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.
22 #include "player-status.h"
23 #include "player-class.h"
24 #include "player-race.h"
26 #include "view-mainwindow.h"
29 #include "realm-hex.h"
31 #include "object-flavor.h"
36 #include "floor-town.h"
38 #include "objectkind.h"
40 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 */
41 static byte display_autopick; /*!< 自動拾い状態の設定フラグ */
42 static int match_autopick;
43 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 */
46 * Some screen locations for various display routines
47 * Currently, row 8 and 15 are the only "blank" rows.
48 * That leaves a "border" around the "stat" values.
52 #define COL_RACE 0 /* <race name> */
54 /*#define ROW_CLASS 2 */
55 /*#define COL_CLASS 0 */ /* <class name> */
58 #define COL_TITLE 0 /* <title> or <mode> */
60 /*#define ROW_SEIKAKU 4 */
61 /*#define COL_SEIKAKU 0*/ /* <seikaku> */
64 #define COL_DAY 0 /* day */
66 #define ROW_DUNGEON 22
67 #define COL_DUNGEON 0 /* dungeon */
70 #define COL_LEVEL 0 /* "LEVEL xxxxxx" */
73 #define COL_EXP 0 /* "EXP xxxxxxxx" */
76 #define COL_GOLD 0 /* "AU xxxxxxxxx" */
79 #define COL_EQUIPPY 0 /* equippy chars */
82 #define COL_STAT 0 /* "xxx xxxxxx" */
85 #define COL_AC 0 /* "Cur AC xxxxx" */
91 #define COL_CURHP 0 /* "Cur HP xxxxx" */
94 #define COL_CURSP 0 /* "Cur SP xxxxx" */
96 #define ROW_RIDING_INFO 16
97 #define COL_RIDING_INFO 0 /* "xxxxxxxxxxxx" */
100 #define COL_INFO 0 /* "xxxxxxxxxxxx" */
103 #define COL_CUT 0 /* <cut> */
106 #define COL_STUN 0 /* <stun> */
108 #define ROW_HUNGRY 20
109 #define COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */
112 #define COL_STATE 7 /* <state> */
114 #define ROW_SPEED (-1)
115 #define COL_SPEED (-24) /* "Slow (-NN)" or "Fast (+NN)" */
117 #define ROW_STUDY (-1)
118 #define COL_STUDY (-13) /* "Study" */
120 #define ROW_DEPTH (-1)
121 #define COL_DEPTH (-8) /* "Lev NNN" / "NNNN ft" */
123 #define ROW_STATBAR (-1)
124 #define COL_STATBAR 0
125 #define MAX_COL_STATBAR (-26)
130 * @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 /
131 * Print character info at given row, column in a 13 char field
137 static void prt_field(concptr info, TERM_LEN row, TERM_LEN col)
139 /* Dump 13 spaces to clear */
140 c_put_str(TERM_WHITE, " ", row, col);
142 /* Dump the info itself */
143 c_put_str(TERM_L_BLUE, info, row, col);
147 * @brief ゲーム時刻を表示する /
155 /* Dump 13 spaces to clear */
156 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
158 extract_day_hour_min(&day, &hour, &min);
160 /* Dump the info itself */
161 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
162 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
164 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
168 * @brief 現在のマップ名を返す /
169 * @return マップ名の文字列参照ポインタ
171 concptr map_name(void)
173 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
174 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
175 return _("クエスト", "Quest");
176 else if (p_ptr->wild_mode)
177 return _("地上", "Surface");
178 else if (p_ptr->inside_arena)
179 return _("アリーナ", "Arena");
180 else if (p_ptr->inside_battle)
181 return _("闘技場", "Monster Arena");
182 else if (!current_floor_ptr->dun_level && p_ptr->town_num)
183 return town_info[p_ptr->town_num].name;
185 return d_name+d_info[p_ptr->dungeon_idx].name;
189 * @brief 現在のマップ名を描画する / Print dungeon
192 static void prt_dungeon(void)
194 concptr dungeon_name;
197 /* Dump 13 spaces to clear */
198 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
200 dungeon_name = map_name();
202 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
203 if (col < 0) col = 0;
205 /* Dump the info itself */
206 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
212 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
213 * @param stat 描画するステータスのID
216 static void prt_stat(int stat)
220 /* Display "injured" stat */
221 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
223 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
224 cnv_stat(p_ptr->stat_use[stat], tmp);
225 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
228 /* Display "healthy" stat */
231 put_str(stat_names[stat], ROW_STAT + stat, 0);
232 cnv_stat(p_ptr->stat_use[stat], tmp);
233 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
236 /* Indicate natural maximum */
237 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
240 /* 日本語にかぶらないように表示位置を変更 */
241 put_str("!", ROW_STAT + stat, 5);
243 put_str("!", ROW_STAT + stat, 3);
251 * 画面下部に表示する状態表示定義ID / Data structure for status bar
253 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
254 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
255 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
256 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
257 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
258 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
259 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
260 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
261 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
262 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
263 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
264 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
265 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
266 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
267 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
268 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
269 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
270 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
271 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
272 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
273 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
274 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
275 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
276 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
277 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
278 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
279 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
280 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
281 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
282 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
283 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
284 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
285 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
286 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
287 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
288 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
289 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
290 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
291 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
292 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
293 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
294 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
295 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
296 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
297 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
298 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
299 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
300 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
301 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
302 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
303 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
304 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
305 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
306 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
307 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
308 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
309 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
310 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
311 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
312 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
313 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
314 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
315 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
316 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
317 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
318 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
319 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
328 {TERM_YELLOW, "つ", "つよし"},
329 {TERM_VIOLET, "幻", "幻覚"},
330 {TERM_L_DARK, "盲", "盲目"},
331 {TERM_RED, "痺", "麻痺"},
332 {TERM_VIOLET, "乱", "混乱"},
333 {TERM_GREEN, "毒", "毒"},
334 {TERM_BLUE, "恐", "恐怖"},
335 {TERM_L_BLUE, "浮", "浮遊"},
336 {TERM_SLATE, "反", "反射"},
337 {TERM_SLATE, "壁", "壁抜け"},
338 {TERM_L_DARK, "幽", "幽体"},
339 {TERM_SLATE, "邪", "防邪"},
340 {TERM_VIOLET, "変", "変わり身"},
341 {TERM_YELLOW, "魔", "魔法鎧"},
342 {TERM_L_UMBER, "伸", "伸び"},
343 {TERM_WHITE, "石", "石肌"},
344 {TERM_L_BLUE, "分", "分身"},
345 {TERM_SLATE, "防", "魔法防御"},
346 {TERM_YELLOW, "究", "究極"},
347 {TERM_YELLOW, "無", "無敵"},
348 {TERM_L_GREEN, "酸", "酸免疫"},
349 {TERM_GREEN, "酸", "耐酸"},
350 {TERM_L_BLUE, "電", "電免疫"},
351 {TERM_BLUE, "電", "耐電"},
352 {TERM_L_RED, "火", "火免疫"},
353 {TERM_RED, "火", "耐火"},
354 {TERM_WHITE, "冷", "冷免疫"},
355 {TERM_SLATE, "冷", "耐冷"},
356 {TERM_GREEN, "毒", "耐毒"},
357 {TERM_L_DARK, "獄", "耐地獄"},
358 {TERM_L_BLUE, "時", "耐時間"},
359 {TERM_L_DARK, "鏡", "鏡オーラ"},
360 {TERM_L_RED, "オ", "火オーラ"},
361 {TERM_WHITE, "闘", "闘気"},
362 {TERM_WHITE, "聖", "聖オーラ"},
363 {TERM_VIOLET, "目", "目には目"},
364 {TERM_WHITE, "祝", "祝福"},
365 {TERM_WHITE, "勇", "勇"},
366 {TERM_RED, "狂", "狂乱"},
367 {TERM_L_RED, "火", "魔剣火"},
368 {TERM_WHITE, "冷", "魔剣冷"},
369 {TERM_L_BLUE, "電", "魔剣電"},
370 {TERM_SLATE, "酸", "魔剣酸"},
371 {TERM_L_GREEN, "毒", "魔剣毒"},
372 {TERM_RED, "乱", "混乱打撃"},
373 {TERM_L_BLUE, "視", "透明視"},
374 {TERM_ORANGE, "テ", "テレパシ"},
375 {TERM_L_BLUE, "回", "回復"},
376 {TERM_L_RED, "赤", "赤外"},
377 {TERM_UMBER, "隠", "隠密"},
378 {TERM_YELLOW, "隠", "超隠密"},
379 {TERM_WHITE, "帰", "帰還"},
380 {TERM_WHITE, "現", "現実変容"},
382 {TERM_WHITE, "オ", "氷オーラ"},
383 {TERM_BLUE, "オ", "電オーラ"},
384 {TERM_L_DARK, "オ", "影オーラ"},
385 {TERM_YELLOW, "腕", "腕力強化"},
386 {TERM_RED, "肉", "肉体強化"},
387 {TERM_L_DARK, "殖", "反増殖"},
388 {TERM_ORANGE, "テ", "反テレポ"},
389 {TERM_RED, "魔", "反魔法"},
390 {TERM_SLATE, "我", "我慢"},
391 {TERM_SLATE, "宣", "宣告"},
392 {TERM_L_DARK, "剣", "魔剣化"},
393 {TERM_RED, "吸", "吸血打撃"},
394 {TERM_WHITE, "回", "回復"},
395 {TERM_L_DARK, "感", "邪悪感知"},
400 {TERM_YELLOW, "Ts", "Tsuyoshi"},
401 {TERM_VIOLET, "Ha", "Halluc"},
402 {TERM_L_DARK, "Bl", "Blind"},
403 {TERM_RED, "Pa", "Paralyzed"},
404 {TERM_VIOLET, "Cf", "Confused"},
405 {TERM_GREEN, "Po", "Poisoned"},
406 {TERM_BLUE, "Af", "Afraid"},
407 {TERM_L_BLUE, "Lv", "Levit"},
408 {TERM_SLATE, "Rf", "Reflect"},
409 {TERM_SLATE, "Pw", "PassWall"},
410 {TERM_L_DARK, "Wr", "Wraith"},
411 {TERM_SLATE, "Ev", "PrtEvl"},
412 {TERM_VIOLET, "Kw", "Kawarimi"},
413 {TERM_YELLOW, "Md", "MgcArm"},
414 {TERM_L_UMBER, "Eh", "Expand"},
415 {TERM_WHITE, "Ss", "StnSkn"},
416 {TERM_L_BLUE, "Ms", "MltShdw"},
417 {TERM_SLATE, "Rm", "ResMag"},
418 {TERM_YELLOW, "Ul", "Ultima"},
419 {TERM_YELLOW, "Iv", "Invuln"},
420 {TERM_L_GREEN, "IAc", "ImmAcid"},
421 {TERM_GREEN, "Ac", "Acid"},
422 {TERM_L_BLUE, "IEl", "ImmElec"},
423 {TERM_BLUE, "El", "Elec"},
424 {TERM_L_RED, "IFi", "ImmFire"},
425 {TERM_RED, "Fi", "Fire"},
426 {TERM_WHITE, "ICo", "ImmCold"},
427 {TERM_SLATE, "Co", "Cold"},
428 {TERM_GREEN, "Po", "Pois"},
429 {TERM_L_DARK, "Nt", "Nthr"},
430 {TERM_L_BLUE, "Ti", "Time"},
431 {TERM_L_DARK, "Mr", "Mirr"},
432 {TERM_L_RED, "SFi", "SFire"},
433 {TERM_WHITE, "Fo", "Force"},
434 {TERM_WHITE, "Ho", "Holy"},
435 {TERM_VIOLET, "Ee", "EyeEye"},
436 {TERM_WHITE, "Bs", "Bless"},
437 {TERM_WHITE, "He", "Hero"},
438 {TERM_RED, "Br", "Berserk"},
439 {TERM_L_RED, "BFi", "BFire"},
440 {TERM_WHITE, "BCo", "BCold"},
441 {TERM_L_BLUE, "BEl", "BElec"},
442 {TERM_SLATE, "BAc", "BAcid"},
443 {TERM_L_GREEN, "BPo", "BPois"},
444 {TERM_RED, "TCf", "TchCnf"},
445 {TERM_L_BLUE, "Se", "SInv"},
446 {TERM_ORANGE, "Te", "Telepa"},
447 {TERM_L_BLUE, "Rg", "Regen"},
448 {TERM_L_RED, "If", "Infr"},
449 {TERM_UMBER, "Sl", "Stealth"},
450 {TERM_YELLOW, "Stlt", "Stealth"},
451 {TERM_WHITE, "Rc", "Recall"},
452 {TERM_WHITE, "Al", "Alter"},
454 {TERM_WHITE, "SCo", "SCold"},
455 {TERM_BLUE, "SEl", "SElec"},
456 {TERM_L_DARK, "SSh", "SShadow"},
457 {TERM_YELLOW, "EMi", "ExMight"},
458 {TERM_RED, "Bu", "BuildUp"},
459 {TERM_L_DARK, "AMl", "AntiMulti"},
460 {TERM_ORANGE, "AT", "AntiTele"},
461 {TERM_RED, "AM", "AntiMagic"},
462 {TERM_SLATE, "Pa", "Patience"},
463 {TERM_SLATE, "Rv", "Revenge"},
464 {TERM_L_DARK, "Rs", "RuneSword"},
465 {TERM_RED, "Vm", "Vampiric"},
466 {TERM_WHITE, "Cu", "Cure"},
467 {TERM_L_DARK, "ET", "EvilTele"},
473 * @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。
474 * @param FLG フラグ位置(ビット)
477 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
480 * @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。
481 * @param FLG フラグ位置(ビット)
484 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
488 * @brief 下部に状態表示を行う / Show status bar
491 static void prt_status(void)
493 BIT_FLAGS bar_flags[3];
494 TERM_LEN wid, hgt, row_statbar, max_col_statbar;
496 TERM_LEN col = 0, num = 0;
499 Term_get_size(&wid, &hgt);
500 row_statbar = hgt + ROW_STATBAR;
501 max_col_statbar = wid + MAX_COL_STATBAR;
503 Term_erase(0, row_statbar, max_col_statbar);
505 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
508 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
511 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
514 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
517 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
520 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
523 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
525 /* Times see-invisible */
526 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
529 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
531 /* Timed regenerate */
532 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
534 /* Timed infra-vision */
535 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
537 /* Protection from evil */
538 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
540 /* Invulnerability */
541 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
544 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
547 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
549 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
552 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
554 /* Super Heroism / berserk */
555 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
558 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
561 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
563 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
565 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
567 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
570 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
571 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
573 /* Oppose Lightning */
574 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
575 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
578 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
579 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
582 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
583 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
586 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
589 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
592 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
595 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
598 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
600 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
602 /* Confusing Hands */
603 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
605 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
607 /* Ultimate-resistance */
608 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
611 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
613 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
615 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
618 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
619 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
620 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
621 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
622 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
623 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
625 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
628 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
630 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
633 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
635 /* An Eye for an Eye */
636 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
639 if (p_ptr->realm1 == REALM_HEX)
641 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
642 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
643 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
644 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
645 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
646 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
647 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
648 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
649 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
650 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
651 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
652 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
653 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
654 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
655 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
656 if (hex_spelling(HEX_CURE_LIGHT) ||
657 hex_spelling(HEX_CURE_SERIOUS) ||
658 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
660 if (HEX_REVENGE_TURN(p_ptr))
662 if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
663 if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
667 /* Calcurate length */
668 for (i = 0; bar[i].sstr; i++)
672 col += strlen(bar[i].lstr) + 1;
677 /* If there are not excess spaces for long strings, use short one */
678 if (col - 1 > max_col_statbar)
683 for (i = 0; bar[i].sstr; i++)
687 col += strlen(bar[i].sstr);
691 /* If there are excess spaces for short string, use more */
692 if (col - 1 <= max_col_statbar - (num-1))
700 /* Centering display column */
701 col = (max_col_statbar - col) / 2;
703 /* Display status bar */
704 for (i = 0; bar[i].sstr; i++)
709 if (space == 2) str = bar[i].lstr;
710 else str = bar[i].sstr;
712 c_put_str(bar[i].attr, str, row_statbar, col);
714 if (space > 0) col++;
715 if (col > max_col_statbar) break;
722 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
725 static void prt_title(void)
732 p = _("[ウィザード]", "[=-WIZARD-=]");
734 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
736 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
738 p = _("*真・勝利者*", "*TRUEWINNER*");
742 p = _("***勝利者***", "***WINNER***");
749 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
753 prt_field(p, ROW_TITLE, COL_TITLE);
758 * @brief プレイヤーのレベルを表示する / Prints level
761 static void prt_level(void)
765 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
767 if (p_ptr->lev >= p_ptr->max_plv)
769 put_str(_("レベル ", "LEVEL "), ROW_LEVEL, 0);
770 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
774 put_str(_("xレベル", "Level "), ROW_LEVEL, 0);
775 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
781 * @brief プレイヤーの経験値を表示する / Display the experience
784 static void prt_exp(void)
788 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
790 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
794 if (p_ptr->lev >= PY_MAX_LEVEL)
796 (void)sprintf(out_val, "********");
800 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
804 if (p_ptr->exp >= p_ptr->max_exp)
806 if (p_ptr->prace == RACE_ANDROID) put_str(_("強化 ", "Cst "), ROW_EXP, 0);
807 else put_str(_("経験 ", "EXP "), ROW_EXP, 0);
808 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
812 put_str(_("x経験", "Exp "), ROW_EXP, 0);
813 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
818 * @brief プレイヤーの所持金を表示する / Prints current gold
821 static void prt_gold(void)
824 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
825 sprintf(tmp, "%9ld", (long)p_ptr->au);
826 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
831 * @brief プレイヤーのACを表示する / Prints current AC
834 static void prt_ac(void)
839 /* AC の表示方式を変更している */
840 put_str(" AC( )", ROW_AC, COL_AC);
841 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
842 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
844 put_str("Cur AC ", ROW_AC, COL_AC);
845 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
846 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
853 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
856 static void prt_hp(void)
858 /* ヒットポイントの表示方法を変更 */
864 put_str("HP", ROW_CURHP, COL_CURHP);
867 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
869 if (p_ptr->chp >= p_ptr->mhp)
871 color = TERM_L_GREEN;
873 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
882 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
885 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
888 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
889 color = TERM_L_GREEN;
891 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
896 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
899 static void prt_sp(void)
901 /* マジックポイントの表示方法を変更している */
906 /* Do not show mana unless it matters */
907 if (!mp_ptr->spell_book) return;
910 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
913 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
915 if (p_ptr->csp >= p_ptr->msp)
917 color = TERM_L_GREEN;
919 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
928 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
931 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
934 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
935 color = TERM_L_GREEN;
937 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
942 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
945 static void prt_depth(void)
948 TERM_LEN wid, hgt, row_depth, col_depth;
949 TERM_COLOR attr = TERM_WHITE;
951 Term_get_size(&wid, &hgt);
952 col_depth = wid + COL_DEPTH;
953 row_depth = hgt + ROW_DEPTH;
955 if (!current_floor_ptr->dun_level)
957 strcpy(depths, _("地上", "Surf."));
959 else if (p_ptr->inside_quest && !p_ptr->dungeon_idx)
961 strcpy(depths, _("地上", "Quest"));
965 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)current_floor_ptr->dun_level * 50);
966 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)current_floor_ptr->dun_level);
968 /* Get color of level based on feeling -JSV- */
969 switch (p_ptr->feeling)
971 case 0: attr = TERM_SLATE; break; /* Unknown */
972 case 1: attr = TERM_L_BLUE; break; /* Special */
973 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
974 case 3: attr = TERM_RED; break; /* Very dangerous */
975 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
976 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
977 case 6: attr = TERM_YELLOW; break; /* Nervous */
978 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
979 case 8: attr = TERM_L_WHITE; break; /* Don't like */
980 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
981 case 10: attr = TERM_WHITE; break; /* Boring place */
985 /* Right-Adjust the "depth", and clear old values */
986 c_prt(attr, format("%7s", depths), row_depth, col_depth);
991 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
994 static void prt_hunger(void)
996 if(p_ptr->wizard && p_ptr->inside_arena) return;
998 /* Fainting / Starving */
999 if (p_ptr->food < PY_FOOD_FAINT)
1001 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1005 else if (p_ptr->food < PY_FOOD_WEAK)
1007 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1011 else if (p_ptr->food < PY_FOOD_ALERT)
1013 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1017 else if (p_ptr->food < PY_FOOD_FULL)
1019 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1023 else if (p_ptr->food < PY_FOOD_MAX)
1025 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1031 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1037 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1040 * Display is always exactly 10 characters wide (see below)
1041 * This function was a major bottleneck when resting, so a lot of
1042 * the text formatting code was optimized in place below.
1044 static void prt_state(void)
1046 TERM_COLOR attr = TERM_WHITE;
1052 if (command_rep > 999)
1054 (void)sprintf(text, "%2d00", command_rep / 100);
1058 (void)sprintf(text, " %2d", command_rep);
1065 switch(p_ptr->action)
1069 strcpy(text, _("探索", "Sear"));
1073 /* Start with "Rest" */
1074 strcpy(text, _(" ", " "));
1076 if (p_ptr->resting > 0)
1078 sprintf(text, "%4d", p_ptr->resting);
1080 else if (p_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
1082 text[0] = text[1] = text[2] = text[3] = '*';
1084 else if (p_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
1086 text[0] = text[1] = text[2] = text[3] = '&';
1092 strcpy(text, _("学習", "lear"));
1093 if (new_mane) attr = TERM_L_RED;
1098 strcpy(text, _("釣り", "fish"));
1104 for (i = 0; i < MAX_KAMAE; i++)
1105 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1108 case 0: attr = TERM_GREEN;break;
1109 case 1: attr = TERM_WHITE;break;
1110 case 2: attr = TERM_L_BLUE;break;
1111 case 3: attr = TERM_L_RED;break;
1113 strcpy(text, kamae_shurui[i].desc);
1119 for (i = 0; i < MAX_KATA; i++)
1120 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1121 strcpy(text, kata_shurui[i].desc);
1126 strcpy(text, _("歌 ", "Sing"));
1129 case ACTION_HAYAGAKE:
1131 strcpy(text, _("速駆", "Fast"));
1136 strcpy(text, _("詠唱", "Spel"));
1147 /* Display the info (or blanks) */
1148 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1153 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1156 static void prt_speed(void)
1158 int i = p_ptr->pspeed;
1159 bool is_fast = IS_FAST();
1161 TERM_COLOR attr = TERM_WHITE;
1163 TERM_LEN wid, hgt, row_speed, col_speed;
1165 Term_get_size(&wid, &hgt);
1166 col_speed = wid + COL_SPEED;
1167 row_speed = hgt + ROW_SPEED;
1169 /* Hack -- Visually "undo" the Search Mode Slowdown */
1170 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1177 monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
1178 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1179 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1180 else attr = TERM_GREEN;
1182 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1183 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1184 else attr = TERM_L_GREEN;
1185 sprintf(buf, "%s(+%d)", (p_ptr->riding ? _("乗馬", "Ride") : _("加速", "Fast")), (i - 110));
1193 monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
1194 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1195 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1196 else attr = TERM_RED;
1198 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1199 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1200 else attr = TERM_L_UMBER;
1201 sprintf(buf, "%s(-%d)", (p_ptr->riding ? _("乗馬", "Ride") : _("減速", "Slow")), (110 - i));
1203 else if (p_ptr->riding)
1206 strcpy(buf, _("乗馬中", "Riding"));
1209 /* Display the speed */
1210 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1215 * @brief プレイヤーの呪文学習可能状態を表示する
1218 static void prt_study(void)
1220 TERM_LEN wid, hgt, row_study, col_study;
1222 Term_get_size(&wid, &hgt);
1223 col_study = wid + COL_STUDY;
1224 row_study = hgt + ROW_STUDY;
1226 if (p_ptr->new_spells)
1228 put_str(_("学習", "Stud"), row_study, col_study);
1232 put_str(" ", row_study, col_study);
1238 * @brief プレイヤーのものまね可能状態を表示する
1241 static void prt_imitation(void)
1243 TERM_LEN wid, hgt, row_study, col_study;
1245 Term_get_size(&wid, &hgt);
1246 col_study = wid + COL_STUDY;
1247 row_study = hgt + ROW_STUDY;
1249 if (p_ptr->pclass == CLASS_IMITATOR)
1251 if (p_ptr->mane_num)
1254 if (new_mane) attr = TERM_L_RED;
1255 else attr = TERM_WHITE;
1256 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1260 put_str(" ", row_study, col_study);
1266 * @brief プレイヤーの負傷状態を表示する
1269 static void prt_cut(void)
1275 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1279 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1283 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1287 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1291 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1295 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1299 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1303 put_str(" ", ROW_CUT, COL_CUT);
1309 * @brief プレイヤーの朦朧状態を表示する
1312 static void prt_stun(void)
1314 int s = p_ptr->stun;
1318 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1322 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1326 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1330 put_str(" ", ROW_STUN, COL_STUN);
1337 * @brief モンスターの体力ゲージを表示する
1338 * @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。
1342 * Redraw the "monster health bar" -DRS-
1343 * Rather extensive modifications by -BEN-
1345 * The "monster health bar" provides visual feedback on the "health"
1346 * of the monster currently being "tracked". There are several ways
1347 * to "track" a monster, including targetting it, attacking it, and
1348 * affecting it (and nobody else) with a ranged attack.
1350 * Display the monster health bar (affectionately known as the
1351 * "health-o-meter"). Clear health bar if nothing is being tracked.
1352 * Auto-track current target monster when bored. Note that the
1353 * health-bar stops tracking any monster that "disappears".
1356 static void health_redraw(bool riding)
1360 monster_type *m_ptr;
1364 health_who = p_ptr->riding;
1365 row = ROW_RIDING_INFO;
1366 col = COL_RIDING_INFO;
1370 health_who = p_ptr->health_who;
1375 m_ptr = ¤t_floor_ptr->m_list[health_who];
1377 if (p_ptr->wizard && p_ptr->inside_battle)
1382 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1383 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1384 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1385 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1387 if(current_floor_ptr->m_list[1].r_idx)
1389 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));
1390 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[1].hp));
1391 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[1].max_maxhp));
1394 if(current_floor_ptr->m_list[2].r_idx)
1396 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));
1397 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[2].hp));
1398 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[2].max_maxhp));
1401 if(current_floor_ptr->m_list[3].r_idx)
1403 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));
1404 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[3].hp));
1405 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[3].max_maxhp));
1408 if(current_floor_ptr->m_list[4].r_idx)
1410 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));
1411 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[4].hp));
1412 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[4].max_maxhp));
1421 /* Erase the health bar */
1422 Term_erase(col, row, 12);
1425 /* Tracking an unseen monster */
1426 else if (!m_ptr->ml)
1428 /* Indicate that the monster health is "unknown" */
1429 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1432 /* Tracking a hallucinatory monster */
1433 else if (p_ptr->image)
1435 /* Indicate that the monster health is "unknown" */
1436 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1439 /* Tracking a dead monster (???) */
1440 else if (m_ptr->hp < 0)
1442 /* Indicate that the monster health is "unknown" */
1443 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1446 /* Tracking a visible monster */
1449 /* Extract the "percent" of health */
1450 int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
1451 int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp: 0;
1453 /* Convert percent into "health" */
1454 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1456 /* Default to almost dead */
1457 TERM_COLOR attr = TERM_RED;
1460 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1463 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1466 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1469 else if (pct >= 100) attr = TERM_L_GREEN;
1471 /* Somewhat Wounded */
1472 else if (pct >= 60) attr = TERM_YELLOW;
1475 else if (pct >= 25) attr = TERM_ORANGE;
1478 else if (pct >= 10) attr = TERM_L_RED;
1480 /* Default to "unknown" */
1481 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1483 /* Dump the current "health" (use '*' symbols) */
1484 Term_putstr(col + 1, row, len, attr, "**********");
1492 * @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)
1495 static void prt_frame_basic(void)
1498 if (p_ptr->mimic_form)
1499 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1503 my_strcpy(str, rp_ptr->title, sizeof(str));
1504 prt_field(str, ROW_RACE, COL_RACE);
1510 for (i = 0; i < A_MAX; i++) prt_stat(i);
1516 health_redraw(FALSE);
1517 health_redraw(TRUE);
1522 * @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)
1525 static void prt_frame_extra(void)
1539 * @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
1542 static void fix_inven(void)
1547 for (j = 0; j < 8; j++)
1552 if (!angband_term[j]) continue;
1554 /* No relevant flags */
1555 if (!(window_flag[j] & (PW_INVEN))) continue;
1558 Term_activate(angband_term[j]);
1560 /* Display p_ptr->inventory_list */
1569 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1572 * @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
1573 * @param n_same モンスターの数の現在数
1577 * nnn : number or unique(U) or wanted unique(W)
1578 * X : symbol of monster
1579 * LV : monster lv if known
1580 * name: name of monster
1584 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1587 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1588 monster_race* r_ptr = &r_info[r_idx];
1592 //Number of 'U'nique
1593 if(r_ptr->flags1&RF1_UNIQUE){//unique
1594 bool is_kubi = FALSE;
1595 for(i=0;i<MAX_KUBI;i++){
1596 if(current_world_ptr->bounty_r_idx[i] == r_idx){
1601 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1603 sprintf(buf, "%3d", n_same);
1604 Term_addstr(-1, TERM_WHITE, buf);
1607 Term_addstr(-1, TERM_WHITE, " ");
1608 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1609 //Term_addstr(-1, TERM_WHITE, "/");
1610 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1612 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1613 sprintf(buf, " %2d", (int)r_ptr->level);
1617 Term_addstr(-1, TERM_WHITE, buf);
1619 sprintf(buf, " %s ", r_name+r_ptr->name);
1620 Term_addstr(-1, TERM_WHITE, buf);
1622 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1626 * @brief モンスターの出現リストを表示する / Print monster info in line
1629 * @param max_lines 最大何行描画するか
1631 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1633 monster_type* last_mons = NULL;
1634 monster_type* m_ptr = NULL;
1638 for(i=0;i<tmp_pos.n;i++){
1639 grid_type* g_ptr = ¤t_floor_ptr->grid_array[tmp_pos.y[i]][tmp_pos.x[i]];
1640 if(!g_ptr->m_idx || !current_floor_ptr->m_list[g_ptr->m_idx].ml)continue;//no mons or cannot look
1641 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1642 if(is_pet(m_ptr))continue;//pet
1643 if(!m_ptr->r_idx)continue;//dead?
1646 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1647 monster_race* r_ptr = &r_info[r_idx];
1648 concptr name = (r_name + r_ptr->name);
1649 concptr ename = (r_name + r_ptr->name);
1650 //ミミック類や「それ」等は、一覧に出てはいけない
1651 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1652 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1654 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1655 (strcmp(ename, "Null the Living Void")==0))continue;
1656 //"金無垢の指輪"は、一覧に出てはいけない
1657 if((strcmp(name, "金無垢の指輪")==0)||
1658 (strcmp(ename, "Plain Gold Ring")==0))continue;
1662 //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.
1663 if(!last_mons){//先頭モンスター
1669 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1671 continue;//表示処理を次に回す
1673 //print last mons info
1674 print_monster_line(x, line++, last_mons, n_same);
1677 if(line-y-1==max_lines){//残り1行
1681 if(line-y-1==max_lines && i!=tmp_pos.n){
1682 Term_gotoxy(x, line);
1683 Term_addstr(-1, TERM_WHITE, "-- and more --");
1685 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1690 * @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
1693 static void fix_monster_list(void)
1699 for (j = 0; j < 8; j++)
1704 if (!angband_term[j]) continue;
1706 /* No relevant flags */
1707 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1710 Term_activate(angband_term[j]);
1711 Term_get_size(&w, &h);
1715 target_set_prepare_look();//モンスター一覧を生成,ソート
1716 print_monster_list(0, 0, h);
1725 * @brief 現在の装備品をサブウィンドウに表示する /
1726 * Hack -- display equipment in sub-windows
1729 static void fix_equip(void)
1734 for (j = 0; j < 8; j++)
1739 if (!angband_term[j]) continue;
1741 /* No relevant flags */
1742 if (!(window_flag[j] & (PW_EQUIP))) continue;
1745 Term_activate(angband_term[j]);
1747 /* Display equipment */
1756 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1757 * Hack -- display spells in sub-windows
1760 static void fix_spell(void)
1765 for (j = 0; j < 8; j++)
1770 if (!angband_term[j]) continue;
1772 /* No relevant flags */
1773 if (!(window_flag[j] & (PW_SPELL))) continue;
1776 Term_activate(angband_term[j]);
1778 /* Display spell list */
1779 display_spell_list();
1787 * @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 /
1788 * Hack -- display character in sub-windows
1791 static void fix_player(void)
1796 for (j = 0; j < 8; j++)
1801 if (!angband_term[j]) continue;
1803 /* No relevant flags */
1804 if (!(window_flag[j] & (PW_PLAYER))) continue;
1807 Term_activate(angband_term[j]);
1817 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1818 * Hack -- display recent messages in sub-windows
1819 * Adjust for width and split messages
1822 static void fix_message(void)
1829 for (j = 0; j < 8; j++)
1834 if (!angband_term[j]) continue;
1836 /* No relevant flags */
1837 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1840 Term_activate(angband_term[j]);
1842 Term_get_size(&w, &h);
1845 for (i = 0; i < h; i++)
1847 /* Dump the message on the appropriate line */
1848 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1851 Term_locate(&x, &y);
1853 /* Clear to end of line */
1854 Term_erase(x, y, 255);
1863 * @brief 簡易マップをサブウィンドウに表示する /
1864 * Hack -- display overhead view in sub-windows
1865 * Adjust for width and split messages
1868 * Note that the "player" symbol does NOT appear on the map.
1870 static void fix_overhead(void)
1876 for (j = 0; j < 8; j++)
1882 if (!angband_term[j]) continue;
1884 /* No relevant flags */
1885 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1888 Term_activate(angband_term[j]);
1890 /* Full map in too small window is useless */
1891 Term_get_size(&wid, &hgt);
1892 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1895 display_map(&cy, &cx);
1902 static void display_dungeon(void)
1909 SYMBOL_CODE tc = '\0';
1911 for (x = p_ptr->x - Term->wid / 2 + 1; x <= p_ptr->x + Term->wid / 2; x++)
1913 for (y = p_ptr->y - Term->hgt / 2 + 1; y <= p_ptr->y + Term->hgt / 2; y++)
1915 if (in_bounds2(y, x))
1917 map_info(y, x, &a, &c, &ta, &tc);
1919 /* Hack -- fake monochrome */
1922 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1923 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
1924 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1927 /* Hack -- Queue it */
1928 Term_queue_char(x - p_ptr->x + Term->wid / 2 - 1, y - p_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1932 /* Clear out-of-bound tiles */
1934 /* Access darkness */
1935 feature_type *f_ptr = &f_info[feat_none];
1938 a = f_ptr->x_attr[F_LIT_STANDARD];
1941 c = f_ptr->x_char[F_LIT_STANDARD];
1943 /* Hack -- Queue it */
1944 Term_queue_char(x - p_ptr->x + Term->wid / 2 - 1, y - p_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1951 * @brief ダンジョンの地形をサブウィンドウに表示する /
1952 * Hack -- display dungeon view in sub-windows
1955 static void fix_dungeon(void)
1960 for (j = 0; j < 8; j++)
1965 if (!angband_term[j]) continue;
1967 /* No relevant flags */
1968 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1971 Term_activate(angband_term[j]);
1973 /* Redraw dungeon view */
1982 * @brief モンスターの思い出をサブウィンドウに表示する /
1983 * Hack -- display dungeon view in sub-windows
1986 static void fix_monster(void)
1991 for (j = 0; j < 8; j++)
1996 if (!angband_term[j]) continue;
1998 /* No relevant flags */
1999 if (!(window_flag[j] & (PW_MONSTER))) continue;
2002 Term_activate(angband_term[j]);
2004 /* Display monster race info */
2005 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2013 * @brief ベースアイテム情報をサブウィンドウに表示する /
2014 * Hack -- display object recall in sub-windows
2017 static void fix_object(void)
2022 for (j = 0; j < 8; j++)
2027 if (!angband_term[j]) continue;
2029 /* No relevant flags */
2030 if (!(window_flag[j] & (PW_OBJECT))) continue;
2033 Term_activate(angband_term[j]);
2035 /* Display monster race info */
2036 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2045 * @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 /
2046 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2047 * @return 重すぎるならばTRUE
2049 bool is_heavy_shoot(object_type *o_ptr)
2051 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2052 /* It is hard to carholdry a heavy bow */
2053 return (hold < o_ptr->weight / 10);
2058 * @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"
2060 * @details 更新処理の対象はゲーム中の全描画処理
2062 static void redraw_stuff(void)
2064 if (!p_ptr->redraw) return;
2066 /* Character is not ready yet, no screen updates */
2067 if (!character_generated) return;
2069 /* Character is in "icky" mode, no screen updates */
2070 if (character_icky) return;
2072 /* Hack -- clear the screen */
2073 if (p_ptr->redraw & (PR_WIPE))
2075 p_ptr->redraw &= ~(PR_WIPE);
2080 if (p_ptr->redraw & (PR_MAP))
2082 p_ptr->redraw &= ~(PR_MAP);
2086 if (p_ptr->redraw & (PR_BASIC))
2088 p_ptr->redraw &= ~(PR_BASIC);
2089 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
2090 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
2091 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
2092 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
2098 if (p_ptr->redraw & (PR_EQUIPPY))
2100 p_ptr->redraw &= ~(PR_EQUIPPY);
2101 print_equippy(); /* To draw / delete equippy chars */
2104 if (p_ptr->redraw & (PR_MISC))
2106 p_ptr->redraw &= ~(PR_MISC);
2107 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
2108 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
2111 if (p_ptr->redraw & (PR_TITLE))
2113 p_ptr->redraw &= ~(PR_TITLE);
2117 if (p_ptr->redraw & (PR_LEV))
2119 p_ptr->redraw &= ~(PR_LEV);
2123 if (p_ptr->redraw & (PR_EXP))
2125 p_ptr->redraw &= ~(PR_EXP);
2129 if (p_ptr->redraw & (PR_STATS))
2131 p_ptr->redraw &= ~(PR_STATS);
2140 if (p_ptr->redraw & (PR_STATUS))
2142 p_ptr->redraw &= ~(PR_STATUS);
2146 if (p_ptr->redraw & (PR_ARMOR))
2148 p_ptr->redraw &= ~(PR_ARMOR);
2152 if (p_ptr->redraw & (PR_HP))
2154 p_ptr->redraw &= ~(PR_HP);
2158 if (p_ptr->redraw & (PR_MANA))
2160 p_ptr->redraw &= ~(PR_MANA);
2164 if (p_ptr->redraw & (PR_GOLD))
2166 p_ptr->redraw &= ~(PR_GOLD);
2170 if (p_ptr->redraw & (PR_DEPTH))
2172 p_ptr->redraw &= ~(PR_DEPTH);
2176 if (p_ptr->redraw & (PR_HEALTH))
2178 p_ptr->redraw &= ~(PR_HEALTH);
2179 health_redraw(FALSE);
2182 if (p_ptr->redraw & (PR_UHEALTH))
2184 p_ptr->redraw &= ~(PR_UHEALTH);
2185 health_redraw(TRUE);
2188 if (p_ptr->redraw & (PR_EXTRA))
2190 p_ptr->redraw &= ~(PR_EXTRA);
2191 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
2192 p_ptr->redraw &= ~(PR_HUNGER);
2193 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
2197 if (p_ptr->redraw & (PR_CUT))
2199 p_ptr->redraw &= ~(PR_CUT);
2203 if (p_ptr->redraw & (PR_STUN))
2205 p_ptr->redraw &= ~(PR_STUN);
2209 if (p_ptr->redraw & (PR_HUNGER))
2211 p_ptr->redraw &= ~(PR_HUNGER);
2215 if (p_ptr->redraw & (PR_STATE))
2217 p_ptr->redraw &= ~(PR_STATE);
2221 if (p_ptr->redraw & (PR_SPEED))
2223 p_ptr->redraw &= ~(PR_SPEED);
2227 if (p_ptr->pclass == CLASS_IMITATOR)
2229 if (p_ptr->redraw & (PR_IMITATION))
2231 p_ptr->redraw &= ~(PR_IMITATION);
2235 else if (p_ptr->redraw & (PR_STUDY))
2237 p_ptr->redraw &= ~(PR_STUDY);
2243 * @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"
2245 * @details 更新処理の対象はサブウィンドウ全般
2247 static void window_stuff(void)
2250 BIT_FLAGS mask = 0L;
2253 if (!p_ptr->window) return;
2256 for (j = 0; j < 8; j++)
2258 /* Save usable flags */
2259 if (angband_term[j]) mask |= window_flag[j];
2262 /* Apply usable flags */
2263 p_ptr->window &= mask;
2266 if (!p_ptr->window) return;
2268 /* Display p_ptr->inventory_list */
2269 if (p_ptr->window & (PW_INVEN))
2271 p_ptr->window &= ~(PW_INVEN);
2275 /* Display equipment */
2276 if (p_ptr->window & (PW_EQUIP))
2278 p_ptr->window &= ~(PW_EQUIP);
2282 /* Display spell list */
2283 if (p_ptr->window & (PW_SPELL))
2285 p_ptr->window &= ~(PW_SPELL);
2289 /* Display player */
2290 if (p_ptr->window & (PW_PLAYER))
2292 p_ptr->window &= ~(PW_PLAYER);
2296 /* Display monster list */
2297 if (p_ptr->window & (PW_MONSTER_LIST))
2299 p_ptr->window &= ~(PW_MONSTER_LIST);
2303 /* Display overhead view */
2304 if (p_ptr->window & (PW_MESSAGE))
2306 p_ptr->window &= ~(PW_MESSAGE);
2310 /* Display overhead view */
2311 if (p_ptr->window & (PW_OVERHEAD))
2313 p_ptr->window &= ~(PW_OVERHEAD);
2317 /* Display overhead view */
2318 if (p_ptr->window & (PW_DUNGEON))
2320 p_ptr->window &= ~(PW_DUNGEON);
2324 /* Display monster recall */
2325 if (p_ptr->window & (PW_MONSTER))
2327 p_ptr->window &= ~(PW_MONSTER);
2331 /* Display object recall */
2332 if (p_ptr->window & (PW_OBJECT))
2334 p_ptr->window &= ~(PW_OBJECT);
2341 * @brief 全更新処理をチェックして処理していく
2342 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
2345 void handle_stuff(void)
2347 if (p_ptr->update) update_creature(p_ptr);
2348 if (p_ptr->redraw) redraw_stuff();
2349 if (p_ptr->window) window_stuff();
2352 void update_output(void)
2354 if (p_ptr->redraw) redraw_stuff();
2355 if (p_ptr->window) window_stuff();
2359 * @brief 実ゲームプレイ時間を更新する
2361 void update_playtime(void)
2363 /* Check if the game has started */
2364 if (start_time != 0)
2366 u32b tmp = (u32b)time(NULL);
2367 current_world_ptr->play_time += (tmp - start_time);
2375 * @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 /
2376 * Map resizing whenever the main term changes size
2379 void resize_map(void)
2381 /* Only if the dungeon exists */
2382 if (!character_dungeon) return;
2384 /* Mega-Hack -- no panel yet */
2388 /* Reset the panels */
2389 panel_row_min = current_floor_ptr->height;
2390 panel_col_min = current_floor_ptr->width;
2394 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2395 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2396 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2397 p_ptr->update |= (PU_MONSTERS);
2398 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2405 * Place the cursor on the player
2407 if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
2413 * @brief コンソールを再描画する /
2414 * Redraw a term when it is resized
2417 void redraw_window(void)
2419 /* Only if the dungeon exists */
2420 if (!character_dungeon) return;
2422 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2423 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2431 * @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)
2432 * @param dy 変更先のフロアY座標
2433 * @param dx 変更先のフロアX座標
2434 * Handle a request to change the current panel
2435 * Return TRUE if the panel was changed.
2436 * Also used in do_cmd_locate
2437 * @return 実際に再描画が必要だった場合TRUEを返す
2439 bool change_panel(POSITION dy, POSITION dx)
2444 get_screen_size(&wid, &hgt);
2446 /* Apply the motion */
2447 y = panel_row_min + dy * hgt / 2;
2448 x = panel_col_min + dx * wid / 2;
2450 /* Verify the row */
2451 if (y > current_floor_ptr->height - hgt) y = current_floor_ptr->height - hgt;
2454 /* Verify the col */
2455 if (x > current_floor_ptr->width - wid) x = current_floor_ptr->width - wid;
2458 /* Handle "changes" */
2459 if ((y != panel_row_min) || (x != panel_col_min))
2461 /* Save the new panel info */
2465 panel_bounds_center();
2467 p_ptr->update |= (PU_MONSTERS);
2468 p_ptr->redraw |= (PR_MAP);
2480 * @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
2483 void print_equippy(void)
2485 display_player_equippy(ROW_EQUIPPY, COL_EQUIPPY, 0);
2489 * @brief 現在のコンソール表示の縦横を返す。 /
2490 * Get term size and calculate screen size
2491 * @param wid_p コンソールの表示幅文字数を返す
2492 * @param hgt_p コンソールの表示行数を返す
2495 void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
2497 Term_get_size(wid_p, hgt_p);
2498 *hgt_p -= ROW_MAP + 2;
2499 *wid_p -= COL_MAP + 2;
2500 if (use_bigtile) *wid_p /= 2;
2504 * Calculate panel colum of a location in the map
2506 int panel_col_of(int col)
2508 col -= panel_col_min;
2509 if (use_bigtile) col *= 2;
2514 * Prints the map of the dungeon
2516 * Note that, for efficiency, we contain an "optimized" version
2517 * of both "lite_spot()" and "print_rel()", and that we use the
2518 * "lite_spot()" function to display the player grid, if needed.
2526 POSITION xmin, xmax, ymin, ymax;
2530 Term_get_size(&wid, &hgt);
2532 /* Remove map offset */
2536 /* Access the cursor state */
2537 (void)Term_get_cursor(&v);
2539 /* Hide the cursor */
2540 (void)Term_set_cursor(0);
2543 xmin = (0 < panel_col_min) ? panel_col_min : 0;
2544 xmax = (current_floor_ptr->width - 1 > panel_col_max) ? panel_col_max : current_floor_ptr->width - 1;
2545 ymin = (0 < panel_row_min) ? panel_row_min : 0;
2546 ymax = (current_floor_ptr->height - 1 > panel_row_max) ? panel_row_max : current_floor_ptr->height - 1;
2548 /* Bottom section of screen */
2549 for (y = 1; y <= ymin - panel_row_prt; y++)
2551 /* Erase the section */
2552 Term_erase(COL_MAP, y, wid);
2555 /* Top section of screen */
2556 for (y = ymax - panel_row_prt; y <= hgt; y++)
2558 /* Erase the section */
2559 Term_erase(COL_MAP, y, wid);
2563 for (y = ymin; y <= ymax; y++)
2565 /* Scan the columns of row "y" */
2566 for (x = xmin; x <= xmax; x++)
2574 /* Determine what is there */
2575 map_info(y, x, &a, &c, &ta, &tc);
2577 /* Hack -- fake monochrome */
2580 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
2581 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
2582 else if (p_ptr->wraith_form) a = TERM_L_DARK;
2585 /* Efficiency -- Redraw that grid of the map */
2586 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
2590 /* Display player */
2591 lite_spot(p_ptr->y, p_ptr->x);
2593 /* Restore the cursor */
2594 (void)Term_set_cursor(v);
2600 * 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
2602 static char image_monster_hack[] = \
2603 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2606 * 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
2608 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
2611 * @brief モンスターの表示を幻覚状態に差し替える / Mega-Hack -- Hallucinatory monster
2616 static void image_monster(TERM_COLOR *ap, SYMBOL_CODE *cp)
2618 /* Random symbol from set above */
2621 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
2623 *cp = r_ptr->x_char;
2624 *ap = r_ptr->x_attr;
2629 *cp = (one_in_(25) ?
2630 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
2631 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
2639 * @brief オブジェクトの表示を幻覚状態に差し替える / Hallucinatory object
2644 static void image_object(TERM_COLOR *ap, SYMBOL_CODE *cp)
2648 object_kind *k_ptr = &k_info[randint1(max_k_idx - 1)];
2650 *cp = k_ptr->x_char;
2651 *ap = k_ptr->x_attr;
2655 int n = sizeof(image_object_hack) - 1;
2657 *cp = image_object_hack[randint0(n)];
2666 * @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
2671 static void image_random(TERM_COLOR *ap, SYMBOL_CODE *cp)
2673 /* Normally, assume monsters */
2674 if (randint0(100) < 75)
2676 image_monster(ap, cp);
2679 /* Otherwise, assume objects */
2682 image_object(ap, cp);
2687 * 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 /
2688 * This array lists the effects of "brightness" on various "base" colours.\n
2690 * This is used to do dynamic lighting effects in ascii :-)\n
2691 * At the moment, only the various "floor" tiles are affected.\n
2693 * The layout of the array is [x][0] = light and [x][1] = dark.\n
2695 static TERM_COLOR lighting_colours[16][2] =
2698 {TERM_L_DARK, TERM_DARK},
2701 {TERM_YELLOW, TERM_SLATE},
2704 {TERM_WHITE, TERM_L_DARK},
2707 {TERM_L_UMBER, TERM_UMBER},
2710 {TERM_RED, TERM_RED},
2713 {TERM_L_GREEN, TERM_GREEN},
2716 {TERM_BLUE, TERM_BLUE},
2719 {TERM_L_UMBER, TERM_RED},
2722 {TERM_SLATE, TERM_L_DARK},
2725 {TERM_WHITE, TERM_SLATE},
2728 {TERM_L_RED, TERM_BLUE},
2731 {TERM_YELLOW, TERM_ORANGE},
2734 {TERM_L_RED, TERM_L_RED},
2737 {TERM_L_GREEN, TERM_GREEN},
2740 {TERM_L_BLUE, TERM_L_BLUE},
2743 {TERM_L_UMBER, TERM_UMBER}
2751 void apply_default_feat_lighting(TERM_COLOR f_attr[F_LIT_MAX], SYMBOL_CODE f_char[F_LIT_MAX])
2753 TERM_COLOR s_attr = f_attr[F_LIT_STANDARD];
2754 SYMBOL_CODE s_char = f_char[F_LIT_STANDARD];
2757 if (is_ascii_graphics(s_attr)) /* For ASCII */
2759 f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
2760 f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
2761 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
2763 else /* For tile graphics */
2765 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
2766 f_char[F_LIT_LITE] = s_char + 2;
2767 f_char[F_LIT_DARK] = s_char + 1;
2773 * @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
2775 * Basically, we "paint" the chosen attr/char in several passes, starting\n
2776 * with any known "terrain features" (defaulting to darkness), then adding\n
2777 * any known "objects", and finally, adding any known "monsters". This\n
2778 * is not the fastest method but since most of the calls to this function\n
2779 * are made for grids with no monsters or objects, it is fast enough.\n
2781 * Note that this function, if used on the grid containing the "player",\n
2782 * will return the attr/char of the grid underneath the player, and not\n
2783 * the actual player attr/char itself, allowing a lot of optimization\n
2784 * in various "display" functions.\n
2786 * Note that the "zero" entry in the feature/object/monster arrays are\n
2787 * used to provide "special" attr/char codes, with "monster zero" being\n
2788 * used for the player attr/char, "object zero" being used for the "stack"\n
2789 * attr/char, and "feature zero" being used for the "nothing" attr/char,\n
2790 * though this function makes use of only "feature zero".\n
2792 * Note that monsters can have some "special" flags, including "ATTR_MULTI",\n
2793 * which means their color changes, and "ATTR_CLEAR", which means they take\n
2794 * the color of whatever is under them, and "CHAR_CLEAR", which means that\n
2795 * they take the symbol of whatever is under them. Technically, the flag\n
2796 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when\n
2797 * examined, but this flag is currently ignored.\n
2799 * Currently, we do nothing with multi-hued objects, because there are\n
2800 * not any. If there were, they would have to set "shimmer_objects"\n
2801 * when they were created, and then new "shimmer" code in "dungeon.c"\n
2802 * would have to be created handle the "shimmer" effect, and the code\n
2803 * in "current_floor_ptr->grid_array.c" would have to be updated to create the shimmer effect.\n
2805 * Note the effects of hallucination. Objects always appear as random\n
2806 * "objects", monsters as random "monsters", and normal grids occasionally\n
2807 * appear as random "monsters" or "objects", but note that these random\n
2808 * "monsters" and "objects" are really just "colored ascii symbols".\n
2810 * Note that "floors" and "invisible traps" (and "zero" features) are\n
2811 * drawn as "floors" using a special check for optimization purposes,\n
2812 * and these are the only features which get drawn using the special\n
2813 * lighting effects activated by "view_special_lite".\n
2815 * Note the use of the "mimic" field in the "terrain feature" processing,\n
2816 * which allows any feature to "pretend" to be another feature. This is\n
2817 * used to "hide" secret doors, and to make all "doors" appear the same,\n
2818 * and all "walls" appear the same, and "hidden" treasure stay hidden.\n
2819 * It is possible to use this field to make a feature "look" like a floor,\n
2820 * but the "special lighting effects" for floors will not be used.\n
2822 * Note the use of the new "terrain feature" information. Note that the\n
2823 * assumption that all interesting "objects" and "terrain features" are\n
2824 * memorized allows extremely optimized processing below. Note the use\n
2825 * of separate flags on objects to mark them as memorized allows a grid\n
2826 * to have memorized "terrain" without granting knowledge of any object\n
2827 * which may appear in that grid.\n
2829 * Note the efficient code used to determine if a "floor" grid is\n
2830 * "memorized" or "viewable" by the player, where the test for the\n
2831 * grid being "viewable" is based on the facts that (1) the grid\n
2832 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in\n
2833 * line of sight, and (3) the player must not be blind, and uses the\n
2834 * assumption that all torch-lit grids are in line of sight.\n
2836 * Note that floors (and invisible traps) are the only grids which are\n
2837 * not memorized when seen, so only these grids need to check to see if\n
2838 * the grid is "viewable" to the player (if it is not memorized). Since\n
2839 * most non-memorized grids are in fact walls, this induces *massive*\n
2840 * efficiency, at the cost of *forcing* the memorization of non-floor\n
2841 * grids when they are first seen. Note that "invisible traps" are\n
2842 * always treated exactly like "floors", which prevents "cheating".\n
2844 * Note the "special lighting effects" which can be activated for floor\n
2845 * grids using the "view_special_lite" option (for "white" floor grids),\n
2846 * causing certain grids to be displayed using special colors. If the\n
2847 * player is "blind", we will use "dark gray", else if the grid is lit\n
2848 * by the torch, and the "view_yellow_lite" option is set, we will use\n
2849 * "yellow", else if the grid is "dark", we will use "dark gray", else\n
2850 * if the grid is not "viewable", and the "view_bright_lite" option is\n
2851 * set, and the we will use "slate" (gray). We will use "white" for all\n
2852 * other cases, in particular, for illuminated viewable floor grids.\n
2854 * Note the "special lighting effects" which can be activated for wall\n
2855 * grids using the "view_granite_lite" option (for "white" wall grids),\n
2856 * causing certain grids to be displayed using special colors. If the\n
2857 * player is "blind", we will use "dark gray", else if the grid is lit\n
2858 * by the torch, and the "view_yellow_lite" option is set, we will use\n
2859 * "yellow", else if the "view_bright_lite" option is set, and the grid\n
2860 * is not "viewable", or is "dark", or is glowing, but not when viewed\n
2861 * from the player's current location, we will use "slate" (gray). We\n
2862 * will use "white" for all other cases, in particular, for correctly\n
2863 * illuminated viewable wall grids.\n
2865 * Note that, when "view_granite_lite" is set, we use an inline version\n
2866 * of the "player_can_see_bold()" function to check the "viewability" of\n
2867 * grids when the "view_bright_lite" option is set, and we do NOT use\n
2868 * any special colors for "dark" wall grids, since this would allow the\n
2869 * player to notice the walls of illuminated rooms from a hallway that\n
2870 * happened to run beside the room. The alternative, by the way, would\n
2871 * be to prevent the generation of hallways next to rooms, but this\n
2872 * would still allow problems when digging towards a room.\n
2874 * Note that bizarre things must be done when the "attr" and/or "char"\n
2875 * codes have the "high-bit" set, since these values are used to encode\n
2876 * various "special" pictures in some versions, and certain situations,\n
2877 * such as "multi-hued" or "clear" monsters, cause the attr/char codes\n
2878 * to be "scrambled" in various ways.\n
2880 * Note that eventually we may use the "&" symbol for embedded treasure,\n
2881 * and use the "*" symbol to indicate multiple objects, though this will\n
2882 * have to wait for Angband 2.8.0 or later. Note that currently, this\n
2883 * is not important, since only one object or terrain feature is allowed\n
2884 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.\n
2886 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of\n
2887 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect\n
2888 * then a whole lot of code should be changed... XXX XXX\n
2890 void map_info(POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp, TERM_COLOR *tap, SYMBOL_CODE *tcp)
2892 /* Get the current_floor_ptr->grid_array */
2893 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2895 OBJECT_IDX this_o_idx, next_o_idx = 0;
2897 /* Feature code (applying "mimic" field) */
2898 FEAT_IDX feat = get_feat_mimic(g_ptr);
2901 feature_type *f_ptr = &f_info[feat];
2906 /* Boring grids (floors, etc) */
2907 if (!have_flag(f_ptr->flags, FF_REMEMBER))
2910 * Handle Memorized or visible floor
2912 * No visual when blinded.
2913 * (to prevent strange effects on darkness breath)
2915 * - Can see grids with CAVE_MARK.
2916 * - Can see grids with CAVE_LITE or CAVE_MNLT.
2917 * (Such grids also have CAVE_VIEW)
2918 * - Can see grids with CAVE_VIEW unless darkened by monsters.
2920 if (!p_ptr->blind &&
2921 ((g_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
2922 ((g_ptr->info & CAVE_VIEW) && (((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))))
2924 /* Normal attr/char */
2925 a = f_ptr->x_attr[F_LIT_STANDARD];
2926 c = f_ptr->x_char[F_LIT_STANDARD];
2928 if (p_ptr->wild_mode)
2930 /* Special lighting effects */
2931 /* Handle "night" */
2932 if (view_special_lite && !is_daytime())
2934 /* Use a darkened colour/tile */
2935 a = f_ptr->x_attr[F_LIT_DARK];
2936 c = f_ptr->x_char[F_LIT_DARK];
2940 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
2941 else if (darkened_grid(g_ptr))
2943 /* Unsafe grid -- idea borrowed from Unangband */
2944 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2946 /* Access darkness */
2947 f_ptr = &f_info[feat];
2949 /* Char and attr of darkness */
2950 a = f_ptr->x_attr[F_LIT_STANDARD];
2951 c = f_ptr->x_char[F_LIT_STANDARD];
2954 /* Special lighting effects */
2955 else if (view_special_lite)
2957 /* Handle "torch-lit" grids */
2958 if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
2961 if (view_yellow_lite)
2963 /* Use a brightly lit colour/tile */
2964 a = f_ptr->x_attr[F_LIT_LITE];
2965 c = f_ptr->x_char[F_LIT_LITE];
2969 /* Handle "dark" grids */
2970 else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
2972 /* Use a darkened colour/tile */
2973 a = f_ptr->x_attr[F_LIT_DARK];
2974 c = f_ptr->x_char[F_LIT_DARK];
2977 /* Handle "out-of-sight" grids */
2978 else if (!(g_ptr->info & CAVE_VIEW))
2981 if (view_bright_lite)
2983 /* Use a darkened colour/tile */
2984 a = f_ptr->x_attr[F_LIT_DARK];
2985 c = f_ptr->x_char[F_LIT_DARK];
2994 /* Unsafe grid -- idea borrowed from Unangband */
2995 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2997 /* Access darkness */
2998 f_ptr = &f_info[feat];
3000 /* Normal attr/char */
3001 a = f_ptr->x_attr[F_LIT_STANDARD];
3002 c = f_ptr->x_char[F_LIT_STANDARD];
3006 /* Interesting grids (non-floors) */
3009 /* Memorized grids */
3010 if (g_ptr->info & CAVE_MARK)
3012 /* Normal attr/char */
3013 a = f_ptr->x_attr[F_LIT_STANDARD];
3014 c = f_ptr->x_char[F_LIT_STANDARD];
3016 if (p_ptr->wild_mode)
3018 /* Special lighting effects */
3019 /* Handle "blind" or "night" */
3020 if (view_granite_lite && (p_ptr->blind || !is_daytime()))
3022 /* Use a darkened colour/tile */
3023 a = f_ptr->x_attr[F_LIT_DARK];
3024 c = f_ptr->x_char[F_LIT_DARK];
3028 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
3029 else if (darkened_grid(g_ptr) && !p_ptr->blind)
3031 if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
3033 /* Unsafe grid -- idea borrowed from Unangband */
3034 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
3036 /* Access darkness */
3037 f_ptr = &f_info[feat];
3039 /* Char and attr of darkness */
3040 a = f_ptr->x_attr[F_LIT_STANDARD];
3041 c = f_ptr->x_char[F_LIT_STANDARD];
3043 else if (view_granite_lite && view_bright_lite)
3045 /* Use a darkened colour/tile */
3046 a = f_ptr->x_attr[F_LIT_DARK];
3047 c = f_ptr->x_char[F_LIT_DARK];
3051 /* Special lighting effects */
3052 else if (view_granite_lite)
3054 /* Handle "blind" */
3057 /* Use a darkened colour/tile */
3058 a = f_ptr->x_attr[F_LIT_DARK];
3059 c = f_ptr->x_char[F_LIT_DARK];
3062 /* Handle "torch-lit" grids */
3063 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
3066 if (view_yellow_lite)
3068 /* Use a brightly lit colour/tile */
3069 a = f_ptr->x_attr[F_LIT_LITE];
3070 c = f_ptr->x_char[F_LIT_LITE];
3074 /* Handle "view_bright_lite" */
3075 else if (view_bright_lite)
3078 if (!(g_ptr->info & CAVE_VIEW))
3080 /* Use a darkened colour/tile */
3081 a = f_ptr->x_attr[F_LIT_DARK];
3082 c = f_ptr->x_char[F_LIT_DARK];
3086 else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
3088 /* Use a darkened colour/tile */
3089 a = f_ptr->x_attr[F_LIT_DARK];
3090 c = f_ptr->x_char[F_LIT_DARK];
3093 /* Not glowing correctly */
3094 else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(y, x))
3096 /* Use a darkened colour/tile */
3097 a = f_ptr->x_attr[F_LIT_DARK];
3098 c = f_ptr->x_char[F_LIT_DARK];
3107 /* Unsafe grid -- idea borrowed from Unangband */
3108 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
3110 /* Access feature */
3111 f_ptr = &f_info[feat];
3113 /* Normal attr/char */
3114 a = f_ptr->x_attr[F_LIT_STANDARD];
3115 c = f_ptr->x_char[F_LIT_STANDARD];
3119 if (feat_priority == -1) feat_priority = f_ptr->priority;
3121 /* Save the terrain info for the transparency effects */
3129 /* Hack -- rare random hallucination, except on outer dungeon walls */
3134 image_random(ap, cp);
3139 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3142 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
3143 next_o_idx = o_ptr->next_o_idx;
3145 /* Memorized objects */
3146 if (o_ptr->marked & OM_FOUND)
3148 if (display_autopick)
3152 match_autopick = is_autopick(o_ptr);
3153 if (match_autopick == -1)
3156 act = autopick_list[match_autopick].action;
3158 if ((act & DO_DISPLAY) && (act & display_autopick))
3160 autopick_obj = o_ptr;
3164 match_autopick = -1;
3169 (*cp) = object_char(o_ptr);
3172 (*ap) = object_attr(o_ptr);
3176 /* Hack -- hallucination */
3177 if (p_ptr->image) image_object(ap, cp);
3184 /* Handle monsters */
3185 if (g_ptr->m_idx && display_autopick == 0)
3187 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
3189 /* Visible monster */
3192 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3200 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
3201 * flags are always unseen.
3203 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
3209 image_monster(ap, cp);
3214 /* Monster attr/char */
3218 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
3219 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
3221 /* Desired monster attr/char */
3227 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
3228 * flags are always unseen.
3230 else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
3237 /*** Monster's attr ***/
3238 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
3243 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
3245 /* Multi-hued attr */
3246 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
3247 else switch (randint1(7))
3249 case 1: *ap = TERM_RED; break;
3250 case 2: *ap = TERM_L_RED; break;
3251 case 3: *ap = TERM_WHITE; break;
3252 case 4: *ap = TERM_L_GREEN; break;
3253 case 5: *ap = TERM_BLUE; break;
3254 case 6: *ap = TERM_L_DARK; break;
3255 case 7: *ap = TERM_GREEN; break;
3258 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
3260 /* Use semi-random attr (usually mimics' colors vary) */
3261 *ap = g_ptr->m_idx % 15 + 1;
3269 /*** Monster's char ***/
3270 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
3275 else if (r_ptr->flags1 & RF1_SHAPECHANGER)
3279 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
3280 *cp = tmp_r_ptr->x_char;
3281 *ap = tmp_r_ptr->x_attr;
3285 *cp = (one_in_(25) ?
3286 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
3287 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
3300 /* Handle "player" */
3301 if (player_bold(y, x))
3303 monster_race *r_ptr = &r_info[0];
3304 *ap = r_ptr->x_attr;
3305 *cp = r_ptr->x_char;
3311 static concptr simplify_list[][2] =
3318 {"^Amulet of ", "\""},
3319 {"^Scroll of ", "?"},
3320 {"^Scroll titled ", "?"},
3321 {"^Wand of " , "-"},
3323 {"^Staff of " , "_"},
3324 {"^Potion of ", "!"},
3337 static void display_shortened_item_name(object_type *o_ptr, int y)
3344 object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
3345 attr = tval_to_attr[o_ptr->tval % 128];
3350 strcpy(buf, _("何か奇妙な物", "something strange"));
3353 for (c = buf; *c; c++)
3356 for (i = 0; simplify_list[i][1]; i++)
3358 concptr org_w = simplify_list[i][0];
3368 if (!strncmp(c, org_w, strlen(org_w)))
3371 concptr tmp = simplify_list[i][1];
3374 tmp = c + strlen(org_w);
3390 if (len + 2 > 12) break;
3397 if (len + 1 > 12) break;
3403 Term_putstr(0, y, 12, attr, buf);
3407 * Display a "small-scale" map of the dungeon in the active Term
3409 void display_map(int *cy, int *cx)
3419 SYMBOL_CODE **bigmc;
3426 /* Save lighting effects */
3427 bool old_view_special_lite = view_special_lite;
3428 bool old_view_granite_lite = view_granite_lite;
3430 TERM_LEN hgt, wid, yrat, xrat;
3432 int **match_autopick_yx;
3433 object_type ***object_autopick_yx;
3435 Term_get_size(&wid, &hgt);
3438 if (use_bigtile) wid /= 2;
3440 yrat = (current_floor_ptr->height + hgt - 1) / hgt;
3441 xrat = (current_floor_ptr->width + wid - 1) / wid;
3443 /* Disable lighting effects */
3444 view_special_lite = FALSE;
3445 view_granite_lite = FALSE;
3447 /* Allocate the maps */
3448 C_MAKE(ma, (hgt + 2), TERM_COLOR *);
3449 C_MAKE(mc, (hgt + 2), char_ptr);
3450 C_MAKE(mp, (hgt + 2), byte_ptr);
3451 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
3452 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
3454 /* Allocate and wipe each line map */
3455 for (y = 0; y < (hgt + 2); y++)
3457 /* Allocate one row each array */
3458 C_MAKE(ma[y], (wid + 2), TERM_COLOR);
3459 C_MAKE(mc[y], (wid + 2), char);
3460 C_MAKE(mp[y], (wid + 2), byte);
3461 C_MAKE(match_autopick_yx[y], (wid + 2), int);
3462 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
3464 for (x = 0; x < wid + 2; ++x)
3466 match_autopick_yx[y][x] = -1;
3467 object_autopick_yx[y][x] = NULL;
3470 ma[y][x] = TERM_WHITE;
3478 /* Allocate the maps */
3479 C_MAKE(bigma, (current_floor_ptr->height + 2), TERM_COLOR *);
3480 C_MAKE(bigmc, (current_floor_ptr->height + 2), char_ptr);
3481 C_MAKE(bigmp, (current_floor_ptr->height + 2), byte_ptr);
3483 /* Allocate and wipe each line map */
3484 for (y = 0; y < (current_floor_ptr->height + 2); y++)
3486 /* Allocate one row each array */
3487 C_MAKE(bigma[y], (current_floor_ptr->width + 2), TERM_COLOR);
3488 C_MAKE(bigmc[y], (current_floor_ptr->width + 2), char);
3489 C_MAKE(bigmp[y], (current_floor_ptr->width + 2), byte);
3491 for (x = 0; x < current_floor_ptr->width + 2; ++x)
3494 bigma[y][x] = TERM_WHITE;
3502 /* Fill in the map */
3503 for (i = 0; i < current_floor_ptr->width; ++i)
3505 for (j = 0; j < current_floor_ptr->height; ++j)
3510 match_autopick = -1;
3511 autopick_obj = NULL;
3514 /* Extract the current attr/char at that map location */
3515 map_info(j, i, &ta, &tc, &ta, &tc);
3517 /* Extract the priority */
3518 tp = (byte_hack)feat_priority;
3520 if (match_autopick != -1
3521 && (match_autopick_yx[y][x] == -1
3522 || match_autopick_yx[y][x] > match_autopick))
3524 match_autopick_yx[y][x] = match_autopick;
3525 object_autopick_yx[y][x] = autopick_obj;
3529 /* Save the char, attr and priority */
3530 bigmc[j + 1][i + 1] = tc;
3531 bigma[j + 1][i + 1] = ta;
3532 bigmp[j + 1][i + 1] = tp;
3536 for (j = 0; j < current_floor_ptr->height; ++j)
3538 for (i = 0; i < current_floor_ptr->width; ++i)
3543 tc = bigmc[j + 1][i + 1];
3544 ta = bigma[j + 1][i + 1];
3545 tp = bigmp[j + 1][i + 1];
3547 /* rare feature has more priority */
3553 for (t = 0; t < 8; t++)
3555 if (tc == bigmc[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]] &&
3556 ta == bigma[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]])
3566 /* Save the char, attr and priority */
3579 /* Draw the corners */
3580 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
3582 /* Draw the horizontal edges */
3583 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
3585 /* Draw the vertical edges */
3586 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
3589 /* Display each map line in order */
3590 for (y = 0; y < hgt + 2; ++y)
3592 /* Start a new line */
3593 Term_gotoxy(COL_MAP, y);
3595 /* Display the line */
3596 for (x = 0; x < wid + 2; ++x)
3601 /* Hack -- fake monochrome */
3604 if (current_world_ptr->timewalk_m_idx) ta = TERM_DARK;
3605 else if (IS_INVULN() || p_ptr->timewalk) ta = TERM_WHITE;
3606 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
3609 /* Add the character */
3610 Term_add_bigch(ta, tc);
3615 for (y = 1; y < hgt + 1; ++y)
3617 match_autopick = -1;
3618 for (x = 1; x <= wid; x++) {
3619 if (match_autopick_yx[y][x] != -1 &&
3620 (match_autopick > match_autopick_yx[y][x] ||
3621 match_autopick == -1)) {
3622 match_autopick = match_autopick_yx[y][x];
3623 autopick_obj = object_autopick_yx[y][x];
3627 /* Clear old display */
3628 Term_putstr(0, y, 12, 0, " ");
3630 if (match_autopick != -1)
3632 display_shortened_item_name(autopick_obj, y);
3635 char buf[13] = "\0";
3636 strncpy(buf, autopick_list[match_autopick].name, 12);
3644 /* Player location */
3645 (*cy) = p_ptr->y / yrat + 1 + ROW_MAP;
3647 (*cx) = p_ptr->x / xrat + 1 + COL_MAP;
3649 (*cx) = (p_ptr->x / xrat + 1) * 2 + COL_MAP;
3651 /* Restore lighting effects */
3652 view_special_lite = old_view_special_lite;
3653 view_granite_lite = old_view_granite_lite;
3655 /* Free each line map */
3656 for (y = 0; y < (hgt + 2); y++)
3658 /* Free one row each array */
3659 C_KILL(ma[y], (wid + 2), TERM_COLOR);
3660 C_KILL(mc[y], (wid + 2), SYMBOL_CODE);
3661 C_KILL(mp[y], (wid + 2), byte);
3662 C_KILL(match_autopick_yx[y], (wid + 2), int);
3663 C_KILL(object_autopick_yx[y], (wid + 2), object_type *);
3666 /* Free each line map */
3667 C_KILL(ma, (hgt + 2), TERM_COLOR *);
3668 C_KILL(mc, (hgt + 2), char_ptr);
3669 C_KILL(mp, (hgt + 2), byte_ptr);
3670 C_KILL(match_autopick_yx, (hgt + 2), sint_ptr);
3671 C_KILL(object_autopick_yx, (hgt + 2), object_type **);
3673 /* Free each line map */
3674 for (y = 0; y < (current_floor_ptr->height + 2); y++)
3676 /* Free one row each array */
3677 C_KILL(bigma[y], (current_floor_ptr->width + 2), TERM_COLOR);
3678 C_KILL(bigmc[y], (current_floor_ptr->width + 2), SYMBOL_CODE);
3679 C_KILL(bigmp[y], (current_floor_ptr->width + 2), byte);
3682 /* Free each line map */
3683 C_KILL(bigma, (current_floor_ptr->height + 2), TERM_COLOR *);
3684 C_KILL(bigmc, (current_floor_ptr->height + 2), char_ptr);
3685 C_KILL(bigmp, (current_floor_ptr->height + 2), byte_ptr);
3690 * Display a "small-scale" map of the dungeon for the player
3692 * Currently, the "player" is displayed on the map.
3694 void do_cmd_view_map(void)
3700 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
3705 display_autopick = 0;
3707 /* Display the map */
3708 display_map(&cy, &cx);
3711 if (max_autopick && !p_ptr->wild_mode)
3713 display_autopick = ITEM_DISPLAY;
3720 int wid, hgt, row_message;
3722 Term_get_size(&wid, &hgt);
3723 row_message = hgt - 1;
3725 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)",
3726 " Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items."), row_message, 1);
3728 /* Hilite the player */
3729 move_cursor(cy, cx);
3734 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
3736 flag = DONT_AUTOPICK;
3738 flag = DO_AUTODESTROY;
3740 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
3746 if (~display_autopick & flag)
3747 display_autopick |= flag;
3749 display_autopick &= ~flag;
3750 /* Display the map */
3751 display_map(&cy, &cx);
3754 display_autopick = 0;
3759 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);
3760 /* Hilite the player */
3761 move_cursor(cy, cx);
3769 * Track a new monster
3771 void health_track(MONSTER_IDX m_idx)
3773 /* Mount monster is already tracked */
3774 if (m_idx && m_idx == p_ptr->riding) return;
3776 /* Track a new guy */
3777 p_ptr->health_who = m_idx;
3779 /* Redraw (later) */
3780 p_ptr->redraw |= (PR_HEALTH);
3785 * Moves the cursor to a given MAP (y,x) location
3787 void move_cursor_relative(int row, int col)
3789 /* Real co-ords convert to screen positions */
3790 row -= panel_row_prt;
3793 Term_gotoxy(panel_col_of(col), row);
3798 * print project path
3800 void prt_path(POSITION y, POSITION x)
3805 byte_hack default_color = TERM_SLATE;
3807 if (!display_path) return;
3808 if (-1 == project_length)
3811 /* Get projection path */
3812 path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), p_ptr->y, p_ptr->x, y, x, PROJECT_PATH | PROJECT_THRU);
3814 p_ptr->redraw |= (PR_MAP);
3818 for (i = 0; i < path_n; i++)
3820 POSITION ny = GRID_Y(path_g[i]);
3821 POSITION nx = GRID_X(path_g[i]);
3822 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
3824 if (panel_contains(ny, nx))
3826 TERM_COLOR a = default_color;
3829 TERM_COLOR ta = default_color;
3832 if (g_ptr->m_idx && current_floor_ptr->m_list[g_ptr->m_idx].ml)
3834 /* Determine what is there */
3835 map_info(ny, nx, &a, &c, &ta, &tc);
3837 if (!is_ascii_graphics(a))
3839 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
3841 else if (a == default_color)
3847 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
3848 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
3849 else if (p_ptr->wraith_form) a = TERM_L_DARK;
3854 /* Hack -- Queue it */
3855 Term_queue_bigchar(panel_col_of(nx), ny - panel_row_prt, a, c, ta, tc);
3859 if ((g_ptr->info & CAVE_MARK) && !cave_have_flag_grid(g_ptr, FF_PROJECT)) break;
3862 if (nx == x && ny == y) default_color = TERM_L_DARK;
3868 * Hack -- track the given monster race
3870 void monster_race_track(MONRACE_IDX r_idx)
3872 /* Save this monster ID */
3873 p_ptr->monster_race_idx = r_idx;
3875 p_ptr->window |= (PW_MONSTER);
3879 * Hack -- track the given object kind
3881 void object_kind_track(KIND_OBJECT_IDX k_idx)
3883 /* Save this monster ID */
3884 p_ptr->object_kind_idx = k_idx;
3886 p_ptr->window |= (PW_OBJECT);