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.
18 #include "player-status.h"
22 * Some screen locations for various display routines
23 * Currently, row 8 and 15 are the only "blank" rows.
24 * That leaves a "border" around the "stat" values.
28 #define COL_RACE 0 /* <race name> */
30 /*#define ROW_CLASS 2 */
31 /*#define COL_CLASS 0 */ /* <class name> */
34 #define COL_TITLE 0 /* <title> or <mode> */
36 /*#define ROW_SEIKAKU 4 */
37 /*#define COL_SEIKAKU 0*/ /* <seikaku> */
40 #define COL_DAY 0 /* day */
42 #define ROW_DUNGEON 22
43 #define COL_DUNGEON 0 /* dungeon */
46 #define COL_LEVEL 0 /* "LEVEL xxxxxx" */
49 #define COL_EXP 0 /* "EXP xxxxxxxx" */
52 #define COL_GOLD 0 /* "AU xxxxxxxxx" */
55 #define COL_EQUIPPY 0 /* equippy chars */
58 #define COL_STAT 0 /* "xxx xxxxxx" */
61 #define COL_AC 0 /* "Cur AC xxxxx" */
67 #define COL_CURHP 0 /* "Cur HP xxxxx" */
70 #define COL_CURSP 0 /* "Cur SP xxxxx" */
72 #define ROW_RIDING_INFO 16
73 #define COL_RIDING_INFO 0 /* "xxxxxxxxxxxx" */
76 #define COL_INFO 0 /* "xxxxxxxxxxxx" */
79 #define COL_CUT 0 /* <cut> */
82 #define COL_STUN 0 /* <stun> */
85 #define COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */
88 #define COL_STATE 7 /* <state> */
90 #define ROW_SPEED (-1)
91 #define COL_SPEED (-24) /* "Slow (-NN)" or "Fast (+NN)" */
93 #define ROW_STUDY (-1)
94 #define COL_STUDY (-13) /* "Study" */
96 #define ROW_DEPTH (-1)
97 #define COL_DEPTH (-8) /* "Lev NNN" / "NNNN ft" */
99 #define ROW_STATBAR (-1)
100 #define COL_STATBAR 0
101 #define MAX_COL_STATBAR (-26)
106 * @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 /
107 * Print character info at given row, column in a 13 char field
113 static void prt_field(concptr info, TERM_LEN row, TERM_LEN col)
115 /* Dump 13 spaces to clear */
116 c_put_str(TERM_WHITE, " ", row, col);
118 /* Dump the info itself */
119 c_put_str(TERM_L_BLUE, info, row, col);
123 * @brief ゲーム時刻を表示する /
131 /* Dump 13 spaces to clear */
132 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
134 extract_day_hour_min(&day, &hour, &min);
136 /* Dump the info itself */
137 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
138 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
140 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
144 * @brief 現在のマップ名を返す /
145 * @return マップ名の文字列参照ポインタ
147 concptr map_name(void)
149 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
150 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
151 return _("クエスト", "Quest");
152 else if (p_ptr->wild_mode)
153 return _("地上", "Surface");
154 else if (p_ptr->inside_arena)
155 return _("アリーナ", "Arena");
156 else if (p_ptr->inside_battle)
157 return _("闘技場", "Monster Arena");
158 else if (!current_floor_ptr->dun_level && p_ptr->town_num)
159 return town_info[p_ptr->town_num].name;
161 return d_name+d_info[p_ptr->dungeon_idx].name;
165 * @brief 現在のマップ名を描画する / Print dungeon
168 static void prt_dungeon(void)
170 concptr dungeon_name;
173 /* Dump 13 spaces to clear */
174 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
176 dungeon_name = map_name();
178 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
179 if (col < 0) col = 0;
181 /* Dump the info itself */
182 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
188 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
189 * @param stat 描画するステータスのID
192 static void prt_stat(int stat)
196 /* Display "injured" stat */
197 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
199 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
200 cnv_stat(p_ptr->stat_use[stat], tmp);
201 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
204 /* Display "healthy" stat */
207 put_str(stat_names[stat], ROW_STAT + stat, 0);
208 cnv_stat(p_ptr->stat_use[stat], tmp);
209 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
212 /* Indicate natural maximum */
213 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
216 /* 日本語にかぶらないように表示位置を変更 */
217 put_str("!", ROW_STAT + stat, 5);
219 put_str("!", ROW_STAT + stat, 3);
227 * 画面下部に表示する状態表示定義ID / Data structure for status bar
229 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
230 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
231 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
232 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
233 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
234 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
235 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
236 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
237 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
238 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
239 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
240 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
241 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
242 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
243 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
244 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
245 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
246 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
247 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
248 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
249 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
250 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
251 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
252 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
253 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
254 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
255 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
256 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
257 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
258 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
259 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
260 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
261 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
262 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
263 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
264 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
265 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
266 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
267 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
268 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
269 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
270 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
271 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
272 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
273 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
274 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
275 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
276 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
277 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
278 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
279 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
280 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
281 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
282 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
283 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
284 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
285 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
286 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
287 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
288 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
289 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
290 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
291 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
292 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
293 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
294 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
295 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
304 {TERM_YELLOW, "つ", "つよし"},
305 {TERM_VIOLET, "幻", "幻覚"},
306 {TERM_L_DARK, "盲", "盲目"},
307 {TERM_RED, "痺", "麻痺"},
308 {TERM_VIOLET, "乱", "混乱"},
309 {TERM_GREEN, "毒", "毒"},
310 {TERM_BLUE, "恐", "恐怖"},
311 {TERM_L_BLUE, "浮", "浮遊"},
312 {TERM_SLATE, "反", "反射"},
313 {TERM_SLATE, "壁", "壁抜け"},
314 {TERM_L_DARK, "幽", "幽体"},
315 {TERM_SLATE, "邪", "防邪"},
316 {TERM_VIOLET, "変", "変わり身"},
317 {TERM_YELLOW, "魔", "魔法鎧"},
318 {TERM_L_UMBER, "伸", "伸び"},
319 {TERM_WHITE, "石", "石肌"},
320 {TERM_L_BLUE, "分", "分身"},
321 {TERM_SLATE, "防", "魔法防御"},
322 {TERM_YELLOW, "究", "究極"},
323 {TERM_YELLOW, "無", "無敵"},
324 {TERM_L_GREEN, "酸", "酸免疫"},
325 {TERM_GREEN, "酸", "耐酸"},
326 {TERM_L_BLUE, "電", "電免疫"},
327 {TERM_BLUE, "電", "耐電"},
328 {TERM_L_RED, "火", "火免疫"},
329 {TERM_RED, "火", "耐火"},
330 {TERM_WHITE, "冷", "冷免疫"},
331 {TERM_SLATE, "冷", "耐冷"},
332 {TERM_GREEN, "毒", "耐毒"},
333 {TERM_L_DARK, "獄", "耐地獄"},
334 {TERM_L_BLUE, "時", "耐時間"},
335 {TERM_L_DARK, "鏡", "鏡オーラ"},
336 {TERM_L_RED, "オ", "火オーラ"},
337 {TERM_WHITE, "闘", "闘気"},
338 {TERM_WHITE, "聖", "聖オーラ"},
339 {TERM_VIOLET, "目", "目には目"},
340 {TERM_WHITE, "祝", "祝福"},
341 {TERM_WHITE, "勇", "勇"},
342 {TERM_RED, "狂", "狂乱"},
343 {TERM_L_RED, "火", "魔剣火"},
344 {TERM_WHITE, "冷", "魔剣冷"},
345 {TERM_L_BLUE, "電", "魔剣電"},
346 {TERM_SLATE, "酸", "魔剣酸"},
347 {TERM_L_GREEN, "毒", "魔剣毒"},
348 {TERM_RED, "乱", "混乱打撃"},
349 {TERM_L_BLUE, "視", "透明視"},
350 {TERM_ORANGE, "テ", "テレパシ"},
351 {TERM_L_BLUE, "回", "回復"},
352 {TERM_L_RED, "赤", "赤外"},
353 {TERM_UMBER, "隠", "隠密"},
354 {TERM_YELLOW, "隠", "超隠密"},
355 {TERM_WHITE, "帰", "帰還"},
356 {TERM_WHITE, "現", "現実変容"},
358 {TERM_WHITE, "オ", "氷オーラ"},
359 {TERM_BLUE, "オ", "電オーラ"},
360 {TERM_L_DARK, "オ", "影オーラ"},
361 {TERM_YELLOW, "腕", "腕力強化"},
362 {TERM_RED, "肉", "肉体強化"},
363 {TERM_L_DARK, "殖", "反増殖"},
364 {TERM_ORANGE, "テ", "反テレポ"},
365 {TERM_RED, "魔", "反魔法"},
366 {TERM_SLATE, "我", "我慢"},
367 {TERM_SLATE, "宣", "宣告"},
368 {TERM_L_DARK, "剣", "魔剣化"},
369 {TERM_RED, "吸", "吸血打撃"},
370 {TERM_WHITE, "回", "回復"},
371 {TERM_L_DARK, "感", "邪悪感知"},
376 {TERM_YELLOW, "Ts", "Tsuyoshi"},
377 {TERM_VIOLET, "Ha", "Halluc"},
378 {TERM_L_DARK, "Bl", "Blind"},
379 {TERM_RED, "Pa", "Paralyzed"},
380 {TERM_VIOLET, "Cf", "Confused"},
381 {TERM_GREEN, "Po", "Poisoned"},
382 {TERM_BLUE, "Af", "Afraid"},
383 {TERM_L_BLUE, "Lv", "Levit"},
384 {TERM_SLATE, "Rf", "Reflect"},
385 {TERM_SLATE, "Pw", "PassWall"},
386 {TERM_L_DARK, "Wr", "Wraith"},
387 {TERM_SLATE, "Ev", "PrtEvl"},
388 {TERM_VIOLET, "Kw", "Kawarimi"},
389 {TERM_YELLOW, "Md", "MgcArm"},
390 {TERM_L_UMBER, "Eh", "Expand"},
391 {TERM_WHITE, "Ss", "StnSkn"},
392 {TERM_L_BLUE, "Ms", "MltShdw"},
393 {TERM_SLATE, "Rm", "ResMag"},
394 {TERM_YELLOW, "Ul", "Ultima"},
395 {TERM_YELLOW, "Iv", "Invuln"},
396 {TERM_L_GREEN, "IAc", "ImmAcid"},
397 {TERM_GREEN, "Ac", "Acid"},
398 {TERM_L_BLUE, "IEl", "ImmElec"},
399 {TERM_BLUE, "El", "Elec"},
400 {TERM_L_RED, "IFi", "ImmFire"},
401 {TERM_RED, "Fi", "Fire"},
402 {TERM_WHITE, "ICo", "ImmCold"},
403 {TERM_SLATE, "Co", "Cold"},
404 {TERM_GREEN, "Po", "Pois"},
405 {TERM_L_DARK, "Nt", "Nthr"},
406 {TERM_L_BLUE, "Ti", "Time"},
407 {TERM_L_DARK, "Mr", "Mirr"},
408 {TERM_L_RED, "SFi", "SFire"},
409 {TERM_WHITE, "Fo", "Force"},
410 {TERM_WHITE, "Ho", "Holy"},
411 {TERM_VIOLET, "Ee", "EyeEye"},
412 {TERM_WHITE, "Bs", "Bless"},
413 {TERM_WHITE, "He", "Hero"},
414 {TERM_RED, "Br", "Berserk"},
415 {TERM_L_RED, "BFi", "BFire"},
416 {TERM_WHITE, "BCo", "BCold"},
417 {TERM_L_BLUE, "BEl", "BElec"},
418 {TERM_SLATE, "BAc", "BAcid"},
419 {TERM_L_GREEN, "BPo", "BPois"},
420 {TERM_RED, "TCf", "TchCnf"},
421 {TERM_L_BLUE, "Se", "SInv"},
422 {TERM_ORANGE, "Te", "Telepa"},
423 {TERM_L_BLUE, "Rg", "Regen"},
424 {TERM_L_RED, "If", "Infr"},
425 {TERM_UMBER, "Sl", "Stealth"},
426 {TERM_YELLOW, "Stlt", "Stealth"},
427 {TERM_WHITE, "Rc", "Recall"},
428 {TERM_WHITE, "Al", "Alter"},
430 {TERM_WHITE, "SCo", "SCold"},
431 {TERM_BLUE, "SEl", "SElec"},
432 {TERM_L_DARK, "SSh", "SShadow"},
433 {TERM_YELLOW, "EMi", "ExMight"},
434 {TERM_RED, "Bu", "BuildUp"},
435 {TERM_L_DARK, "AMl", "AntiMulti"},
436 {TERM_ORANGE, "AT", "AntiTele"},
437 {TERM_RED, "AM", "AntiMagic"},
438 {TERM_SLATE, "Pa", "Patience"},
439 {TERM_SLATE, "Rv", "Revenge"},
440 {TERM_L_DARK, "Rs", "RuneSword"},
441 {TERM_RED, "Vm", "Vampiric"},
442 {TERM_WHITE, "Cu", "Cure"},
443 {TERM_L_DARK, "ET", "EvilTele"},
449 * @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。
450 * @param FLG フラグ位置(ビット)
453 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
456 * @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。
457 * @param FLG フラグ位置(ビット)
460 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
464 * @brief 下部に状態表示を行う / Show status bar
467 static void prt_status(void)
469 BIT_FLAGS bar_flags[3];
470 TERM_LEN wid, hgt, row_statbar, max_col_statbar;
472 TERM_LEN col = 0, num = 0;
475 Term_get_size(&wid, &hgt);
476 row_statbar = hgt + ROW_STATBAR;
477 max_col_statbar = wid + MAX_COL_STATBAR;
479 Term_erase(0, row_statbar, max_col_statbar);
481 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
484 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
487 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
490 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
493 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
496 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
499 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
501 /* Times see-invisible */
502 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
505 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
507 /* Timed regenerate */
508 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
510 /* Timed infra-vision */
511 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
513 /* Protection from evil */
514 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
516 /* Invulnerability */
517 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
520 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
523 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
525 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
528 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
530 /* Super Heroism / berserk */
531 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
534 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
537 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
539 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
541 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
543 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
546 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
547 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
549 /* Oppose Lightning */
550 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
551 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
554 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
555 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
558 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
559 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
562 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
565 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
568 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
571 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
574 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
576 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
578 /* Confusing Hands */
579 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
581 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
583 /* Ultimate-resistance */
584 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
587 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
589 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
591 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
594 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
595 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
596 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
597 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
598 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
599 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
601 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
604 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
606 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
609 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
611 /* An Eye for an Eye */
612 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
615 if (p_ptr->realm1 == REALM_HEX)
617 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
618 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
619 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
620 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
621 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
622 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
623 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
624 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
625 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
626 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
627 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
628 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
629 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
630 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
631 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
632 if (hex_spelling(HEX_CURE_LIGHT) ||
633 hex_spelling(HEX_CURE_SERIOUS) ||
634 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
636 if (HEX_REVENGE_TURN(p_ptr))
638 if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
639 if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
643 /* Calcurate length */
644 for (i = 0; bar[i].sstr; i++)
648 col += strlen(bar[i].lstr) + 1;
653 /* If there are not excess spaces for long strings, use short one */
654 if (col - 1 > max_col_statbar)
659 for (i = 0; bar[i].sstr; i++)
663 col += strlen(bar[i].sstr);
667 /* If there are excess spaces for short string, use more */
668 if (col - 1 <= max_col_statbar - (num-1))
676 /* Centering display column */
677 col = (max_col_statbar - col) / 2;
679 /* Display status bar */
680 for (i = 0; bar[i].sstr; i++)
685 if (space == 2) str = bar[i].lstr;
686 else str = bar[i].sstr;
688 c_put_str(bar[i].attr, str, row_statbar, col);
690 if (space > 0) col++;
691 if (col > max_col_statbar) break;
698 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
701 static void prt_title(void)
708 p = _("[ウィザード]", "[=-WIZARD-=]");
710 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
712 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
714 p = _("*真・勝利者*", "*TRUEWINNER*");
718 p = _("***勝利者***", "***WINNER***");
725 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
729 prt_field(p, ROW_TITLE, COL_TITLE);
734 * @brief プレイヤーのレベルを表示する / Prints level
737 static void prt_level(void)
741 sprintf(tmp, "%5d", p_ptr->lev);
743 if (p_ptr->lev >= p_ptr->max_plv)
745 put_str(_("レベル ", "LEVEL "), ROW_LEVEL, 0);
746 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
750 put_str(_("xレベル", "Level "), ROW_LEVEL, 0);
751 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
757 * @brief プレイヤーの経験値を表示する / Display the experience
760 static void prt_exp(void)
764 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
766 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
770 if (p_ptr->lev >= PY_MAX_LEVEL)
772 (void)sprintf(out_val, "********");
776 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
780 if (p_ptr->exp >= p_ptr->max_exp)
782 if (p_ptr->prace == RACE_ANDROID) put_str(_("強化 ", "Cst "), ROW_EXP, 0);
783 else put_str(_("経験 ", "EXP "), ROW_EXP, 0);
784 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
788 put_str(_("x経験", "Exp "), ROW_EXP, 0);
789 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
794 * @brief プレイヤーの所持金を表示する / Prints current gold
797 static void prt_gold(void)
800 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
801 sprintf(tmp, "%9ld", (long)p_ptr->au);
802 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
807 * @brief プレイヤーのACを表示する / Prints current AC
810 static void prt_ac(void)
815 /* AC の表示方式を変更している */
816 put_str(" AC( )", ROW_AC, COL_AC);
817 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
818 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
820 put_str("Cur AC ", ROW_AC, COL_AC);
821 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
822 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
829 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
832 static void prt_hp(void)
834 /* ヒットポイントの表示方法を変更 */
840 put_str("HP", ROW_CURHP, COL_CURHP);
843 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
845 if (p_ptr->chp >= p_ptr->mhp)
847 color = TERM_L_GREEN;
849 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
858 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
861 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
864 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
865 color = TERM_L_GREEN;
867 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
872 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
875 static void prt_sp(void)
877 /* マジックポイントの表示方法を変更している */
882 /* Do not show mana unless it matters */
883 if (!mp_ptr->spell_book) return;
886 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
889 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
891 if (p_ptr->csp >= p_ptr->msp)
893 color = TERM_L_GREEN;
895 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
904 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
907 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
910 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
911 color = TERM_L_GREEN;
913 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
918 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
921 static void prt_depth(void)
924 TERM_LEN wid, hgt, row_depth, col_depth;
925 TERM_COLOR attr = TERM_WHITE;
927 Term_get_size(&wid, &hgt);
928 col_depth = wid + COL_DEPTH;
929 row_depth = hgt + ROW_DEPTH;
931 if (!current_floor_ptr->dun_level)
933 strcpy(depths, _("地上", "Surf."));
935 else if (p_ptr->inside_quest && !p_ptr->dungeon_idx)
937 strcpy(depths, _("地上", "Quest"));
941 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)current_floor_ptr->dun_level * 50);
942 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)current_floor_ptr->dun_level);
944 /* Get color of level based on feeling -JSV- */
945 switch (p_ptr->feeling)
947 case 0: attr = TERM_SLATE; break; /* Unknown */
948 case 1: attr = TERM_L_BLUE; break; /* Special */
949 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
950 case 3: attr = TERM_RED; break; /* Very dangerous */
951 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
952 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
953 case 6: attr = TERM_YELLOW; break; /* Nervous */
954 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
955 case 8: attr = TERM_L_WHITE; break; /* Don't like */
956 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
957 case 10: attr = TERM_WHITE; break; /* Boring place */
961 /* Right-Adjust the "depth", and clear old values */
962 c_prt(attr, format("%7s", depths), row_depth, col_depth);
967 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
970 static void prt_hunger(void)
972 if(p_ptr->wizard && p_ptr->inside_arena) return;
974 /* Fainting / Starving */
975 if (p_ptr->food < PY_FOOD_FAINT)
977 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
981 else if (p_ptr->food < PY_FOOD_WEAK)
983 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
987 else if (p_ptr->food < PY_FOOD_ALERT)
989 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
993 else if (p_ptr->food < PY_FOOD_FULL)
995 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
999 else if (p_ptr->food < PY_FOOD_MAX)
1001 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1007 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1013 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1016 * Display is always exactly 10 characters wide (see below)
1017 * This function was a major bottleneck when resting, so a lot of
1018 * the text formatting code was optimized in place below.
1020 static void prt_state(void)
1022 TERM_COLOR attr = TERM_WHITE;
1028 if (command_rep > 999)
1030 (void)sprintf(text, "%2d00", command_rep / 100);
1034 (void)sprintf(text, " %2d", command_rep);
1041 switch(p_ptr->action)
1045 strcpy(text, _("探索", "Sear"));
1049 /* Start with "Rest" */
1050 strcpy(text, _(" ", " "));
1052 if (p_ptr->resting > 0)
1054 sprintf(text, "%4d", p_ptr->resting);
1056 else if (p_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
1058 text[0] = text[1] = text[2] = text[3] = '*';
1060 else if (p_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
1062 text[0] = text[1] = text[2] = text[3] = '&';
1068 strcpy(text, _("学習", "lear"));
1069 if (new_mane) attr = TERM_L_RED;
1074 strcpy(text, _("釣り", "fish"));
1080 for (i = 0; i < MAX_KAMAE; i++)
1081 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1084 case 0: attr = TERM_GREEN;break;
1085 case 1: attr = TERM_WHITE;break;
1086 case 2: attr = TERM_L_BLUE;break;
1087 case 3: attr = TERM_L_RED;break;
1089 strcpy(text, kamae_shurui[i].desc);
1095 for (i = 0; i < MAX_KATA; i++)
1096 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1097 strcpy(text, kata_shurui[i].desc);
1102 strcpy(text, _("歌 ", "Sing"));
1105 case ACTION_HAYAGAKE:
1107 strcpy(text, _("速駆", "Fast"));
1112 strcpy(text, _("詠唱", "Spel"));
1123 /* Display the info (or blanks) */
1124 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1129 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1132 static void prt_speed(void)
1134 int i = p_ptr->pspeed;
1135 bool is_fast = IS_FAST();
1137 TERM_COLOR attr = TERM_WHITE;
1139 TERM_LEN wid, hgt, row_speed, col_speed;
1141 Term_get_size(&wid, &hgt);
1142 col_speed = wid + COL_SPEED;
1143 row_speed = hgt + ROW_SPEED;
1145 /* Hack -- Visually "undo" the Search Mode Slowdown */
1146 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1153 monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
1154 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1155 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1156 else attr = TERM_GREEN;
1158 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1159 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1160 else attr = TERM_L_GREEN;
1161 sprintf(buf, "%s(+%d)", (p_ptr->riding ? _("乗馬", "Ride") : _("加速", "Fast")), (i - 110));
1169 monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
1170 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1171 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1172 else attr = TERM_RED;
1174 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1175 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1176 else attr = TERM_L_UMBER;
1177 sprintf(buf, "%s(-%d)", (p_ptr->riding ? _("乗馬", "Ride") : _("減速", "Slow")), (110 - i));
1179 else if (p_ptr->riding)
1182 strcpy(buf, _("乗馬中", "Riding"));
1185 /* Display the speed */
1186 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1191 * @brief プレイヤーの呪文学習可能状態を表示する
1194 static void prt_study(void)
1196 TERM_LEN wid, hgt, row_study, col_study;
1198 Term_get_size(&wid, &hgt);
1199 col_study = wid + COL_STUDY;
1200 row_study = hgt + ROW_STUDY;
1202 if (p_ptr->new_spells)
1204 put_str(_("学習", "Stud"), row_study, col_study);
1208 put_str(" ", row_study, col_study);
1214 * @brief プレイヤーのものまね可能状態を表示する
1217 static void prt_imitation(void)
1219 TERM_LEN wid, hgt, row_study, col_study;
1221 Term_get_size(&wid, &hgt);
1222 col_study = wid + COL_STUDY;
1223 row_study = hgt + ROW_STUDY;
1225 if (p_ptr->pclass == CLASS_IMITATOR)
1227 if (p_ptr->mane_num)
1230 if (new_mane) attr = TERM_L_RED;
1231 else attr = TERM_WHITE;
1232 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1236 put_str(" ", row_study, col_study);
1242 * @brief プレイヤーの負傷状態を表示する
1245 static void prt_cut(void)
1251 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1255 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1259 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1263 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1267 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1271 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1275 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1279 put_str(" ", ROW_CUT, COL_CUT);
1285 * @brief プレイヤーの朦朧状態を表示する
1288 static void prt_stun(void)
1290 int s = p_ptr->stun;
1294 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1298 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1302 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1306 put_str(" ", ROW_STUN, COL_STUN);
1313 * @brief モンスターの体力ゲージを表示する
1314 * @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。
1318 * Redraw the "monster health bar" -DRS-
1319 * Rather extensive modifications by -BEN-
1321 * The "monster health bar" provides visual feedback on the "health"
1322 * of the monster currently being "tracked". There are several ways
1323 * to "track" a monster, including targetting it, attacking it, and
1324 * affecting it (and nobody else) with a ranged attack.
1326 * Display the monster health bar (affectionately known as the
1327 * "health-o-meter"). Clear health bar if nothing is being tracked.
1328 * Auto-track current target monster when bored. Note that the
1329 * health-bar stops tracking any monster that "disappears".
1332 static void health_redraw(bool riding)
1336 monster_type *m_ptr;
1340 health_who = p_ptr->riding;
1341 row = ROW_RIDING_INFO;
1342 col = COL_RIDING_INFO;
1346 health_who = p_ptr->health_who;
1351 m_ptr = ¤t_floor_ptr->m_list[health_who];
1353 if (p_ptr->wizard && p_ptr->inside_battle)
1358 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1359 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1360 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1361 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1363 if(current_floor_ptr->m_list[1].r_idx)
1365 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));
1366 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[1].hp));
1367 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[1].max_maxhp));
1370 if(current_floor_ptr->m_list[2].r_idx)
1372 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));
1373 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[2].hp));
1374 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[2].max_maxhp));
1377 if(current_floor_ptr->m_list[3].r_idx)
1379 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));
1380 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[3].hp));
1381 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[3].max_maxhp));
1384 if(current_floor_ptr->m_list[4].r_idx)
1386 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));
1387 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[4].hp));
1388 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[4].max_maxhp));
1397 /* Erase the health bar */
1398 Term_erase(col, row, 12);
1401 /* Tracking an unseen monster */
1402 else if (!m_ptr->ml)
1404 /* Indicate that the monster health is "unknown" */
1405 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1408 /* Tracking a hallucinatory monster */
1409 else if (p_ptr->image)
1411 /* Indicate that the monster health is "unknown" */
1412 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1415 /* Tracking a dead monster (???) */
1416 else if (m_ptr->hp < 0)
1418 /* Indicate that the monster health is "unknown" */
1419 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1422 /* Tracking a visible monster */
1425 /* Extract the "percent" of health */
1426 int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
1427 int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp: 0;
1429 /* Convert percent into "health" */
1430 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1432 /* Default to almost dead */
1433 TERM_COLOR attr = TERM_RED;
1436 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1439 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1442 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1445 else if (pct >= 100) attr = TERM_L_GREEN;
1447 /* Somewhat Wounded */
1448 else if (pct >= 60) attr = TERM_YELLOW;
1451 else if (pct >= 25) attr = TERM_ORANGE;
1454 else if (pct >= 10) attr = TERM_L_RED;
1456 /* Default to "unknown" */
1457 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1459 /* Dump the current "health" (use '*' symbols) */
1460 Term_putstr(col + 1, row, len, attr, "**********");
1468 * @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)
1471 static void prt_frame_basic(void)
1474 if (p_ptr->mimic_form)
1475 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1479 my_strcpy(str, rp_ptr->title, sizeof(str));
1480 prt_field(str, ROW_RACE, COL_RACE);
1486 for (i = 0; i < A_MAX; i++) prt_stat(i);
1492 health_redraw(FALSE);
1493 health_redraw(TRUE);
1498 * @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)
1501 static void prt_frame_extra(void)
1515 * @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
1518 static void fix_inven(void)
1523 for (j = 0; j < 8; j++)
1528 if (!angband_term[j]) continue;
1530 /* No relevant flags */
1531 if (!(window_flag[j] & (PW_INVEN))) continue;
1534 Term_activate(angband_term[j]);
1536 /* Display inventory */
1545 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1548 * @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
1549 * @param n_same モンスターの数の現在数
1553 * nnn : number or unique(U) or wanted unique(W)
1554 * X : symbol of monster
1555 * LV : monster lv if known
1556 * name: name of monster
1560 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1563 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1564 monster_race* r_ptr = &r_info[r_idx];
1568 //Number of 'U'nique
1569 if(r_ptr->flags1&RF1_UNIQUE){//unique
1570 bool is_kubi = FALSE;
1571 for(i=0;i<MAX_KUBI;i++){
1572 if(current_world_ptr->bounty_r_idx[i] == r_idx){
1577 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1579 sprintf(buf, "%3d", n_same);
1580 Term_addstr(-1, TERM_WHITE, buf);
1583 Term_addstr(-1, TERM_WHITE, " ");
1584 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1585 //Term_addstr(-1, TERM_WHITE, "/");
1586 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1588 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1589 sprintf(buf, " %2d", (int)r_ptr->level);
1593 Term_addstr(-1, TERM_WHITE, buf);
1595 sprintf(buf, " %s ", r_name+r_ptr->name);
1596 Term_addstr(-1, TERM_WHITE, buf);
1598 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1602 * @brief モンスターの出現リストを表示する / Print monster info in line
1605 * @param max_lines 最大何行描画するか
1607 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1609 monster_type* last_mons = NULL;
1610 monster_type* m_ptr = NULL;
1614 for(i=0;i<tmp_pos.n;i++){
1615 grid_type* g_ptr = ¤t_floor_ptr->grid_array[tmp_pos.y[i]][tmp_pos.x[i]];
1616 if(!g_ptr->m_idx || !current_floor_ptr->m_list[g_ptr->m_idx].ml)continue;//no mons or cannot look
1617 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1618 if(is_pet(m_ptr))continue;//pet
1619 if(!m_ptr->r_idx)continue;//dead?
1622 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1623 monster_race* r_ptr = &r_info[r_idx];
1624 concptr name = (r_name + r_ptr->name);
1625 concptr ename = (r_name + r_ptr->name);
1626 //ミミック類や「それ」等は、一覧に出てはいけない
1627 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1628 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1630 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1631 (strcmp(ename, "Null the Living Void")==0))continue;
1632 //"金無垢の指輪"は、一覧に出てはいけない
1633 if((strcmp(name, "金無垢の指輪")==0)||
1634 (strcmp(ename, "Plain Gold Ring")==0))continue;
1638 //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.
1639 if(!last_mons){//先頭モンスター
1645 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1647 continue;//表示処理を次に回す
1649 //print last mons info
1650 print_monster_line(x, line++, last_mons, n_same);
1653 if(line-y-1==max_lines){//残り1行
1657 if(line-y-1==max_lines && i!=tmp_pos.n){
1658 Term_gotoxy(x, line);
1659 Term_addstr(-1, TERM_WHITE, "-- and more --");
1661 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1666 * @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
1669 static void fix_monster_list(void)
1675 for (j = 0; j < 8; j++)
1680 if (!angband_term[j]) continue;
1682 /* No relevant flags */
1683 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1686 Term_activate(angband_term[j]);
1687 Term_get_size(&w, &h);
1691 target_set_prepare_look();//モンスター一覧を生成,ソート
1692 print_monster_list(0, 0, h);
1701 * @brief 現在の装備品をサブウィンドウに表示する /
1702 * Hack -- display equipment in sub-windows
1705 static void fix_equip(void)
1710 for (j = 0; j < 8; j++)
1715 if (!angband_term[j]) continue;
1717 /* No relevant flags */
1718 if (!(window_flag[j] & (PW_EQUIP))) continue;
1721 Term_activate(angband_term[j]);
1723 /* Display equipment */
1732 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1733 * Hack -- display spells in sub-windows
1736 static void fix_spell(void)
1741 for (j = 0; j < 8; j++)
1746 if (!angband_term[j]) continue;
1748 /* No relevant flags */
1749 if (!(window_flag[j] & (PW_SPELL))) continue;
1752 Term_activate(angband_term[j]);
1754 /* Display spell list */
1755 display_spell_list();
1763 * @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 /
1764 * Hack -- display character in sub-windows
1767 static void fix_player(void)
1772 for (j = 0; j < 8; j++)
1777 if (!angband_term[j]) continue;
1779 /* No relevant flags */
1780 if (!(window_flag[j] & (PW_PLAYER))) continue;
1783 Term_activate(angband_term[j]);
1793 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1794 * Hack -- display recent messages in sub-windows
1795 * Adjust for width and split messages
1798 static void fix_message(void)
1805 for (j = 0; j < 8; j++)
1810 if (!angband_term[j]) continue;
1812 /* No relevant flags */
1813 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1816 Term_activate(angband_term[j]);
1818 Term_get_size(&w, &h);
1821 for (i = 0; i < h; i++)
1823 /* Dump the message on the appropriate line */
1824 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1827 Term_locate(&x, &y);
1829 /* Clear to end of line */
1830 Term_erase(x, y, 255);
1839 * @brief 簡易マップをサブウィンドウに表示する /
1840 * Hack -- display overhead view in sub-windows
1841 * Adjust for width and split messages
1844 * Note that the "player" symbol does NOT appear on the map.
1846 static void fix_overhead(void)
1852 for (j = 0; j < 8; j++)
1858 if (!angband_term[j]) continue;
1860 /* No relevant flags */
1861 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1864 Term_activate(angband_term[j]);
1866 /* Full map in too small window is useless */
1867 Term_get_size(&wid, &hgt);
1868 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1871 display_map(&cy, &cx);
1880 * @brief ダンジョンの地形をサブウィンドウに表示する /
1881 * Hack -- display dungeon view in sub-windows
1884 static void fix_dungeon(void)
1889 for (j = 0; j < 8; j++)
1894 if (!angband_term[j]) continue;
1896 /* No relevant flags */
1897 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1900 Term_activate(angband_term[j]);
1902 /* Redraw dungeon view */
1911 * @brief モンスターの思い出をサブウィンドウに表示する /
1912 * Hack -- display dungeon view in sub-windows
1915 static void fix_monster(void)
1920 for (j = 0; j < 8; j++)
1925 if (!angband_term[j]) continue;
1927 /* No relevant flags */
1928 if (!(window_flag[j] & (PW_MONSTER))) continue;
1931 Term_activate(angband_term[j]);
1933 /* Display monster race info */
1934 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
1942 * @brief ベースアイテム情報をサブウィンドウに表示する /
1943 * Hack -- display object recall in sub-windows
1946 static void fix_object(void)
1951 for (j = 0; j < 8; j++)
1956 if (!angband_term[j]) continue;
1958 /* No relevant flags */
1959 if (!(window_flag[j] & (PW_OBJECT))) continue;
1962 Term_activate(angband_term[j]);
1964 /* Display monster race info */
1965 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
1974 * @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 /
1975 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
1976 * @return 重すぎるならばTRUE
1978 bool is_heavy_shoot(object_type *o_ptr)
1980 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
1981 /* It is hard to carholdry a heavy bow */
1982 return (hold < o_ptr->weight / 10);
1986 * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
1987 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
1988 * @return 対応する矢/弾薬のベースアイテムID
1990 int bow_tval_ammo(object_type *o_ptr)
1992 /* Analyze the launcher */
1993 switch (o_ptr->sval)
2024 * @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"
2026 * @details 更新処理の対象はゲーム中の全描画処理
2028 static void redraw_stuff(void)
2030 if (!p_ptr->redraw) return;
2032 /* Character is not ready yet, no screen updates */
2033 if (!character_generated) return;
2035 /* Character is in "icky" mode, no screen updates */
2036 if (character_icky) return;
2038 /* Hack -- clear the screen */
2039 if (p_ptr->redraw & (PR_WIPE))
2041 p_ptr->redraw &= ~(PR_WIPE);
2046 if (p_ptr->redraw & (PR_MAP))
2048 p_ptr->redraw &= ~(PR_MAP);
2052 if (p_ptr->redraw & (PR_BASIC))
2054 p_ptr->redraw &= ~(PR_BASIC);
2055 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
2056 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
2057 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
2058 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
2064 if (p_ptr->redraw & (PR_EQUIPPY))
2066 p_ptr->redraw &= ~(PR_EQUIPPY);
2067 print_equippy(); /* To draw / delete equippy chars */
2070 if (p_ptr->redraw & (PR_MISC))
2072 p_ptr->redraw &= ~(PR_MISC);
2073 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
2074 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
2077 if (p_ptr->redraw & (PR_TITLE))
2079 p_ptr->redraw &= ~(PR_TITLE);
2083 if (p_ptr->redraw & (PR_LEV))
2085 p_ptr->redraw &= ~(PR_LEV);
2089 if (p_ptr->redraw & (PR_EXP))
2091 p_ptr->redraw &= ~(PR_EXP);
2095 if (p_ptr->redraw & (PR_STATS))
2097 p_ptr->redraw &= ~(PR_STATS);
2106 if (p_ptr->redraw & (PR_STATUS))
2108 p_ptr->redraw &= ~(PR_STATUS);
2112 if (p_ptr->redraw & (PR_ARMOR))
2114 p_ptr->redraw &= ~(PR_ARMOR);
2118 if (p_ptr->redraw & (PR_HP))
2120 p_ptr->redraw &= ~(PR_HP);
2124 if (p_ptr->redraw & (PR_MANA))
2126 p_ptr->redraw &= ~(PR_MANA);
2130 if (p_ptr->redraw & (PR_GOLD))
2132 p_ptr->redraw &= ~(PR_GOLD);
2136 if (p_ptr->redraw & (PR_DEPTH))
2138 p_ptr->redraw &= ~(PR_DEPTH);
2142 if (p_ptr->redraw & (PR_HEALTH))
2144 p_ptr->redraw &= ~(PR_HEALTH);
2145 health_redraw(FALSE);
2148 if (p_ptr->redraw & (PR_UHEALTH))
2150 p_ptr->redraw &= ~(PR_UHEALTH);
2151 health_redraw(TRUE);
2154 if (p_ptr->redraw & (PR_EXTRA))
2156 p_ptr->redraw &= ~(PR_EXTRA);
2157 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
2158 p_ptr->redraw &= ~(PR_HUNGER);
2159 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
2163 if (p_ptr->redraw & (PR_CUT))
2165 p_ptr->redraw &= ~(PR_CUT);
2169 if (p_ptr->redraw & (PR_STUN))
2171 p_ptr->redraw &= ~(PR_STUN);
2175 if (p_ptr->redraw & (PR_HUNGER))
2177 p_ptr->redraw &= ~(PR_HUNGER);
2181 if (p_ptr->redraw & (PR_STATE))
2183 p_ptr->redraw &= ~(PR_STATE);
2187 if (p_ptr->redraw & (PR_SPEED))
2189 p_ptr->redraw &= ~(PR_SPEED);
2193 if (p_ptr->pclass == CLASS_IMITATOR)
2195 if (p_ptr->redraw & (PR_IMITATION))
2197 p_ptr->redraw &= ~(PR_IMITATION);
2201 else if (p_ptr->redraw & (PR_STUDY))
2203 p_ptr->redraw &= ~(PR_STUDY);
2209 * @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"
2211 * @details 更新処理の対象はサブウィンドウ全般
2213 static void window_stuff(void)
2216 BIT_FLAGS mask = 0L;
2219 if (!p_ptr->window) return;
2222 for (j = 0; j < 8; j++)
2224 /* Save usable flags */
2225 if (angband_term[j]) mask |= window_flag[j];
2228 /* Apply usable flags */
2229 p_ptr->window &= mask;
2232 if (!p_ptr->window) return;
2234 /* Display inventory */
2235 if (p_ptr->window & (PW_INVEN))
2237 p_ptr->window &= ~(PW_INVEN);
2241 /* Display equipment */
2242 if (p_ptr->window & (PW_EQUIP))
2244 p_ptr->window &= ~(PW_EQUIP);
2248 /* Display spell list */
2249 if (p_ptr->window & (PW_SPELL))
2251 p_ptr->window &= ~(PW_SPELL);
2255 /* Display player */
2256 if (p_ptr->window & (PW_PLAYER))
2258 p_ptr->window &= ~(PW_PLAYER);
2262 /* Display monster list */
2263 if (p_ptr->window & (PW_MONSTER_LIST))
2265 p_ptr->window &= ~(PW_MONSTER_LIST);
2269 /* Display overhead view */
2270 if (p_ptr->window & (PW_MESSAGE))
2272 p_ptr->window &= ~(PW_MESSAGE);
2276 /* Display overhead view */
2277 if (p_ptr->window & (PW_OVERHEAD))
2279 p_ptr->window &= ~(PW_OVERHEAD);
2283 /* Display overhead view */
2284 if (p_ptr->window & (PW_DUNGEON))
2286 p_ptr->window &= ~(PW_DUNGEON);
2290 /* Display monster recall */
2291 if (p_ptr->window & (PW_MONSTER))
2293 p_ptr->window &= ~(PW_MONSTER);
2297 /* Display object recall */
2298 if (p_ptr->window & (PW_OBJECT))
2300 p_ptr->window &= ~(PW_OBJECT);
2307 * @brief 全更新処理をチェックして処理していく
2308 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
2311 void handle_stuff(void)
2313 if (p_ptr->update) update_creature(p_ptr);
2314 if (p_ptr->redraw) redraw_stuff();
2315 if (p_ptr->window) window_stuff();
2318 void update_output(void)
2320 if (p_ptr->redraw) redraw_stuff();
2321 if (p_ptr->window) window_stuff();
2325 * @brief 実ゲームプレイ時間を更新する
2327 void update_playtime(void)
2329 /* Check if the game has started */
2330 if (start_time != 0)
2332 u32b tmp = (u32b)time(NULL);
2333 current_world_ptr->play_time += (tmp - start_time);
2341 * @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 /
2342 * Map resizing whenever the main term changes size
2345 void resize_map(void)
2347 /* Only if the dungeon exists */
2348 if (!character_dungeon) return;
2350 /* Mega-Hack -- no panel yet */
2354 /* Reset the panels */
2355 panel_row_min = current_floor_ptr->height;
2356 panel_col_min = current_floor_ptr->width;
2360 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2361 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2362 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2363 p_ptr->update |= (PU_MONSTERS);
2364 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2371 * Place the cursor on the player
2373 if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
2379 * @brief コンソールを再描画する /
2380 * Redraw a term when it is resized
2383 void redraw_window(void)
2385 /* Only if the dungeon exists */
2386 if (!character_dungeon) return;
2388 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2389 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2397 * @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)
2398 * @param dy 変更先のフロアY座標
2399 * @param dx 変更先のフロアX座標
2400 * Handle a request to change the current panel
2401 * Return TRUE if the panel was changed.
2402 * Also used in do_cmd_locate
2403 * @return 実際に再描画が必要だった場合TRUEを返す
2405 bool change_panel(POSITION dy, POSITION dx)
2410 get_screen_size(&wid, &hgt);
2412 /* Apply the motion */
2413 y = panel_row_min + dy * hgt / 2;
2414 x = panel_col_min + dx * wid / 2;
2416 /* Verify the row */
2417 if (y > current_floor_ptr->height - hgt) y = current_floor_ptr->height - hgt;
2420 /* Verify the col */
2421 if (x > current_floor_ptr->width - wid) x = current_floor_ptr->width - wid;
2424 /* Handle "changes" */
2425 if ((y != panel_row_min) || (x != panel_col_min))
2427 /* Save the new panel info */
2431 panel_bounds_center();
2433 p_ptr->update |= (PU_MONSTERS);
2434 p_ptr->redraw |= (PR_MAP);
2446 * @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
2449 void print_equippy(void)
2451 display_player_equippy(ROW_EQUIPPY, COL_EQUIPPY, 0);
2455 * @brief 現在のコンソール表示の縦横を返す。 /
2456 * Get term size and calculate screen size
2457 * @param wid_p コンソールの表示幅文字数を返す
2458 * @param hgt_p コンソールの表示行数を返す
2461 void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
2463 Term_get_size(wid_p, hgt_p);
2464 *hgt_p -= ROW_MAP + 2;
2465 *wid_p -= COL_MAP + 2;
2466 if (use_bigtile) *wid_p /= 2;