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.
23 #include "player-status.h"
24 #include "player-class.h"
25 #include "player-race.h"
26 #include "player-effects.h"
28 #include "view-mainwindow.h"
31 #include "realm-hex.h"
33 #include "object-flavor.h"
38 #include "floor-town.h"
40 #include "objectkind.h"
41 #include "targeting.h"
43 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 */
44 static byte display_autopick; /*!< 自動拾い状態の設定フラグ */
45 static int match_autopick;
46 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 */
49 * Some screen locations for various display routines
50 * Currently, row 8 and 15 are the only "blank" rows.
51 * That leaves a "border" around the "stat" values.
55 #define COL_RACE 0 /* <race name> */
57 /*#define ROW_CLASS 2 */
58 /*#define COL_CLASS 0 */ /* <class name> */
61 #define COL_TITLE 0 /* <title> or <mode> */
63 /*#define ROW_SEIKAKU 4 */
64 /*#define COL_SEIKAKU 0*/ /* <seikaku> */
67 #define COL_DAY 0 /* day */
69 #define ROW_DUNGEON 22
70 #define COL_DUNGEON 0 /* dungeon */
73 #define COL_LEVEL 0 /* "LEVEL xxxxxx" */
76 #define COL_EXP 0 /* "EXP xxxxxxxx" */
79 #define COL_GOLD 0 /* "AU xxxxxxxxx" */
82 #define COL_EQUIPPY 0 /* equippy chars */
85 #define COL_STAT 0 /* "xxx xxxxxx" */
88 #define COL_AC 0 /* "Cur AC xxxxx" */
94 #define COL_CURHP 0 /* "Cur HP xxxxx" */
97 #define COL_CURSP 0 /* "Cur SP xxxxx" */
99 #define ROW_RIDING_INFO 16
100 #define COL_RIDING_INFO 0 /* "xxxxxxxxxxxx" */
103 #define COL_INFO 0 /* "xxxxxxxxxxxx" */
106 #define COL_CUT 0 /* <cut> */
109 #define COL_STUN 0 /* <stun> */
111 #define ROW_HUNGRY 20
112 #define COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */
115 #define COL_STATE 7 /* <state> */
117 #define ROW_SPEED (-1)
118 #define COL_SPEED (-24) /* "Slow (-NN)" or "Fast (+NN)" */
120 #define ROW_STUDY (-1)
121 #define COL_STUDY (-13) /* "Study" */
123 #define ROW_DEPTH (-1)
124 #define COL_DEPTH (-8) /* "Lev NNN" / "NNNN ft" */
126 #define ROW_STATBAR (-1)
127 #define COL_STATBAR 0
128 #define MAX_COL_STATBAR (-26)
133 * @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 /
134 * Print character info at given row, column in a 13 char field
140 static void prt_field(concptr info, TERM_LEN row, TERM_LEN col)
142 /* Dump 13 spaces to clear */
143 c_put_str(TERM_WHITE, " ", row, col);
145 /* Dump the info itself */
146 c_put_str(TERM_L_BLUE, info, row, col);
150 * @brief ゲーム時刻を表示する /
158 /* Dump 13 spaces to clear */
159 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
161 extract_day_hour_min(&day, &hour, &min);
163 /* Dump the info itself */
164 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
165 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
167 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
171 * @brief 現在のマップ名を返す /
172 * @return マップ名の文字列参照ポインタ
174 concptr map_name(void)
176 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
177 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
178 return _("クエスト", "Quest");
179 else if (p_ptr->wild_mode)
180 return _("地上", "Surface");
181 else if (p_ptr->inside_arena)
182 return _("アリーナ", "Arena");
183 else if (p_ptr->inside_battle)
184 return _("闘技場", "Monster Arena");
185 else if (!current_floor_ptr->dun_level && p_ptr->town_num)
186 return town_info[p_ptr->town_num].name;
188 return d_name+d_info[p_ptr->dungeon_idx].name;
192 * @brief 現在のマップ名を描画する / Print dungeon
195 static void prt_dungeon(void)
197 concptr dungeon_name;
200 /* Dump 13 spaces to clear */
201 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
203 dungeon_name = map_name();
205 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
206 if (col < 0) col = 0;
208 /* Dump the info itself */
209 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
215 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
216 * @param stat 描画するステータスのID
219 static void prt_stat(int stat)
223 /* Display "injured" stat */
224 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
226 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
227 cnv_stat(p_ptr->stat_use[stat], tmp);
228 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
231 /* Display "healthy" stat */
234 put_str(stat_names[stat], ROW_STAT + stat, 0);
235 cnv_stat(p_ptr->stat_use[stat], tmp);
236 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
239 /* Indicate natural maximum */
240 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
243 /* 日本語にかぶらないように表示位置を変更 */
244 put_str("!", ROW_STAT + stat, 5);
246 put_str("!", ROW_STAT + stat, 3);
254 * 画面下部に表示する状態表示定義ID / Data structure for status bar
256 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
257 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
258 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
259 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
260 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
261 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
262 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
263 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
264 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
265 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
266 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
267 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
268 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
269 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
270 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
271 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
272 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
273 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
274 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
275 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
276 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
277 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
278 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
279 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
280 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
281 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
282 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
283 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
284 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
285 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
286 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
287 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
288 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
289 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
290 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
291 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
292 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
293 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
294 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
295 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
296 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
297 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
298 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
299 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
300 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
301 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
302 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
303 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
304 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
305 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
306 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
307 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
308 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
309 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
310 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
311 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
312 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
313 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
314 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
315 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
316 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
317 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
318 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
319 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
320 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
321 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
322 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
331 {TERM_YELLOW, "つ", "つよし"},
332 {TERM_VIOLET, "幻", "幻覚"},
333 {TERM_L_DARK, "盲", "盲目"},
334 {TERM_RED, "痺", "麻痺"},
335 {TERM_VIOLET, "乱", "混乱"},
336 {TERM_GREEN, "毒", "毒"},
337 {TERM_BLUE, "恐", "恐怖"},
338 {TERM_L_BLUE, "浮", "浮遊"},
339 {TERM_SLATE, "反", "反射"},
340 {TERM_SLATE, "壁", "壁抜け"},
341 {TERM_L_DARK, "幽", "幽体"},
342 {TERM_SLATE, "邪", "防邪"},
343 {TERM_VIOLET, "変", "変わり身"},
344 {TERM_YELLOW, "魔", "魔法鎧"},
345 {TERM_L_UMBER, "伸", "伸び"},
346 {TERM_WHITE, "石", "石肌"},
347 {TERM_L_BLUE, "分", "分身"},
348 {TERM_SLATE, "防", "魔法防御"},
349 {TERM_YELLOW, "究", "究極"},
350 {TERM_YELLOW, "無", "無敵"},
351 {TERM_L_GREEN, "酸", "酸免疫"},
352 {TERM_GREEN, "酸", "耐酸"},
353 {TERM_L_BLUE, "電", "電免疫"},
354 {TERM_BLUE, "電", "耐電"},
355 {TERM_L_RED, "火", "火免疫"},
356 {TERM_RED, "火", "耐火"},
357 {TERM_WHITE, "冷", "冷免疫"},
358 {TERM_SLATE, "冷", "耐冷"},
359 {TERM_GREEN, "毒", "耐毒"},
360 {TERM_L_DARK, "獄", "耐地獄"},
361 {TERM_L_BLUE, "時", "耐時間"},
362 {TERM_L_DARK, "鏡", "鏡オーラ"},
363 {TERM_L_RED, "オ", "火オーラ"},
364 {TERM_WHITE, "闘", "闘気"},
365 {TERM_WHITE, "聖", "聖オーラ"},
366 {TERM_VIOLET, "目", "目には目"},
367 {TERM_WHITE, "祝", "祝福"},
368 {TERM_WHITE, "勇", "勇"},
369 {TERM_RED, "狂", "狂乱"},
370 {TERM_L_RED, "火", "魔剣火"},
371 {TERM_WHITE, "冷", "魔剣冷"},
372 {TERM_L_BLUE, "電", "魔剣電"},
373 {TERM_SLATE, "酸", "魔剣酸"},
374 {TERM_L_GREEN, "毒", "魔剣毒"},
375 {TERM_RED, "乱", "混乱打撃"},
376 {TERM_L_BLUE, "視", "透明視"},
377 {TERM_ORANGE, "テ", "テレパシ"},
378 {TERM_L_BLUE, "回", "回復"},
379 {TERM_L_RED, "赤", "赤外"},
380 {TERM_UMBER, "隠", "隠密"},
381 {TERM_YELLOW, "隠", "超隠密"},
382 {TERM_WHITE, "帰", "帰還"},
383 {TERM_WHITE, "現", "現実変容"},
385 {TERM_WHITE, "オ", "氷オーラ"},
386 {TERM_BLUE, "オ", "電オーラ"},
387 {TERM_L_DARK, "オ", "影オーラ"},
388 {TERM_YELLOW, "腕", "腕力強化"},
389 {TERM_RED, "肉", "肉体強化"},
390 {TERM_L_DARK, "殖", "反増殖"},
391 {TERM_ORANGE, "テ", "反テレポ"},
392 {TERM_RED, "魔", "反魔法"},
393 {TERM_SLATE, "我", "我慢"},
394 {TERM_SLATE, "宣", "宣告"},
395 {TERM_L_DARK, "剣", "魔剣化"},
396 {TERM_RED, "吸", "吸血打撃"},
397 {TERM_WHITE, "回", "回復"},
398 {TERM_L_DARK, "感", "邪悪感知"},
403 {TERM_YELLOW, "Ts", "Tsuyoshi"},
404 {TERM_VIOLET, "Ha", "Halluc"},
405 {TERM_L_DARK, "Bl", "Blind"},
406 {TERM_RED, "Pa", "Paralyzed"},
407 {TERM_VIOLET, "Cf", "Confused"},
408 {TERM_GREEN, "Po", "Poisoned"},
409 {TERM_BLUE, "Af", "Afraid"},
410 {TERM_L_BLUE, "Lv", "Levit"},
411 {TERM_SLATE, "Rf", "Reflect"},
412 {TERM_SLATE, "Pw", "PassWall"},
413 {TERM_L_DARK, "Wr", "Wraith"},
414 {TERM_SLATE, "Ev", "PrtEvl"},
415 {TERM_VIOLET, "Kw", "Kawarimi"},
416 {TERM_YELLOW, "Md", "MgcArm"},
417 {TERM_L_UMBER, "Eh", "Expand"},
418 {TERM_WHITE, "Ss", "StnSkn"},
419 {TERM_L_BLUE, "Ms", "MltShdw"},
420 {TERM_SLATE, "Rm", "ResMag"},
421 {TERM_YELLOW, "Ul", "Ultima"},
422 {TERM_YELLOW, "Iv", "Invuln"},
423 {TERM_L_GREEN, "IAc", "ImmAcid"},
424 {TERM_GREEN, "Ac", "Acid"},
425 {TERM_L_BLUE, "IEl", "ImmElec"},
426 {TERM_BLUE, "El", "Elec"},
427 {TERM_L_RED, "IFi", "ImmFire"},
428 {TERM_RED, "Fi", "Fire"},
429 {TERM_WHITE, "ICo", "ImmCold"},
430 {TERM_SLATE, "Co", "Cold"},
431 {TERM_GREEN, "Po", "Pois"},
432 {TERM_L_DARK, "Nt", "Nthr"},
433 {TERM_L_BLUE, "Ti", "Time"},
434 {TERM_L_DARK, "Mr", "Mirr"},
435 {TERM_L_RED, "SFi", "SFire"},
436 {TERM_WHITE, "Fo", "Force"},
437 {TERM_WHITE, "Ho", "Holy"},
438 {TERM_VIOLET, "Ee", "EyeEye"},
439 {TERM_WHITE, "Bs", "Bless"},
440 {TERM_WHITE, "He", "Hero"},
441 {TERM_RED, "Br", "Berserk"},
442 {TERM_L_RED, "BFi", "BFire"},
443 {TERM_WHITE, "BCo", "BCold"},
444 {TERM_L_BLUE, "BEl", "BElec"},
445 {TERM_SLATE, "BAc", "BAcid"},
446 {TERM_L_GREEN, "BPo", "BPois"},
447 {TERM_RED, "TCf", "TchCnf"},
448 {TERM_L_BLUE, "Se", "SInv"},
449 {TERM_ORANGE, "Te", "Telepa"},
450 {TERM_L_BLUE, "Rg", "Regen"},
451 {TERM_L_RED, "If", "Infr"},
452 {TERM_UMBER, "Sl", "Stealth"},
453 {TERM_YELLOW, "Stlt", "Stealth"},
454 {TERM_WHITE, "Rc", "Recall"},
455 {TERM_WHITE, "Al", "Alter"},
457 {TERM_WHITE, "SCo", "SCold"},
458 {TERM_BLUE, "SEl", "SElec"},
459 {TERM_L_DARK, "SSh", "SShadow"},
460 {TERM_YELLOW, "EMi", "ExMight"},
461 {TERM_RED, "Bu", "BuildUp"},
462 {TERM_L_DARK, "AMl", "AntiMulti"},
463 {TERM_ORANGE, "AT", "AntiTele"},
464 {TERM_RED, "AM", "AntiMagic"},
465 {TERM_SLATE, "Pa", "Patience"},
466 {TERM_SLATE, "Rv", "Revenge"},
467 {TERM_L_DARK, "Rs", "RuneSword"},
468 {TERM_RED, "Vm", "Vampiric"},
469 {TERM_WHITE, "Cu", "Cure"},
470 {TERM_L_DARK, "ET", "EvilTele"},
476 * @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。
477 * @param FLG フラグ位置(ビット)
480 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
483 * @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。
484 * @param FLG フラグ位置(ビット)
487 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
491 * @brief 下部に状態表示を行う / Show status bar
494 static void prt_status(void)
496 BIT_FLAGS bar_flags[3];
497 TERM_LEN wid, hgt, row_statbar, max_col_statbar;
499 TERM_LEN col = 0, num = 0;
502 Term_get_size(&wid, &hgt);
503 row_statbar = hgt + ROW_STATBAR;
504 max_col_statbar = wid + MAX_COL_STATBAR;
506 Term_erase(0, row_statbar, max_col_statbar);
508 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
511 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
514 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
517 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
520 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
523 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
526 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
528 /* Times see-invisible */
529 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
532 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
534 /* Timed regenerate */
535 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
537 /* Timed infra-vision */
538 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
540 /* Protection from evil */
541 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
543 /* Invulnerability */
544 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
547 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
550 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
552 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
555 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
557 /* Super Heroism / berserk */
558 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
561 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
564 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
566 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
568 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
570 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
573 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
574 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
576 /* Oppose Lightning */
577 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
578 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
581 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
582 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
585 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
586 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
589 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
592 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
595 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
598 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
601 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
603 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
605 /* Confusing Hands */
606 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
608 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
610 /* Ultimate-resistance */
611 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
614 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
616 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
618 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
621 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
622 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
623 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
624 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
625 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
626 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
628 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
631 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
633 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
636 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
638 /* An Eye for an Eye */
639 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
642 if (p_ptr->realm1 == REALM_HEX)
644 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
645 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
646 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
647 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
648 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
649 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
650 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
651 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
652 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
653 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
654 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
655 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
656 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
657 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
658 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
659 if (hex_spelling(HEX_CURE_LIGHT) ||
660 hex_spelling(HEX_CURE_SERIOUS) ||
661 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
663 if (HEX_REVENGE_TURN(p_ptr))
665 if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
666 if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
670 /* Calcurate length */
671 for (i = 0; bar[i].sstr; i++)
675 col += strlen(bar[i].lstr) + 1;
680 /* If there are not excess spaces for long strings, use short one */
681 if (col - 1 > max_col_statbar)
686 for (i = 0; bar[i].sstr; i++)
690 col += strlen(bar[i].sstr);
694 /* If there are excess spaces for short string, use more */
695 if (col - 1 <= max_col_statbar - (num-1))
703 /* Centering display column */
704 col = (max_col_statbar - col) / 2;
706 /* Display status bar */
707 for (i = 0; bar[i].sstr; i++)
712 if (space == 2) str = bar[i].lstr;
713 else str = bar[i].sstr;
715 c_put_str(bar[i].attr, str, row_statbar, col);
717 if (space > 0) col++;
718 if (col > max_col_statbar) break;
725 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
728 static void prt_title(void)
735 p = _("[ウィザード]", "[=-WIZARD-=]");
737 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
739 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
741 p = _("*真・勝利者*", "*TRUEWINNER*");
745 p = _("***勝利者***", "***WINNER***");
752 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
756 prt_field(p, ROW_TITLE, COL_TITLE);
761 * @brief プレイヤーのレベルを表示する / Prints level
764 static void prt_level(void)
768 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
770 if (p_ptr->lev >= p_ptr->max_plv)
772 put_str(_("レベル ", "LEVEL "), ROW_LEVEL, 0);
773 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
777 put_str(_("xレベル", "Level "), ROW_LEVEL, 0);
778 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
784 * @brief プレイヤーの経験値を表示する / Display the experience
787 static void prt_exp(void)
791 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
793 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
797 if (p_ptr->lev >= PY_MAX_LEVEL)
799 (void)sprintf(out_val, "********");
803 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
807 if (p_ptr->exp >= p_ptr->max_exp)
809 if (p_ptr->prace == RACE_ANDROID) put_str(_("強化 ", "Cst "), ROW_EXP, 0);
810 else put_str(_("経験 ", "EXP "), ROW_EXP, 0);
811 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
815 put_str(_("x経験", "Exp "), ROW_EXP, 0);
816 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
821 * @brief プレイヤーの所持金を表示する / Prints current gold
824 static void prt_gold(void)
827 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
828 sprintf(tmp, "%9ld", (long)p_ptr->au);
829 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
834 * @brief プレイヤーのACを表示する / Prints current AC
837 static void prt_ac(void)
842 /* AC の表示方式を変更している */
843 put_str(" AC( )", ROW_AC, COL_AC);
844 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
845 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
847 put_str("Cur AC ", ROW_AC, COL_AC);
848 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
849 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
856 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
859 static void prt_hp(void)
861 /* ヒットポイントの表示方法を変更 */
867 put_str("HP", ROW_CURHP, COL_CURHP);
870 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
872 if (p_ptr->chp >= p_ptr->mhp)
874 color = TERM_L_GREEN;
876 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
885 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
888 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
891 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
892 color = TERM_L_GREEN;
894 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
899 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
902 static void prt_sp(void)
904 /* マジックポイントの表示方法を変更している */
909 /* Do not show mana unless it matters */
910 if (!mp_ptr->spell_book) return;
913 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
916 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
918 if (p_ptr->csp >= p_ptr->msp)
920 color = TERM_L_GREEN;
922 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
931 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
934 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
937 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
938 color = TERM_L_GREEN;
940 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
945 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
948 static void prt_depth(void)
951 TERM_LEN wid, hgt, row_depth, col_depth;
952 TERM_COLOR attr = TERM_WHITE;
954 Term_get_size(&wid, &hgt);
955 col_depth = wid + COL_DEPTH;
956 row_depth = hgt + ROW_DEPTH;
958 if (!current_floor_ptr->dun_level)
960 strcpy(depths, _("地上", "Surf."));
962 else if (p_ptr->inside_quest && !p_ptr->dungeon_idx)
964 strcpy(depths, _("地上", "Quest"));
968 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)current_floor_ptr->dun_level * 50);
969 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)current_floor_ptr->dun_level);
971 /* Get color of level based on feeling -JSV- */
972 switch (p_ptr->feeling)
974 case 0: attr = TERM_SLATE; break; /* Unknown */
975 case 1: attr = TERM_L_BLUE; break; /* Special */
976 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
977 case 3: attr = TERM_RED; break; /* Very dangerous */
978 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
979 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
980 case 6: attr = TERM_YELLOW; break; /* Nervous */
981 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
982 case 8: attr = TERM_L_WHITE; break; /* Don't like */
983 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
984 case 10: attr = TERM_WHITE; break; /* Boring place */
988 /* Right-Adjust the "depth", and clear old values */
989 c_prt(attr, format("%7s", depths), row_depth, col_depth);
994 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
997 static void prt_hunger(void)
999 if(p_ptr->wizard && p_ptr->inside_arena) return;
1001 /* Fainting / Starving */
1002 if (p_ptr->food < PY_FOOD_FAINT)
1004 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1008 else if (p_ptr->food < PY_FOOD_WEAK)
1010 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1014 else if (p_ptr->food < PY_FOOD_ALERT)
1016 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1020 else if (p_ptr->food < PY_FOOD_FULL)
1022 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1026 else if (p_ptr->food < PY_FOOD_MAX)
1028 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1034 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1040 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1043 * Display is always exactly 10 characters wide (see below)
1044 * This function was a major bottleneck when resting, so a lot of
1045 * the text formatting code was optimized in place below.
1047 static void prt_state(void)
1049 TERM_COLOR attr = TERM_WHITE;
1055 if (command_rep > 999)
1057 (void)sprintf(text, "%2d00", command_rep / 100);
1061 (void)sprintf(text, " %2d", command_rep);
1068 switch(p_ptr->action)
1072 strcpy(text, _("探索", "Sear"));
1076 /* Start with "Rest" */
1077 strcpy(text, _(" ", " "));
1079 if (p_ptr->resting > 0)
1081 sprintf(text, "%4d", p_ptr->resting);
1083 else if (p_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
1085 text[0] = text[1] = text[2] = text[3] = '*';
1087 else if (p_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
1089 text[0] = text[1] = text[2] = text[3] = '&';
1095 strcpy(text, _("学習", "lear"));
1096 if (new_mane) attr = TERM_L_RED;
1101 strcpy(text, _("釣り", "fish"));
1107 for (i = 0; i < MAX_KAMAE; i++)
1108 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1111 case 0: attr = TERM_GREEN;break;
1112 case 1: attr = TERM_WHITE;break;
1113 case 2: attr = TERM_L_BLUE;break;
1114 case 3: attr = TERM_L_RED;break;
1116 strcpy(text, kamae_shurui[i].desc);
1122 for (i = 0; i < MAX_KATA; i++)
1123 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1124 strcpy(text, kata_shurui[i].desc);
1129 strcpy(text, _("歌 ", "Sing"));
1132 case ACTION_HAYAGAKE:
1134 strcpy(text, _("速駆", "Fast"));
1139 strcpy(text, _("詠唱", "Spel"));
1150 /* Display the info (or blanks) */
1151 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1156 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1159 static void prt_speed(void)
1161 int i = p_ptr->pspeed;
1162 bool is_fast = IS_FAST();
1164 TERM_COLOR attr = TERM_WHITE;
1166 TERM_LEN wid, hgt, row_speed, col_speed;
1168 Term_get_size(&wid, &hgt);
1169 col_speed = wid + COL_SPEED;
1170 row_speed = hgt + ROW_SPEED;
1172 /* Hack -- Visually "undo" the Search Mode Slowdown */
1173 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1180 monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
1181 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1182 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1183 else attr = TERM_GREEN;
1185 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1186 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1187 else attr = TERM_L_GREEN;
1188 sprintf(buf, "%s(+%d)", (p_ptr->riding ? _("乗馬", "Ride") : _("加速", "Fast")), (i - 110));
1196 monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
1197 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1198 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1199 else attr = TERM_RED;
1201 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1202 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1203 else attr = TERM_L_UMBER;
1204 sprintf(buf, "%s(-%d)", (p_ptr->riding ? _("乗馬", "Ride") : _("減速", "Slow")), (110 - i));
1206 else if (p_ptr->riding)
1209 strcpy(buf, _("乗馬中", "Riding"));
1212 /* Display the speed */
1213 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1218 * @brief プレイヤーの呪文学習可能状態を表示する
1221 static void prt_study(void)
1223 TERM_LEN wid, hgt, row_study, col_study;
1225 Term_get_size(&wid, &hgt);
1226 col_study = wid + COL_STUDY;
1227 row_study = hgt + ROW_STUDY;
1229 if (p_ptr->new_spells)
1231 put_str(_("学習", "Stud"), row_study, col_study);
1235 put_str(" ", row_study, col_study);
1241 * @brief プレイヤーのものまね可能状態を表示する
1244 static void prt_imitation(void)
1246 TERM_LEN wid, hgt, row_study, col_study;
1248 Term_get_size(&wid, &hgt);
1249 col_study = wid + COL_STUDY;
1250 row_study = hgt + ROW_STUDY;
1252 if (p_ptr->pclass == CLASS_IMITATOR)
1254 if (p_ptr->mane_num)
1257 if (new_mane) attr = TERM_L_RED;
1258 else attr = TERM_WHITE;
1259 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1263 put_str(" ", row_study, col_study);
1269 * @brief プレイヤーの負傷状態を表示する
1272 static void prt_cut(void)
1278 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1282 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1286 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1290 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1294 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1298 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1302 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1306 put_str(" ", ROW_CUT, COL_CUT);
1312 * @brief プレイヤーの朦朧状態を表示する
1315 static void prt_stun(void)
1317 int s = p_ptr->stun;
1321 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1325 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1329 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1333 put_str(" ", ROW_STUN, COL_STUN);
1340 * @brief モンスターの体力ゲージを表示する
1341 * @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。
1345 * Redraw the "monster health bar" -DRS-
1346 * Rather extensive modifications by -BEN-
1348 * The "monster health bar" provides visual feedback on the "health"
1349 * of the monster currently being "tracked". There are several ways
1350 * to "track" a monster, including targetting it, attacking it, and
1351 * affecting it (and nobody else) with a ranged attack.
1353 * Display the monster health bar (affectionately known as the
1354 * "health-o-meter"). Clear health bar if nothing is being tracked.
1355 * Auto-track current target monster when bored. Note that the
1356 * health-bar stops tracking any monster that "disappears".
1359 static void health_redraw(bool riding)
1363 monster_type *m_ptr;
1367 health_who = p_ptr->riding;
1368 row = ROW_RIDING_INFO;
1369 col = COL_RIDING_INFO;
1373 health_who = p_ptr->health_who;
1378 m_ptr = ¤t_floor_ptr->m_list[health_who];
1380 if (p_ptr->wizard && p_ptr->inside_battle)
1385 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1386 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1387 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1388 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1390 if(current_floor_ptr->m_list[1].r_idx)
1392 Term_putstr(col - 2, row, 2, r_info[current_floor_ptr->m_list[1].r_idx].x_attr, format("%c", r_info[current_floor_ptr->m_list[1].r_idx].x_char));
1393 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[1].hp));
1394 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[1].max_maxhp));
1397 if(current_floor_ptr->m_list[2].r_idx)
1399 Term_putstr(col - 2, row + 1, 2, r_info[current_floor_ptr->m_list[2].r_idx].x_attr, format("%c", r_info[current_floor_ptr->m_list[2].r_idx].x_char));
1400 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[2].hp));
1401 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[2].max_maxhp));
1404 if(current_floor_ptr->m_list[3].r_idx)
1406 Term_putstr(col - 2, row + 2, 2, r_info[current_floor_ptr->m_list[3].r_idx].x_attr, format("%c", r_info[current_floor_ptr->m_list[3].r_idx].x_char));
1407 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[3].hp));
1408 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[3].max_maxhp));
1411 if(current_floor_ptr->m_list[4].r_idx)
1413 Term_putstr(col - 2, row + 3, 2, r_info[current_floor_ptr->m_list[4].r_idx].x_attr, format("%c", r_info[current_floor_ptr->m_list[4].r_idx].x_char));
1414 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[4].hp));
1415 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[4].max_maxhp));
1424 /* Erase the health bar */
1425 Term_erase(col, row, 12);
1428 /* Tracking an unseen monster */
1429 else if (!m_ptr->ml)
1431 /* Indicate that the monster health is "unknown" */
1432 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1435 /* Tracking a hallucinatory monster */
1436 else if (p_ptr->image)
1438 /* Indicate that the monster health is "unknown" */
1439 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1442 /* Tracking a dead monster (???) */
1443 else if (m_ptr->hp < 0)
1445 /* Indicate that the monster health is "unknown" */
1446 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1449 /* Tracking a visible monster */
1452 /* Extract the "percent" of health */
1453 int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
1454 int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp: 0;
1456 /* Convert percent into "health" */
1457 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1459 /* Default to almost dead */
1460 TERM_COLOR attr = TERM_RED;
1463 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1466 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1469 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1472 else if (pct >= 100) attr = TERM_L_GREEN;
1474 /* Somewhat Wounded */
1475 else if (pct >= 60) attr = TERM_YELLOW;
1478 else if (pct >= 25) attr = TERM_ORANGE;
1481 else if (pct >= 10) attr = TERM_L_RED;
1483 /* Default to "unknown" */
1484 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1486 /* Dump the current "health" (use '*' symbols) */
1487 Term_putstr(col + 1, row, len, attr, "**********");
1495 * @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)
1498 static void prt_frame_basic(void)
1501 if (p_ptr->mimic_form)
1502 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1506 my_strcpy(str, rp_ptr->title, sizeof(str));
1507 prt_field(str, ROW_RACE, COL_RACE);
1513 for (i = 0; i < A_MAX; i++) prt_stat(i);
1519 health_redraw(FALSE);
1520 health_redraw(TRUE);
1525 * @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)
1528 static void prt_frame_extra(void)
1542 * @brief サブウィンドウに所持品一覧を表示する / Hack -- display p_ptr->inventory_list in sub-windows
1545 static void fix_inven(void)
1550 for (j = 0; j < 8; j++)
1555 if (!angband_term[j]) continue;
1557 /* No relevant flags */
1558 if (!(window_flag[j] & (PW_INVEN))) continue;
1561 Term_activate(angband_term[j]);
1563 /* Display p_ptr->inventory_list */
1572 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1575 * @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
1576 * @param n_same モンスターの数の現在数
1580 * nnn : number or unique(U) or wanted unique(W)
1581 * X : symbol of monster
1582 * LV : monster lv if known
1583 * name: name of monster
1587 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1590 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1591 monster_race* r_ptr = &r_info[r_idx];
1595 //Number of 'U'nique
1596 if(r_ptr->flags1&RF1_UNIQUE){//unique
1597 bool is_kubi = FALSE;
1598 for(i=0;i<MAX_KUBI;i++){
1599 if(current_world_ptr->bounty_r_idx[i] == r_idx){
1604 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1606 sprintf(buf, "%3d", n_same);
1607 Term_addstr(-1, TERM_WHITE, buf);
1610 Term_addstr(-1, TERM_WHITE, " ");
1611 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1612 //Term_addstr(-1, TERM_WHITE, "/");
1613 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1615 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1616 sprintf(buf, " %2d", (int)r_ptr->level);
1620 Term_addstr(-1, TERM_WHITE, buf);
1622 sprintf(buf, " %s ", r_name+r_ptr->name);
1623 Term_addstr(-1, TERM_WHITE, buf);
1625 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1629 * @brief モンスターの出現リストを表示する / Print monster info in line
1632 * @param max_lines 最大何行描画するか
1634 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1636 monster_type* last_mons = NULL;
1637 monster_type* m_ptr = NULL;
1641 for(i=0;i<tmp_pos.n;i++){
1642 grid_type* g_ptr = ¤t_floor_ptr->grid_array[tmp_pos.y[i]][tmp_pos.x[i]];
1643 if(!g_ptr->m_idx || !current_floor_ptr->m_list[g_ptr->m_idx].ml)continue;//no mons or cannot look
1644 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1645 if(is_pet(m_ptr))continue;//pet
1646 if(!m_ptr->r_idx)continue;//dead?
1649 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1650 monster_race* r_ptr = &r_info[r_idx];
1651 concptr name = (r_name + r_ptr->name);
1652 concptr ename = (r_name + r_ptr->name);
1653 //ミミック類や「それ」等は、一覧に出てはいけない
1654 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1655 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1657 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1658 (strcmp(ename, "Null the Living Void")==0))continue;
1659 //"金無垢の指輪"は、一覧に出てはいけない
1660 if((strcmp(name, "金無垢の指輪")==0)||
1661 (strcmp(ename, "Plain Gold Ring")==0))continue;
1665 //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.
1666 if(!last_mons){//先頭モンスター
1672 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1674 continue;//表示処理を次に回す
1676 //print last mons info
1677 print_monster_line(x, line++, last_mons, n_same);
1680 if(line-y-1==max_lines){//残り1行
1684 if(line-y-1==max_lines && i!=tmp_pos.n){
1685 Term_gotoxy(x, line);
1686 Term_addstr(-1, TERM_WHITE, "-- and more --");
1688 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1693 * @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
1696 static void fix_monster_list(void)
1702 for (j = 0; j < 8; j++)
1707 if (!angband_term[j]) continue;
1709 /* No relevant flags */
1710 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1713 Term_activate(angband_term[j]);
1714 Term_get_size(&w, &h);
1718 target_set_prepare_look();//モンスター一覧を生成,ソート
1719 print_monster_list(0, 0, h);
1728 * @brief 現在の装備品をサブウィンドウに表示する /
1729 * Hack -- display equipment in sub-windows
1732 static void fix_equip(void)
1737 for (j = 0; j < 8; j++)
1742 if (!angband_term[j]) continue;
1744 /* No relevant flags */
1745 if (!(window_flag[j] & (PW_EQUIP))) continue;
1748 Term_activate(angband_term[j]);
1750 /* Display equipment */
1759 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1760 * Hack -- display spells in sub-windows
1763 static void fix_spell(void)
1768 for (j = 0; j < 8; j++)
1773 if (!angband_term[j]) continue;
1775 /* No relevant flags */
1776 if (!(window_flag[j] & (PW_SPELL))) continue;
1779 Term_activate(angband_term[j]);
1781 /* Display spell list */
1782 display_spell_list();
1790 * @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 /
1791 * Hack -- display character in sub-windows
1794 static void fix_player(void)
1799 for (j = 0; j < 8; j++)
1804 if (!angband_term[j]) continue;
1806 /* No relevant flags */
1807 if (!(window_flag[j] & (PW_PLAYER))) continue;
1810 Term_activate(angband_term[j]);
1820 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1821 * Hack -- display recent messages in sub-windows
1822 * Adjust for width and split messages
1825 static void fix_message(void)
1832 for (j = 0; j < 8; j++)
1837 if (!angband_term[j]) continue;
1839 /* No relevant flags */
1840 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1843 Term_activate(angband_term[j]);
1845 Term_get_size(&w, &h);
1848 for (i = 0; i < h; i++)
1850 /* Dump the message on the appropriate line */
1851 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1854 Term_locate(&x, &y);
1856 /* Clear to end of line */
1857 Term_erase(x, y, 255);
1866 * @brief 簡易マップをサブウィンドウに表示する /
1867 * Hack -- display overhead view in sub-windows
1868 * Adjust for width and split messages
1871 * Note that the "player" symbol does NOT appear on the map.
1873 static void fix_overhead(void)
1879 for (j = 0; j < 8; j++)
1885 if (!angband_term[j]) continue;
1887 /* No relevant flags */
1888 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1891 Term_activate(angband_term[j]);
1893 /* Full map in too small window is useless */
1894 Term_get_size(&wid, &hgt);
1895 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1898 display_map(&cy, &cx);
1905 static void display_dungeon(void)
1912 SYMBOL_CODE tc = '\0';
1914 for (x = p_ptr->x - Term->wid / 2 + 1; x <= p_ptr->x + Term->wid / 2; x++)
1916 for (y = p_ptr->y - Term->hgt / 2 + 1; y <= p_ptr->y + Term->hgt / 2; y++)
1918 if (in_bounds2(y, x))
1920 map_info(y, x, &a, &c, &ta, &tc);
1922 /* Hack -- fake monochrome */
1925 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1926 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
1927 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1930 /* Hack -- Queue it */
1931 Term_queue_char(x - p_ptr->x + Term->wid / 2 - 1, y - p_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1935 /* Clear out-of-bound tiles */
1937 /* Access darkness */
1938 feature_type *f_ptr = &f_info[feat_none];
1941 a = f_ptr->x_attr[F_LIT_STANDARD];
1944 c = f_ptr->x_char[F_LIT_STANDARD];
1946 /* Hack -- Queue it */
1947 Term_queue_char(x - p_ptr->x + Term->wid / 2 - 1, y - p_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1954 * @brief ダンジョンの地形をサブウィンドウに表示する /
1955 * Hack -- display dungeon view in sub-windows
1958 static void fix_dungeon(void)
1963 for (j = 0; j < 8; j++)
1968 if (!angband_term[j]) continue;
1970 /* No relevant flags */
1971 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1974 Term_activate(angband_term[j]);
1976 /* Redraw dungeon view */
1985 * @brief モンスターの思い出をサブウィンドウに表示する /
1986 * Hack -- display dungeon view in sub-windows
1989 static void fix_monster(void)
1994 for (j = 0; j < 8; j++)
1999 if (!angband_term[j]) continue;
2001 /* No relevant flags */
2002 if (!(window_flag[j] & (PW_MONSTER))) continue;
2005 Term_activate(angband_term[j]);
2007 /* Display monster race info */
2008 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2016 * @brief ベースアイテム情報をサブウィンドウに表示する /
2017 * Hack -- display object recall in sub-windows
2020 static void fix_object(void)
2025 for (j = 0; j < 8; j++)
2030 if (!angband_term[j]) continue;
2032 /* No relevant flags */
2033 if (!(window_flag[j] & (PW_OBJECT))) continue;
2036 Term_activate(angband_term[j]);
2038 /* Display monster race info */
2039 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2048 * @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 /
2049 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2050 * @return 重すぎるならばTRUE
2052 bool is_heavy_shoot(object_type *o_ptr)
2054 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2055 /* It is hard to carholdry a heavy bow */
2056 return (hold < o_ptr->weight / 10);
2061 * @brief p_ptr->redraw のフラグに応じた更新をまとめて行う / Handle "p_ptr->redraw"
2063 * @details 更新処理の対象はゲーム中の全描画処理
2065 static void redraw_stuff(void)
2067 if (!p_ptr->redraw) return;
2069 /* Character is not ready yet, no screen updates */
2070 if (!current_world_ptr->character_generated) return;
2072 /* Character is in "icky" mode, no screen updates */
2073 if (current_world_ptr->character_icky) return;
2075 /* Hack -- clear the screen */
2076 if (p_ptr->redraw & (PR_WIPE))
2078 p_ptr->redraw &= ~(PR_WIPE);
2083 if (p_ptr->redraw & (PR_MAP))
2085 p_ptr->redraw &= ~(PR_MAP);
2089 if (p_ptr->redraw & (PR_BASIC))
2091 p_ptr->redraw &= ~(PR_BASIC);
2092 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
2093 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
2094 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
2095 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
2101 if (p_ptr->redraw & (PR_EQUIPPY))
2103 p_ptr->redraw &= ~(PR_EQUIPPY);
2104 print_equippy(); /* To draw / delete equippy chars */
2107 if (p_ptr->redraw & (PR_MISC))
2109 p_ptr->redraw &= ~(PR_MISC);
2110 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
2111 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
2114 if (p_ptr->redraw & (PR_TITLE))
2116 p_ptr->redraw &= ~(PR_TITLE);
2120 if (p_ptr->redraw & (PR_LEV))
2122 p_ptr->redraw &= ~(PR_LEV);
2126 if (p_ptr->redraw & (PR_EXP))
2128 p_ptr->redraw &= ~(PR_EXP);
2132 if (p_ptr->redraw & (PR_STATS))
2134 p_ptr->redraw &= ~(PR_STATS);
2143 if (p_ptr->redraw & (PR_STATUS))
2145 p_ptr->redraw &= ~(PR_STATUS);
2149 if (p_ptr->redraw & (PR_ARMOR))
2151 p_ptr->redraw &= ~(PR_ARMOR);
2155 if (p_ptr->redraw & (PR_HP))
2157 p_ptr->redraw &= ~(PR_HP);
2161 if (p_ptr->redraw & (PR_MANA))
2163 p_ptr->redraw &= ~(PR_MANA);
2167 if (p_ptr->redraw & (PR_GOLD))
2169 p_ptr->redraw &= ~(PR_GOLD);
2173 if (p_ptr->redraw & (PR_DEPTH))
2175 p_ptr->redraw &= ~(PR_DEPTH);
2179 if (p_ptr->redraw & (PR_HEALTH))
2181 p_ptr->redraw &= ~(PR_HEALTH);
2182 health_redraw(FALSE);
2185 if (p_ptr->redraw & (PR_UHEALTH))
2187 p_ptr->redraw &= ~(PR_UHEALTH);
2188 health_redraw(TRUE);
2191 if (p_ptr->redraw & (PR_EXTRA))
2193 p_ptr->redraw &= ~(PR_EXTRA);
2194 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
2195 p_ptr->redraw &= ~(PR_HUNGER);
2196 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
2200 if (p_ptr->redraw & (PR_CUT))
2202 p_ptr->redraw &= ~(PR_CUT);
2206 if (p_ptr->redraw & (PR_STUN))
2208 p_ptr->redraw &= ~(PR_STUN);
2212 if (p_ptr->redraw & (PR_HUNGER))
2214 p_ptr->redraw &= ~(PR_HUNGER);
2218 if (p_ptr->redraw & (PR_STATE))
2220 p_ptr->redraw &= ~(PR_STATE);
2224 if (p_ptr->redraw & (PR_SPEED))
2226 p_ptr->redraw &= ~(PR_SPEED);
2230 if (p_ptr->pclass == CLASS_IMITATOR)
2232 if (p_ptr->redraw & (PR_IMITATION))
2234 p_ptr->redraw &= ~(PR_IMITATION);
2238 else if (p_ptr->redraw & (PR_STUDY))
2240 p_ptr->redraw &= ~(PR_STUDY);
2246 * @brief p_ptr->window のフラグに応じた更新をまとめて行う / Handle "p_ptr->window"
2248 * @details 更新処理の対象はサブウィンドウ全般
2250 static void window_stuff(void)
2253 BIT_FLAGS mask = 0L;
2256 if (!p_ptr->window) return;
2259 for (j = 0; j < 8; j++)
2261 /* Save usable flags */
2262 if (angband_term[j]) mask |= window_flag[j];
2265 /* Apply usable flags */
2266 p_ptr->window &= mask;
2269 if (!p_ptr->window) return;
2271 /* Display p_ptr->inventory_list */
2272 if (p_ptr->window & (PW_INVEN))
2274 p_ptr->window &= ~(PW_INVEN);
2278 /* Display equipment */
2279 if (p_ptr->window & (PW_EQUIP))
2281 p_ptr->window &= ~(PW_EQUIP);
2285 /* Display spell list */
2286 if (p_ptr->window & (PW_SPELL))
2288 p_ptr->window &= ~(PW_SPELL);
2292 /* Display player */
2293 if (p_ptr->window & (PW_PLAYER))
2295 p_ptr->window &= ~(PW_PLAYER);
2299 /* Display monster list */
2300 if (p_ptr->window & (PW_MONSTER_LIST))
2302 p_ptr->window &= ~(PW_MONSTER_LIST);
2306 /* Display overhead view */
2307 if (p_ptr->window & (PW_MESSAGE))
2309 p_ptr->window &= ~(PW_MESSAGE);
2313 /* Display overhead view */
2314 if (p_ptr->window & (PW_OVERHEAD))
2316 p_ptr->window &= ~(PW_OVERHEAD);
2320 /* Display overhead view */
2321 if (p_ptr->window & (PW_DUNGEON))
2323 p_ptr->window &= ~(PW_DUNGEON);
2327 /* Display monster recall */
2328 if (p_ptr->window & (PW_MONSTER))
2330 p_ptr->window &= ~(PW_MONSTER);
2334 /* Display object recall */
2335 if (p_ptr->window & (PW_OBJECT))
2337 p_ptr->window &= ~(PW_OBJECT);
2344 * @brief 全更新処理をチェックして処理していく
2345 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
2348 void handle_stuff(void)
2350 if (p_ptr->update) update_creature(p_ptr);
2351 if (p_ptr->redraw) redraw_stuff();
2352 if (p_ptr->window) window_stuff();
2355 void update_output(void)
2357 if (p_ptr->redraw) redraw_stuff();
2358 if (p_ptr->window) window_stuff();
2362 * @brief 実ゲームプレイ時間を更新する
2364 void update_playtime(void)
2366 /* Check if the game has started */
2367 if (start_time != 0)
2369 u32b tmp = (u32b)time(NULL);
2370 current_world_ptr->play_time += (tmp - start_time);
2378 * @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 /
2379 * Map resizing whenever the main term changes size
2382 void resize_map(void)
2384 /* Only if the dungeon exists */
2385 if (!current_world_ptr->character_dungeon) return;
2387 /* Mega-Hack -- no panel yet */
2391 /* Reset the panels */
2392 panel_row_min = current_floor_ptr->height;
2393 panel_col_min = current_floor_ptr->width;
2397 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2398 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2399 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2400 p_ptr->update |= (PU_MONSTERS);
2401 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2408 * Place the cursor on the player
2410 if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
2416 * @brief コンソールを再描画する /
2417 * Redraw a term when it is resized
2420 void redraw_window(void)
2422 /* Only if the dungeon exists */
2423 if (!current_world_ptr->character_dungeon) return;
2425 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2426 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2434 * @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)
2435 * @param dy 変更先のフロアY座標
2436 * @param dx 変更先のフロアX座標
2437 * Handle a request to change the current panel
2438 * Return TRUE if the panel was changed.
2439 * Also used in do_cmd_locate
2440 * @return 実際に再描画が必要だった場合TRUEを返す
2442 bool change_panel(POSITION dy, POSITION dx)
2447 get_screen_size(&wid, &hgt);
2449 /* Apply the motion */
2450 y = panel_row_min + dy * hgt / 2;
2451 x = panel_col_min + dx * wid / 2;
2453 /* Verify the row */
2454 if (y > current_floor_ptr->height - hgt) y = current_floor_ptr->height - hgt;
2457 /* Verify the col */
2458 if (x > current_floor_ptr->width - wid) x = current_floor_ptr->width - wid;
2461 /* Handle "changes" */
2462 if ((y != panel_row_min) || (x != panel_col_min))
2464 /* Save the new panel info */
2468 panel_bounds_center();
2470 p_ptr->update |= (PU_MONSTERS);
2471 p_ptr->redraw |= (PR_MAP);
2483 * @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
2486 void print_equippy(void)
2488 display_player_equippy(ROW_EQUIPPY, COL_EQUIPPY, 0);
2492 * @brief 現在のコンソール表示の縦横を返す。 /
2493 * Get term size and calculate screen size
2494 * @param wid_p コンソールの表示幅文字数を返す
2495 * @param hgt_p コンソールの表示行数を返す
2498 void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
2500 Term_get_size(wid_p, hgt_p);
2501 *hgt_p -= ROW_MAP + 2;
2502 *wid_p -= COL_MAP + 2;
2503 if (use_bigtile) *wid_p /= 2;
2507 * Calculate panel colum of a location in the map
2509 int panel_col_of(int col)
2511 col -= panel_col_min;
2512 if (use_bigtile) col *= 2;
2517 * Prints the map of the dungeon
2519 * Note that, for efficiency, we contain an "optimized" version
2520 * of both "lite_spot()" and "print_rel()", and that we use the
2521 * "lite_spot()" function to display the player grid, if needed.
2529 POSITION xmin, xmax, ymin, ymax;
2533 Term_get_size(&wid, &hgt);
2535 /* Remove map offset */
2539 /* Access the cursor state */
2540 (void)Term_get_cursor(&v);
2542 /* Hide the cursor */
2543 (void)Term_set_cursor(0);
2546 xmin = (0 < panel_col_min) ? panel_col_min : 0;
2547 xmax = (current_floor_ptr->width - 1 > panel_col_max) ? panel_col_max : current_floor_ptr->width - 1;
2548 ymin = (0 < panel_row_min) ? panel_row_min : 0;
2549 ymax = (current_floor_ptr->height - 1 > panel_row_max) ? panel_row_max : current_floor_ptr->height - 1;
2551 /* Bottom section of screen */
2552 for (y = 1; y <= ymin - panel_row_prt; y++)
2554 /* Erase the section */
2555 Term_erase(COL_MAP, y, wid);
2558 /* Top section of screen */
2559 for (y = ymax - panel_row_prt; y <= hgt; y++)
2561 /* Erase the section */
2562 Term_erase(COL_MAP, y, wid);
2566 for (y = ymin; y <= ymax; y++)
2568 /* Scan the columns of row "y" */
2569 for (x = xmin; x <= xmax; x++)
2577 /* Determine what is there */
2578 map_info(y, x, &a, &c, &ta, &tc);
2580 /* Hack -- fake monochrome */
2583 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
2584 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
2585 else if (p_ptr->wraith_form) a = TERM_L_DARK;
2588 /* Efficiency -- Redraw that grid of the map */
2589 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
2593 /* Display player */
2594 lite_spot(p_ptr->y, p_ptr->x);
2596 /* Restore the cursor */
2597 (void)Term_set_cursor(v);
2603 * 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
2605 static char image_monster_hack[] = \
2606 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2609 * 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
2611 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
2614 * @brief モンスターの表示を幻覚状態に差し替える / Mega-Hack -- Hallucinatory monster
2619 static void image_monster(TERM_COLOR *ap, SYMBOL_CODE *cp)
2621 /* Random symbol from set above */
2624 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
2626 *cp = r_ptr->x_char;
2627 *ap = r_ptr->x_attr;
2632 *cp = (one_in_(25) ?
2633 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
2634 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
2642 * @brief オブジェクトの表示を幻覚状態に差し替える / Hallucinatory object
2647 static void image_object(TERM_COLOR *ap, SYMBOL_CODE *cp)
2651 object_kind *k_ptr = &k_info[randint1(max_k_idx - 1)];
2653 *cp = k_ptr->x_char;
2654 *ap = k_ptr->x_attr;
2658 int n = sizeof(image_object_hack) - 1;
2660 *cp = image_object_hack[randint0(n)];
2669 * @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
2674 static void image_random(TERM_COLOR *ap, SYMBOL_CODE *cp)
2676 /* Normally, assume monsters */
2677 if (randint0(100) < 75)
2679 image_monster(ap, cp);
2682 /* Otherwise, assume objects */
2685 image_object(ap, cp);
2690 * 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 /
2691 * This array lists the effects of "brightness" on various "base" colours.\n
2693 * This is used to do dynamic lighting effects in ascii :-)\n
2694 * At the moment, only the various "floor" tiles are affected.\n
2696 * The layout of the array is [x][0] = light and [x][1] = dark.\n
2698 static TERM_COLOR lighting_colours[16][2] =
2701 {TERM_L_DARK, TERM_DARK},
2704 {TERM_YELLOW, TERM_SLATE},
2707 {TERM_WHITE, TERM_L_DARK},
2710 {TERM_L_UMBER, TERM_UMBER},
2713 {TERM_RED, TERM_RED},
2716 {TERM_L_GREEN, TERM_GREEN},
2719 {TERM_BLUE, TERM_BLUE},
2722 {TERM_L_UMBER, TERM_RED},
2725 {TERM_SLATE, TERM_L_DARK},
2728 {TERM_WHITE, TERM_SLATE},
2731 {TERM_L_RED, TERM_BLUE},
2734 {TERM_YELLOW, TERM_ORANGE},
2737 {TERM_L_RED, TERM_L_RED},
2740 {TERM_L_GREEN, TERM_GREEN},
2743 {TERM_L_BLUE, TERM_L_BLUE},
2746 {TERM_L_UMBER, TERM_UMBER}
2754 void apply_default_feat_lighting(TERM_COLOR f_attr[F_LIT_MAX], SYMBOL_CODE f_char[F_LIT_MAX])
2756 TERM_COLOR s_attr = f_attr[F_LIT_STANDARD];
2757 SYMBOL_CODE s_char = f_char[F_LIT_STANDARD];
2760 if (is_ascii_graphics(s_attr)) /* For ASCII */
2762 f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
2763 f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
2764 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
2766 else /* For tile graphics */
2768 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
2769 f_char[F_LIT_LITE] = s_char + 2;
2770 f_char[F_LIT_DARK] = s_char + 1;
2776 * @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
2778 * Basically, we "paint" the chosen attr/char in several passes, starting\n
2779 * with any known "terrain features" (defaulting to darkness), then adding\n
2780 * any known "objects", and finally, adding any known "monsters". This\n
2781 * is not the fastest method but since most of the calls to this function\n
2782 * are made for grids with no monsters or objects, it is fast enough.\n
2784 * Note that this function, if used on the grid containing the "player",\n
2785 * will return the attr/char of the grid underneath the player, and not\n
2786 * the actual player attr/char itself, allowing a lot of optimization\n
2787 * in various "display" functions.\n
2789 * Note that the "zero" entry in the feature/object/monster arrays are\n
2790 * used to provide "special" attr/char codes, with "monster zero" being\n
2791 * used for the player attr/char, "object zero" being used for the "stack"\n
2792 * attr/char, and "feature zero" being used for the "nothing" attr/char,\n
2793 * though this function makes use of only "feature zero".\n
2795 * Note that monsters can have some "special" flags, including "ATTR_MULTI",\n
2796 * which means their color changes, and "ATTR_CLEAR", which means they take\n
2797 * the color of whatever is under them, and "CHAR_CLEAR", which means that\n
2798 * they take the symbol of whatever is under them. Technically, the flag\n
2799 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when\n
2800 * examined, but this flag is currently ignored.\n
2802 * Currently, we do nothing with multi-hued objects, because there are\n
2803 * not any. If there were, they would have to set "shimmer_objects"\n
2804 * when they were created, and then new "shimmer" code in "dungeon.c"\n
2805 * would have to be created handle the "shimmer" effect, and the code\n
2806 * in "current_floor_ptr->grid_array.c" would have to be updated to create the shimmer effect.\n
2808 * Note the effects of hallucination. Objects always appear as random\n
2809 * "objects", monsters as random "monsters", and normal grids occasionally\n
2810 * appear as random "monsters" or "objects", but note that these random\n
2811 * "monsters" and "objects" are really just "colored ascii symbols".\n
2813 * Note that "floors" and "invisible traps" (and "zero" features) are\n
2814 * drawn as "floors" using a special check for optimization purposes,\n
2815 * and these are the only features which get drawn using the special\n
2816 * lighting effects activated by "view_special_lite".\n
2818 * Note the use of the "mimic" field in the "terrain feature" processing,\n
2819 * which allows any feature to "pretend" to be another feature. This is\n
2820 * used to "hide" secret doors, and to make all "doors" appear the same,\n
2821 * and all "walls" appear the same, and "hidden" treasure stay hidden.\n
2822 * It is possible to use this field to make a feature "look" like a floor,\n
2823 * but the "special lighting effects" for floors will not be used.\n
2825 * Note the use of the new "terrain feature" information. Note that the\n
2826 * assumption that all interesting "objects" and "terrain features" are\n
2827 * memorized allows extremely optimized processing below. Note the use\n
2828 * of separate flags on objects to mark them as memorized allows a grid\n
2829 * to have memorized "terrain" without granting knowledge of any object\n
2830 * which may appear in that grid.\n
2832 * Note the efficient code used to determine if a "floor" grid is\n
2833 * "memorized" or "viewable" by the player, where the test for the\n
2834 * grid being "viewable" is based on the facts that (1) the grid\n
2835 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in\n
2836 * line of sight, and (3) the player must not be blind, and uses the\n
2837 * assumption that all torch-lit grids are in line of sight.\n
2839 * Note that floors (and invisible traps) are the only grids which are\n
2840 * not memorized when seen, so only these grids need to check to see if\n
2841 * the grid is "viewable" to the player (if it is not memorized). Since\n
2842 * most non-memorized grids are in fact walls, this induces *massive*\n
2843 * efficiency, at the cost of *forcing* the memorization of non-floor\n
2844 * grids when they are first seen. Note that "invisible traps" are\n
2845 * always treated exactly like "floors", which prevents "cheating".\n
2847 * Note the "special lighting effects" which can be activated for floor\n
2848 * grids using the "view_special_lite" option (for "white" floor grids),\n
2849 * causing certain grids to be displayed using special colors. If the\n
2850 * player is "blind", we will use "dark gray", else if the grid is lit\n
2851 * by the torch, and the "view_yellow_lite" option is set, we will use\n
2852 * "yellow", else if the grid is "dark", we will use "dark gray", else\n
2853 * if the grid is not "viewable", and the "view_bright_lite" option is\n
2854 * set, and the we will use "slate" (gray). We will use "white" for all\n
2855 * other cases, in particular, for illuminated viewable floor grids.\n
2857 * Note the "special lighting effects" which can be activated for wall\n
2858 * grids using the "view_granite_lite" option (for "white" wall grids),\n
2859 * causing certain grids to be displayed using special colors. If the\n
2860 * player is "blind", we will use "dark gray", else if the grid is lit\n
2861 * by the torch, and the "view_yellow_lite" option is set, we will use\n
2862 * "yellow", else if the "view_bright_lite" option is set, and the grid\n
2863 * is not "viewable", or is "dark", or is glowing, but not when viewed\n
2864 * from the player's current location, we will use "slate" (gray). We\n
2865 * will use "white" for all other cases, in particular, for correctly\n
2866 * illuminated viewable wall grids.\n
2868 * Note that, when "view_granite_lite" is set, we use an inline version\n
2869 * of the "player_can_see_bold()" function to check the "viewability" of\n
2870 * grids when the "view_bright_lite" option is set, and we do NOT use\n
2871 * any special colors for "dark" wall grids, since this would allow the\n
2872 * player to notice the walls of illuminated rooms from a hallway that\n
2873 * happened to run beside the room. The alternative, by the way, would\n
2874 * be to prevent the generation of hallways next to rooms, but this\n
2875 * would still allow problems when digging towards a room.\n
2877 * Note that bizarre things must be done when the "attr" and/or "char"\n
2878 * codes have the "high-bit" set, since these values are used to encode\n
2879 * various "special" pictures in some versions, and certain situations,\n
2880 * such as "multi-hued" or "clear" monsters, cause the attr/char codes\n
2881 * to be "scrambled" in various ways.\n
2883 * Note that eventually we may use the "&" symbol for embedded treasure,\n
2884 * and use the "*" symbol to indicate multiple objects, though this will\n
2885 * have to wait for Angband 2.8.0 or later. Note that currently, this\n
2886 * is not important, since only one object or terrain feature is allowed\n
2887 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.\n
2889 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of\n
2890 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect\n
2891 * then a whole lot of code should be changed... XXX XXX\n
2893 void map_info(POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp, TERM_COLOR *tap, SYMBOL_CODE *tcp)
2895 /* Get the current_floor_ptr->grid_array */
2896 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2898 OBJECT_IDX this_o_idx, next_o_idx = 0;
2900 /* Feature code (applying "mimic" field) */
2901 FEAT_IDX feat = get_feat_mimic(g_ptr);
2904 feature_type *f_ptr = &f_info[feat];
2909 /* Boring grids (floors, etc) */
2910 if (!have_flag(f_ptr->flags, FF_REMEMBER))
2913 * Handle Memorized or visible floor
2915 * No visual when blinded.
2916 * (to prevent strange effects on darkness breath)
2918 * - Can see grids with CAVE_MARK.
2919 * - Can see grids with CAVE_LITE or CAVE_MNLT.
2920 * (Such grids also have CAVE_VIEW)
2921 * - Can see grids with CAVE_VIEW unless darkened by monsters.
2923 if (!p_ptr->blind &&
2924 ((g_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
2925 ((g_ptr->info & CAVE_VIEW) && (((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))))
2927 /* Normal attr/char */
2928 a = f_ptr->x_attr[F_LIT_STANDARD];
2929 c = f_ptr->x_char[F_LIT_STANDARD];
2931 if (p_ptr->wild_mode)
2933 /* Special lighting effects */
2934 /* Handle "night" */
2935 if (view_special_lite && !is_daytime())
2937 /* Use a darkened colour/tile */
2938 a = f_ptr->x_attr[F_LIT_DARK];
2939 c = f_ptr->x_char[F_LIT_DARK];
2943 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
2944 else if (darkened_grid(g_ptr))
2946 /* Unsafe grid -- idea borrowed from Unangband */
2947 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2949 /* Access darkness */
2950 f_ptr = &f_info[feat];
2952 /* Char and attr of darkness */
2953 a = f_ptr->x_attr[F_LIT_STANDARD];
2954 c = f_ptr->x_char[F_LIT_STANDARD];
2957 /* Special lighting effects */
2958 else if (view_special_lite)
2960 /* Handle "torch-lit" grids */
2961 if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
2964 if (view_yellow_lite)
2966 /* Use a brightly lit colour/tile */
2967 a = f_ptr->x_attr[F_LIT_LITE];
2968 c = f_ptr->x_char[F_LIT_LITE];
2972 /* Handle "dark" grids */
2973 else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
2975 /* Use a darkened colour/tile */
2976 a = f_ptr->x_attr[F_LIT_DARK];
2977 c = f_ptr->x_char[F_LIT_DARK];
2980 /* Handle "out-of-sight" grids */
2981 else if (!(g_ptr->info & CAVE_VIEW))
2984 if (view_bright_lite)
2986 /* Use a darkened colour/tile */
2987 a = f_ptr->x_attr[F_LIT_DARK];
2988 c = f_ptr->x_char[F_LIT_DARK];
2997 /* Unsafe grid -- idea borrowed from Unangband */
2998 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
3000 /* Access darkness */
3001 f_ptr = &f_info[feat];
3003 /* Normal attr/char */
3004 a = f_ptr->x_attr[F_LIT_STANDARD];
3005 c = f_ptr->x_char[F_LIT_STANDARD];
3009 /* Interesting grids (non-floors) */
3012 /* Memorized grids */
3013 if (g_ptr->info & CAVE_MARK)
3015 /* Normal attr/char */
3016 a = f_ptr->x_attr[F_LIT_STANDARD];
3017 c = f_ptr->x_char[F_LIT_STANDARD];
3019 if (p_ptr->wild_mode)
3021 /* Special lighting effects */
3022 /* Handle "blind" or "night" */
3023 if (view_granite_lite && (p_ptr->blind || !is_daytime()))
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 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
3032 else if (darkened_grid(g_ptr) && !p_ptr->blind)
3034 if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
3036 /* Unsafe grid -- idea borrowed from Unangband */
3037 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
3039 /* Access darkness */
3040 f_ptr = &f_info[feat];
3042 /* Char and attr of darkness */
3043 a = f_ptr->x_attr[F_LIT_STANDARD];
3044 c = f_ptr->x_char[F_LIT_STANDARD];
3046 else if (view_granite_lite && view_bright_lite)
3048 /* Use a darkened colour/tile */
3049 a = f_ptr->x_attr[F_LIT_DARK];
3050 c = f_ptr->x_char[F_LIT_DARK];
3054 /* Special lighting effects */
3055 else if (view_granite_lite)
3057 /* Handle "blind" */
3060 /* Use a darkened colour/tile */
3061 a = f_ptr->x_attr[F_LIT_DARK];
3062 c = f_ptr->x_char[F_LIT_DARK];
3065 /* Handle "torch-lit" grids */
3066 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
3069 if (view_yellow_lite)
3071 /* Use a brightly lit colour/tile */
3072 a = f_ptr->x_attr[F_LIT_LITE];
3073 c = f_ptr->x_char[F_LIT_LITE];
3077 /* Handle "view_bright_lite" */
3078 else if (view_bright_lite)
3081 if (!(g_ptr->info & CAVE_VIEW))
3083 /* Use a darkened colour/tile */
3084 a = f_ptr->x_attr[F_LIT_DARK];
3085 c = f_ptr->x_char[F_LIT_DARK];
3089 else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
3091 /* Use a darkened colour/tile */
3092 a = f_ptr->x_attr[F_LIT_DARK];
3093 c = f_ptr->x_char[F_LIT_DARK];
3096 /* Not glowing correctly */
3097 else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(y, x))
3099 /* Use a darkened colour/tile */
3100 a = f_ptr->x_attr[F_LIT_DARK];
3101 c = f_ptr->x_char[F_LIT_DARK];
3110 /* Unsafe grid -- idea borrowed from Unangband */
3111 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
3113 /* Access feature */
3114 f_ptr = &f_info[feat];
3116 /* Normal attr/char */
3117 a = f_ptr->x_attr[F_LIT_STANDARD];
3118 c = f_ptr->x_char[F_LIT_STANDARD];
3122 if (feat_priority == -1) feat_priority = f_ptr->priority;
3124 /* Save the terrain info for the transparency effects */
3132 /* Hack -- rare random hallucination, except on outer dungeon walls */
3137 image_random(ap, cp);
3142 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3145 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
3146 next_o_idx = o_ptr->next_o_idx;
3148 /* Memorized objects */
3149 if (o_ptr->marked & OM_FOUND)
3151 if (display_autopick)
3155 match_autopick = is_autopick(o_ptr);
3156 if (match_autopick == -1)
3159 act = autopick_list[match_autopick].action;
3161 if ((act & DO_DISPLAY) && (act & display_autopick))
3163 autopick_obj = o_ptr;
3167 match_autopick = -1;
3172 (*cp) = object_char(o_ptr);
3175 (*ap) = object_attr(o_ptr);
3179 /* Hack -- hallucination */
3180 if (p_ptr->image) image_object(ap, cp);
3187 /* Handle monsters */
3188 if (g_ptr->m_idx && display_autopick == 0)
3190 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
3192 /* Visible monster */
3195 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3203 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
3204 * flags are always unseen.
3206 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
3212 image_monster(ap, cp);
3217 /* Monster attr/char */
3221 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
3222 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
3224 /* Desired monster attr/char */
3230 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
3231 * flags are always unseen.
3233 else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
3240 /*** Monster's attr ***/
3241 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
3246 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
3248 /* Multi-hued attr */
3249 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
3250 else switch (randint1(7))
3252 case 1: *ap = TERM_RED; break;
3253 case 2: *ap = TERM_L_RED; break;
3254 case 3: *ap = TERM_WHITE; break;
3255 case 4: *ap = TERM_L_GREEN; break;
3256 case 5: *ap = TERM_BLUE; break;
3257 case 6: *ap = TERM_L_DARK; break;
3258 case 7: *ap = TERM_GREEN; break;
3261 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
3263 /* Use semi-random attr (usually mimics' colors vary) */
3264 *ap = g_ptr->m_idx % 15 + 1;
3272 /*** Monster's char ***/
3273 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
3278 else if (r_ptr->flags1 & RF1_SHAPECHANGER)
3282 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
3283 *cp = tmp_r_ptr->x_char;
3284 *ap = tmp_r_ptr->x_attr;
3288 *cp = (one_in_(25) ?
3289 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
3290 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
3303 /* Handle "player" */
3304 if (player_bold(y, x))
3306 monster_race *r_ptr = &r_info[0];
3307 *ap = r_ptr->x_attr;
3308 *cp = r_ptr->x_char;
3314 static concptr simplify_list[][2] =
3321 {"^Amulet of ", "\""},
3322 {"^Scroll of ", "?"},
3323 {"^Scroll titled ", "?"},
3324 {"^Wand of " , "-"},
3326 {"^Staff of " , "_"},
3327 {"^Potion of ", "!"},
3340 static void display_shortened_item_name(object_type *o_ptr, int y)
3347 object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
3348 attr = tval_to_attr[o_ptr->tval % 128];
3353 strcpy(buf, _("何か奇妙な物", "something strange"));
3356 for (c = buf; *c; c++)
3359 for (i = 0; simplify_list[i][1]; i++)
3361 concptr org_w = simplify_list[i][0];
3371 if (!strncmp(c, org_w, strlen(org_w)))
3374 concptr tmp = simplify_list[i][1];
3377 tmp = c + strlen(org_w);
3393 if (len + 2 > 12) break;
3400 if (len + 1 > 12) break;
3406 Term_putstr(0, y, 12, attr, buf);
3410 * Display a "small-scale" map of the dungeon in the active Term
3412 void display_map(int *cy, int *cx)
3422 SYMBOL_CODE **bigmc;
3429 /* Save lighting effects */
3430 bool old_view_special_lite = view_special_lite;
3431 bool old_view_granite_lite = view_granite_lite;
3433 TERM_LEN hgt, wid, yrat, xrat;
3435 int **match_autopick_yx;
3436 object_type ***object_autopick_yx;
3438 Term_get_size(&wid, &hgt);
3441 if (use_bigtile) wid /= 2;
3443 yrat = (current_floor_ptr->height + hgt - 1) / hgt;
3444 xrat = (current_floor_ptr->width + wid - 1) / wid;
3446 /* Disable lighting effects */
3447 view_special_lite = FALSE;
3448 view_granite_lite = FALSE;
3450 /* Allocate the maps */
3451 C_MAKE(ma, (hgt + 2), TERM_COLOR *);
3452 C_MAKE(mc, (hgt + 2), char_ptr);
3453 C_MAKE(mp, (hgt + 2), byte_ptr);
3454 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
3455 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
3457 /* Allocate and wipe each line map */
3458 for (y = 0; y < (hgt + 2); y++)
3460 /* Allocate one row each array */
3461 C_MAKE(ma[y], (wid + 2), TERM_COLOR);
3462 C_MAKE(mc[y], (wid + 2), char);
3463 C_MAKE(mp[y], (wid + 2), byte);
3464 C_MAKE(match_autopick_yx[y], (wid + 2), int);
3465 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
3467 for (x = 0; x < wid + 2; ++x)
3469 match_autopick_yx[y][x] = -1;
3470 object_autopick_yx[y][x] = NULL;
3473 ma[y][x] = TERM_WHITE;
3481 /* Allocate the maps */
3482 C_MAKE(bigma, (current_floor_ptr->height + 2), TERM_COLOR *);
3483 C_MAKE(bigmc, (current_floor_ptr->height + 2), char_ptr);
3484 C_MAKE(bigmp, (current_floor_ptr->height + 2), byte_ptr);
3486 /* Allocate and wipe each line map */
3487 for (y = 0; y < (current_floor_ptr->height + 2); y++)
3489 /* Allocate one row each array */
3490 C_MAKE(bigma[y], (current_floor_ptr->width + 2), TERM_COLOR);
3491 C_MAKE(bigmc[y], (current_floor_ptr->width + 2), char);
3492 C_MAKE(bigmp[y], (current_floor_ptr->width + 2), byte);
3494 for (x = 0; x < current_floor_ptr->width + 2; ++x)
3497 bigma[y][x] = TERM_WHITE;
3505 /* Fill in the map */
3506 for (i = 0; i < current_floor_ptr->width; ++i)
3508 for (j = 0; j < current_floor_ptr->height; ++j)
3513 match_autopick = -1;
3514 autopick_obj = NULL;
3517 /* Extract the current attr/char at that map location */
3518 map_info(j, i, &ta, &tc, &ta, &tc);
3520 /* Extract the priority */
3521 tp = (byte_hack)feat_priority;
3523 if (match_autopick != -1
3524 && (match_autopick_yx[y][x] == -1
3525 || match_autopick_yx[y][x] > match_autopick))
3527 match_autopick_yx[y][x] = match_autopick;
3528 object_autopick_yx[y][x] = autopick_obj;
3532 /* Save the char, attr and priority */
3533 bigmc[j + 1][i + 1] = tc;
3534 bigma[j + 1][i + 1] = ta;
3535 bigmp[j + 1][i + 1] = tp;
3539 for (j = 0; j < current_floor_ptr->height; ++j)
3541 for (i = 0; i < current_floor_ptr->width; ++i)
3546 tc = bigmc[j + 1][i + 1];
3547 ta = bigma[j + 1][i + 1];
3548 tp = bigmp[j + 1][i + 1];
3550 /* rare feature has more priority */
3556 for (t = 0; t < 8; t++)
3558 if (tc == bigmc[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]] &&
3559 ta == bigma[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]])
3569 /* Save the char, attr and priority */
3582 /* Draw the corners */
3583 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
3585 /* Draw the horizontal edges */
3586 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
3588 /* Draw the vertical edges */
3589 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
3592 /* Display each map line in order */
3593 for (y = 0; y < hgt + 2; ++y)
3595 /* Start a new line */
3596 Term_gotoxy(COL_MAP, y);
3598 /* Display the line */
3599 for (x = 0; x < wid + 2; ++x)
3604 /* Hack -- fake monochrome */
3607 if (current_world_ptr->timewalk_m_idx) ta = TERM_DARK;
3608 else if (IS_INVULN() || p_ptr->timewalk) ta = TERM_WHITE;
3609 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
3612 /* Add the character */
3613 Term_add_bigch(ta, tc);
3618 for (y = 1; y < hgt + 1; ++y)
3620 match_autopick = -1;
3621 for (x = 1; x <= wid; x++) {
3622 if (match_autopick_yx[y][x] != -1 &&
3623 (match_autopick > match_autopick_yx[y][x] ||
3624 match_autopick == -1)) {
3625 match_autopick = match_autopick_yx[y][x];
3626 autopick_obj = object_autopick_yx[y][x];
3630 /* Clear old display */
3631 Term_putstr(0, y, 12, 0, " ");
3633 if (match_autopick != -1)
3635 display_shortened_item_name(autopick_obj, y);
3638 char buf[13] = "\0";
3639 strncpy(buf, autopick_list[match_autopick].name, 12);
3647 /* Player location */
3648 (*cy) = p_ptr->y / yrat + 1 + ROW_MAP;
3650 (*cx) = p_ptr->x / xrat + 1 + COL_MAP;
3652 (*cx) = (p_ptr->x / xrat + 1) * 2 + COL_MAP;
3654 /* Restore lighting effects */
3655 view_special_lite = old_view_special_lite;
3656 view_granite_lite = old_view_granite_lite;
3658 /* Free each line map */
3659 for (y = 0; y < (hgt + 2); y++)
3661 /* Free one row each array */
3662 C_KILL(ma[y], (wid + 2), TERM_COLOR);
3663 C_KILL(mc[y], (wid + 2), SYMBOL_CODE);
3664 C_KILL(mp[y], (wid + 2), byte);
3665 C_KILL(match_autopick_yx[y], (wid + 2), int);
3666 C_KILL(object_autopick_yx[y], (wid + 2), object_type *);
3669 /* Free each line map */
3670 C_KILL(ma, (hgt + 2), TERM_COLOR *);
3671 C_KILL(mc, (hgt + 2), char_ptr);
3672 C_KILL(mp, (hgt + 2), byte_ptr);
3673 C_KILL(match_autopick_yx, (hgt + 2), sint_ptr);
3674 C_KILL(object_autopick_yx, (hgt + 2), object_type **);
3676 /* Free each line map */
3677 for (y = 0; y < (current_floor_ptr->height + 2); y++)
3679 /* Free one row each array */
3680 C_KILL(bigma[y], (current_floor_ptr->width + 2), TERM_COLOR);
3681 C_KILL(bigmc[y], (current_floor_ptr->width + 2), SYMBOL_CODE);
3682 C_KILL(bigmp[y], (current_floor_ptr->width + 2), byte);
3685 /* Free each line map */
3686 C_KILL(bigma, (current_floor_ptr->height + 2), TERM_COLOR *);
3687 C_KILL(bigmc, (current_floor_ptr->height + 2), char_ptr);
3688 C_KILL(bigmp, (current_floor_ptr->height + 2), byte_ptr);
3693 * Display a "small-scale" map of the dungeon for the player
3695 * Currently, the "player" is displayed on the map.
3697 void do_cmd_view_map(void)
3703 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
3708 display_autopick = 0;
3710 /* Display the map */
3711 display_map(&cy, &cx);
3714 if (max_autopick && !p_ptr->wild_mode)
3716 display_autopick = ITEM_DISPLAY;
3723 int wid, hgt, row_message;
3725 Term_get_size(&wid, &hgt);
3726 row_message = hgt - 1;
3728 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)",
3729 " Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items."), row_message, 1);
3731 /* Hilite the player */
3732 move_cursor(cy, cx);
3737 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
3739 flag = DONT_AUTOPICK;
3741 flag = DO_AUTODESTROY;
3743 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
3749 if (~display_autopick & flag)
3750 display_autopick |= flag;
3752 display_autopick &= ~flag;
3753 /* Display the map */
3754 display_map(&cy, &cx);
3757 display_autopick = 0;
3762 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);
3763 /* Hilite the player */
3764 move_cursor(cy, cx);
3772 * Track a new monster
3774 void health_track(MONSTER_IDX m_idx)
3776 /* Mount monster is already tracked */
3777 if (m_idx && m_idx == p_ptr->riding) return;
3779 /* Track a new guy */
3780 p_ptr->health_who = m_idx;
3782 /* Redraw (later) */
3783 p_ptr->redraw |= (PR_HEALTH);
3788 * Moves the cursor to a given MAP (y,x) location
3790 void move_cursor_relative(int row, int col)
3792 /* Real co-ords convert to screen positions */
3793 row -= panel_row_prt;
3796 Term_gotoxy(panel_col_of(col), row);
3801 * print project path
3803 void prt_path(POSITION y, POSITION x)
3808 byte_hack default_color = TERM_SLATE;
3810 if (!display_path) return;
3811 if (-1 == project_length)
3814 /* Get projection path */
3815 path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), p_ptr->y, p_ptr->x, y, x, PROJECT_PATH | PROJECT_THRU);
3817 p_ptr->redraw |= (PR_MAP);
3821 for (i = 0; i < path_n; i++)
3823 POSITION ny = GRID_Y(path_g[i]);
3824 POSITION nx = GRID_X(path_g[i]);
3825 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
3827 if (panel_contains(ny, nx))
3829 TERM_COLOR a = default_color;
3832 TERM_COLOR ta = default_color;
3835 if (g_ptr->m_idx && current_floor_ptr->m_list[g_ptr->m_idx].ml)
3837 /* Determine what is there */
3838 map_info(ny, nx, &a, &c, &ta, &tc);
3840 if (!is_ascii_graphics(a))
3842 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
3844 else if (a == default_color)
3850 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
3851 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
3852 else if (p_ptr->wraith_form) a = TERM_L_DARK;
3857 /* Hack -- Queue it */
3858 Term_queue_bigchar(panel_col_of(nx), ny - panel_row_prt, a, c, ta, tc);
3862 if ((g_ptr->info & CAVE_MARK) && !cave_have_flag_grid(g_ptr, FF_PROJECT)) break;
3865 if (nx == x && ny == y) default_color = TERM_L_DARK;
3871 * Hack -- track the given monster race
3873 void monster_race_track(MONRACE_IDX r_idx)
3875 /* Save this monster ID */
3876 p_ptr->monster_race_idx = r_idx;
3878 p_ptr->window |= (PW_MONSTER);
3882 * Hack -- track the given object kind
3884 void object_kind_track(KIND_OBJECT_IDX k_idx)
3886 /* Save this monster ID */
3887 p_ptr->object_kind_idx = k_idx;
3889 p_ptr->window |= (PW_OBJECT);