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.
25 #include "player-status.h"
26 #include "player-class.h"
27 #include "player-race.h"
28 #include "player-effects.h"
29 #include "player-inventory.h"
31 #include "view-mainwindow.h"
34 #include "realm-hex.h"
35 #include "realm-song.h"
37 #include "object-flavor.h"
42 #include "floor-town.h"
44 #include "objectkind.h"
45 #include "targeting.h"
48 * Not using graphical tiles for this feature?
50 #define IS_ASCII_GRAPHICS(A) (!((A) & 0x80))
52 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 */
53 static byte display_autopick; /*!< 自動拾い状態の設定フラグ */
54 static int match_autopick;
55 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 */
60 POSITION panel_row_min, panel_row_max;
61 POSITION panel_col_min, panel_col_max;
62 POSITION panel_col_prt, panel_row_prt;
65 * Some screen locations for various display routines
66 * Currently, row 8 and 15 are the only "blank" rows.
67 * That leaves a "border" around the "stat" values.
71 #define COL_RACE 0 /* <race name> */
73 /*#define ROW_CLASS 2 */
74 /*#define COL_CLASS 0 */ /* <class name> */
77 #define COL_TITLE 0 /* <title> or <mode> */
79 /*#define ROW_SEIKAKU 4 */
80 /*#define COL_SEIKAKU 0*/ /* <seikaku> */
83 #define COL_DAY 0 /* day */
85 #define ROW_DUNGEON 22
86 #define COL_DUNGEON 0 /* dungeon */
89 #define COL_LEVEL 0 /* "LEVEL xxxxxx" */
92 #define COL_EXP 0 /* "EXP xxxxxxxx" */
95 #define COL_GOLD 0 /* "AU xxxxxxxxx" */
98 #define COL_EQUIPPY 0 /* equippy chars */
101 #define COL_STAT 0 /* "xxx xxxxxx" */
104 #define COL_AC 0 /* "Cur AC xxxxx" */
110 #define COL_CURHP 0 /* "Cur HP xxxxx" */
113 #define COL_CURSP 0 /* "Cur SP xxxxx" */
115 #define ROW_RIDING_INFO 16
116 #define COL_RIDING_INFO 0 /* "xxxxxxxxxxxx" */
119 #define COL_INFO 0 /* "xxxxxxxxxxxx" */
122 #define COL_CUT 0 /* <cut> */
125 #define COL_STUN 0 /* <stun> */
127 #define ROW_HUNGRY 20
128 #define COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */
131 #define COL_STATE 7 /* <state> */
133 #define ROW_SPEED (-1)
134 #define COL_SPEED (-24) /* "Slow (-NN)" or "Fast (+NN)" */
136 #define ROW_STUDY (-1)
137 #define COL_STUDY (-13) /* "Study" */
139 #define ROW_DEPTH (-1)
140 #define COL_DEPTH (-8) /* "Lev NNN" / "NNNN ft" */
142 #define ROW_STATBAR (-1)
143 #define COL_STATBAR 0
144 #define MAX_COL_STATBAR (-26)
146 void print_equippy(player_type *creature_ptr);
147 void print_map(player_type *player_ptr);
148 void display_map(player_type *player_ptr, int *cy, int *cx);
149 void set_term_color(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp);
152 * @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 /
153 * Print character info at given row, column in a 13 char field
159 static void print_field(concptr info, TERM_LEN row, TERM_LEN col)
161 /* Dump 13 spaces to clear */
162 c_put_str(TERM_WHITE, " ", row, col);
164 /* Dump the info itself */
165 c_put_str(TERM_L_BLUE, info, row, col);
170 * @brief ゲーム時刻を表示する /
174 void print_time(player_type *player_ptr)
178 /* Dump 13 spaces to clear */
179 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
181 extract_day_hour_min(player_ptr, &day, &hour, &min);
183 /* Dump the info itself */
184 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
185 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
187 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY + 7);
192 * @brief 現在のマップ名を返す /
193 * @param creature_ptr プレーヤーへの参照ポインタ
194 * @return マップ名の文字列参照ポインタ
196 concptr map_name(player_type *creature_ptr)
198 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
199 if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest)
200 && (quest[floor_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
201 return _("クエスト", "Quest");
202 else if (creature_ptr->wild_mode)
203 return _("地上", "Surface");
204 else if (creature_ptr->current_floor_ptr->inside_arena)
205 return _("アリーナ", "Arena");
206 else if (creature_ptr->phase_out)
207 return _("闘技場", "Monster Arena");
208 else if (!floor_ptr->dun_level && creature_ptr->town_num)
209 return town_info[creature_ptr->town_num].name;
211 return d_name + d_info[creature_ptr->dungeon_idx].name;
216 * @brief 現在のマップ名を描画する / Print dungeon
217 * @param creature_ptr プレーヤーへの参照ポインタ
220 static void print_dungeon(player_type *creature_ptr)
222 /* Dump 13 spaces to clear */
223 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
225 concptr dungeon_name = map_name(creature_ptr);
227 TERM_LEN col = COL_DUNGEON + 6 - strlen(dungeon_name) / 2;
228 if (col < 0) col = 0;
230 /* Dump the info itself */
231 c_put_str(TERM_L_UMBER, format("%s", dungeon_name),
237 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
238 * @param stat 描画するステータスのID
241 static void print_stat(player_type *creature_ptr, int stat)
245 /* Display "injured" stat */
246 if (creature_ptr->stat_cur[stat] < creature_ptr->stat_max[stat])
248 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
249 cnv_stat(creature_ptr->stat_use[stat], tmp);
250 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
253 /* Display "healthy" stat */
256 put_str(stat_names[stat], ROW_STAT + stat, 0);
257 cnv_stat(creature_ptr->stat_use[stat], tmp);
258 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
261 /* Indicate natural maximum */
262 if (creature_ptr->stat_max[stat] != creature_ptr->stat_max_max[stat])
266 /* 日本語にかぶらないように表示位置を変更 */
267 put_str("!", ROW_STAT + stat, 5);
269 put_str("!", ROW_STAT + stat, 3);
275 * 画面下部に表示する状態表示定義ID / Data structure for status bar
277 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
278 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
279 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
280 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
281 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
282 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
283 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
284 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
285 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
286 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
287 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
288 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
289 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
290 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
291 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
292 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
293 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
294 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
295 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
296 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
297 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
298 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
299 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
300 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
301 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
302 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
303 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
304 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
305 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
306 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
307 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
308 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
309 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
310 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
311 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
312 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
313 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
314 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
315 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
316 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
317 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
318 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
319 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
320 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
321 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
322 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
323 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
324 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
325 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
326 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
327 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
328 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
329 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
330 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
331 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
332 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
333 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
334 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
335 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
336 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
337 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
338 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
339 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
340 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
341 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
342 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
343 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
352 {TERM_YELLOW, "つ", "つよし"},
353 {TERM_VIOLET, "幻", "幻覚"},
354 {TERM_L_DARK, "盲", "盲目"},
355 {TERM_RED, "痺", "麻痺"},
356 {TERM_VIOLET, "乱", "混乱"},
357 {TERM_GREEN, "毒", "毒"},
358 {TERM_BLUE, "恐", "恐怖"},
359 {TERM_L_BLUE, "浮", "浮遊"},
360 {TERM_SLATE, "反", "反射"},
361 {TERM_SLATE, "壁", "壁抜け"},
362 {TERM_L_DARK, "幽", "幽体"},
363 {TERM_SLATE, "邪", "防邪"},
364 {TERM_VIOLET, "変", "変わり身"},
365 {TERM_YELLOW, "魔", "魔法鎧"},
366 {TERM_L_UMBER, "伸", "伸び"},
367 {TERM_WHITE, "石", "石肌"},
368 {TERM_L_BLUE, "分", "分身"},
369 {TERM_SLATE, "防", "魔法防御"},
370 {TERM_YELLOW, "究", "究極"},
371 {TERM_YELLOW, "無", "無敵"},
372 {TERM_L_GREEN, "酸", "酸免疫"},
373 {TERM_GREEN, "酸", "耐酸"},
374 {TERM_L_BLUE, "電", "電免疫"},
375 {TERM_BLUE, "電", "耐電"},
376 {TERM_L_RED, "火", "火免疫"},
377 {TERM_RED, "火", "耐火"},
378 {TERM_WHITE, "冷", "冷免疫"},
379 {TERM_SLATE, "冷", "耐冷"},
380 {TERM_GREEN, "毒", "耐毒"},
381 {TERM_L_DARK, "獄", "耐地獄"},
382 {TERM_L_BLUE, "時", "耐時間"},
383 {TERM_L_DARK, "鏡", "鏡オーラ"},
384 {TERM_L_RED, "オ", "火オーラ"},
385 {TERM_WHITE, "闘", "闘気"},
386 {TERM_WHITE, "聖", "聖オーラ"},
387 {TERM_VIOLET, "目", "目には目"},
388 {TERM_WHITE, "祝", "祝福"},
389 {TERM_WHITE, "勇", "勇"},
390 {TERM_RED, "狂", "狂乱"},
391 {TERM_L_RED, "火", "魔剣火"},
392 {TERM_WHITE, "冷", "魔剣冷"},
393 {TERM_L_BLUE, "電", "魔剣電"},
394 {TERM_SLATE, "酸", "魔剣酸"},
395 {TERM_L_GREEN, "毒", "魔剣毒"},
396 {TERM_RED, "乱", "混乱打撃"},
397 {TERM_L_BLUE, "視", "透明視"},
398 {TERM_ORANGE, "テ", "テレパシ"},
399 {TERM_L_BLUE, "回", "回復"},
400 {TERM_L_RED, "赤", "赤外"},
401 {TERM_UMBER, "隠", "隠密"},
402 {TERM_YELLOW, "隠", "超隠密"},
403 {TERM_WHITE, "帰", "帰還"},
404 {TERM_WHITE, "現", "現実変容"},
405 {TERM_WHITE, "オ", "氷オーラ"},
406 {TERM_BLUE, "オ", "電オーラ"},
407 {TERM_L_DARK, "オ", "影オーラ"},
408 {TERM_YELLOW, "腕", "腕力強化"},
409 {TERM_RED, "肉", "肉体強化"},
410 {TERM_L_DARK, "殖", "反増殖"},
411 {TERM_ORANGE, "テ", "反テレポ"},
412 {TERM_RED, "魔", "反魔法"},
413 {TERM_SLATE, "我", "我慢"},
414 {TERM_SLATE, "宣", "宣告"},
415 {TERM_L_DARK, "剣", "魔剣化"},
416 {TERM_RED, "吸", "吸血打撃"},
417 {TERM_WHITE, "回", "回復"},
418 {TERM_L_DARK, "感", "邪悪感知"},
423 {TERM_YELLOW, "Ts", "Tsuyoshi"},
424 {TERM_VIOLET, "Ha", "Halluc"},
425 {TERM_L_DARK, "Bl", "Blind"},
426 {TERM_RED, "Pa", "Paralyzed"},
427 {TERM_VIOLET, "Cf", "Confused"},
428 {TERM_GREEN, "Po", "Poisoned"},
429 {TERM_BLUE, "Af", "Afraid"},
430 {TERM_L_BLUE, "Lv", "Levit"},
431 {TERM_SLATE, "Rf", "Reflect"},
432 {TERM_SLATE, "Pw", "PassWall"},
433 {TERM_L_DARK, "Wr", "Wraith"},
434 {TERM_SLATE, "Ev", "PrtEvl"},
435 {TERM_VIOLET, "Kw", "Kawarimi"},
436 {TERM_YELLOW, "Md", "MgcArm"},
437 {TERM_L_UMBER, "Eh", "Expand"},
438 {TERM_WHITE, "Ss", "StnSkn"},
439 {TERM_L_BLUE, "Ms", "MltShdw"},
440 {TERM_SLATE, "Rm", "ResMag"},
441 {TERM_YELLOW, "Ul", "Ultima"},
442 {TERM_YELLOW, "Iv", "Invuln"},
443 {TERM_L_GREEN, "IAc", "ImmAcid"},
444 {TERM_GREEN, "Ac", "Acid"},
445 {TERM_L_BLUE, "IEl", "ImmElec"},
446 {TERM_BLUE, "El", "Elec"},
447 {TERM_L_RED, "IFi", "ImmFire"},
448 {TERM_RED, "Fi", "Fire"},
449 {TERM_WHITE, "ICo", "ImmCold"},
450 {TERM_SLATE, "Co", "Cold"},
451 {TERM_GREEN, "Po", "Pois"},
452 {TERM_L_DARK, "Nt", "Nthr"},
453 {TERM_L_BLUE, "Ti", "Time"},
454 {TERM_L_DARK, "Mr", "Mirr"},
455 {TERM_L_RED, "SFi", "SFire"},
456 {TERM_WHITE, "Fo", "Force"},
457 {TERM_WHITE, "Ho", "Holy"},
458 {TERM_VIOLET, "Ee", "EyeEye"},
459 {TERM_WHITE, "Bs", "Bless"},
460 {TERM_WHITE, "He", "Hero"},
461 {TERM_RED, "Br", "Berserk"},
462 {TERM_L_RED, "BFi", "BFire"},
463 {TERM_WHITE, "BCo", "BCold"},
464 {TERM_L_BLUE, "BEl", "BElec"},
465 {TERM_SLATE, "BAc", "BAcid"},
466 {TERM_L_GREEN, "BPo", "BPois"},
467 {TERM_RED, "TCf", "TchCnf"},
468 {TERM_L_BLUE, "Se", "SInv"},
469 {TERM_ORANGE, "Te", "Telepa"},
470 {TERM_L_BLUE, "Rg", "Regen"},
471 {TERM_L_RED, "If", "Infr"},
472 {TERM_UMBER, "Sl", "Stealth"},
473 {TERM_YELLOW, "Stlt", "Stealth"},
474 {TERM_WHITE, "Rc", "Recall"},
475 {TERM_WHITE, "Al", "Alter"},
476 {TERM_WHITE, "SCo", "SCold"},
477 {TERM_BLUE, "SEl", "SElec"},
478 {TERM_L_DARK, "SSh", "SShadow"},
479 {TERM_YELLOW, "EMi", "ExMight"},
480 {TERM_RED, "Bu", "BuildUp"},
481 {TERM_L_DARK, "AMl", "AntiMulti"},
482 {TERM_ORANGE, "AT", "AntiTele"},
483 {TERM_RED, "AM", "AntiMagic"},
484 {TERM_SLATE, "Pa", "Patience"},
485 {TERM_SLATE, "Rv", "Revenge"},
486 {TERM_L_DARK, "Rs", "RuneSword"},
487 {TERM_RED, "Vm", "Vampiric"},
488 {TERM_WHITE, "Cu", "Cure"},
489 {TERM_L_DARK, "ET", "EvilTele"},
495 * @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。
496 * @param FLG フラグ位置(ビット)
499 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
502 * @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。
503 * @param FLG フラグ位置(ビット)
506 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
510 * @brief 下部に状態表示を行う / Show status bar
513 static void print_status(player_type *creature_ptr)
516 Term_get_size(&wid, &hgt);
517 TERM_LEN row_statbar = hgt + ROW_STATBAR;
518 TERM_LEN max_col_statbar = wid + MAX_COL_STATBAR;
520 Term_erase(0, row_statbar, max_col_statbar);
522 BIT_FLAGS bar_flags[3];
523 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
526 if (creature_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
529 if (creature_ptr->image) ADD_FLG(BAR_HALLUCINATION);
532 if (creature_ptr->blind) ADD_FLG(BAR_BLINDNESS);
535 if (creature_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
538 if (creature_ptr->confused) ADD_FLG(BAR_CONFUSE);
541 if (creature_ptr->poisoned) ADD_FLG(BAR_POISONED);
543 /* Times see-invisible */
544 if (creature_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
547 if (is_time_limit_esp(creature_ptr)) ADD_FLG(BAR_TELEPATHY);
549 /* Timed regenerate */
550 if (creature_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
552 /* Timed infra-vision */
553 if (creature_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
555 /* Protection from evil */
556 if (creature_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
558 /* Invulnerability */
559 if (IS_INVULN(creature_ptr)) ADD_FLG(BAR_INVULN);
562 if (creature_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
565 if (creature_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
567 if (creature_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
570 if (IS_HERO(creature_ptr)) ADD_FLG(BAR_HEROISM);
572 /* Super Heroism / berserk */
573 if (creature_ptr->shero) ADD_FLG(BAR_BERSERK);
576 if (is_blessed(creature_ptr)) ADD_FLG(BAR_BLESSED);
579 if (creature_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
581 if (creature_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
583 if (creature_ptr->shield) ADD_FLG(BAR_STONESKIN);
585 if (creature_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
588 if (creature_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
589 if (is_oppose_acid(creature_ptr)) ADD_FLG(BAR_RESACID);
591 /* Oppose Lightning */
592 if (creature_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
593 if (is_oppose_elec(creature_ptr)) ADD_FLG(BAR_RESELEC);
596 if (creature_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
597 if (is_oppose_fire(creature_ptr)) ADD_FLG(BAR_RESFIRE);
600 if (creature_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
601 if (is_oppose_cold(creature_ptr)) ADD_FLG(BAR_RESCOLD);
604 if (is_oppose_pois(creature_ptr)) ADD_FLG(BAR_RESPOIS);
607 if (creature_ptr->word_recall) ADD_FLG(BAR_RECALL);
610 if (creature_ptr->alter_reality) ADD_FLG(BAR_ALTER);
613 if (creature_ptr->afraid) ADD_FLG(BAR_AFRAID);
616 if (creature_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
618 if (creature_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
620 /* Confusing Hands */
621 if (creature_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
623 if (creature_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
625 /* Ultimate-resistance */
626 if (creature_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
629 if (creature_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
631 if (creature_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
633 if (creature_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
636 if (creature_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
637 if (creature_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
638 if (creature_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
639 if (creature_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
640 if (creature_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
641 if (creature_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
643 if (creature_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
646 if (is_time_limit_stealth(creature_ptr)) ADD_FLG(BAR_STEALTH);
648 if (creature_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
651 if (creature_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
653 /* An Eye for an Eye */
654 if (creature_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
657 if (creature_ptr->realm1 == REALM_HEX)
659 if (hex_spelling(creature_ptr, HEX_BLESS)) ADD_FLG(BAR_BLESSED);
660 if (hex_spelling(creature_ptr, HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
661 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
662 if (hex_spelling(creature_ptr, HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
663 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
664 if (hex_spelling(creature_ptr, HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
665 if (hex_spelling(creature_ptr, HEX_BUILDING)) ADD_FLG(BAR_BUILD);
666 if (hex_spelling(creature_ptr, HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
667 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
668 if (hex_spelling(creature_ptr, HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
669 if (hex_spelling(creature_ptr, HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
670 if (hex_spelling(creature_ptr, HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
671 if (hex_spelling(creature_ptr, HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
672 if (hex_spelling(creature_ptr, HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
673 if (hex_spelling(creature_ptr, HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
674 if (hex_spelling(creature_ptr, HEX_CURE_LIGHT) ||
675 hex_spelling(creature_ptr, HEX_CURE_SERIOUS) ||
676 hex_spelling(creature_ptr, HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
678 if (HEX_REVENGE_TURN(creature_ptr))
680 if (HEX_REVENGE_TYPE(creature_ptr) == 1) ADD_FLG(BAR_PATIENCE);
681 if (HEX_REVENGE_TYPE(creature_ptr) == 2) ADD_FLG(BAR_REVENGE);
685 /* Calcurate length */
686 TERM_LEN col = 0, num = 0;
687 for (int i = 0; bar[i].sstr; i++)
691 col += strlen(bar[i].lstr) + 1;
696 /* If there are not excess spaces for long strings, use short one */
698 if (col - 1 > max_col_statbar)
703 for (int i = 0; bar[i].sstr; i++)
707 col += strlen(bar[i].sstr);
711 /* If there are excess spaces for short string, use more */
712 if (col - 1 <= max_col_statbar - (num - 1))
719 /* Centering display column */
720 col = (max_col_statbar - col) / 2;
722 /* Display status bar */
723 for (int i = 0; bar[i].sstr; i++)
725 if (!IS_FLG(i)) continue;
728 if (space == 2) str = bar[i].lstr;
729 else str = bar[i].sstr;
731 c_put_str(bar[i].attr, str, row_statbar, col);
733 if (space > 0) col++;
734 if (col > max_col_statbar) break;
740 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
743 static void print_title(player_type *creature_ptr)
748 if (current_world_ptr->wizard)
750 p = _("[ウィザード]", "[=-WIZARD-=]");
752 else if (current_world_ptr->total_winner || (creature_ptr->lev > PY_MAX_LEVEL))
754 if (creature_ptr->arena_number > MAX_ARENA_MONS + 2)
756 p = _("*真・勝利者*", "*TRUEWINNER*");
760 p = _("***勝利者***", "***WINNER***");
765 my_strcpy(str, player_title[creature_ptr->pclass][(creature_ptr->lev - 1) / 5], sizeof(str));
769 print_field(p, ROW_TITLE, COL_TITLE);
774 * @brief プレイヤーのレベルを表示する / Prints level
777 static void print_level(player_type *creature_ptr)
780 sprintf(tmp, "%5d", creature_ptr->lev);
781 if (creature_ptr->lev >= creature_ptr->max_plv)
783 put_str(_("レベル ", "LEVEL "), ROW_LEVEL, 0);
784 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
788 put_str(_("xレベル", "Level "), ROW_LEVEL, 0);
789 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
795 * @brief プレイヤーの経験値を表示する / Display the experience
798 static void print_exp(player_type *creature_ptr)
802 if ((!exp_need) || (creature_ptr->prace == RACE_ANDROID))
804 (void)sprintf(out_val, "%8ld", (long)creature_ptr->exp);
808 if (creature_ptr->lev >= PY_MAX_LEVEL)
810 (void)sprintf(out_val, "********");
814 (void)sprintf(out_val, "%8ld", (long)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L) - creature_ptr->exp);
818 if (creature_ptr->exp >= creature_ptr->max_exp)
820 if (creature_ptr->prace == RACE_ANDROID) put_str(_("強化 ", "Cst "), ROW_EXP, 0);
821 else put_str(_("経験 ", "EXP "), ROW_EXP, 0);
822 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
826 put_str(_("x経験", "Exp "), ROW_EXP, 0);
827 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
833 * @brief プレイヤーの所持金を表示する / Prints current gold
834 * @param creature_ptr プレーヤーへの参照ポインタ
837 static void print_gold(player_type *creature_ptr)
840 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
841 sprintf(tmp, "%9ld", (long)creature_ptr->au);
842 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
847 * @brief プレイヤーのACを表示する / Prints current AC
850 static void print_ac(player_type *creature_ptr)
855 /* AC の表示方式を変更している */
856 put_str(" AC( )", ROW_AC, COL_AC);
857 sprintf(tmp, "%5d", creature_ptr->dis_ac + creature_ptr->dis_to_a);
858 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
860 put_str("Cur AC ", ROW_AC, COL_AC);
861 sprintf(tmp, "%5d", creature_ptr->dis_ac + creature_ptr->dis_to_a);
862 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
869 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
872 static void print_hp(player_type *creature_ptr)
874 /* ヒットポイントの表示方法を変更 */
878 put_str("HP", ROW_CURHP, COL_CURHP);
881 sprintf(tmp, "%4ld", (long int)creature_ptr->chp);
884 if (creature_ptr->chp >= creature_ptr->mhp)
886 color = TERM_L_GREEN;
888 else if (creature_ptr->chp > (creature_ptr->mhp * hitpoint_warn) / 10)
897 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 3);
900 put_str("/", ROW_CURHP, COL_CURHP + 7);
903 sprintf(tmp, "%4ld", (long int)creature_ptr->mhp);
904 color = TERM_L_GREEN;
906 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8);
911 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
914 static void print_sp(player_type *creature_ptr)
916 /* マジックポイントの表示方法を変更している */
920 /* Do not show mana unless it matters */
921 if (!mp_ptr->spell_book) return;
924 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
927 sprintf(tmp, "%4ld", (long int)creature_ptr->csp);
929 if (creature_ptr->csp >= creature_ptr->msp)
931 color = TERM_L_GREEN;
933 else if (creature_ptr->csp > (creature_ptr->msp * mana_warn) / 10)
942 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 3);
945 put_str("/", ROW_CURSP, COL_CURSP + 7);
948 sprintf(tmp, "%4ld", (long int)creature_ptr->msp);
949 color = TERM_L_GREEN;
951 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
956 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
957 * @param creature_ptr プレーヤーへの参照ポインタ
960 static void print_depth(player_type *creature_ptr)
963 TERM_COLOR attr = TERM_WHITE;
966 Term_get_size(&wid, &hgt);
967 TERM_LEN col_depth = wid + COL_DEPTH;
968 TERM_LEN row_depth = hgt + ROW_DEPTH;
970 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
971 if (!floor_ptr->dun_level)
973 strcpy(depths, _("地上", "Surf."));
974 c_prt(attr, format("%7s", depths), row_depth, col_depth);
978 if (floor_ptr->inside_quest && !creature_ptr->dungeon_idx)
980 strcpy(depths, _("地上", "Quest"));
981 c_prt(attr, format("%7s", depths), row_depth, col_depth);
985 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)floor_ptr->dun_level * 50);
986 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)floor_ptr->dun_level);
988 /* Get color of level based on feeling -JSV- */
989 switch (creature_ptr->feeling)
991 case 0: attr = TERM_SLATE; break; /* Unknown */
992 case 1: attr = TERM_L_BLUE; break; /* Special */
993 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
994 case 3: attr = TERM_RED; break; /* Very dangerous */
995 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
996 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
997 case 6: attr = TERM_YELLOW; break; /* Nervous */
998 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
999 case 8: attr = TERM_L_WHITE; break; /* Don't like */
1000 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
1001 case 10: attr = TERM_WHITE; break; /* Boring place */
1004 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1009 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1010 * @param player_ptr プレーヤーへの参照ポインタ
1013 static void print_hunger(player_type *player_ptr)
1015 if (current_world_ptr->wizard && player_ptr->current_floor_ptr->inside_arena) return;
1017 if (player_ptr->food < PY_FOOD_FAINT)
1019 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1023 if (player_ptr->food < PY_FOOD_WEAK)
1025 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1029 if (player_ptr->food < PY_FOOD_ALERT)
1031 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1035 if (player_ptr->food < PY_FOOD_FULL)
1037 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1041 if (player_ptr->food < PY_FOOD_MAX)
1043 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1047 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1052 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1053 * @param player_ptr プレーヤーへの参照ポインタ
1056 * Display is always exactly 10 characters wide (see below)
1057 * This function was a major bottleneck when resting, so a lot of
1058 * the text formatting code was optimized in place below.
1060 static void print_state(player_type *player_ptr)
1062 TERM_COLOR attr = TERM_WHITE;
1068 if (command_rep > 999)
1070 (void)sprintf(text, "%2d00", command_rep / 100);
1074 (void)sprintf(text, " %2d", command_rep);
1077 c_put_str(attr, format("%5.5s", text), ROW_STATE, COL_STATE);
1082 switch (player_ptr->action)
1086 strcpy(text, _("探索", "Sear"));
1090 /* Start with "Rest" */
1091 strcpy(text, _(" ", " "));
1093 if (player_ptr->resting > 0)
1095 sprintf(text, "%4d", player_ptr->resting);
1097 else if (player_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
1099 text[0] = text[1] = text[2] = text[3] = '*';
1101 else if (player_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
1103 text[0] = text[1] = text[2] = text[3] = '&';
1109 strcpy(text, _("学習", "lear"));
1110 if (player_ptr->new_mane) attr = TERM_L_RED;
1115 strcpy(text, _("釣り", "fish"));
1121 for (i = 0; i < MAX_KAMAE; i++)
1122 if (player_ptr->special_defense & (KAMAE_GENBU << i)) break;
1125 case 0: attr = TERM_GREEN; break;
1126 case 1: attr = TERM_WHITE; break;
1127 case 2: attr = TERM_L_BLUE; break;
1128 case 3: attr = TERM_L_RED; break;
1130 strcpy(text, kamae_shurui[i].desc);
1136 for (i = 0; i < MAX_KATA; i++)
1137 if (player_ptr->special_defense & (KATA_IAI << i)) break;
1138 strcpy(text, kata_shurui[i].desc);
1143 strcpy(text, _("歌 ", "Sing"));
1146 case ACTION_HAYAGAKE:
1148 strcpy(text, _("速駆", "Fast"));
1153 strcpy(text, _("詠唱", "Spel"));
1163 c_put_str(attr, format("%5.5s", text), ROW_STATE, COL_STATE);
1168 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1169 * @param player_ptr プレーヤーへの参照ポインタ
1172 static void print_speed(player_type *player_ptr)
1175 Term_get_size(&wid, &hgt);
1176 TERM_LEN col_speed = wid + COL_SPEED;
1177 TERM_LEN row_speed = hgt + ROW_SPEED;
1179 /* Hack -- Visually "undo" the Search Mode Slowdown */
1180 int i = player_ptr->pspeed;
1181 if (player_ptr->action == ACTION_SEARCH && !player_ptr->lightspeed) i += 10;
1184 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1185 bool is_fast = IS_FAST(player_ptr);
1187 TERM_COLOR attr = TERM_WHITE;
1190 if (player_ptr->riding)
1192 monster_type *m_ptr = &floor_ptr->m_list[player_ptr->riding];
1193 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1194 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1195 else attr = TERM_GREEN;
1197 else if ((is_fast && !player_ptr->slow) || player_ptr->lightspeed) attr = TERM_YELLOW;
1198 else if (player_ptr->slow && !is_fast) attr = TERM_VIOLET;
1199 else attr = TERM_L_GREEN;
1200 sprintf(buf, "%s(+%d)", (player_ptr->riding ? _("乗馬", "Ride") : _("加速", "Fast")), (i - 110));
1206 if (player_ptr->riding)
1208 monster_type *m_ptr = &floor_ptr->m_list[player_ptr->riding];
1209 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1210 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1211 else attr = TERM_RED;
1213 else if (is_fast && !player_ptr->slow) attr = TERM_YELLOW;
1214 else if (player_ptr->slow && !is_fast) attr = TERM_VIOLET;
1215 else attr = TERM_L_UMBER;
1216 sprintf(buf, "%s(-%d)", (player_ptr->riding ? _("乗馬", "Ride") : _("減速", "Slow")), (110 - i));
1218 else if (player_ptr->riding)
1221 strcpy(buf, _("乗馬中", "Riding"));
1224 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1229 * @brief プレイヤーの呪文学習可能状態を表示する
1230 * @param player_ptr プレーヤーへの参照ポインタ
1233 static void print_study(player_type *player_ptr)
1236 Term_get_size(&wid, &hgt);
1237 TERM_LEN col_study = wid + COL_STUDY;
1238 TERM_LEN row_study = hgt + ROW_STUDY;
1240 if (player_ptr->new_spells)
1242 put_str(_("学習", "Stud"), row_study, col_study);
1246 put_str(" ", row_study, col_study);
1252 * @brief プレイヤーのものまね可能状態を表示する
1253 * @param player_ptr プレーヤーへの参照ポインタ
1256 static void print_imitation(player_type *player_ptr)
1259 Term_get_size(&wid, &hgt);
1260 TERM_LEN col_study = wid + COL_STUDY;
1261 TERM_LEN row_study = hgt + ROW_STUDY;
1263 if (player_ptr->pclass != CLASS_IMITATOR) return;
1265 if (player_ptr->mane_num != 0)
1267 put_str(" ", row_study, col_study);
1272 if (player_ptr->new_mane) attr = TERM_L_RED;
1273 else attr = TERM_WHITE;
1274 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1278 * @brief プレイヤーの負傷状態を表示する
1281 static void print_cut(player_type *creature_ptr)
1283 int c = creature_ptr->cut;
1286 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1292 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1298 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1304 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1310 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1316 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1322 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1326 put_str(" ", ROW_CUT, COL_CUT);
1331 * @brief プレイヤーの朦朧状態を表示する
1334 static void print_stun(player_type *creature_ptr)
1336 int s = creature_ptr->stun;
1339 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1345 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1351 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1355 put_str(" ", ROW_STUN, COL_STUN);
1360 * @brief モンスターの体力ゲージを表示する
1361 * @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。
1365 * Redraw the "monster health bar" -DRS-
1366 * Rather extensive modifications by -BEN-
1368 * The "monster health bar" provides visual feedback on the "health"
1369 * of the monster currently being "tracked". There are several ways
1370 * to "track" a monster, including targetting it, attacking it, and
1371 * affecting it (and nobody else) with a ranged attack.
1373 * Display the monster health bar (affectionately known as the
1374 * "health-o-meter"). Clear health bar if nothing is being tracked.
1375 * Auto-track current target monster when bored. Note that the
1376 * health-bar stops tracking any monster that "disappears".
1379 static void health_redraw(player_type *creature_ptr, bool riding)
1386 health_who = creature_ptr->riding;
1387 row = ROW_RIDING_INFO;
1388 col = COL_RIDING_INFO;
1392 health_who = creature_ptr->health_who;
1397 monster_type *m_ptr;
1398 m_ptr = &creature_ptr->current_floor_ptr->m_list[health_who];
1400 if (current_world_ptr->wizard && creature_ptr->phase_out)
1405 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1406 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1407 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1408 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1410 if (creature_ptr->current_floor_ptr->m_list[1].r_idx)
1412 Term_putstr(col - 2, row, 2, r_info[creature_ptr->current_floor_ptr->m_list[1].r_idx].x_attr, format("%c", r_info[creature_ptr->current_floor_ptr->m_list[1].r_idx].x_char));
1413 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[1].hp));
1414 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[1].max_maxhp));
1417 if (creature_ptr->current_floor_ptr->m_list[2].r_idx)
1419 Term_putstr(col - 2, row + 1, 2, r_info[creature_ptr->current_floor_ptr->m_list[2].r_idx].x_attr, format("%c", r_info[creature_ptr->current_floor_ptr->m_list[2].r_idx].x_char));
1420 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[2].hp));
1421 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[2].max_maxhp));
1424 if (creature_ptr->current_floor_ptr->m_list[3].r_idx)
1426 Term_putstr(col - 2, row + 2, 2, r_info[creature_ptr->current_floor_ptr->m_list[3].r_idx].x_attr, format("%c", r_info[creature_ptr->current_floor_ptr->m_list[3].r_idx].x_char));
1427 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[3].hp));
1428 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[3].max_maxhp));
1431 if (creature_ptr->current_floor_ptr->m_list[4].r_idx)
1433 Term_putstr(col - 2, row + 3, 2, r_info[creature_ptr->current_floor_ptr->m_list[4].r_idx].x_attr, format("%c", r_info[creature_ptr->current_floor_ptr->m_list[4].r_idx].x_char));
1434 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[4].hp));
1435 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[4].max_maxhp));
1444 /* Erase the health bar */
1445 Term_erase(col, row, 12);
1449 /* Tracking an unseen monster */
1452 /* Indicate that the monster health is "unknown" */
1453 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1457 /* Tracking a hallucinatory monster */
1458 if (creature_ptr->image)
1460 /* Indicate that the monster health is "unknown" */
1461 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1465 /* Tracking a dead monster (???) */
1468 /* Indicate that the monster health is "unknown" */
1469 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1473 /* Tracking a visible monster */
1474 /* Extract the "percent" of health */
1475 int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
1476 int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp : 0;
1478 /* Convert percent into "health" */
1479 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1481 /* Default to almost dead */
1482 TERM_COLOR attr = TERM_RED;
1485 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1488 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1491 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1494 else if (pct >= 100) attr = TERM_L_GREEN;
1496 /* Somewhat Wounded */
1497 else if (pct >= 60) attr = TERM_YELLOW;
1500 else if (pct >= 25) attr = TERM_ORANGE;
1503 else if (pct >= 10) attr = TERM_L_RED;
1505 /* Default to "unknown" */
1506 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1508 /* Dump the current "health" (use '*' symbols) */
1509 Term_putstr(col + 1, row, len, attr, "**********");
1515 * @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)
1516 * @param creature_ptr プレーヤーへの参照ポインタ
1519 static void print_frame_basic(player_type *creature_ptr)
1521 if (creature_ptr->mimic_form)
1523 print_field(mimic_info[creature_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1528 my_strcpy(str, rp_ptr->title, sizeof(str));
1529 print_field(str, ROW_RACE, COL_RACE);
1532 print_title(creature_ptr);
1533 print_level(creature_ptr);
1534 print_exp(creature_ptr);
1535 for (int i = 0; i < A_MAX; i++)
1536 print_stat(creature_ptr, i);
1537 print_ac(creature_ptr);
1538 print_hp(creature_ptr);
1539 print_sp(creature_ptr);
1540 print_gold(creature_ptr);
1541 print_depth(creature_ptr);
1542 health_redraw(creature_ptr, FALSE);
1543 health_redraw(creature_ptr, TRUE);
1548 * @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)
1549 * @param player_ptr プレーヤーへの参照ポインタ
1552 static void print_frame_extra(player_type *player_ptr)
1554 print_cut(player_ptr);
1555 print_stun(player_ptr);
1556 print_hunger(player_ptr);
1557 print_state(player_ptr);
1558 print_speed(player_ptr);
1559 print_study(player_ptr);
1560 print_imitation(player_ptr);
1561 print_status(player_ptr);
1566 * @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
1567 * @param player_ptr プレーヤーへの参照ポインタ
1570 static void fix_inventory(player_type *player_ptr)
1573 for (int j = 0; j < 8; j++)
1578 if (!angband_term[j]) continue;
1580 /* No relevant flags */
1581 if (!(window_flag[j] & (PW_INVEN))) continue;
1584 Term_activate(angband_term[j]);
1586 display_inventory(player_ptr, item_tester_tval);
1594 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1597 * @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
1598 * @param n_same モンスターの数の現在数
1602 * nnn : number or unique(U) or wanted unique(W)
1603 * X : symbol of monster
1604 * LV : monster lv if known
1605 * name: name of monster
1609 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same) {
1611 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1612 monster_race* r_ptr = &r_info[r_idx];
1616 //Number of 'U'nique
1618 if (r_ptr->flags1 & RF1_UNIQUE)
1620 bool is_bounty = FALSE;
1621 for (int i = 0; i < MAX_BOUNTY; i++)
1623 if (current_world_ptr->bounty_r_idx[i] == r_idx)
1630 Term_addstr(-1, TERM_WHITE, is_bounty ? " W" : " U");
1634 sprintf(buf, "%3d", n_same);
1635 Term_addstr(-1, TERM_WHITE, buf);
1639 Term_addstr(-1, TERM_WHITE, " ");
1640 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1643 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
1645 sprintf(buf, " %2d", (int)r_ptr->level);
1652 Term_addstr(-1, TERM_WHITE, buf);
1655 sprintf(buf, " %s ", r_name + r_ptr->name);
1656 Term_addstr(-1, TERM_WHITE, buf);
1661 * @brief モンスターの出現リストを表示する / Print monster info in line
1664 * @param max_lines 最大何行描画するか
1666 void print_monster_list(floor_type *floor_ptr, TERM_LEN x, TERM_LEN y, TERM_LEN max_lines) {
1668 monster_type* last_mons = NULL;
1669 monster_type* m_ptr = NULL;
1672 for (i = 0; i < tmp_pos.n; i++)
1674 grid_type* g_ptr = &floor_ptr->grid_array[tmp_pos.y[i]][tmp_pos.x[i]];
1675 if (!g_ptr->m_idx || !floor_ptr->m_list[g_ptr->m_idx].ml)
1676 continue;//no mons or cannot look
1677 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1678 if (is_pet(m_ptr)) continue;//pet
1679 if (!m_ptr->r_idx) continue;//dead?
1681 //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.
1692 if (last_mons->ap_r_idx == m_ptr->ap_r_idx)
1695 continue;//表示処理を次に回す
1698 //print last mons info
1699 print_monster_line(x, line++, last_mons, n_same);
1702 if (line - y - 1 == max_lines) break;
1705 if (line - y - 1 == max_lines && i != tmp_pos.n)
1707 Term_gotoxy(x, line);
1708 Term_addstr(-1, TERM_WHITE, "-- and more --");
1713 print_monster_line(x, line++, last_mons, n_same);
1719 * @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
1720 * @param player_ptr プレーヤーへの参照ポインタ
1723 static void fix_monster_list(player_type *player_ptr)
1726 for (int j = 0; j < 8; j++)
1731 if (!angband_term[j]) continue;
1733 /* No relevant flags */
1734 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1737 Term_activate(angband_term[j]);
1739 Term_get_size(&w, &h);
1743 target_set_prepare_look(player_ptr);//モンスター一覧を生成,ソート
1744 print_monster_list(player_ptr->current_floor_ptr, 0, 0, h);
1752 * @brief 現在の装備品をサブウィンドウに表示する /
1753 * Hack -- display equipment in sub-windows
1754 * @param player_ptr プレーヤーへの参照ポインタ
1757 static void fix_equip(player_type *player_ptr)
1760 for (int j = 0; j < 8; j++)
1765 if (!angband_term[j]) continue;
1767 /* No relevant flags */
1768 if (!(window_flag[j] & (PW_EQUIP))) continue;
1771 Term_activate(angband_term[j]);
1773 /* Display equipment */
1774 display_equipment(player_ptr, item_tester_tval);
1782 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1783 * @param player_ptr プレーヤーへの参照ポインタ
1784 * Hack -- display spells in sub-windows
1787 static void fix_spell(player_type *player_ptr)
1790 for (int j = 0; j < 8; j++)
1795 if (!angband_term[j]) continue;
1797 /* No relevant flags */
1798 if (!(window_flag[j] & (PW_SPELL))) continue;
1801 Term_activate(angband_term[j]);
1803 /* Display spell list */
1804 display_spell_list(player_ptr);
1812 * @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 /
1813 * @param player_ptr プレーヤーへの参照ポインタ
1814 * Hack -- display character in sub-windows
1817 static void fix_player(player_type *player_ptr)
1820 for (int j = 0; j < 8; j++)
1825 if (!angband_term[j]) continue;
1827 /* No relevant flags */
1828 if (!(window_flag[j] & (PW_PLAYER))) continue;
1831 Term_activate(angband_term[j]);
1834 display_player(player_ptr, 0);
1842 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1843 * Hack -- display recent messages in sub-windows
1844 * Adjust for width and split messages
1847 static void fix_message(void)
1850 for (int j = 0; j < 8; j++)
1855 if (!angband_term[j]) continue;
1857 /* No relevant flags */
1858 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1861 Term_activate(angband_term[j]);
1864 Term_get_size(&w, &h);
1867 for (int i = 0; i < h; i++)
1869 /* Dump the message on the appropriate line */
1870 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1874 Term_locate(&x, &y);
1876 /* Clear to end of line */
1877 Term_erase(x, y, 255);
1887 * @brief 簡易マップをサブウィンドウに表示する /
1888 * Hack -- display overhead view in sub-windows
1889 * Adjust for width and split messages
1890 * @param player_ptr プレーヤーへの参照ポインタ
1893 * Note that the "player" symbol does NOT appear on the map.
1895 static void fix_overhead(player_type *player_ptr)
1898 for (int j = 0; j < 8; j++)
1904 if (!angband_term[j]) continue;
1906 /* No relevant flags */
1907 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1910 Term_activate(angband_term[j]);
1912 /* Full map in too small window is useless */
1913 Term_get_size(&wid, &hgt);
1914 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1917 display_map(player_ptr, &cy, &cx);
1925 static void display_dungeon(player_type *player_ptr)
1928 SYMBOL_CODE tc = '\0';
1930 for (TERM_LEN x = player_ptr->x - Term->wid / 2 + 1; x <= player_ptr->x + Term->wid / 2; x++)
1932 for (TERM_LEN y = player_ptr->y - Term->hgt / 2 + 1; y <= player_ptr->y + Term->hgt / 2; y++)
1936 if (!in_bounds2(player_ptr->current_floor_ptr, y, x))
1938 feature_type *f_ptr = &f_info[feat_none];
1939 a = f_ptr->x_attr[F_LIT_STANDARD];
1940 c = f_ptr->x_char[F_LIT_STANDARD];
1941 Term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1945 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
1949 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1950 else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
1951 else if (player_ptr->wraith_form) a = TERM_L_DARK;
1954 Term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1960 * @brief ダンジョンの地形をサブウィンドウに表示する /
1961 * Hack -- display dungeon view in sub-windows
1962 * @param player_ptr プレーヤーへの参照ポインタ
1965 static void fix_dungeon(player_type *player_ptr)
1968 for (int j = 0; j < 8; j++)
1973 if (!angband_term[j]) continue;
1975 /* No relevant flags */
1976 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1979 Term_activate(angband_term[j]);
1981 /* Redraw dungeon view */
1982 display_dungeon(player_ptr);
1990 * @brief モンスターの思い出をサブウィンドウに表示する /
1991 * Hack -- display dungeon view in sub-windows
1992 * @param player_ptr プレーヤーへの参照ポインタ
1995 static void fix_monster(player_type *player_ptr)
1998 for (int j = 0; j < 8; j++)
2003 if (!angband_term[j]) continue;
2005 /* No relevant flags */
2006 if (!(window_flag[j] & (PW_MONSTER))) continue;
2009 Term_activate(angband_term[j]);
2011 /* Display monster race info */
2012 if (player_ptr->monster_race_idx) display_roff(player_ptr);
2020 * @brief ベースアイテム情報をサブウィンドウに表示する /
2021 * Hack -- display object recall in sub-windows
2022 * @param player_ptr プレーヤーへの参照ポインタ
2025 static void fix_object(player_type *player_ptr)
2028 for (int j = 0; j < 8; j++)
2033 if (!angband_term[j]) continue;
2035 /* No relevant flags */
2036 if (!(window_flag[j] & (PW_OBJECT))) continue;
2039 Term_activate(angband_term[j]);
2041 /* Display monster race info */
2042 if (player_ptr->object_kind_idx) display_koff(player_ptr, player_ptr->object_kind_idx);
2050 * @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 /
2051 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2052 * @return 重すぎるならばTRUE
2054 bool is_heavy_shoot(player_type *creature_ptr, object_type *o_ptr)
2056 int hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
2057 /* It is hard to carholdry a heavy bow */
2058 return (hold < o_ptr->weight / 10);
2063 * @brief redraw のフラグに応じた更新をまとめて行う / Handle "redraw"
2065 * @details 更新処理の対象はゲーム中の全描画処理
2067 void redraw_stuff(player_type *creature_ptr)
2069 if (!creature_ptr->redraw) return;
2071 /* Character is not ready yet, no screen updates */
2072 if (!current_world_ptr->character_generated) return;
2074 /* Character is in "icky" mode, no screen updates */
2075 if (current_world_ptr->character_icky) return;
2077 /* Hack -- clear the screen */
2078 if (creature_ptr->redraw & (PR_WIPE))
2080 creature_ptr->redraw &= ~(PR_WIPE);
2085 if (creature_ptr->redraw & (PR_MAP))
2087 creature_ptr->redraw &= ~(PR_MAP);
2088 print_map(creature_ptr);
2091 if (creature_ptr->redraw & (PR_BASIC))
2093 creature_ptr->redraw &= ~(PR_BASIC);
2094 creature_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
2095 creature_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
2096 creature_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
2097 creature_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
2098 print_frame_basic(creature_ptr);
2099 print_time(creature_ptr);
2100 print_dungeon(creature_ptr);
2103 if (creature_ptr->redraw & (PR_EQUIPPY))
2105 creature_ptr->redraw &= ~(PR_EQUIPPY);
2106 print_equippy(creature_ptr); /* To draw / delete equippy chars */
2109 if (creature_ptr->redraw & (PR_MISC))
2111 creature_ptr->redraw &= ~(PR_MISC);
2112 print_field(rp_ptr->title, ROW_RACE, COL_RACE);
2115 if (creature_ptr->redraw & (PR_TITLE))
2117 creature_ptr->redraw &= ~(PR_TITLE);
2118 print_title(creature_ptr);
2121 if (creature_ptr->redraw & (PR_LEV))
2123 creature_ptr->redraw &= ~(PR_LEV);
2124 print_level(creature_ptr);
2127 if (creature_ptr->redraw & (PR_EXP))
2129 creature_ptr->redraw &= ~(PR_EXP);
2130 print_exp(creature_ptr);
2133 if (creature_ptr->redraw & (PR_STATS))
2135 creature_ptr->redraw &= ~(PR_STATS);
2136 print_stat(creature_ptr, A_STR);
2137 print_stat(creature_ptr, A_INT);
2138 print_stat(creature_ptr, A_WIS);
2139 print_stat(creature_ptr, A_DEX);
2140 print_stat(creature_ptr, A_CON);
2141 print_stat(creature_ptr, A_CHR);
2144 if (creature_ptr->redraw & (PR_STATUS))
2146 creature_ptr->redraw &= ~(PR_STATUS);
2147 print_status(creature_ptr);
2150 if (creature_ptr->redraw & (PR_ARMOR))
2152 creature_ptr->redraw &= ~(PR_ARMOR);
2153 print_ac(creature_ptr);
2156 if (creature_ptr->redraw & (PR_HP))
2158 creature_ptr->redraw &= ~(PR_HP);
2159 print_hp(creature_ptr);
2162 if (creature_ptr->redraw & (PR_MANA))
2164 creature_ptr->redraw &= ~(PR_MANA);
2165 print_sp(creature_ptr);
2168 if (creature_ptr->redraw & (PR_GOLD))
2170 creature_ptr->redraw &= ~(PR_GOLD);
2171 print_gold(creature_ptr);
2174 if (creature_ptr->redraw & (PR_DEPTH))
2176 creature_ptr->redraw &= ~(PR_DEPTH);
2177 print_depth(creature_ptr);
2180 if (creature_ptr->redraw & (PR_HEALTH))
2182 creature_ptr->redraw &= ~(PR_HEALTH);
2183 health_redraw(creature_ptr, FALSE);
2186 if (creature_ptr->redraw & (PR_UHEALTH))
2188 creature_ptr->redraw &= ~(PR_UHEALTH);
2189 health_redraw(creature_ptr, TRUE);
2192 if (creature_ptr->redraw & (PR_EXTRA))
2194 creature_ptr->redraw &= ~(PR_EXTRA);
2195 creature_ptr->redraw &= ~(PR_CUT | PR_STUN);
2196 creature_ptr->redraw &= ~(PR_HUNGER);
2197 creature_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
2198 print_frame_extra(creature_ptr);
2201 if (creature_ptr->redraw & (PR_CUT))
2203 creature_ptr->redraw &= ~(PR_CUT);
2204 print_cut(creature_ptr);
2207 if (creature_ptr->redraw & (PR_STUN))
2209 creature_ptr->redraw &= ~(PR_STUN);
2210 print_stun(creature_ptr);
2213 if (creature_ptr->redraw & (PR_HUNGER))
2215 creature_ptr->redraw &= ~(PR_HUNGER);
2216 print_hunger(creature_ptr);
2219 if (creature_ptr->redraw & (PR_STATE))
2221 creature_ptr->redraw &= ~(PR_STATE);
2222 print_state(creature_ptr);
2225 if (creature_ptr->redraw & (PR_SPEED))
2227 creature_ptr->redraw &= ~(PR_SPEED);
2228 print_speed(creature_ptr);
2231 if (creature_ptr->pclass == CLASS_IMITATOR)
2233 if (creature_ptr->redraw & (PR_IMITATION))
2235 creature_ptr->redraw &= ~(PR_IMITATION);
2236 print_imitation(creature_ptr);
2242 if (creature_ptr->redraw & (PR_STUDY))
2244 creature_ptr->redraw &= ~(PR_STUDY);
2245 print_study(creature_ptr);
2251 * @brief player_ptr->window のフラグに応じた更新をまとめて行う / Handle "player_ptr->window"
2252 * @param player_ptr プレーヤーへの参照ポインタ
2254 * @details 更新処理の対象はサブウィンドウ全般
2256 void window_stuff(player_type *player_ptr)
2258 if (!player_ptr->window) return;
2261 BIT_FLAGS mask = 0L;
2262 for (int j = 0; j < 8; j++)
2264 /* Save usable flags */
2265 if (angband_term[j]) mask |= window_flag[j];
2268 /* Apply usable flags */
2269 player_ptr->window &= mask;
2272 if (!player_ptr->window) return;
2274 if (player_ptr->window & (PW_INVEN))
2276 player_ptr->window &= ~(PW_INVEN);
2277 fix_inventory(player_ptr);
2280 /* Display equipment */
2281 if (player_ptr->window & (PW_EQUIP))
2283 player_ptr->window &= ~(PW_EQUIP);
2284 fix_equip(player_ptr);
2287 /* Display spell list */
2288 if (player_ptr->window & (PW_SPELL))
2290 player_ptr->window &= ~(PW_SPELL);
2291 fix_spell(player_ptr);
2294 /* Display player */
2295 if (player_ptr->window & (PW_PLAYER))
2297 player_ptr->window &= ~(PW_PLAYER);
2298 fix_player(player_ptr);
2301 /* Display monster list */
2302 if (player_ptr->window & (PW_MONSTER_LIST))
2304 player_ptr->window &= ~(PW_MONSTER_LIST);
2305 fix_monster_list(player_ptr);
2308 /* Display overhead view */
2309 if (player_ptr->window & (PW_MESSAGE))
2311 player_ptr->window &= ~(PW_MESSAGE);
2315 /* Display overhead view */
2316 if (player_ptr->window & (PW_OVERHEAD))
2318 player_ptr->window &= ~(PW_OVERHEAD);
2319 fix_overhead(player_ptr);
2322 /* Display overhead view */
2323 if (player_ptr->window & (PW_DUNGEON))
2325 player_ptr->window &= ~(PW_DUNGEON);
2326 fix_dungeon(player_ptr);
2329 /* Display monster recall */
2330 if (player_ptr->window & (PW_MONSTER))
2332 player_ptr->window &= ~(PW_MONSTER);
2333 fix_monster(player_ptr);
2336 /* Display object recall */
2337 if (player_ptr->window & (PW_OBJECT))
2339 player_ptr->window &= ~(PW_OBJECT);
2340 fix_object(player_ptr);
2346 * todo ここにplayer_type を追加するとz-termに影響が行くので保留
2347 * @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 /
2348 * Map resizing whenever the main term changes size
2353 /* Only if the dungeon exists */
2354 if (!current_world_ptr->character_dungeon) return;
2356 /* Mega-Hack -- no panel yet */
2360 /* Reset the panels */
2361 panel_row_min = p_ptr->current_floor_ptr->height;
2362 panel_col_min = p_ptr->current_floor_ptr->width;
2364 verify_panel(p_ptr);
2366 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2367 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2368 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2369 p_ptr->update |= (PU_MONSTERS);
2370 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2372 handle_stuff(p_ptr);
2377 * Place the cursor on the player
2379 if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
2386 * todo ここにplayer_type を追加するとz-termに影響が行くので保留
2387 * @brief コンソールを再描画する /
2388 * Redraw a term when it is resized
2391 void redraw_window(void)
2393 /* Only if the dungeon exists */
2394 if (!current_world_ptr->character_dungeon) return;
2396 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2397 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2399 handle_stuff(p_ptr);
2405 * @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)
2406 * @param creature_ptr プレーヤーへの参照ポインタ
2407 * @param dy 変更先のフロアY座標
2408 * @param dx 変更先のフロアX座標
2409 * Handle a request to change the current panel
2410 * Return TRUE if the panel was changed.
2411 * Also used in do_cmd_locate
2412 * @return 実際に再描画が必要だった場合TRUEを返す
2414 bool change_panel(player_type *player_ptr, POSITION dy, POSITION dx)
2417 get_screen_size(&wid, &hgt);
2419 /* Apply the motion */
2420 POSITION y = panel_row_min + dy * hgt / 2;
2421 POSITION x = panel_col_min + dx * wid / 2;
2423 /* Verify the row */
2424 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2425 if (y > floor_ptr->height - hgt) y = floor_ptr->height - hgt;
2428 /* Verify the col */
2429 if (x > floor_ptr->width - wid) x = floor_ptr->width - wid;
2432 if ((y == panel_row_min) && (x == panel_col_min))
2437 panel_bounds_center();
2439 player_ptr->update |= (PU_MONSTERS);
2440 player_ptr->redraw |= (PR_MAP);
2441 handle_stuff(player_ptr);
2447 * @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
2448 * @param creature_ptr プレーヤーへの参照ポインタ
2451 void print_equippy(player_type *creature_ptr)
2453 display_player_equippy(creature_ptr, ROW_EQUIPPY, COL_EQUIPPY, 0);
2458 * @brief 現在のコンソール表示の縦横を返す。 /
2459 * Get term size and calculate screen size
2460 * @param wid_p コンソールの表示幅文字数を返す
2461 * @param hgt_p コンソールの表示行数を返す
2464 void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
2466 Term_get_size(wid_p, hgt_p);
2467 *hgt_p -= ROW_MAP + 2;
2468 *wid_p -= COL_MAP + 2;
2469 if (use_bigtile) *wid_p /= 2;
2474 * Calculate panel colum of a location in the map
2476 int panel_col_of(int col)
2478 col -= panel_col_min;
2479 if (use_bigtile) col *= 2;
2485 * Prints the map of the dungeon
2487 * Note that, for efficiency, we contain an "optimized" version
2488 * of both "lite_spot()" and "print_rel()", and that we use the
2489 * "lite_spot()" function to display the player grid, if needed.
2491 void print_map(player_type *player_ptr)
2494 Term_get_size(&wid, &hgt);
2496 /* Remove map offset */
2500 /* Access the cursor state */
2502 (void)Term_get_cursor(&v);
2504 /* Hide the cursor */
2505 (void)Term_set_cursor(0);
2508 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2509 POSITION xmin = (0 < panel_col_min) ? panel_col_min : 0;
2510 POSITION xmax = (floor_ptr->width - 1 > panel_col_max) ? panel_col_max : floor_ptr->width - 1;
2511 POSITION ymin = (0 < panel_row_min) ? panel_row_min : 0;
2512 POSITION ymax = (floor_ptr->height - 1 > panel_row_max) ? panel_row_max : floor_ptr->height - 1;
2514 /* Bottom section of screen */
2515 for (POSITION y = 1; y <= ymin - panel_row_prt; y++)
2517 /* Erase the section */
2518 Term_erase(COL_MAP, y, wid);
2521 /* Top section of screen */
2522 for (POSITION y = ymax - panel_row_prt; y <= hgt; y++)
2524 /* Erase the section */
2525 Term_erase(COL_MAP, y, wid);
2529 for (POSITION y = ymin; y <= ymax; y++)
2531 /* Scan the columns of row "y" */
2532 for (POSITION x = xmin; x <= xmax; x++)
2540 /* Determine what is there */
2541 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
2543 /* Hack -- fake monochrome */
2546 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
2547 else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
2548 else if (player_ptr->wraith_form) a = TERM_L_DARK;
2551 /* Efficiency -- Redraw that grid of the map */
2552 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
2556 /* Display player */
2557 lite_spot(player_ptr, player_ptr->y, player_ptr->x);
2559 /* Restore the cursor */
2560 (void)Term_set_cursor(v);
2565 * 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
2567 static char image_monster_hack[] = \
2568 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2572 * 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
2574 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
2578 * @brief モンスターの表示を幻覚状態に差し替える / Mega-Hack -- Hallucinatory monster
2583 static void image_monster(TERM_COLOR *ap, SYMBOL_CODE *cp)
2587 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
2588 *cp = r_ptr->x_char;
2589 *ap = r_ptr->x_attr;
2593 *cp = (one_in_(25) ?
2594 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
2595 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
2601 * @brief オブジェクトの表示を幻覚状態に差し替える / Hallucinatory object
2606 static void image_object(TERM_COLOR *ap, SYMBOL_CODE *cp)
2610 object_kind *k_ptr = &k_info[randint1(max_k_idx - 1)];
2611 *cp = k_ptr->x_char;
2612 *ap = k_ptr->x_attr;
2616 int n = sizeof(image_object_hack) - 1;
2617 *cp = image_object_hack[randint0(n)];
2623 * @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
2628 static void image_random(TERM_COLOR *ap, SYMBOL_CODE *cp)
2630 /* Normally, assume monsters */
2631 if (randint0(100) < 75)
2633 image_monster(ap, cp);
2636 /* Otherwise, assume objects */
2639 image_object(ap, cp);
2644 * 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 /
2645 * This array lists the effects of "brightness" on various "base" colours.\n
2647 * This is used to do dynamic lighting effects in ascii :-)\n
2648 * At the moment, only the various "floor" tiles are affected.\n
2650 * The layout of the array is [x][0] = light and [x][1] = dark.\n
2652 static TERM_COLOR lighting_colours[16][2] =
2655 {TERM_L_DARK, TERM_DARK},
2658 {TERM_YELLOW, TERM_SLATE},
2661 {TERM_WHITE, TERM_L_DARK},
2664 {TERM_L_UMBER, TERM_UMBER},
2667 {TERM_RED, TERM_RED},
2670 {TERM_L_GREEN, TERM_GREEN},
2673 {TERM_BLUE, TERM_BLUE},
2676 {TERM_L_UMBER, TERM_RED},
2679 {TERM_SLATE, TERM_L_DARK},
2682 {TERM_WHITE, TERM_SLATE},
2685 {TERM_L_RED, TERM_BLUE},
2688 {TERM_YELLOW, TERM_ORANGE},
2691 {TERM_L_RED, TERM_L_RED},
2694 {TERM_L_GREEN, TERM_GREEN},
2697 {TERM_L_BLUE, TERM_L_BLUE},
2700 {TERM_L_UMBER, TERM_UMBER}
2708 void apply_default_feat_lighting(TERM_COLOR f_attr[F_LIT_MAX], SYMBOL_CODE f_char[F_LIT_MAX])
2710 TERM_COLOR s_attr = f_attr[F_LIT_STANDARD];
2711 SYMBOL_CODE s_char = f_char[F_LIT_STANDARD];
2713 if (IS_ASCII_GRAPHICS(s_attr)) /* For ASCII */
2715 f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
2716 f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
2717 for (int i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
2719 else /* For tile graphics */
2721 for (int i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
2722 f_char[F_LIT_LITE] = s_char + 2;
2723 f_char[F_LIT_DARK] = s_char + 1;
2729 * @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
2731 * Basically, we "paint" the chosen attr/char in several passes, starting\n
2732 * with any known "terrain features" (defaulting to darkness), then adding\n
2733 * any known "objects", and finally, adding any known "monsters". This\n
2734 * is not the fastest method but since most of the calls to this function\n
2735 * are made for grids with no monsters or objects, it is fast enough.\n
2737 * Note that this function, if used on the grid containing the "player",\n
2738 * will return the attr/char of the grid underneath the player, and not\n
2739 * the actual player attr/char itself, allowing a lot of optimization\n
2740 * in various "display" functions.\n
2742 * Note that the "zero" entry in the feature/object/monster arrays are\n
2743 * used to provide "special" attr/char codes, with "monster zero" being\n
2744 * used for the player attr/char, "object zero" being used for the "stack"\n
2745 * attr/char, and "feature zero" being used for the "nothing" attr/char,\n
2746 * though this function makes use of only "feature zero".\n
2748 * Note that monsters can have some "special" flags, including "ATTR_MULTI",\n
2749 * which means their color changes, and "ATTR_CLEAR", which means they take\n
2750 * the color of whatever is under them, and "CHAR_CLEAR", which means that\n
2751 * they take the symbol of whatever is under them. Technically, the flag\n
2752 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when\n
2753 * examined, but this flag is currently ignored.\n
2755 * Currently, we do nothing with multi-hued objects, because there are\n
2756 * not any. If there were, they would have to set "shimmer_objects"\n
2757 * when they were created, and then new "shimmer" code in "dungeon.c"\n
2758 * would have to be created handle the "shimmer" effect, and the code\n
2759 * in floor would have to be updated to create the shimmer effect.\n
2761 * Note the effects of hallucination. Objects always appear as random\n
2762 * "objects", monsters as random "monsters", and normal grids occasionally\n
2763 * appear as random "monsters" or "objects", but note that these random\n
2764 * "monsters" and "objects" are really just "colored ascii symbols".\n
2766 * Note that "floors" and "invisible traps" (and "zero" features) are\n
2767 * drawn as "floors" using a special check for optimization purposes,\n
2768 * and these are the only features which get drawn using the special\n
2769 * lighting effects activated by "view_special_lite".\n
2771 * Note the use of the "mimic" field in the "terrain feature" processing,\n
2772 * which allows any feature to "pretend" to be another feature. This is\n
2773 * used to "hide" secret doors, and to make all "doors" appear the same,\n
2774 * and all "walls" appear the same, and "hidden" treasure stay hidden.\n
2775 * It is possible to use this field to make a feature "look" like a floor,\n
2776 * but the "special lighting effects" for floors will not be used.\n
2778 * Note the use of the new "terrain feature" information. Note that the\n
2779 * assumption that all interesting "objects" and "terrain features" are\n
2780 * memorized allows extremely optimized processing below. Note the use\n
2781 * of separate flags on objects to mark them as memorized allows a grid\n
2782 * to have memorized "terrain" without granting knowledge of any object\n
2783 * which may appear in that grid.\n
2785 * Note the efficient code used to determine if a "floor" grid is\n
2786 * "memorized" or "viewable" by the player, where the test for the\n
2787 * grid being "viewable" is based on the facts that (1) the grid\n
2788 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in\n
2789 * line of sight, and (3) the player must not be blind, and uses the\n
2790 * assumption that all torch-lit grids are in line of sight.\n
2792 * Note that floors (and invisible traps) are the only grids which are\n
2793 * not memorized when seen, so only these grids need to check to see if\n
2794 * the grid is "viewable" to the player (if it is not memorized). Since\n
2795 * most non-memorized grids are in fact walls, this induces *massive*\n
2796 * efficiency, at the cost of *forcing* the memorization of non-floor\n
2797 * grids when they are first seen. Note that "invisible traps" are\n
2798 * always treated exactly like "floors", which prevents "cheating".\n
2800 * Note the "special lighting effects" which can be activated for floor\n
2801 * grids using the "view_special_lite" option (for "white" floor grids),\n
2802 * causing certain grids to be displayed using special colors. If the\n
2803 * player is "blind", we will use "dark gray", else if the grid is lit\n
2804 * by the torch, and the "view_yellow_lite" option is set, we will use\n
2805 * "yellow", else if the grid is "dark", we will use "dark gray", else\n
2806 * if the grid is not "viewable", and the "view_bright_lite" option is\n
2807 * set, and the we will use "slate" (gray). We will use "white" for all\n
2808 * other cases, in particular, for illuminated viewable floor grids.\n
2810 * Note the "special lighting effects" which can be activated for wall\n
2811 * grids using the "view_granite_lite" option (for "white" wall grids),\n
2812 * causing certain grids to be displayed using special colors. If the\n
2813 * player is "blind", we will use "dark gray", else if the grid is lit\n
2814 * by the torch, and the "view_yellow_lite" option is set, we will use\n
2815 * "yellow", else if the "view_bright_lite" option is set, and the grid\n
2816 * is not "viewable", or is "dark", or is glowing, but not when viewed\n
2817 * from the player's current location, we will use "slate" (gray). We\n
2818 * will use "white" for all other cases, in particular, for correctly\n
2819 * illuminated viewable wall grids.\n
2821 * Note that, when "view_granite_lite" is set, we use an inline version\n
2822 * of the "player_can_see_bold()" function to check the "viewability" of\n
2823 * grids when the "view_bright_lite" option is set, and we do NOT use\n
2824 * any special colors for "dark" wall grids, since this would allow the\n
2825 * player to notice the walls of illuminated rooms from a hallway that\n
2826 * happened to run beside the room. The alternative, by the way, would\n
2827 * be to prevent the generation of hallways next to rooms, but this\n
2828 * would still allow problems when digging towards a room.\n
2830 * Note that bizarre things must be done when the "attr" and/or "char"\n
2831 * codes have the "high-bit" set, since these values are used to encode\n
2832 * various "special" pictures in some versions, and certain situations,\n
2833 * such as "multi-hued" or "clear" monsters, cause the attr/char codes\n
2834 * to be "scrambled" in various ways.\n
2836 * Note that eventually we may use the "&" symbol for embedded treasure,\n
2837 * and use the "*" symbol to indicate multiple objects, though this will\n
2838 * have to wait for Angband 2.8.0 or later. Note that currently, this\n
2839 * is not important, since only one object or terrain feature is allowed\n
2840 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.\n
2842 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of\n
2843 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect\n
2844 * then a whole lot of code should be changed... XXX XXX\n
2846 void map_info(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp, TERM_COLOR *tap, SYMBOL_CODE *tcp)
2848 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2849 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2851 OBJECT_IDX this_o_idx, next_o_idx = 0;
2853 /* Feature code (applying "mimic" field) */
2854 FEAT_IDX feat = get_feat_mimic(g_ptr);
2857 feature_type *f_ptr = &f_info[feat];
2862 /* Boring grids (floors, etc) */
2863 if (!have_flag(f_ptr->flags, FF_REMEMBER))
2866 * Handle Memorized or visible floor
2868 * No visual when blinded.
2869 * (to prevent strange effects on darkness breath)
2871 * - Can see grids with CAVE_MARK.
2872 * - Can see grids with CAVE_LITE or CAVE_MNLT.
2873 * (Such grids also have CAVE_VIEW)
2874 * - Can see grids with CAVE_VIEW unless darkened by monsters.
2876 if (!player_ptr->blind &&
2877 ((g_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
2878 ((g_ptr->info & CAVE_VIEW) && (((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || player_ptr->see_nocto))))
2880 /* Normal attr/char */
2881 a = f_ptr->x_attr[F_LIT_STANDARD];
2882 c = f_ptr->x_char[F_LIT_STANDARD];
2884 if (player_ptr->wild_mode)
2886 /* Special lighting effects */
2887 /* Handle "night" */
2888 if (view_special_lite && !is_daytime())
2890 /* Use a darkened colour/tile */
2891 a = f_ptr->x_attr[F_LIT_DARK];
2892 c = f_ptr->x_char[F_LIT_DARK];
2896 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
2897 else if (darkened_grid(player_ptr, g_ptr))
2899 /* Unsafe grid -- idea borrowed from Unangband */
2900 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2902 /* Access darkness */
2903 f_ptr = &f_info[feat];
2905 /* Char and attr of darkness */
2906 a = f_ptr->x_attr[F_LIT_STANDARD];
2907 c = f_ptr->x_char[F_LIT_STANDARD];
2910 /* Special lighting effects */
2911 else if (view_special_lite)
2913 /* Handle "torch-lit" grids */
2914 if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
2917 if (view_yellow_lite)
2919 /* Use a brightly lit colour/tile */
2920 a = f_ptr->x_attr[F_LIT_LITE];
2921 c = f_ptr->x_char[F_LIT_LITE];
2925 /* Handle "dark" grids */
2926 else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
2928 /* Use a darkened colour/tile */
2929 a = f_ptr->x_attr[F_LIT_DARK];
2930 c = f_ptr->x_char[F_LIT_DARK];
2933 /* Handle "out-of-sight" grids */
2934 else if (!(g_ptr->info & CAVE_VIEW))
2937 if (view_bright_lite)
2939 /* Use a darkened colour/tile */
2940 a = f_ptr->x_attr[F_LIT_DARK];
2941 c = f_ptr->x_char[F_LIT_DARK];
2950 /* Unsafe grid -- idea borrowed from Unangband */
2951 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2953 /* Access darkness */
2954 f_ptr = &f_info[feat];
2956 /* Normal attr/char */
2957 a = f_ptr->x_attr[F_LIT_STANDARD];
2958 c = f_ptr->x_char[F_LIT_STANDARD];
2962 /* Interesting grids (non-floors) */
2965 /* Memorized grids */
2966 if (g_ptr->info & CAVE_MARK)
2968 /* Normal attr/char */
2969 a = f_ptr->x_attr[F_LIT_STANDARD];
2970 c = f_ptr->x_char[F_LIT_STANDARD];
2972 if (player_ptr->wild_mode)
2974 /* Special lighting effects */
2975 /* Handle "blind" or "night" */
2976 if (view_granite_lite && (player_ptr->blind || !is_daytime()))
2978 /* Use a darkened colour/tile */
2979 a = f_ptr->x_attr[F_LIT_DARK];
2980 c = f_ptr->x_char[F_LIT_DARK];
2984 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
2985 else if (darkened_grid(player_ptr, g_ptr) && !player_ptr->blind)
2987 if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
2989 /* Unsafe grid -- idea borrowed from Unangband */
2990 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2992 /* Access darkness */
2993 f_ptr = &f_info[feat];
2995 /* Char and attr of darkness */
2996 a = f_ptr->x_attr[F_LIT_STANDARD];
2997 c = f_ptr->x_char[F_LIT_STANDARD];
2999 else if (view_granite_lite && view_bright_lite)
3001 /* Use a darkened colour/tile */
3002 a = f_ptr->x_attr[F_LIT_DARK];
3003 c = f_ptr->x_char[F_LIT_DARK];
3007 /* Special lighting effects */
3008 else if (view_granite_lite)
3010 /* Handle "blind" */
3011 if (player_ptr->blind)
3013 /* Use a darkened colour/tile */
3014 a = f_ptr->x_attr[F_LIT_DARK];
3015 c = f_ptr->x_char[F_LIT_DARK];
3018 /* Handle "torch-lit" grids */
3019 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
3022 if (view_yellow_lite)
3024 /* Use a brightly lit colour/tile */
3025 a = f_ptr->x_attr[F_LIT_LITE];
3026 c = f_ptr->x_char[F_LIT_LITE];
3030 /* Handle "view_bright_lite" */
3031 else if (view_bright_lite)
3034 if (!(g_ptr->info & CAVE_VIEW))
3036 /* Use a darkened colour/tile */
3037 a = f_ptr->x_attr[F_LIT_DARK];
3038 c = f_ptr->x_char[F_LIT_DARK];
3042 else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
3044 /* Use a darkened colour/tile */
3045 a = f_ptr->x_attr[F_LIT_DARK];
3046 c = f_ptr->x_char[F_LIT_DARK];
3049 /* Not glowing correctly */
3050 else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(player_ptr, y, x))
3052 /* Use a darkened colour/tile */
3053 a = f_ptr->x_attr[F_LIT_DARK];
3054 c = f_ptr->x_char[F_LIT_DARK];
3063 /* Unsafe grid -- idea borrowed from Unangband */
3064 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
3066 /* Access feature */
3067 f_ptr = &f_info[feat];
3069 /* Normal attr/char */
3070 a = f_ptr->x_attr[F_LIT_STANDARD];
3071 c = f_ptr->x_char[F_LIT_STANDARD];
3075 if (feat_priority == -1) feat_priority = f_ptr->priority;
3077 /* Save the terrain info for the transparency effects */
3085 /* Hack -- rare random hallucination, except on outer dungeon walls */
3086 if (player_ptr->image && one_in_(256))
3087 image_random(ap, cp);
3090 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3093 o_ptr = &floor_ptr->o_list[this_o_idx];
3094 next_o_idx = o_ptr->next_o_idx;
3096 /* Memorized objects */
3097 if (!(o_ptr->marked & OM_FOUND)) continue;
3099 if (display_autopick)
3103 match_autopick = is_autopick(player_ptr, o_ptr);
3104 if (match_autopick == -1)
3107 act = autopick_list[match_autopick].action;
3109 if ((act & DO_DISPLAY) && (act & display_autopick))
3111 autopick_obj = o_ptr;
3115 match_autopick = -1;
3121 (*cp) = object_char(o_ptr);
3124 (*ap) = object_attr(o_ptr);
3128 /* Hack -- hallucination */
3129 if (player_ptr->image) image_object(ap, cp);
3134 /* Handle monsters */
3135 if (g_ptr->m_idx && display_autopick != 0)
3137 set_term_color(player_ptr, y, x, ap, cp);
3141 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
3143 /* Visible monster */
3146 set_term_color(player_ptr, y, x, ap, cp);
3151 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3156 if (player_ptr->image)
3159 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
3160 * flags are always unseen.
3162 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
3168 image_monster(ap, cp);
3171 set_term_color(player_ptr, y, x, ap, cp);
3175 /* Monster attr/char */
3179 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
3180 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
3182 /* Desired monster attr/char */
3185 set_term_color(player_ptr, y, x, ap, cp);
3190 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
3191 * flags are always unseen.
3193 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
3195 set_term_color(player_ptr, y, x, ap, cp);
3199 /*** Monster's attr ***/
3200 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
3205 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
3207 /* Multi-hued attr */
3208 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
3209 else switch (randint1(7))
3211 case 1: *ap = TERM_RED; break;
3212 case 2: *ap = TERM_L_RED; break;
3213 case 3: *ap = TERM_WHITE; break;
3214 case 4: *ap = TERM_L_GREEN; break;
3215 case 5: *ap = TERM_BLUE; break;
3216 case 6: *ap = TERM_L_DARK; break;
3217 case 7: *ap = TERM_GREEN; break;
3220 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
3222 /* Use semi-random attr (usually mimics' colors vary) */
3223 *ap = g_ptr->m_idx % 15 + 1;
3231 /*** Monster's char ***/
3232 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
3234 set_term_color(player_ptr, y, x, ap, cp);
3238 if (r_ptr->flags1 & RF1_SHAPECHANGER)
3242 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
3243 *cp = tmp_r_ptr->x_char;
3244 *ap = tmp_r_ptr->x_attr;
3248 *cp = (one_in_(25) ?
3249 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
3250 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
3253 set_term_color(player_ptr, y, x, ap, cp);
3258 set_term_color(player_ptr, y, x, ap, cp);
3262 void set_term_color(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp)
3264 if (!player_bold(player_ptr, y, x)) return;
3266 monster_race *r_ptr = &r_info[0];
3267 *ap = r_ptr->x_attr;
3268 *cp = r_ptr->x_char;
3273 static concptr simplify_list[][2] =
3280 {"^Amulet of ", "\""},
3281 {"^Scroll of ", "?"},
3282 {"^Scroll titled ", "?"},
3283 {"^Wand of " , "-"},
3285 {"^Staff of " , "_"},
3286 {"^Potion of ", "!"},
3299 static void display_shortened_item_name(player_type *player_ptr, object_type *o_ptr, int y)
3302 object_desc(player_ptr, buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
3303 TERM_COLOR attr = tval_to_attr[o_ptr->tval % 128];
3305 if (player_ptr->image)
3308 strcpy(buf, _("何か奇妙な物", "something strange"));
3312 for (c = buf; *c; c++)
3314 for (int i = 0; simplify_list[i][1]; i++)
3316 concptr org_w = simplify_list[i][0];
3326 if (strncmp(c, org_w, strlen(org_w))) continue;
3329 concptr tmp = simplify_list[i][1];
3332 tmp = c + strlen(org_w);
3347 if (len + 2 > 12) break;
3354 if (len + 1 > 12) break;
3361 Term_putstr(0, y, 12, attr, buf);
3366 * Display a "small-scale" map of the dungeon in the active Term
3368 void display_map(player_type *player_ptr, int *cy, int *cx)
3378 SYMBOL_CODE **bigmc;
3385 /* Save lighting effects */
3386 bool old_view_special_lite = view_special_lite;
3387 bool old_view_granite_lite = view_granite_lite;
3389 TERM_LEN hgt, wid, yrat, xrat;
3391 int **match_autopick_yx;
3392 object_type ***object_autopick_yx;
3394 Term_get_size(&wid, &hgt);
3397 if (use_bigtile) wid /= 2;
3399 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3400 yrat = (floor_ptr->height + hgt - 1) / hgt;
3401 xrat = (floor_ptr->width + wid - 1) / wid;
3403 /* Disable lighting effects */
3404 view_special_lite = FALSE;
3405 view_granite_lite = FALSE;
3407 /* Allocate the maps */
3408 C_MAKE(ma, (hgt + 2), TERM_COLOR *);
3409 C_MAKE(mc, (hgt + 2), char_ptr);
3410 C_MAKE(mp, (hgt + 2), byte_ptr);
3411 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
3412 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
3414 /* Allocate and wipe each line map */
3415 for (y = 0; y < (hgt + 2); y++)
3417 /* Allocate one row each array */
3418 C_MAKE(ma[y], (wid + 2), TERM_COLOR);
3419 C_MAKE(mc[y], (wid + 2), char);
3420 C_MAKE(mp[y], (wid + 2), byte);
3421 C_MAKE(match_autopick_yx[y], (wid + 2), int);
3422 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
3424 for (x = 0; x < wid + 2; ++x)
3426 match_autopick_yx[y][x] = -1;
3427 object_autopick_yx[y][x] = NULL;
3430 ma[y][x] = TERM_WHITE;
3438 /* Allocate the maps */
3439 C_MAKE(bigma, (floor_ptr->height + 2), TERM_COLOR *);
3440 C_MAKE(bigmc, (floor_ptr->height + 2), char_ptr);
3441 C_MAKE(bigmp, (floor_ptr->height + 2), byte_ptr);
3443 /* Allocate and wipe each line map */
3444 for (y = 0; y < (floor_ptr->height + 2); y++)
3446 /* Allocate one row each array */
3447 C_MAKE(bigma[y], (floor_ptr->width + 2), TERM_COLOR);
3448 C_MAKE(bigmc[y], (floor_ptr->width + 2), char);
3449 C_MAKE(bigmp[y], (floor_ptr->width + 2), byte);
3451 for (x = 0; x < floor_ptr->width + 2; ++x)
3454 bigma[y][x] = TERM_WHITE;
3462 /* Fill in the map */
3463 for (i = 0; i < floor_ptr->width; ++i)
3465 for (j = 0; j < floor_ptr->height; ++j)
3470 match_autopick = -1;
3471 autopick_obj = NULL;
3474 /* Extract the current attr/char at that map location */
3475 map_info(player_ptr, j, i, &ta, &tc, &ta, &tc);
3477 /* Extract the priority */
3478 tp = (byte_hack)feat_priority;
3480 if (match_autopick != -1
3481 && (match_autopick_yx[y][x] == -1
3482 || match_autopick_yx[y][x] > match_autopick))
3484 match_autopick_yx[y][x] = match_autopick;
3485 object_autopick_yx[y][x] = autopick_obj;
3489 /* Save the char, attr and priority */
3490 bigmc[j + 1][i + 1] = tc;
3491 bigma[j + 1][i + 1] = ta;
3492 bigmp[j + 1][i + 1] = tp;
3496 for (j = 0; j < floor_ptr->height; ++j)
3498 for (i = 0; i < floor_ptr->width; ++i)
3503 tc = bigmc[j + 1][i + 1];
3504 ta = bigma[j + 1][i + 1];
3505 tp = bigmp[j + 1][i + 1];
3507 /* rare feature has more priority */
3513 for (t = 0; t < 8; t++)
3515 if (tc == bigmc[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]] &&
3516 ta == bigma[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]])
3526 /* Save the char, attr and priority */
3538 /* Draw the corners */
3539 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
3541 /* Draw the horizontal edges */
3542 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
3544 /* Draw the vertical edges */
3545 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
3547 /* Display each map line in order */
3548 for (y = 0; y < hgt + 2; ++y)
3550 /* Start a new line */
3551 Term_gotoxy(COL_MAP, y);
3553 /* Display the line */
3554 for (x = 0; x < wid + 2; ++x)
3559 /* Hack -- fake monochrome */
3562 if (current_world_ptr->timewalk_m_idx) ta = TERM_DARK;
3563 else if (IS_INVULN(player_ptr) || player_ptr->timewalk) ta = TERM_WHITE;
3564 else if (player_ptr->wraith_form) ta = TERM_L_DARK;
3567 /* Add the character */
3568 Term_add_bigch(ta, tc);
3572 for (y = 1; y < hgt + 1; ++y)
3574 match_autopick = -1;
3575 for (x = 1; x <= wid; x++) {
3576 if (match_autopick_yx[y][x] != -1 &&
3577 (match_autopick > match_autopick_yx[y][x] ||
3578 match_autopick == -1)) {
3579 match_autopick = match_autopick_yx[y][x];
3580 autopick_obj = object_autopick_yx[y][x];
3584 /* Clear old display */
3585 Term_putstr(0, y, 12, 0, " ");
3587 if (match_autopick != -1)
3588 display_shortened_item_name(player_ptr, autopick_obj, y);
3591 /* Player location */
3592 (*cy) = player_ptr->y / yrat + 1 + ROW_MAP;
3594 (*cx) = player_ptr->x / xrat + 1 + COL_MAP;
3596 (*cx) = (player_ptr->x / xrat + 1) * 2 + COL_MAP;
3598 /* Restore lighting effects */
3599 view_special_lite = old_view_special_lite;
3600 view_granite_lite = old_view_granite_lite;
3602 /* Free each line map */
3603 for (y = 0; y < (hgt + 2); y++)
3605 /* Free one row each array */
3606 C_KILL(ma[y], (wid + 2), TERM_COLOR);
3607 C_KILL(mc[y], (wid + 2), SYMBOL_CODE);
3608 C_KILL(mp[y], (wid + 2), byte);
3609 C_KILL(match_autopick_yx[y], (wid + 2), int);
3610 C_KILL(object_autopick_yx[y], (wid + 2), object_type *);
3613 /* Free each line map */
3614 C_KILL(ma, (hgt + 2), TERM_COLOR *);
3615 C_KILL(mc, (hgt + 2), char_ptr);
3616 C_KILL(mp, (hgt + 2), byte_ptr);
3617 C_KILL(match_autopick_yx, (hgt + 2), sint_ptr);
3618 C_KILL(object_autopick_yx, (hgt + 2), object_type **);
3620 /* Free each line map */
3621 for (y = 0; y < (floor_ptr->height + 2); y++)
3623 /* Free one row each array */
3624 C_KILL(bigma[y], (floor_ptr->width + 2), TERM_COLOR);
3625 C_KILL(bigmc[y], (floor_ptr->width + 2), SYMBOL_CODE);
3626 C_KILL(bigmp[y], (floor_ptr->width + 2), byte);
3629 /* Free each line map */
3630 C_KILL(bigma, (floor_ptr->height + 2), TERM_COLOR *);
3631 C_KILL(bigmc, (floor_ptr->height + 2), char_ptr);
3632 C_KILL(bigmp, (floor_ptr->height + 2), byte_ptr);
3637 * Display a "small-scale" map of the dungeon for the player
3639 * Currently, the "player" is displayed on the map.
3641 void do_cmd_view_map(player_type *player_ptr)
3644 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
3649 display_autopick = 0;
3651 /* Display the map */
3653 display_map(player_ptr, &cy, &cx);
3655 if ((max_autopick == 0) || player_ptr->wild_mode)
3657 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);
3658 /* Hilite the player */
3659 move_cursor(cy, cx);
3666 display_autopick = ITEM_DISPLAY;
3671 Term_get_size(&wid, &hgt);
3672 int row_message = hgt - 1;
3674 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)",
3675 " Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items."), row_message, 1);
3677 move_cursor(cy, cx);
3683 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
3685 flag = DONT_AUTOPICK;
3687 flag = DO_AUTODESTROY;
3689 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
3695 if (~display_autopick & flag)
3696 display_autopick |= flag;
3698 display_autopick &= ~flag;
3699 display_map(player_ptr, &cy, &cx);
3702 display_autopick = 0;
3708 * Track a new monster
3709 * @param player_ptr プレーヤーへの参照ポインタ
3710 * @param m_idx トラッキング対象のモンスターID。0の時キャンセル
3713 void health_track(player_type *player_ptr, MONSTER_IDX m_idx)
3715 /* Mount monster is already tracked */
3716 if (m_idx && m_idx == player_ptr->riding) return;
3718 /* Track a new guy */
3719 player_ptr->health_who = m_idx;
3721 /* Redraw (later) */
3722 player_ptr->redraw |= (PR_HEALTH);
3727 * Moves the cursor to a given MAP (y,x) location
3729 void move_cursor_relative(int row, int col)
3731 /* Real co-ords convert to screen positions */
3732 row -= panel_row_prt;
3735 Term_gotoxy(panel_col_of(col), row);
3740 * print project path
3742 void print_path(player_type *player_ptr, POSITION y, POSITION x)
3746 byte_hack default_color = TERM_SLATE;
3748 if (!display_path) return;
3749 if (project_length == -1) return;
3751 /* Get projection path */
3752 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3753 path_n = project_path(player_ptr, path_g, (project_length ? project_length : MAX_RANGE), player_ptr->y, player_ptr->x, y, x, PROJECT_PATH | PROJECT_THRU);
3755 player_ptr->redraw |= (PR_MAP);
3756 handle_stuff(player_ptr);
3759 for (int i = 0; i < path_n; i++)
3761 POSITION ny = GRID_Y(path_g[i]);
3762 POSITION nx = GRID_X(path_g[i]);
3763 grid_type *g_ptr = &floor_ptr->grid_array[ny][nx];
3765 if (panel_contains(ny, nx))
3767 TERM_COLOR a = default_color;
3770 TERM_COLOR ta = default_color;
3773 if (g_ptr->m_idx && floor_ptr->m_list[g_ptr->m_idx].ml)
3775 /* Determine what is there */
3776 map_info(player_ptr, ny, nx, &a, &c, &ta, &tc);
3778 if (!IS_ASCII_GRAPHICS(a))
3780 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
3782 else if (a == default_color)
3788 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
3789 else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
3790 else if (player_ptr->wraith_form) a = TERM_L_DARK;
3795 /* Hack -- Queue it */
3796 Term_queue_bigchar(panel_col_of(nx), ny - panel_row_prt, a, c, ta, tc);
3800 if ((g_ptr->info & CAVE_MARK) && !cave_have_flag_grid(g_ptr, FF_PROJECT)) break;
3803 if (nx == x && ny == y) default_color = TERM_L_DARK;
3809 * Hack -- track the given monster race
3811 void monster_race_track(player_type *player_ptr, MONRACE_IDX r_idx)
3813 player_ptr->monster_race_idx = r_idx;
3814 player_ptr->window |= (PW_MONSTER);
3819 * Hack -- track the given object kind
3821 void object_kind_track(player_type *player_ptr, KIND_OBJECT_IDX k_idx)
3823 player_ptr->object_kind_idx = k_idx;
3824 player_ptr->window |= (PW_OBJECT);
3829 * @brief 実ゲームプレイ時間を更新する
3831 void update_playtime(void)
3833 /* Check if the game has started */
3834 if (current_world_ptr->start_time != 0)
3836 u32b tmp = (u32b)time(NULL);
3837 current_world_ptr->play_time += (tmp - current_world_ptr->start_time);
3838 current_world_ptr->start_time = tmp;
3844 * Mega-Hack -- Delayed visual update
3845 * Only used if update_view(), update_lite() or update_mon_lite() was called
3847 void delayed_visual_update(player_type *player_ptr)
3849 /* Update needed grids */
3850 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3851 for (int i = 0; i < floor_ptr->redraw_n; i++)
3853 POSITION y = floor_ptr->redraw_y[i];
3854 POSITION x = floor_ptr->redraw_x[i];
3856 g_ptr = &floor_ptr->grid_array[y][x];
3858 /* Update only needed grids (prevent multiple updating) */
3859 if (!(g_ptr->info & CAVE_REDRAW)) continue;
3861 /* If required, note */
3862 if (g_ptr->info & CAVE_NOTE) note_spot(player_ptr, y, x);
3864 lite_spot(player_ptr, y, x);
3866 /* Hack -- Visual update of monster on this grid */
3867 if (g_ptr->m_idx) update_monster(player_ptr, g_ptr->m_idx, FALSE);
3869 /* No longer in the array */
3870 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
3874 floor_ptr->redraw_n = 0;