
386 {TERM_L_DARK, "獄", "耐地獄"},
387 {TERM_L_BLUE, "時", "耐時間"},
388 {TERM_L_DARK, "鏡", "鏡オーラ"},
389 {TERM_L_RED, "オ", "火オーラ"},
390 {TERM_WHITE, "闘", "闘気"},
391 {TERM_WHITE, "聖", "聖オーラ"},
392 {TERM_VIOLET, "目", "目には目"},
393 {TERM_WHITE, "祝", "祝福"},
394 {TERM_WHITE, "勇", "勇"},
395 {TERM_RED, "狂", "狂乱"},
396 {TERM_L_RED, "火", "魔剣火"},
397 {TERM_WHITE, "冷", "魔剣冷"},
398 {TERM_L_BLUE, "電", "魔剣電"},
399 {TERM_SLATE, "酸", "魔剣酸"},
400 {TERM_L_GREEN, "毒", "魔剣毒"},
401 {TERM_RED, "乱", "混乱打撃"},
402 {TERM_L_BLUE, "視", "透明視"},
403 {TERM_ORANGE, "テ", "テレパシ"},
404 {TERM_L_BLUE, "回", "回復"},
405 {TERM_L_RED, "赤", "赤外"},
406 {TERM_UMBER, "隠", "隠密"},
407 {TERM_YELLOW, "隠", "超隠密"},
408 {TERM_WHITE, "帰", "帰還"},
409 {TERM_WHITE, "現", "現実変容"},
410 {TERM_WHITE, "オ", "氷オーラ"},
411 {TERM_BLUE, "オ", "電オーラ"},
412 {TERM_L_DARK, "オ", "影オーラ"},
413 {TERM_YELLOW, "腕", "腕力強化"},
414 {TERM_RED, "肉", "肉体強化"},
415 {TERM_L_DARK, "殖", "反増殖"},
416 {TERM_ORANGE, "テ", "反テレポ"},
417 {TERM_RED, "魔", "反魔法"},
418 {TERM_SLATE, "我", "我慢"},
419 {TERM_SLATE, "宣", "宣告"},
420 {TERM_L_DARK, "剣", "魔剣化"},
421 {TERM_RED, "吸", "吸血打撃"},
422 {TERM_WHITE, "回", "回復"},
423 {TERM_L_DARK, "感", "邪悪感知"},
428 {TERM_YELLOW, "Ts", "Tsuyoshi"},
429 {TERM_VIOLET, "Ha", "Halluc"},
430 {TERM_L_DARK, "Bl", "Blind"},
431 {TERM_RED, "Pa", "Paralyzed"},
432 {TERM_VIOLET, "Cf", "Confused"},
433 {TERM_GREEN, "Po", "Poisoned"},
434 {TERM_BLUE, "Af", "Afraid"},
435 {TERM_L_BLUE, "Lv", "Levit"},
436 {TERM_SLATE, "Rf", "Reflect"},
437 {TERM_SLATE, "Pw", "PassWall"},
438 {TERM_L_DARK, "Wr", "Wraith"},
439 {TERM_SLATE, "Ev", "PrtEvl"},
440 {TERM_VIOLET, "Kw", "Kawarimi"},
441 {TERM_YELLOW, "Md", "MgcArm"},
442 {TERM_L_UMBER, "Eh", "Expand"},
443 {TERM_WHITE, "Ss", "StnSkn"},
444 {TERM_L_BLUE, "Ms", "MltShdw"},
445 {TERM_SLATE, "Rm", "ResMag"},
446 {TERM_YELLOW, "Ul", "Ultima"},
447 {TERM_YELLOW, "Iv", "Invuln"},
448 {TERM_L_GREEN, "IAc", "ImmAcid"},
449 {TERM_GREEN, "Ac", "Acid"},
450 {TERM_L_BLUE, "IEl", "ImmElec"},
451 {TERM_BLUE, "El", "Elec"},
452 {TERM_L_RED, "IFi", "ImmFire"},
453 {TERM_RED, "Fi", "Fire"},
454 {TERM_WHITE, "ICo", "ImmCold"},
455 {TERM_SLATE, "Co", "Cold"},
456 {TERM_GREEN, "Po", "Pois"},
457 {TERM_L_DARK, "Nt", "Nthr"},
458 {TERM_L_BLUE, "Ti", "Time"},
459 {TERM_L_DARK, "Mr", "Mirr"},
460 {TERM_L_RED, "SFi", "SFire"},
461 {TERM_WHITE, "Fo", "Force"},
462 {TERM_WHITE, "Ho", "Holy"},
463 {TERM_VIOLET, "Ee", "EyeEye"},
464 {TERM_WHITE, "Bs", "Bless"},
465 {TERM_WHITE, "He", "Hero"},
466 {TERM_RED, "Br", "Berserk"},
467 {TERM_L_RED, "BFi", "BFire"},
468 {TERM_WHITE, "BCo", "BCold"},
469 {TERM_L_BLUE, "BEl", "BElec"},
470 {TERM_SLATE, "BAc", "BAcid"},
471 {TERM_L_GREEN, "BPo", "BPois"},
472 {TERM_RED, "TCf", "TchCnf"},
473 {TERM_L_BLUE, "Se", "SInv"},
474 {TERM_ORANGE, "Te", "Telepa"},
475 {TERM_L_BLUE, "Rg", "Regen"},
476 {TERM_L_RED, "If", "Infr"},
477 {TERM_UMBER, "Sl", "Stealth"},
478 {TERM_YELLOW, "Stlt", "Stealth"},
479 {TERM_WHITE, "Rc", "Recall"},
480 {TERM_WHITE, "Al", "Alter"},
481 {TERM_WHITE, "SCo", "SCold"},
482 {TERM_BLUE, "SEl", "SElec"},
483 {TERM_L_DARK, "SSh", "SShadow"},
484 {TERM_YELLOW, "EMi", "ExMight"},
485 {TERM_RED, "Bu", "BuildUp"},
486 {TERM_L_DARK, "AMl", "AntiMulti"},
487 {TERM_ORANGE, "AT", "AntiTele"},
488 {TERM_RED, "AM", "AntiMagic"},
489 {TERM_SLATE, "Pa", "Patience"},
490 {TERM_SLATE, "Rv", "Revenge"},
491 {TERM_L_DARK, "Rs", "RuneSword"},
492 {TERM_RED, "Vm", "Vampiric"},
493 {TERM_WHITE, "Cu", "Cure"},
494 {TERM_L_DARK, "ET", "EvilTele"},
500 * @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。
501 * @param FLG フラグ位置(ビット)
504 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
507 * @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。
508 * @param FLG フラグ位置(ビット)
511 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
515 * @brief 下部に状態表示を行う / Show status bar
518 static void print_status(player_type *creature_ptr)
521 Term_get_size(&wid, &hgt);
522 TERM_LEN row_statbar = hgt + ROW_STATBAR;
523 TERM_LEN max_col_statbar = wid + MAX_COL_STATBAR;
525 Term_erase(0, row_statbar, max_col_statbar);
527 BIT_FLAGS bar_flags[3];
528 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
531 if (creature_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
534 if (creature_ptr->image) ADD_FLG(BAR_HALLUCINATION);
537 if (creature_ptr->blind) ADD_FLG(BAR_BLINDNESS);
540 if (creature_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
543 if (creature_ptr->confused) ADD_FLG(BAR_CONFUSE);
546 if (creature_ptr->poisoned) ADD_FLG(BAR_POISONED);
548 /* Times see-invisible */
549 if (creature_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
552 if (is_time_limit_esp(creature_ptr)) ADD_FLG(BAR_TELEPATHY);
554 /* Timed regenerate */
555 if (creature_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
557 /* Timed infra-vision */
558 if (creature_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
560 /* Protection from evil */
561 if (creature_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
563 /* Invulnerability */
564 if (IS_INVULN(creature_ptr)) ADD_FLG(BAR_INVULN);
567 if (creature_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
570 if (creature_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
572 if (creature_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
575 if (IS_HERO(creature_ptr)) ADD_FLG(BAR_HEROISM);
577 /* Super Heroism / berserk */
578 if (creature_ptr->shero) ADD_FLG(BAR_BERSERK);
581 if (is_blessed(creature_ptr)) ADD_FLG(BAR_BLESSED);
584 if (creature_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
586 if (creature_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
588 if (creature_ptr->shield) ADD_FLG(BAR_STONESKIN);
590 if (creature_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
593 if (creature_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
594 if (is_oppose_acid(creature_ptr)) ADD_FLG(BAR_RESACID);
596 /* Oppose Lightning */
597 if (creature_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
598 if (is_oppose_elec(creature_ptr)) ADD_FLG(BAR_RESELEC);
601 if (creature_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
602 if (is_oppose_fire(creature_ptr)) ADD_FLG(BAR_RESFIRE);
605 if (creature_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
606 if (is_oppose_cold(creature_ptr)) ADD_FLG(BAR_RESCOLD);
609 if (is_oppose_pois(creature_ptr)) ADD_FLG(BAR_RESPOIS);
612 if (creature_ptr->word_recall) ADD_FLG(BAR_RECALL);
615 if (creature_ptr->alter_reality) ADD_FLG(BAR_ALTER);
618 if (creature_ptr->afraid) ADD_FLG(BAR_AFRAID);
621 if (creature_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
623 if (creature_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
625 /* Confusing Hands */
626 if (creature_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
628 if (creature_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
630 /* Ultimate-resistance */
631 if (creature_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
634 if (creature_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
636 if (creature_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
638 if (creature_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
641 if (creature_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
642 if (creature_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
643 if (creature_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
644 if (creature_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
645 if (creature_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
646 if (creature_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
648 if (creature_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
651 if (is_time_limit_stealth(creature_ptr)) ADD_FLG(BAR_STEALTH);
653 if (creature_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
656 if (creature_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
658 /* An Eye for an Eye */
659 if (creature_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
662 if (creature_ptr->realm1 == REALM_HEX)
664 if (hex_spelling(creature_ptr, HEX_BLESS)) ADD_FLG(BAR_BLESSED);
665 if (hex_spelling(creature_ptr, HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
666 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
667 if (hex_spelling(creature_ptr, HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
668 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
669 if (hex_spelling(creature_ptr, HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
670 if (hex_spelling(creature_ptr, HEX_BUILDING)) ADD_FLG(BAR_BUILD);
671 if (hex_spelling(creature_ptr, HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
672 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
673 if (hex_spelling(creature_ptr, HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
674 if (hex_spelling(creature_ptr, HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
675 if (hex_spelling(creature_ptr, HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
676 if (hex_spelling(creature_ptr, HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
677 if (hex_spelling(creature_ptr, HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
678 if (hex_spelling(creature_ptr, HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
679 if (hex_spelling(creature_ptr, HEX_CURE_LIGHT) ||
680 hex_spelling(creature_ptr, HEX_CURE_SERIOUS) ||
681 hex_spelling(creature_ptr, HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
683 if (HEX_REVENGE_TURN(creature_ptr))
685 if (HEX_REVENGE_TYPE(creature_ptr) == 1) ADD_FLG(BAR_PATIENCE);
686 if (HEX_REVENGE_TYPE(creature_ptr) == 2) ADD_FLG(BAR_REVENGE);
690 /* Calcurate length */
691 TERM_LEN col = 0, num = 0;
692 for (int i = 0; bar[i].sstr; i++)
696 col += strlen(bar[i].lstr) + 1;
701 /* If there are not excess spaces for long strings, use short one */
703 if (col - 1 > max_col_statbar)
708 for (int i = 0; bar[i].sstr; i++)
712 col += strlen(bar[i].sstr);
716 /* If there are excess spaces for short string, use more */
717 if (col - 1 <= max_col_statbar - (num - 1))
724 /* Centering display column */
725 col = (max_col_statbar - col) / 2;
727 /* Display status bar */
728 for (int i = 0; bar[i].sstr; i++)
730 if (!IS_FLG(i)) continue;
733 if (space == 2) str = bar[i].lstr;
734 else str = bar[i].sstr;
736 c_put_str(bar[i].attr, str, row_statbar, col);
738 if (space > 0) col++;
739 if (col > max_col_statbar) break;
745 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
748 static void print_title(player_type *creature_ptr)
753 if (current_world_ptr->wizard)
755 p = _("[ウィザード]", "[=-WIZARD-=]");
757 else if (current_world_ptr->total_winner || (creature_ptr->lev > PY_MAX_LEVEL))
759 if (creature_ptr->arena_number > MAX_ARENA_MONS + 2)
761 p = _("*真・勝利者*", "*TRUEWINNER*");
765 p = _("***勝利者***", "***WINNER***");
770 my_strcpy(str, player_title[creature_ptr->pclass][(creature_ptr->lev - 1) / 5], sizeof(str));
774 print_field(p, ROW_TITLE, COL_TITLE);
779 * @brief プレイヤーのレベルを表示する / Prints level
782 static void print_level(player_type *creature_ptr)
785 sprintf(tmp, "%5d", creature_ptr->lev);
786 if (creature_ptr->lev >= creature_ptr->max_plv)
788 put_str(_("レベル ", "LEVEL "), ROW_LEVEL, 0);
789 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
793 put_str(_("xレベル", "Level "), ROW_LEVEL, 0);
794 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
800 * @brief プレイヤーの経験値を表示する / Display the experience
803 static void print_exp(player_type *creature_ptr)
807 if ((!exp_need) || (creature_ptr->prace == RACE_ANDROID))
809 (void)sprintf(out_val, "%8ld", (long)creature_ptr->exp);
813 if (creature_ptr->lev >= PY_MAX_LEVEL)
815 (void)sprintf(out_val, "********");
819 (void)sprintf(out_val, "%8ld", (long)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L) - creature_ptr->exp);
823 if (creature_ptr->exp >= creature_ptr->max_exp)
825 if (creature_ptr->prace == RACE_ANDROID) put_str(_("強化 ", "Cst "), ROW_EXP, 0);
826 else put_str(_("経験 ", "EXP "), ROW_EXP, 0);
827 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
831 put_str(_("x経験", "Exp "), ROW_EXP, 0);
832 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
838 * @brief プレイヤーの所持金を表示する / Prints current gold
839 * @param creature_ptr プレーヤーへの参照ポインタ
842 static void print_gold(player_type *creature_ptr)
845 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
846 sprintf(tmp, "%9ld", (long)creature_ptr->au);
847 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
852 * @brief プレイヤーのACを表示する / Prints current AC
855 static void print_ac(player_type *creature_ptr)
860 /* AC の表示方式を変更している */
861 put_str(" AC( )", ROW_AC, COL_AC);
862 sprintf(tmp, "%5d", creature_ptr->dis_ac + creature_ptr->dis_to_a);
863 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
865 put_str("Cur AC ", ROW_AC, COL_AC);
866 sprintf(tmp, "%5d", creature_ptr->dis_ac + creature_ptr->dis_to_a);
867 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
874 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
877 static void print_hp(player_type *creature_ptr)
879 /* ヒットポイントの表示方法を変更 */
883 put_str("HP", ROW_CURHP, COL_CURHP);
886 sprintf(tmp, "%4ld", (long int)creature_ptr->chp);
889 if (creature_ptr->chp >= creature_ptr->mhp)
891 color = TERM_L_GREEN;
893 else if (creature_ptr->chp > (creature_ptr->mhp * hitpoint_warn) / 10)
902 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 3);
905 put_str("/", ROW_CURHP, COL_CURHP + 7);
908 sprintf(tmp, "%4ld", (long int)creature_ptr->mhp);
909 color = TERM_L_GREEN;
911 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8);
916 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
919 static void print_sp(player_type *creature_ptr)
921 /* マジックポイントの表示方法を変更している */
925 /* Do not show mana unless it matters */
926 if (!mp_ptr->spell_book) return;
929 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
932 sprintf(tmp, "%4ld", (long int)creature_ptr->csp);
934 if (creature_ptr->csp >= creature_ptr->msp)
936 color = TERM_L_GREEN;
938 else if (creature_ptr->csp > (creature_ptr->msp * mana_warn) / 10)
947 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 3);
950 put_str("/", ROW_CURSP, COL_CURSP + 7);
953 sprintf(tmp, "%4ld", (long int)creature_ptr->msp);
954 color = TERM_L_GREEN;
956 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
961 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
962 * @param creature_ptr プレーヤーへの参照ポインタ
965 static void print_depth(player_type *creature_ptr)
968 TERM_COLOR attr = TERM_WHITE;
971 Term_get_size(&wid, &hgt);
972 TERM_LEN col_depth = wid + COL_DEPTH;
973 TERM_LEN row_depth = hgt + ROW_DEPTH;
975 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
976 if (!floor_ptr->dun_level)
978 strcpy(depths, _("地上", "Surf."));
979 c_prt(attr, format("%7s", depths), row_depth, col_depth);
983 if (floor_ptr->inside_quest && !creature_ptr->dungeon_idx)
985 strcpy(depths, _("地上", "Quest"));
986 c_prt(attr, format("%7s", depths), row_depth, col_depth);
990 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)floor_ptr->dun_level * 50);
991 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)floor_ptr->dun_level);
993 /* Get color of level based on feeling -JSV- */
994 switch (creature_ptr->feeling)
996 case 0: attr = TERM_SLATE; break; /* Unknown */
997 case 1: attr = TERM_L_BLUE; break; /* Special */
998 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
999 case 3: attr = TERM_RED; break; /* Very dangerous */
1000 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
1001 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
1002 case 6: attr = TERM_YELLOW; break; /* Nervous */
1003 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
1004 case 8: attr = TERM_L_WHITE; break; /* Don't like */
1005 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
1006 case 10: attr = TERM_WHITE; break; /* Boring place */
1009 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1014 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1015 * @param player_ptr プレーヤーへの参照ポインタ
1018 static void print_hunger(player_type *player_ptr)
1020 if (current_world_ptr->wizard && player_ptr->current_floor_ptr->inside_arena) return;
1022 if (player_ptr->food < PY_FOOD_FAINT)
1024 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1028 if (player_ptr->food < PY_FOOD_WEAK)
1030 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1034 if (player_ptr->food < PY_FOOD_ALERT)
1036 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1040 if (player_ptr->food < PY_FOOD_FULL)
1042 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1046 if (player_ptr->food < PY_FOOD_MAX)
1048 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1052 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1057 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1058 * @param player_ptr プレーヤーへの参照ポインタ
1061 * Display is always exactly 10 characters wide (see below)
1062 * This function was a major bottleneck when resting, so a lot of
1063 * the text formatting code was optimized in place below.
1065 static void print_state(player_type *player_ptr)
1067 TERM_COLOR attr = TERM_WHITE;
1073 if (command_rep > 999)
1075 (void)sprintf(text, "%2d00", command_rep / 100);
1079 (void)sprintf(text, " %2d", command_rep);
1082 c_put_str(attr, format("%5.5s", text), ROW_STATE, COL_STATE);
1087 switch (player_ptr->action)
1091 strcpy(text, _("探索", "Sear"));
1095 /* Start with "Rest" */
1096 strcpy(text, _(" ", " "));
1098 if (player_ptr->resting > 0)
1100 sprintf(text, "%4d", player_ptr->resting);
1102 else if (player_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
1104 text[0] = text[1] = text[2] = text[3] = '*';
1106 else if (player_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
1108 text[0] = text[1] = text[2] = text[3] = '&';
1114 strcpy(text, _("学習", "lear"));
1115 if (player_ptr->new_mane) attr = TERM_L_RED;
1120 strcpy(text, _("釣り", "fish"));
1126 for (i = 0; i < MAX_KAMAE; i++)
1127 if (player_ptr->special_defense & (KAMAE_GENBU << i)) break;
1130 case 0: attr = TERM_GREEN; break;
1131 case 1: attr = TERM_WHITE; break;
1132 case 2: attr = TERM_L_BLUE; break;
1133 case 3: attr = TERM_L_RED; break;
1135 strcpy(text, kamae_shurui[i].desc);
1141 for (i = 0; i < MAX_KATA; i++)
1142 if (player_ptr->special_defense & (KATA_IAI << i)) break;
1143 strcpy(text, kata_shurui[i].desc);
1148 strcpy(text, _("歌 ", "Sing"));
1151 case ACTION_HAYAGAKE:
1153 strcpy(text, _("速駆", "Fast"));
1158 strcpy(text, _("詠唱", "Spel"));
1168 c_put_str(attr, format("%5.5s", text), ROW_STATE, COL_STATE);
1173 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1174 * @param player_ptr プレーヤーへの参照ポインタ
1177 static void print_speed(player_type *player_ptr)
1180 Term_get_size(&wid, &hgt);
1181 TERM_LEN col_speed = wid + COL_SPEED;
1182 TERM_LEN row_speed = hgt + ROW_SPEED;
1184 /* Hack -- Visually "undo" the Search Mode Slowdown */
1185 int i = player_ptr->pspeed;
1186 if (player_ptr->action == ACTION_SEARCH && !player_ptr->lightspeed) i += 10;
1189 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1190 bool is_fast = IS_FAST(player_ptr);
1192 TERM_COLOR attr = TERM_WHITE;
1195 if (player_ptr->riding)
1197 monster_type *m_ptr = &floor_ptr->m_list[player_ptr->riding];
1198 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1199 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1200 else attr = TERM_GREEN;
1202 else if ((is_fast && !player_ptr->slow) || player_ptr->lightspeed) attr = TERM_YELLOW;
1203 else if (player_ptr->slow && !is_fast) attr = TERM_VIOLET;
1204 else attr = TERM_L_GREEN;
1205 sprintf(buf, "%s(+%d)", (player_ptr->riding ? _("乗馬", "Ride") : _("加速", "Fast")), (i - 110));
1211 if (player_ptr->riding)
1213 monster_type *m_ptr = &floor_ptr->m_list[player_ptr->riding];
1214 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1215 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1216 else attr = TERM_RED;
1218 else if (is_fast && !player_ptr->slow) attr = TERM_YELLOW;
1219 else if (player_ptr->slow && !is_fast) attr = TERM_VIOLET;
1220 else attr = TERM_L_UMBER;
1221 sprintf(buf, "%s(-%d)", (player_ptr->riding ? _("乗馬", "Ride") : _("減速", "Slow")), (110 - i));
1223 else if (player_ptr->riding)
1226 strcpy(buf, _("乗馬中", "Riding"));
1229 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1234 * @brief プレイヤーの呪文学習可能状態を表示する
1235 * @param player_ptr プレーヤーへの参照ポインタ
1238 static void print_study(player_type *player_ptr)
1241 Term_get_size(&wid, &hgt);
1242 TERM_LEN col_study = wid + COL_STUDY;
1243 TERM_LEN row_study = hgt + ROW_STUDY;
1245 if (player_ptr->new_spells)
1247 put_str(_("学習", "Stud"), row_study, col_study);
1251 put_str(" ", row_study, col_study);
1257 * @brief プレイヤーのものまね可能状態を表示する
1258 * @param player_ptr プレーヤーへの参照ポインタ
1261 static void print_imitation(player_type *player_ptr)
1264 Term_get_size(&wid, &hgt);
1265 TERM_LEN col_study = wid + COL_STUDY;
1266 TERM_LEN row_study = hgt + ROW_STUDY;
1268 if (player_ptr->pclass != CLASS_IMITATOR) return;
1270 if (player_ptr->mane_num != 0)
1272 put_str(" ", row_study, col_study);
1277 if (player_ptr->new_mane) attr = TERM_L_RED;
1278 else attr = TERM_WHITE;
1279 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1283 * @brief プレイヤーの負傷状態を表示する
1286 static void print_cut(player_type *creature_ptr)
1288 int c = creature_ptr->cut;
1291 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1297 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1303 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1309 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1315 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1321 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1327 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1331 put_str(" ", ROW_CUT, COL_CUT);
1336 * @brief プレイヤーの朦朧状態を表示する
1339 static void print_stun(player_type *creature_ptr)
1341 int s = creature_ptr->stun;
1344 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1350 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1356 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1360 put_str(" ", ROW_STUN, COL_STUN);
1365 * @brief モンスターの体力ゲージを表示する
1366 * @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。
1370 * Redraw the "monster health bar" -DRS-
1371 * Rather extensive modifications by -BEN-
1373 * The "monster health bar" provides visual feedback on the "health"
1374 * of the monster currently being "tracked". There are several ways
1375 * to "track" a monster, including targetting it, attacking it, and
1376 * affecting it (and nobody else) with a ranged attack.
1378 * Display the monster health bar (affectionately known as the
1379 * "health-o-meter"). Clear health bar if nothing is being tracked.
1380 * Auto-track current target monster when bored. Note that the
1381 * health-bar stops tracking any monster that "disappears".
1384 static void health_redraw(player_type *creature_ptr, bool riding)
1391 health_who = creature_ptr->riding;
1392 row = ROW_RIDING_INFO;
1393 col = COL_RIDING_INFO;
1397 health_who = creature_ptr->health_who;
1402 monster_type *m_ptr;
1403 m_ptr = &creature_ptr->current_floor_ptr->m_list[health_who];
1405 if (current_world_ptr->wizard && creature_ptr->phase_out)
1410 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1411 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1412 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1413 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1415 if (creature_ptr->current_floor_ptr->m_list[1].r_idx)
1417 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));
1418 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[1].hp));
1419 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[1].max_maxhp));
1422 if (creature_ptr->current_floor_ptr->m_list[2].r_idx)
1424 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));
1425 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[2].hp));
1426 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[2].max_maxhp));
1429 if (creature_ptr->current_floor_ptr->m_list[3].r_idx)
1431 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));
1432 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[3].hp));
1433 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[3].max_maxhp));
1436 if (creature_ptr->current_floor_ptr->m_list[4].r_idx)
1438 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));
1439 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[4].hp));
1440 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[4].max_maxhp));
1449 /* Erase the health bar */
1450 Term_erase(col, row, 12);
1454 /* Tracking an unseen monster */
1457 /* Indicate that the monster health is "unknown" */
1458 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1462 /* Tracking a hallucinatory monster */
1463 if (creature_ptr->image)
1465 /* Indicate that the monster health is "unknown" */
1466 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1470 /* Tracking a dead monster (???) */
1473 /* Indicate that the monster health is "unknown" */
1474 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1478 /* Tracking a visible monster */
1479 /* Extract the "percent" of health */
1480 int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
1481 int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp : 0;
1483 /* Convert percent into "health" */
1484 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1486 /* Default to almost dead */
1487 TERM_COLOR attr = TERM_RED;
1490 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1493 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1496 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1499 else if (pct >= 100) attr = TERM_L_GREEN;
1501 /* Somewhat Wounded */
1502 else if (pct >= 60) attr = TERM_YELLOW;
1505 else if (pct >= 25) attr = TERM_ORANGE;
1508 else if (pct >= 10) attr = TERM_L_RED;
1510 /* Default to "unknown" */
1511 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1513 /* Dump the current "health" (use '*' symbols) */
1514 Term_putstr(col + 1, row, len, attr, "**********");
1520 * @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)
1521 * @param creature_ptr プレーヤーへの参照ポインタ
1524 static void print_frame_basic(player_type *creature_ptr)
1526 if (creature_ptr->mimic_form)
1528 print_field(mimic_info[creature_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1533 my_strcpy(str, rp_ptr->title, sizeof(str));
1534 print_field(str, ROW_RACE, COL_RACE);
1537 print_title(creature_ptr);
1538 print_level(creature_ptr);
1539 print_exp(creature_ptr);
1540 for (int i = 0; i < A_MAX; i++)
1541 print_stat(creature_ptr, i);
1542 print_ac(creature_ptr);
1543 print_hp(creature_ptr);
1544 print_sp(creature_ptr);
1545 print_gold(creature_ptr);
1546 print_depth(creature_ptr);
1547 health_redraw(creature_ptr, FALSE);
1548 health_redraw(creature_ptr, TRUE);
1553 * @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)
1554 * @param player_ptr プレーヤーへの参照ポインタ
1557 static void print_frame_extra(player_type *player_ptr)
1559 print_cut(player_ptr);
1560 print_stun(player_ptr);
1561 print_hunger(player_ptr);
1562 print_state(player_ptr);
1563 print_speed(player_ptr);
1564 print_study(player_ptr);
1565 print_imitation(player_ptr);
1566 print_status(player_ptr);
1571 * @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
1572 * @param player_ptr プレーヤーへの参照ポインタ
1575 static void fix_inventory(player_type *player_ptr)
1578 for (int j = 0; j < 8; j++)
1583 if (!angband_term[j]) continue;
1585 /* No relevant flags */
1586 if (!(window_flag[j] & (PW_INVEN))) continue;
1589 Term_activate(angband_term[j]);
1591 display_inventory(player_ptr, item_tester_tval);
1599 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1602 * @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
1603 * @param n_same モンスターの数の現在数
1607 * nnn : number or unique(U) or wanted unique(W)
1608 * X : symbol of monster
1609 * LV : monster lv if known
1610 * name: name of monster
1614 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same) {
1616 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1617 monster_race* r_ptr = &r_info[r_idx];
1621 //Number of 'U'nique
1623 if (r_ptr->flags1 & RF1_UNIQUE)
1625 bool is_bounty = FALSE;
1626 for (int i = 0; i < MAX_BOUNTY; i++)
1628 if (current_world_ptr->bounty_r_idx[i] == r_idx)
1635 Term_addstr(-1, TERM_WHITE, is_bounty ? " W" : " U");
1639 sprintf(buf, "%3d", n_same);
1640 Term_addstr(-1, TERM_WHITE, buf);
1644 Term_addstr(-1, TERM_WHITE, " ");
1645 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1648 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
1650 sprintf(buf, " %2d", (int)r_ptr->level);
1657 Term_addstr(-1, TERM_WHITE, buf);
1660 sprintf(buf, " %s ", r_name + r_ptr->name);
1661 Term_addstr(-1, TERM_WHITE, buf);
1666 * @brief モンスターの出現リストを表示する / Print monster info in line
1669 * @param max_lines 最大何行描画するか
1671 void print_monster_list(floor_type *floor_ptr, TERM_LEN x, TERM_LEN y, TERM_LEN max_lines) {
1673 monster_type* last_mons = NULL;
1674 monster_type* m_ptr = NULL;
1677 for (i = 0; i < tmp_pos.n; i++)
1679 grid_type* g_ptr = &floor_ptr->grid_array[tmp_pos.y[i]][tmp_pos.x[i]];
1680 if (!g_ptr->m_idx || !floor_ptr->m_list[g_ptr->m_idx].ml)
1681 continue;//no mons or cannot look
1682 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1683 if (is_pet(m_ptr)) continue;//pet
1684 if (!m_ptr->r_idx) continue;//dead?
1686 //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.
1697 if (last_mons->ap_r_idx == m_ptr->ap_r_idx)
1700 continue;//表示処理を次に回す
1703 //print last mons info
1704 print_monster_line(x, line++, last_mons, n_same);
1707 if (line - y - 1 == max_lines) break;
1710 if (line - y - 1 == max_lines && i != tmp_pos.n)
1712 Term_gotoxy(x, line);
1713 Term_addstr(-1, TERM_WHITE, "-- and more --");
1718 print_monster_line(x, line++, last_mons, n_same);
1724 * @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
1725 * @param player_ptr プレーヤーへの参照ポインタ
1728 static void fix_monster_list(player_type *player_ptr)
1731 for (int j = 0; j < 8; j++)
1736 if (!angband_term[j]) continue;
1738 /* No relevant flags */
1739 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1742 Term_activate(angband_term[j]);
1744 Term_get_size(&w, &h);
1748 target_set_prepare_look(player_ptr);//モンスター一覧を生成,ソート
1749 print_monster_list(player_ptr->current_floor_ptr, 0, 0, h);
1757 * @brief 現在の装備品をサブウィンドウに表示する /
1758 * Hack -- display equipment in sub-windows
1759 * @param player_ptr プレーヤーへの参照ポインタ
1762 static void fix_equip(player_type *player_ptr)
1765 for (int j = 0; j < 8; j++)
1770 if (!angband_term[j]) continue;
1772 /* No relevant flags */
1773 if (!(window_flag[j] & (PW_EQUIP))) continue;
1776 Term_activate(angband_term[j]);
1778 /* Display equipment */
1779 display_equipment(player_ptr, item_tester_tval);
1787 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1788 * @param player_ptr プレーヤーへの参照ポインタ
1789 * Hack -- display spells in sub-windows
1792 static void fix_spell(player_type *player_ptr)
1795 for (int j = 0; j < 8; j++)
1800 if (!angband_term[j]) continue;
1802 /* No relevant flags */
1803 if (!(window_flag[j] & (PW_SPELL))) continue;
1806 Term_activate(angband_term[j]);
1808 /* Display spell list */
1809 display_spell_list(player_ptr);
1817 * @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 /
1818 * @param player_ptr プレーヤーへの参照ポインタ
1819 * Hack -- display character in sub-windows
1822 static void fix_player(player_type *player_ptr)
1825 for (int j = 0; j < 8; j++)
1830 if (!angband_term[j]) continue;
1832 /* No relevant flags */
1833 if (!(window_flag[j] & (PW_PLAYER))) continue;
1836 Term_activate(angband_term[j]);
1839 display_player(player_ptr, 0, map_name);
1847 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1848 * Hack -- display recent messages in sub-windows
1849 * Adjust for width and split messages
1852 static void fix_message(void)
1855 for (int j = 0; j < 8; j++)
1860 if (!angband_term[j]) continue;
1862 /* No relevant flags */
1863 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1866 Term_activate(angband_term[j]);
1869 Term_get_size(&w, &h);
1872 for (int i = 0; i < h; i++)
1874 /* Dump the message on the appropriate line */
1875 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1879 Term_locate(&x, &y);
1881 /* Clear to end of line */
1882 Term_erase(x, y, 255);
1892 * @brief 簡易マップをサブウィンドウに表示する /
1893 * Hack -- display overhead view in sub-windows
1894 * Adjust for width and split messages
1895 * @param player_ptr プレーヤーへの参照ポインタ
1898 * Note that the "player" symbol does NOT appear on the map.
1900 static void fix_overhead(player_type *player_ptr)
1903 for (int j = 0; j < 8; j++)
1909 if (!angband_term[j]) continue;
1911 /* No relevant flags */
1912 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1915 Term_activate(angband_term[j]);
1917 /* Full map in too small window is useless */
1918 Term_get_size(&wid, &hgt);
1919 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1922 display_map(player_ptr, &cy, &cx);
1930 static void display_dungeon(player_type *player_ptr)
1933 SYMBOL_CODE tc = '\0';
1935 for (TERM_LEN x = player_ptr->x - Term->wid / 2 + 1; x <= player_ptr->x + Term->wid / 2; x++)
1937 for (TERM_LEN y = player_ptr->y - Term->hgt / 2 + 1; y <= player_ptr->y + Term->hgt / 2; y++)
1941 if (!in_bounds2(player_ptr->current_floor_ptr, y, x))
1943 feature_type *f_ptr = &f_info[feat_none];
1944 a = f_ptr->x_attr[F_LIT_STANDARD];
1945 c = f_ptr->x_char[F_LIT_STANDARD];
1946 Term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1950 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
1954 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1955 else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
1956 else if (player_ptr->wraith_form) a = TERM_L_DARK;
1959 Term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1965 * @brief ダンジョンの地形をサブウィンドウに表示する /
1966 * Hack -- display dungeon view in sub-windows
1967 * @param player_ptr プレーヤーへの参照ポインタ
1970 static void fix_dungeon(player_type *player_ptr)
1973 for (int j = 0; j < 8; j++)
1978 if (!angband_term[j]) continue;
1980 /* No relevant flags */
1981 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1984 Term_activate(angband_term[j]);
1986 /* Redraw dungeon view */
1987 display_dungeon(player_ptr);
1995 * @brief モンスターの思い出をサブウィンドウに表示する /
1996 * Hack -- display dungeon view in sub-windows
1997 * @param player_ptr プレーヤーへの参照ポインタ
2000 static void fix_monster(player_type *player_ptr)
2003 for (int j = 0; j < 8; j++)
2008 if (!angband_term[j]) continue;
2010 /* No relevant flags */
2011 if (!(window_flag[j] & (PW_MONSTER))) continue;
2014 Term_activate(angband_term[j]);
2016 /* Display monster race info */
2017 if (player_ptr->monster_race_idx) display_roff(player_ptr);
2025 * @brief ベースアイテム情報をサブウィンドウに表示する /
2026 * Hack -- display object recall in sub-windows
2027 * @param player_ptr プレーヤーへの参照ポインタ
2030 static void fix_object(player_type *player_ptr)
2033 for (int j = 0; j < 8; j++)
2038 if (!angband_term[j]) continue;
2040 /* No relevant flags */
2041 if (!(window_flag[j] & (PW_OBJECT))) continue;
2044 Term_activate(angband_term[j]);
2046 /* Display monster race info */
2047 if (player_ptr->object_kind_idx) display_koff(player_ptr, player_ptr->object_kind_idx);
2055 * @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 /
2056 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2057 * @return 重すぎるならばTRUE
2059 bool is_heavy_shoot(player_type *creature_ptr, object_type *o_ptr)
2061 int hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
2062 /* It is hard to carholdry a heavy bow */
2063 return (hold < o_ptr->weight / 10);
2068 * @brief redraw のフラグに応じた更新をまとめて行う / Handle "redraw"
2070 * @details 更新処理の対象はゲーム中の全描画処理
2072 void redraw_stuff(player_type *creature_ptr)
2074 if (!creature_ptr->redraw) return;
2076 /* Character is not ready yet, no screen updates */
2077 if (!current_world_ptr->character_generated) return;
2079 /* Character is in "icky" mode, no screen updates */
2080 if (current_world_ptr->character_icky) return;
2082 /* Hack -- clear the screen */
2083 if (creature_ptr->redraw & (PR_WIPE))
2085 creature_ptr->redraw &= ~(PR_WIPE);
2090 if (creature_ptr->redraw & (PR_MAP))
2092 creature_ptr->redraw &= ~(PR_MAP);
2093 print_map(creature_ptr);
2096 if (creature_ptr->redraw & (PR_BASIC))
2098 creature_ptr->redraw &= ~(PR_BASIC);
2099 creature_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
2100 creature_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
2101 creature_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
2102 creature_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
2103 print_frame_basic(creature_ptr);
2104 print_time(creature_ptr);
2105 print_dungeon(creature_ptr);
2108 if (creature_ptr->redraw & (PR_EQUIPPY))
2110 creature_ptr->redraw &= ~(PR_EQUIPPY);
2111 print_equippy(creature_ptr); /* To draw / delete equippy chars */
2114 if (creature_ptr->redraw & (PR_MISC))
2116 creature_ptr->redraw &= ~(PR_MISC);
2117 print_field(rp_ptr->title, ROW_RACE, COL_RACE);
2120 if (creature_ptr->redraw & (PR_TITLE))
2122 creature_ptr->redraw &= ~(PR_TITLE);
2123 print_title(creature_ptr);
2126 if (creature_ptr->redraw & (PR_LEV))
2128 creature_ptr->redraw &= ~(PR_LEV);
2129 print_level(creature_ptr);
2132 if (creature_ptr->redraw & (PR_EXP))
2134 creature_ptr->redraw &= ~(PR_EXP);
2135 print_exp(creature_ptr);
2138 if (creature_ptr->redraw & (PR_STATS))
2140 creature_ptr->redraw &= ~(PR_STATS);
2141 print_stat(creature_ptr, A_STR);
2142 print_stat(creature_ptr, A_INT);
2143 print_stat(creature_ptr, A_WIS);
2144 print_stat(creature_ptr, A_DEX);
2145 print_stat(creature_ptr, A_CON);
2146 print_stat(creature_ptr, A_CHR);
2149 if (creature_ptr->redraw & (PR_STATUS))
2151 creature_ptr->redraw &= ~(PR_STATUS);
2152 print_status(creature_ptr);
2155 if (creature_ptr->redraw & (PR_ARMOR))
2157 creature_ptr->redraw &= ~(PR_ARMOR);
2158 print_ac(creature_ptr);
2161 if (creature_ptr->redraw & (PR_HP))
2163 creature_ptr->redraw &= ~(PR_HP);
2164 print_hp(creature_ptr);
2167 if (creature_ptr->redraw & (PR_MANA))
2169 creature_ptr->redraw &= ~(PR_MANA);
2170 print_sp(creature_ptr);
2173 if (creature_ptr->redraw & (PR_GOLD))
2175 creature_ptr->redraw &= ~(PR_GOLD);
2176 print_gold(creature_ptr);
2179 if (creature_ptr->redraw & (PR_DEPTH))
2181 creature_ptr->redraw &= ~(PR_DEPTH);
2182 print_depth(creature_ptr);
2185 if (creature_ptr->redraw & (PR_HEALTH))
2187 creature_ptr->redraw &= ~(PR_HEALTH);
2188 health_redraw(creature_ptr, FALSE);
2191 if (creature_ptr->redraw & (PR_UHEALTH))
2193 creature_ptr->redraw &= ~(PR_UHEALTH);
2194 health_redraw(creature_ptr, TRUE);
2197 if (creature_ptr->redraw & (PR_EXTRA))
2199 creature_ptr->redraw &= ~(PR_EXTRA);
2200 creature_ptr->redraw &= ~(PR_CUT | PR_STUN);
2201 creature_ptr->redraw &= ~(PR_HUNGER);
2202 creature_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
2203 print_frame_extra(creature_ptr);
2206 if (creature_ptr->redraw & (PR_CUT))
2208 creature_ptr->redraw &= ~(PR_CUT);
2209 print_cut(creature_ptr);
2212 if (creature_ptr->redraw & (PR_STUN))
2214 creature_ptr->redraw &= ~(PR_STUN);
2215 print_stun(creature_ptr);
2218 if (creature_ptr->redraw & (PR_HUNGER))
2220 creature_ptr->redraw &= ~(PR_HUNGER);
2221 print_hunger(creature_ptr);
2224 if (creature_ptr->redraw & (PR_STATE))
2226 creature_ptr->redraw &= ~(PR_STATE);
2227 print_state(creature_ptr);
2230 if (creature_ptr->redraw & (PR_SPEED))
2232 creature_ptr->redraw &= ~(PR_SPEED);
2233 print_speed(creature_ptr);
2236 if (creature_ptr->pclass == CLASS_IMITATOR)
2238 if (creature_ptr->redraw & (PR_IMITATION))
2240 creature_ptr->redraw &= ~(PR_IMITATION);
2241 print_imitation(creature_ptr);
2247 if (creature_ptr->redraw & (PR_STUDY))
2249 creature_ptr->redraw &= ~(PR_STUDY);
2250 print_study(creature_ptr);
2256 * @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"
2257 * @param player_ptr プレーヤーへの参照ポインタ
2259 * @details 更新処理の対象はサブウィンドウ全般
2261 void window_stuff(player_type *player_ptr)
2263 if (!player_ptr->window) return;
2266 BIT_FLAGS mask = 0L;
2267 for (int j = 0; j < 8; j++)
2269 /* Save usable flags */
2270 if (angband_term[j]) mask |= window_flag[j];
2273 /* Apply usable flags */
2274 player_ptr->window &= mask;
2277 if (!player_ptr->window) return;
2279 if (player_ptr->window & (PW_INVEN))
2281 player_ptr->window &= ~(PW_INVEN);
2282 fix_inventory(player_ptr);
2285 /* Display equipment */
2286 if (player_ptr->window & (PW_EQUIP))
2288 player_ptr->window &= ~(PW_EQUIP);
2289 fix_equip(player_ptr);
2292 /* Display spell list */
2293 if (player_ptr->window & (PW_SPELL))
2295 player_ptr->window &= ~(PW_SPELL);
2296 fix_spell(player_ptr);
2299 /* Display player */
2300 if (player_ptr->window & (PW_PLAYER))
2302 player_ptr->window &= ~(PW_PLAYER);
2303 fix_player(player_ptr);
2306 /* Display monster list */
2307 if (player_ptr->window & (PW_MONSTER_LIST))
2309 player_ptr->window &= ~(PW_MONSTER_LIST);
2310 fix_monster_list(player_ptr);
2313 /* Display overhead view */
2314 if (player_ptr->window & (PW_MESSAGE))
2316 player_ptr->window &= ~(PW_MESSAGE);
2320 /* Display overhead view */
2321 if (player_ptr->window & (PW_OVERHEAD))
2323 player_ptr->window &= ~(PW_OVERHEAD);
2324 fix_overhead(player_ptr);
2327 /* Display overhead view */
2328 if (player_ptr->window & (PW_DUNGEON))
2330 player_ptr->window &= ~(PW_DUNGEON);
2331 fix_dungeon(player_ptr);
2334 /* Display monster recall */
2335 if (player_ptr->window & (PW_MONSTER))
2337 player_ptr->window &= ~(PW_MONSTER);
2338 fix_monster(player_ptr);
2341 /* Display object recall */
2342 if (player_ptr->window & (PW_OBJECT))
2344 player_ptr->window &= ~(PW_OBJECT);
2345 fix_object(player_ptr);
2351 * todo ここにplayer_type を追加するとz-termに影響が行くので保留
2352 * @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 /
2353 * Map resizing whenever the main term changes size
2358 /* Only if the dungeon exists */
2359 if (!current_world_ptr->character_dungeon) return;
2361 /* Mega-Hack -- no panel yet */
2365 /* Reset the panels */
2366 panel_row_min = p_ptr->current_floor_ptr->height;
2367 panel_col_min = p_ptr->current_floor_ptr->width;
2369 verify_panel(p_ptr);
2371 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2372 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2373 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2374 p_ptr->update |= (PU_MONSTERS);
2375 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2377 handle_stuff(p_ptr);
2382 * Place the cursor on the player
2384 if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
2391 * todo ここにplayer_type を追加するとz-termに影響が行くので保留
2392 * @brief コンソールを再描画する /
2393 * Redraw a term when it is resized
2396 void redraw_window(void)
2398 /* Only if the dungeon exists */
2399 if (!current_world_ptr->character_dungeon) return;
2401 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2402 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2404 handle_stuff(p_ptr);
2410 * @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)
2411 * @param creature_ptr プレーヤーへの参照ポインタ
2412 * @param dy 変更先のフロアY座標
2413 * @param dx 変更先のフロアX座標
2414 * Handle a request to change the current panel
2415 * Return TRUE if the panel was changed.
2416 * Also used in do_cmd_locate
2417 * @return 実際に再描画が必要だった場合TRUEを返す
2419 bool change_panel(player_type *player_ptr, POSITION dy, POSITION dx)
2422 get_screen_size(&wid, &hgt);
2424 /* Apply the motion */
2425 POSITION y = panel_row_min + dy * hgt / 2;
2426 POSITION x = panel_col_min + dx * wid / 2;
2428 /* Verify the row */
2429 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2430 if (y > floor_ptr->height - hgt) y = floor_ptr->height - hgt;
2433 /* Verify the col */
2434 if (x > floor_ptr->width - wid) x = floor_ptr->width - wid;
2437 if ((y == panel_row_min) && (x == panel_col_min))
2442 panel_bounds_center();
2444 player_ptr->update |= (PU_MONSTERS);
2445 player_ptr->redraw |= (PR_MAP);
2446 handle_stuff(player_ptr);
2452 * @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
2453 * @param creature_ptr プレーヤーへの参照ポインタ
2456 void print_equippy(player_type *creature_ptr)
2458 display_player_equippy(creature_ptr, ROW_EQUIPPY, COL_EQUIPPY, 0);
2463 * @brief 現在のコンソール表示の縦横を返す。 /
2464 * Get term size and calculate screen size
2465 * @param wid_p コンソールの表示幅文字数を返す
2466 * @param hgt_p コンソールの表示行数を返す
2469 void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
2471 Term_get_size(wid_p, hgt_p);
2472 *hgt_p -= ROW_MAP + 2;
2473 *wid_p -= COL_MAP + 2;
2474 if (use_bigtile) *wid_p /= 2;
2479 * Calculate panel colum of a location in the map
2481 int panel_col_of(int col)
2483 col -= panel_col_min;
2484 if (use_bigtile) col *= 2;
2490 * Prints the map of the dungeon
2492 * Note that, for efficiency, we contain an "optimized" version
2493 * of both "lite_spot()" and "print_rel()", and that we use the
2494 * "lite_spot()" function to display the player grid, if needed.
2496 void print_map(player_type *player_ptr)
2499 Term_get_size(&wid, &hgt);
2501 /* Remove map offset */
2505 /* Access the cursor state */
2507 (void)Term_get_cursor(&v);
2509 /* Hide the cursor */
2510 (void)Term_set_cursor(0);
2513 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2514 POSITION xmin = (0 < panel_col_min) ? panel_col_min : 0;
2515 POSITION xmax = (floor_ptr->width - 1 > panel_col_max) ? panel_col_max : floor_ptr->width - 1;
2516 POSITION ymin = (0 < panel_row_min) ? panel_row_min : 0;
2517 POSITION ymax = (floor_ptr->height - 1 > panel_row_max) ? panel_row_max : floor_ptr->height - 1;
2519 /* Bottom section of screen */
2520 for (POSITION y = 1; y <= ymin - panel_row_prt; y++)
2522 /* Erase the section */
2523 Term_erase(COL_MAP, y, wid);
2526 /* Top section of screen */
2527 for (POSITION y = ymax - panel_row_prt; y <= hgt; y++)
2529 /* Erase the section */
2530 Term_erase(COL_MAP, y, wid);
2534 for (POSITION y = ymin; y <= ymax; y++)
2536 /* Scan the columns of row "y" */
2537 for (POSITION x = xmin; x <= xmax; x++)
2545 /* Determine what is there */
2546 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
2548 /* Hack -- fake monochrome */
2551 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
2552 else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
2553 else if (player_ptr->wraith_form) a = TERM_L_DARK;
2556 /* Efficiency -- Redraw that grid of the map */
2557 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
2561 /* Display player */
2562 lite_spot(player_ptr, player_ptr->y, player_ptr->x);
2564 /* Restore the cursor */
2565 (void)Term_set_cursor(v);
2570 * 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
2572 static char image_monster_hack[] = \
2573 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2577 * 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
2579 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
2583 * @brief モンスターの表示を幻覚状態に差し替える / Mega-Hack -- Hallucinatory monster
2588 static void image_monster(TERM_COLOR *ap, SYMBOL_CODE *cp)
2592 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
2593 *cp = r_ptr->x_char;
2594 *ap = r_ptr->x_attr;
2598 *cp = (one_in_(25) ?
2599 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
2600 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
2606 * @brief オブジェクトの表示を幻覚状態に差し替える / Hallucinatory object
2611 static void image_object(TERM_COLOR *ap, SYMBOL_CODE *cp)
2615 object_kind *k_ptr = &k_info[randint1(max_k_idx - 1)];
2616 *cp = k_ptr->x_char;
2617 *ap = k_ptr->x_attr;
2621 int n = sizeof(image_object_hack) - 1;
2622 *cp = image_object_hack[randint0(n)];
2628 * @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
2633 static void image_random(TERM_COLOR *ap, SYMBOL_CODE *cp)
2635 /* Normally, assume monsters */
2636 if (randint0(100) < 75)
2638 image_monster(ap, cp);
2641 /* Otherwise, assume objects */
2644 image_object(ap, cp);
2649 * 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 /
2650 * This array lists the effects of "brightness" on various "base" colours.\n
2652 * This is used to do dynamic lighting effects in ascii :-)\n
2653 * At the moment, only the various "floor" tiles are affected.\n
2655 * The layout of the array is [x][0] = light and [x][1] = dark.\n
2657 static TERM_COLOR lighting_colours[16][2] =
2660 {TERM_L_DARK, TERM_DARK},
2663 {TERM_YELLOW, TERM_SLATE},
2666 {TERM_WHITE, TERM_L_DARK},
2669 {TERM_L_UMBER, TERM_UMBER},
2672 {TERM_RED, TERM_RED},
2675 {TERM_L_GREEN, TERM_GREEN},
2678 {TERM_BLUE, TERM_BLUE},
2681 {TERM_L_UMBER, TERM_RED},
2684 {TERM_SLATE, TERM_L_DARK},
2687 {TERM_WHITE, TERM_SLATE},
2690 {TERM_L_RED, TERM_BLUE},
2693 {TERM_YELLOW, TERM_ORANGE},
2696 {TERM_L_RED, TERM_L_RED},
2699 {TERM_L_GREEN, TERM_GREEN},
2702 {TERM_L_BLUE, TERM_L_BLUE},
2705 {TERM_L_UMBER, TERM_UMBER}
2713 void apply_default_feat_lighting(TERM_COLOR f_attr[F_LIT_MAX], SYMBOL_CODE f_char[F_LIT_MAX])
2715 TERM_COLOR s_attr = f_attr[F_LIT_STANDARD];
2716 SYMBOL_CODE s_char = f_char[F_LIT_STANDARD];
2718 if (IS_ASCII_GRAPHICS(s_attr)) /* For ASCII */
2720 f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
2721 f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
2722 for (int i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
2724 else /* For tile graphics */
2726 for (int i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
2727 f_char[F_LIT_LITE] = s_char + 2;
2728 f_char[F_LIT_DARK] = s_char + 1;
2734 * @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
2736 * Basically, we "paint" the chosen attr/char in several passes, starting\n
2737 * with any known "terrain features" (defaulting to darkness), then adding\n
2738 * any known "objects", and finally, adding any known "monsters". This\n
2739 * is not the fastest method but since most of the calls to this function\n
2740 * are made for grids with no monsters or objects, it is fast enough.\n
2742 * Note that this function, if used on the grid containing the "player",\n
2743 * will return the attr/char of the grid underneath the player, and not\n
2744 * the actual player attr/char itself, allowing a lot of optimization\n
2745 * in various "display" functions.\n
2747 * Note that the "zero" entry in the feature/object/monster arrays are\n
2748 * used to provide "special" attr/char codes, with "monster zero" being\n
2749 * used for the player attr/char, "object zero" being used for the "stack"\n
2750 * attr/char, and "feature zero" being used for the "nothing" attr/char,\n
2751 * though this function makes use of only "feature zero".\n
2753 * Note that monsters can have some "special" flags, including "ATTR_MULTI",\n
2754 * which means their color changes, and "ATTR_CLEAR", which means they take\n
2755 * the color of whatever is under them, and "CHAR_CLEAR", which means that\n
2756 * they take the symbol of whatever is under them. Technically, the flag\n
2757 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when\n
2758 * examined, but this flag is currently ignored.\n
2760 * Currently, we do nothing with multi-hued objects, because there are\n
2761 * not any. If there were, they would have to set "shimmer_objects"\n
2762 * when they were created, and then new "shimmer" code in "dungeon.c"\n
2763 * would have to be created handle the "shimmer" effect, and the code\n
2764 * in floor would have to be updated to create the shimmer effect.\n
2766 * Note the effects of hallucination. Objects always appear as random\n
2767 * "objects", monsters as random "monsters", and normal grids occasionally\n
2768 * appear as random "monsters" or "objects", but note that these random\n
2769 * "monsters" and "objects" are really just "colored ascii symbols".\n
2771 * Note that "floors" and "invisible traps" (and "zero" features) are\n
2772 * drawn as "floors" using a special check for optimization purposes,\n
2773 * and these are the only features which get drawn using the special\n
2774 * lighting effects activated by "view_special_lite".\n
2776 * Note the use of the "mimic" field in the "terrain feature" processing,\n
2777 * which allows any feature to "pretend" to be another feature. This is\n
2778 * used to "hide" secret doors, and to make all "doors" appear the same,\n
2779 * and all "walls" appear the same, and "hidden" treasure stay hidden.\n
2780 * It is possible to use this field to make a feature "look" like a floor,\n
2781 * but the "special lighting effects" for floors will not be used.\n
2783 * Note the use of the new "terrain feature" information. Note that the\n
2784 * assumption that all interesting "objects" and "terrain features" are\n
2785 * memorized allows extremely optimized processing below. Note the use\n
2786 * of separate flags on objects to mark them as memorized allows a grid\n
2787 * to have memorized "terrain" without granting knowledge of any object\n
2788 * which may appear in that grid.\n
2790 * Note the efficient code used to determine if a "floor" grid is\n
2791 * "memorized" or "viewable" by the player, where the test for the\n
2792 * grid being "viewable" is based on the facts that (1) the grid\n
2793 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in\n
2794 * line of sight, and (3) the player must not be blind, and uses the\n
2795 * assumption that all torch-lit grids are in line of sight.\n
2797 * Note that floors (and invisible traps) are the only grids which are\n
2798 * not memorized when seen, so only these grids need to check to see if\n
2799 * the grid is "viewable" to the player (if it is not memorized). Since\n
2800 * most non-memorized grids are in fact walls, this induces *massive*\n
2801 * efficiency, at the cost of *forcing* the memorization of non-floor\n
2802 * grids when they are first seen. Note that "invisible traps" are\n
2803 * always treated exactly like "floors", which prevents "cheating".\n
2805 * Note the "special lighting effects" which can be activated for floor\n
2806 * grids using the "view_special_lite" option (for "white" floor grids),\n
2807 * causing certain grids to be displayed using special colors. If the\n
2808 * player is "blind", we will use "dark gray", else if the grid is lit\n
2809 * by the torch, and the "view_yellow_lite" option is set, we will use\n
2810 * "yellow", else if the grid is "dark", we will use "dark gray", else\n
2811 * if the grid is not "viewable", and the "view_bright_lite" option is\n
2812 * set, and the we will use "slate" (gray). We will use "white" for all\n
2813 * other cases, in particular, for illuminated viewable floor grids.\n
2815 * Note the "special lighting effects" which can be activated for wall\n
2816 * grids using the "view_granite_lite" option (for "white" wall grids),\n
2817 * causing certain grids to be displayed using special colors. If the\n
2818 * player is "blind", we will use "dark gray", else if the grid is lit\n
2819 * by the torch, and the "view_yellow_lite" option is set, we will use\n
2820 * "yellow", else if the "view_bright_lite" option is set, and the grid\n
2821 * is not "viewable", or is "dark", or is glowing, but not when viewed\n
2822 * from the player's current location, we will use "slate" (gray). We\n
2823 * will use "white" for all other cases, in particular, for correctly\n
2824 * illuminated viewable wall grids.\n
2826 * Note that, when "view_granite_lite" is set, we use an inline version\n
2827 * of the "player_can_see_bold()" function to check the "viewability" of\n
2828 * grids when the "view_bright_lite" option is set, and we do NOT use\n
2829 * any special colors for "dark" wall grids, since this would allow the\n
2830 * player to notice the walls of illuminated rooms from a hallway that\n
2831 * happened to run beside the room. The alternative, by the way, would\n
2832 * be to prevent the generation of hallways next to rooms, but this\n
2833 * would still allow problems when digging towards a room.\n
2835 * Note that bizarre things must be done when the "attr" and/or "char"\n
2836 * codes have the "high-bit" set, since these values are used to encode\n
2837 * various "special" pictures in some versions, and certain situations,\n
2838 * such as "multi-hued" or "clear" monsters, cause the attr/char codes\n
2839 * to be "scrambled" in various ways.\n
2841 * Note that eventually we may use the "&" symbol for embedded treasure,\n
2842 * and use the "*" symbol to indicate multiple objects, though this will\n
2843 * have to wait for Angband 2.8.0 or later. Note that currently, this\n
2844 * is not important, since only one object or terrain feature is allowed\n
2845 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.\n
2847 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of\n
2848 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect\n
2849 * then a whole lot of code should be changed... XXX XXX\n
2851 void map_info(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp, TERM_COLOR *tap, SYMBOL_CODE *tcp)
2853 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2854 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2856 OBJECT_IDX this_o_idx, next_o_idx = 0;
2858 /* Feature code (applying "mimic" field) */
2859 FEAT_IDX feat = get_feat_mimic(g_ptr);
2862 feature_type *f_ptr = &f_info[feat];
2867 /* Boring grids (floors, etc) */
2868 if (!have_flag(f_ptr->flags, FF_REMEMBER))
2871 * Handle Memorized or visible floor
2873 * No visual when blinded.
2874 * (to prevent strange effects on darkness breath)
2876 * - Can see grids with CAVE_MARK.
2877 * - Can see grids with CAVE_LITE or CAVE_MNLT.
2878 * (Such grids also have CAVE_VIEW)
2879 * - Can see grids with CAVE_VIEW unless darkened by monsters.
2881 if (!player_ptr->blind &&
2882 ((g_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
2883 ((g_ptr->info & CAVE_VIEW) && (((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || player_ptr->see_nocto))))
2885 /* Normal attr/char */
2886 a = f_ptr->x_attr[F_LIT_STANDARD];
2887 c = f_ptr->x_char[F_LIT_STANDARD];
2889 if (player_ptr->wild_mode)
2891 /* Special lighting effects */
2892 /* Handle "night" */
2893 if (view_special_lite && !is_daytime())
2895 /* Use a darkened colour/tile */
2896 a = f_ptr->x_attr[F_LIT_DARK];
2897 c = f_ptr->x_char[F_LIT_DARK];
2901 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
2902 else if (darkened_grid(player_ptr, g_ptr))
2904 /* Unsafe grid -- idea borrowed from Unangband */
2905 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2907 /* Access darkness */
2908 f_ptr = &f_info[feat];
2910 /* Char and attr of darkness */
2911 a = f_ptr->x_attr[F_LIT_STANDARD];
2912 c = f_ptr->x_char[F_LIT_STANDARD];
2915 /* Special lighting effects */
2916 else if (view_special_lite)
2918 /* Handle "torch-lit" grids */
2919 if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
2922 if (view_yellow_lite)
2924 /* Use a brightly lit colour/tile */
2925 a = f_ptr->x_attr[F_LIT_LITE];
2926 c = f_ptr->x_char[F_LIT_LITE];
2930 /* Handle "dark" grids */
2931 else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
2933 /* Use a darkened colour/tile */
2934 a = f_ptr->x_attr[F_LIT_DARK];
2935 c = f_ptr->x_char[F_LIT_DARK];
2938 /* Handle "out-of-sight" grids */
2939 else if (!(g_ptr->info & CAVE_VIEW))
2942 if (view_bright_lite)
2944 /* Use a darkened colour/tile */
2945 a = f_ptr->x_attr[F_LIT_DARK];
2946 c = f_ptr->x_char[F_LIT_DARK];
2955 /* Unsafe grid -- idea borrowed from Unangband */
2956 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2958 /* Access darkness */
2959 f_ptr = &f_info[feat];
2961 /* Normal attr/char */
2962 a = f_ptr->x_attr[F_LIT_STANDARD];
2963 c = f_ptr->x_char[F_LIT_STANDARD];
2967 /* Interesting grids (non-floors) */
2970 /* Memorized grids */
2971 if (g_ptr->info & CAVE_MARK)
2973 /* Normal attr/char */
2974 a = f_ptr->x_attr[F_LIT_STANDARD];
2975 c = f_ptr->x_char[F_LIT_STANDARD];
2977 if (player_ptr->wild_mode)
2979 /* Special lighting effects */
2980 /* Handle "blind" or "night" */
2981 if (view_granite_lite && (player_ptr->blind || !is_daytime()))
2983 /* Use a darkened colour/tile */
2984 a = f_ptr->x_attr[F_LIT_DARK];
2985 c = f_ptr->x_char[F_LIT_DARK];
2989 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
2990 else if (darkened_grid(player_ptr, g_ptr) && !player_ptr->blind)
2992 if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
2994 /* Unsafe grid -- idea borrowed from Unangband */
2995 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2997 /* Access darkness */
2998 f_ptr = &f_info[feat];
3000 /* Char and attr of darkness */
3001 a = f_ptr->x_attr[F_LIT_STANDARD];
3002 c = f_ptr->x_char[F_LIT_STANDARD];
3004 else if (view_granite_lite && view_bright_lite)
3006 /* Use a darkened colour/tile */
3007 a = f_ptr->x_attr[F_LIT_DARK];
3008 c = f_ptr->x_char[F_LIT_DARK];
3012 /* Special lighting effects */
3013 else if (view_granite_lite)
3015 /* Handle "blind" */
3016 if (player_ptr->blind)
3018 /* Use a darkened colour/tile */
3019 a = f_ptr->x_attr[F_LIT_DARK];
3020 c = f_ptr->x_char[F_LIT_DARK];
3023 /* Handle "torch-lit" grids */
3024 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
3027 if (view_yellow_lite)
3029 /* Use a brightly lit colour/tile */
3030 a = f_ptr->x_attr[F_LIT_LITE];
3031 c = f_ptr->x_char[F_LIT_LITE];
3035 /* Handle "view_bright_lite" */
3036 else if (view_bright_lite)
3039 if (!(g_ptr->info & CAVE_VIEW))
3041 /* Use a darkened colour/tile */
3042 a = f_ptr->x_attr[F_LIT_DARK];
3043 c = f_ptr->x_char[F_LIT_DARK];
3047 else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
3049 /* Use a darkened colour/tile */
3050 a = f_ptr->x_attr[F_LIT_DARK];
3051 c = f_ptr->x_char[F_LIT_DARK];
3054 /* Not glowing correctly */
3055 else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(player_ptr, y, x))
3057 /* Use a darkened colour/tile */
3058 a = f_ptr->x_attr[F_LIT_DARK];
3059 c = f_ptr->x_char[F_LIT_DARK];
3068 /* Unsafe grid -- idea borrowed from Unangband */
3069 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
3071 /* Access feature */
3072 f_ptr = &f_info[feat];
3074 /* Normal attr/char */
3075 a = f_ptr->x_attr[F_LIT_STANDARD];
3076 c = f_ptr->x_char[F_LIT_STANDARD];
3080 if (feat_priority == -1) feat_priority = f_ptr->priority;
3082 /* Save the terrain info for the transparency effects */
3090 /* Hack -- rare random hallucination, except on outer dungeon walls */
3091 if (player_ptr->image && one_in_(256))
3092 image_random(ap, cp);
3095 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3098 o_ptr = &floor_ptr->o_list[this_o_idx];
3099 next_o_idx = o_ptr->next_o_idx;
3101 /* Memorized objects */
3102 if (!(o_ptr->marked & OM_FOUND)) continue;
3104 if (display_autopick)
3108 match_autopick = find_autopick_list(player_ptr, o_ptr);
3109 if (match_autopick == -1)
3112 act = autopick_list[match_autopick].action;
3114 if ((act & DO_DISPLAY) && (act & display_autopick))
3116 autopick_obj = o_ptr;
3120 match_autopick = -1;
3126 (*cp) = object_char(o_ptr);
3129 (*ap) = object_attr(o_ptr);
3133 /* Hack -- hallucination */
3134 if (player_ptr->image) image_object(ap, cp);
3139 /* Handle monsters */
3140 if (g_ptr->m_idx && display_autopick != 0)
3142 set_term_color(player_ptr, y, x, ap, cp);
3146 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
3148 /* Visible monster */
3151 set_term_color(player_ptr, y, x, ap, cp);
3156 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3161 if (player_ptr->image)
3164 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
3165 * flags are always unseen.
3167 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
3173 image_monster(ap, cp);
3176 set_term_color(player_ptr, y, x, ap, cp);
3180 /* Monster attr/char */
3184 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
3185 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
3187 /* Desired monster attr/char */
3190 set_term_color(player_ptr, y, x, ap, cp);
3195 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
3196 * flags are always unseen.
3198 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
3200 set_term_color(player_ptr, y, x, ap, cp);
3204 /*** Monster's attr ***/
3205 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
3210 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
3212 /* Multi-hued attr */
3213 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
3214 else switch (randint1(7))
3216 case 1: *ap = TERM_RED; break;
3217 case 2: *ap = TERM_L_RED; break;
3218 case 3: *ap = TERM_WHITE; break;
3219 case 4: *ap = TERM_L_GREEN; break;
3220 case 5: *ap = TERM_BLUE; break;
3221 case 6: *ap = TERM_L_DARK; break;
3222 case 7: *ap = TERM_GREEN; break;
3225 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
3227 /* Use semi-random attr (usually mimics' colors vary) */
3228 *ap = g_ptr->m_idx % 15 + 1;
3236 /*** Monster's char ***/
3237 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
3239 set_term_color(player_ptr, y, x, ap, cp);
3243 if (r_ptr->flags1 & RF1_SHAPECHANGER)
3247 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
3248 *cp = tmp_r_ptr->x_char;
3249 *ap = tmp_r_ptr->x_attr;
3253 *cp = (one_in_(25) ?
3254 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
3255 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
3258 set_term_color(player_ptr, y, x, ap, cp);
3263 set_term_color(player_ptr, y, x, ap, cp);
3267 void set_term_color(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp)
3269 if (!player_bold(player_ptr, y, x)) return;
3271 monster_race *r_ptr = &r_info[0];
3272 *ap = r_ptr->x_attr;
3273 *cp = r_ptr->x_char;
3278 static concptr simplify_list[][2] =
3285 {"^Amulet of ", "\""},
3286 {"^Scroll of ", "?"},
3287 {"^Scroll titled ", "?"},
3288 {"^Wand of " , "-"},
3290 {"^Staff of " , "_"},
3291 {"^Potion of ", "!"},
3304 static void display_shortened_item_name(player_type *player_ptr, object_type *o_ptr, int y)
3307 object_desc(player_ptr, buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
3308 TERM_COLOR attr = tval_to_attr[o_ptr->tval % 128];
3310 if (player_ptr->image)
3313 strcpy(buf, _("何か奇妙な物", "something strange"));
3317 for (c = buf; *c; c++)
3319 for (int i = 0; simplify_list[i][1]; i++)
3321 concptr org_w = simplify_list[i][0];
3331 if (strncmp(c, org_w, strlen(org_w))) continue;
3334 concptr tmp = simplify_list[i][1];
3337 tmp = c + strlen(org_w);
3352 if (len + 2 > 12) break;
3359 if (len + 1 > 12) break;
3366 Term_putstr(0, y, 12, attr, buf);
3371 * Display a "small-scale" map of the dungeon in the active Term
3373 void display_map(player_type *player_ptr, int *cy, int *cx)
3383 SYMBOL_CODE **bigmc;
3390 /* Save lighting effects */
3391 bool old_view_special_lite = view_special_lite;
3392 bool old_view_granite_lite = view_granite_lite;
3394 TERM_LEN hgt, wid, yrat, xrat;
3396 int **match_autopick_yx;
3397 object_type ***object_autopick_yx;
3399 Term_get_size(&wid, &hgt);
3402 if (use_bigtile) wid /= 2;
3404 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3405 yrat = (floor_ptr->height + hgt - 1) / hgt;
3406 xrat = (floor_ptr->width + wid - 1) / wid;
3408 /* Disable lighting effects */
3409 view_special_lite = FALSE;
3410 view_granite_lite = FALSE;
3412 /* Allocate the maps */
3413 C_MAKE(ma, (hgt + 2), TERM_COLOR *);
3414 C_MAKE(mc, (hgt + 2), char_ptr);
3415 C_MAKE(mp, (hgt + 2), byte_ptr);
3416 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
3417 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
3419 /* Allocate and wipe each line map */
3420 for (y = 0; y < (hgt + 2); y++)
3422 /* Allocate one row each array */
3423 C_MAKE(ma[y], (wid + 2), TERM_COLOR);
3424 C_MAKE(mc[y], (wid + 2), char);
3425 C_MAKE(mp[y], (wid + 2), byte);
3426 C_MAKE(match_autopick_yx[y], (wid + 2), int);
3427 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
3429 for (x = 0; x < wid + 2; ++x)
3431 match_autopick_yx[y][x] = -1;
3432 object_autopick_yx[y][x] = NULL;
3435 ma[y][x] = TERM_WHITE;
3443 /* Allocate the maps */
3444 C_MAKE(bigma, (floor_ptr->height + 2), TERM_COLOR *);
3445 C_MAKE(bigmc, (floor_ptr->height + 2), char_ptr);
3446 C_MAKE(bigmp, (floor_ptr->height + 2), byte_ptr);
3448 /* Allocate and wipe each line map */
3449 for (y = 0; y < (floor_ptr->height + 2); y++)
3451 /* Allocate one row each array */
3452 C_MAKE(bigma[y], (floor_ptr->width + 2), TERM_COLOR);
3453 C_MAKE(bigmc[y], (floor_ptr->width + 2), char);
3454 C_MAKE(bigmp[y], (floor_ptr->width + 2), byte);
3456 for (x = 0; x < floor_ptr->width + 2; ++x)
3459 bigma[y][x] = TERM_WHITE;
3467 /* Fill in the map */
3468 for (i = 0; i < floor_ptr->width; ++i)
3470 for (j = 0; j < floor_ptr->height; ++j)
3475 match_autopick = -1;
3476 autopick_obj = NULL;
3479 /* Extract the current attr/char at that map location */
3480 map_info(player_ptr, j, i, &ta, &tc, &ta, &tc);
3482 /* Extract the priority */
3483 tp = (byte)feat_priority;
3485 if (match_autopick != -1
3486 && (match_autopick_yx[y][x] == -1
3487 || match_autopick_yx[y][x] > match_autopick))
3489 match_autopick_yx[y][x] = match_autopick;
3490 object_autopick_yx[y][x] = autopick_obj;
3494 /* Save the char, attr and priority */
3495 bigmc[j + 1][i + 1] = tc;
3496 bigma[j + 1][i + 1] = ta;
3497 bigmp[j + 1][i + 1] = tp;
3501 for (j = 0; j < floor_ptr->height; ++j)
3503 for (i = 0; i < floor_ptr->width; ++i)
3508 tc = bigmc[j + 1][i + 1];
3509 ta = bigma[j + 1][i + 1];
3510 tp = bigmp[j + 1][i + 1];
3512 /* rare feature has more priority */
3518 for (t = 0; t < 8; t++)
3520 if (tc == bigmc[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]] &&
3521 ta == bigma[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]])
3531 /* Save the char, attr and priority */
3543 /* Draw the corners */
3544 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
3546 /* Draw the horizontal edges */
3547 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
3549 /* Draw the vertical edges */
3550 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
3552 /* Display each map line in order */
3553 for (y = 0; y < hgt + 2; ++y)
3555 /* Start a new line */
3556 Term_gotoxy(COL_MAP, y);
3558 /* Display the line */
3559 for (x = 0; x < wid + 2; ++x)
3564 /* Hack -- fake monochrome */
3567 if (current_world_ptr->timewalk_m_idx) ta = TERM_DARK;
3568 else if (IS_INVULN(player_ptr) || player_ptr->timewalk) ta = TERM_WHITE;
3569 else if (player_ptr->wraith_form) ta = TERM_L_DARK;
3572 /* Add the character */
3573 Term_add_bigch(ta, tc);
3577 for (y = 1; y < hgt + 1; ++y)
3579 match_autopick = -1;
3580 for (x = 1; x <= wid; x++) {
3581 if (match_autopick_yx[y][x] != -1 &&
3582 (match_autopick > match_autopick_yx[y][x] ||
3583 match_autopick == -1)) {
3584 match_autopick = match_autopick_yx[y][x];
3585 autopick_obj = object_autopick_yx[y][x];
3589 /* Clear old display */
3590 Term_putstr(0, y, 12, 0, " ");
3592 if (match_autopick != -1)
3593 display_shortened_item_name(player_ptr, autopick_obj, y);
3596 /* Player location */
3597 (*cy) = player_ptr->y / yrat + 1 + ROW_MAP;
3599 (*cx) = player_ptr->x / xrat + 1 + COL_MAP;
3601 (*cx) = (player_ptr->x / xrat + 1) * 2 + COL_MAP;
3603 /* Restore lighting effects */
3604 view_special_lite = old_view_special_lite;
3605 view_granite_lite = old_view_granite_lite;
3607 /* Free each line map */
3608 for (y = 0; y < (hgt + 2); y++)
3610 /* Free one row each array */
3611 C_KILL(ma[y], (wid + 2), TERM_COLOR);
3612 C_KILL(mc[y], (wid + 2), SYMBOL_CODE);
3613 C_KILL(mp[y], (wid + 2), byte);
3614 C_KILL(match_autopick_yx[y], (wid + 2), int);
3615 C_KILL(object_autopick_yx[y], (wid + 2), object_type *);
3618 /* Free each line map */
3619 C_KILL(ma, (hgt + 2), TERM_COLOR *);
3620 C_KILL(mc, (hgt + 2), char_ptr);
3621 C_KILL(mp, (hgt + 2), byte_ptr);
3622 C_KILL(match_autopick_yx, (hgt + 2), sint_ptr);
3623 C_KILL(object_autopick_yx, (hgt + 2), object_type **);
3625 /* Free each line map */
3626 for (y = 0; y < (floor_ptr->height + 2); y++)
3628 /* Free one row each array */
3629 C_KILL(bigma[y], (floor_ptr->width + 2), TERM_COLOR);
3630 C_KILL(bigmc[y], (floor_ptr->width + 2), SYMBOL_CODE);
3631 C_KILL(bigmp[y], (floor_ptr->width + 2), byte);
3634 /* Free each line map */
3635 C_KILL(bigma, (floor_ptr->height + 2), TERM_COLOR *);
3636 C_KILL(bigmc, (floor_ptr->height + 2), char_ptr);
3637 C_KILL(bigmp, (floor_ptr->height + 2), byte_ptr);
3642 * Display a "small-scale" map of the dungeon for the player
3644 * Currently, the "player" is displayed on the map.
3646 void do_cmd_view_map(player_type *player_ptr)
3649 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
3654 display_autopick = 0;
3656 /* Display the map */
3658 display_map(player_ptr, &cy, &cx);
3660 if ((max_autopick == 0) || player_ptr->wild_mode)
3662 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);
3663 /* Hilite the player */
3664 move_cursor(cy, cx);
3671 display_autopick = ITEM_DISPLAY;
3676 Term_get_size(&wid, &hgt);
3677 int row_message = hgt - 1;
3679 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)",
3680 " Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items."), row_message, 1);
3682 move_cursor(cy, cx);
3688 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
3690 flag = DONT_AUTOPICK;
3692 flag = DO_AUTODESTROY;
3694 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
3700 if (~display_autopick & flag)
3701 display_autopick |= flag;
3703 display_autopick &= ~flag;
3704 display_map(player_ptr, &cy, &cx);
3707 display_autopick = 0;
3713 * Track a new monster
3714 * @param player_ptr プレーヤーへの参照ポインタ
3715 * @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
3718 void health_track(player_type *player_ptr, MONSTER_IDX m_idx)
3720 /* Mount monster is already tracked */
3721 if (m_idx && m_idx == player_ptr->riding) return;
3723 /* Track a new guy */
3724 player_ptr->health_who = m_idx;
3726 /* Redraw (later) */
3727 player_ptr->redraw |= (PR_HEALTH);
3732 * Moves the cursor to a given MAP (y,x) location
3734 void move_cursor_relative(int row, int col)
3736 /* Real co-ords convert to screen positions */
3737 row -= panel_row_prt;
3740 Term_gotoxy(panel_col_of(col), row);
3745 * print project path
3747 void print_path(player_type *player_ptr, POSITION y, POSITION x)
3751 byte default_color = TERM_SLATE;
3753 if (!display_path) return;
3754 if (project_length == -1) return;
3756 /* Get projection path */
3757 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3758 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);
3760 player_ptr->redraw |= (PR_MAP);
3761 handle_stuff(player_ptr);
3764 for (int i = 0; i < path_n; i++)
3766 POSITION ny = GRID_Y(path_g[i]);
3767 POSITION nx = GRID_X(path_g[i]);
3768 grid_type *g_ptr = &floor_ptr->grid_array[ny][nx];
3770 if (panel_contains(ny, nx))
3772 TERM_COLOR a = default_color;
3775 TERM_COLOR ta = default_color;
3776 SYMBOL_CODE tc = '*';
3778 if (g_ptr->m_idx && floor_ptr->m_list[g_ptr->m_idx].ml)
3780 /* Determine what is there */
3781 map_info(player_ptr, ny, nx, &a, &c, &ta, &tc);
3783 if (!IS_ASCII_GRAPHICS(a))
3785 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
3787 else if (a == default_color)
3793 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
3794 else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
3795 else if (player_ptr->wraith_form) a = TERM_L_DARK;
3800 /* Hack -- Queue it */
3801 Term_queue_bigchar(panel_col_of(nx), ny - panel_row_prt, a, c, ta, tc);
3805 if ((g_ptr->info & CAVE_MARK) && !cave_have_flag_grid(g_ptr, FF_PROJECT)) break;
3808 if (nx == x && ny == y) default_color = TERM_L_DARK;
3814 * Hack -- track the given monster race
3816 void monster_race_track(player_type *player_ptr, MONRACE_IDX r_idx)
3818 player_ptr->monster_race_idx = r_idx;
3819 player_ptr->window |= (PW_MONSTER);
3824 * Hack -- track the given object kind
3826 void object_kind_track(player_type *player_ptr, KIND_OBJECT_IDX k_idx)
3828 player_ptr->object_kind_idx = k_idx;
3829 player_ptr->window |= (PW_OBJECT);
3834 * @brief 実ゲームプレイ時間を更新する
3836 void update_playtime(void)
3838 /* Check if the game has started */
3839 if (current_world_ptr->start_time != 0)
3841 u32b tmp = (u32b)time(NULL);
3842 current_world_ptr->play_time += (tmp - current_world_ptr->start_time);
3843 current_world_ptr->start_time = tmp;
3849 * Mega-Hack -- Delayed visual update
3850 * Only used if update_view(), update_lite() or update_mon_lite() was called
3852 void delayed_visual_update(player_type *player_ptr)
3854 /* Update needed grids */
3855 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3856 for (int i = 0; i < floor_ptr->redraw_n; i++)
3858 POSITION y = floor_ptr->redraw_y[i];
3859 POSITION x = floor_ptr->redraw_x[i];
3861 g_ptr = &floor_ptr->grid_array[y][x];
3863 /* Update only needed grids (prevent multiple updating) */
3864 if (!(g_ptr->info & CAVE_REDRAW)) continue;
3866 /* If required, note */
3867 if (g_ptr->info & CAVE_NOTE) note_spot(player_ptr, y, x);
3869 lite_spot(player_ptr, y, x);
3871 /* Hack -- Visual update of monster on this grid */
3872 if (g_ptr->m_idx) update_monster(player_ptr, g_ptr->m_idx, FALSE);
3874 /* No longer in the array */
3875 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
3879 floor_ptr->redraw_n = 0;