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.
21 #include "player-status.h"
23 #include "realm-hex.h"
24 #include "view-mainwindow.h"
26 #include "object-flavor.h"
32 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 */
33 static byte display_autopick; /*!< 自動拾い状態の設定フラグ */
34 static int match_autopick;
35 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 */
38 * Some screen locations for various display routines
39 * Currently, row 8 and 15 are the only "blank" rows.
40 * That leaves a "border" around the "stat" values.
44 #define COL_RACE 0 /* <race name> */
46 /*#define ROW_CLASS 2 */
47 /*#define COL_CLASS 0 */ /* <class name> */
50 #define COL_TITLE 0 /* <title> or <mode> */
52 /*#define ROW_SEIKAKU 4 */
53 /*#define COL_SEIKAKU 0*/ /* <seikaku> */
56 #define COL_DAY 0 /* day */
58 #define ROW_DUNGEON 22
59 #define COL_DUNGEON 0 /* dungeon */
62 #define COL_LEVEL 0 /* "LEVEL xxxxxx" */
65 #define COL_EXP 0 /* "EXP xxxxxxxx" */
68 #define COL_GOLD 0 /* "AU xxxxxxxxx" */
71 #define COL_EQUIPPY 0 /* equippy chars */
74 #define COL_STAT 0 /* "xxx xxxxxx" */
77 #define COL_AC 0 /* "Cur AC xxxxx" */
83 #define COL_CURHP 0 /* "Cur HP xxxxx" */
86 #define COL_CURSP 0 /* "Cur SP xxxxx" */
88 #define ROW_RIDING_INFO 16
89 #define COL_RIDING_INFO 0 /* "xxxxxxxxxxxx" */
92 #define COL_INFO 0 /* "xxxxxxxxxxxx" */
95 #define COL_CUT 0 /* <cut> */
98 #define COL_STUN 0 /* <stun> */
100 #define ROW_HUNGRY 20
101 #define COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */
104 #define COL_STATE 7 /* <state> */
106 #define ROW_SPEED (-1)
107 #define COL_SPEED (-24) /* "Slow (-NN)" or "Fast (+NN)" */
109 #define ROW_STUDY (-1)
110 #define COL_STUDY (-13) /* "Study" */
112 #define ROW_DEPTH (-1)
113 #define COL_DEPTH (-8) /* "Lev NNN" / "NNNN ft" */
115 #define ROW_STATBAR (-1)
116 #define COL_STATBAR 0
117 #define MAX_COL_STATBAR (-26)
122 * @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 /
123 * Print character info at given row, column in a 13 char field
129 static void prt_field(concptr info, TERM_LEN row, TERM_LEN col)
131 /* Dump 13 spaces to clear */
132 c_put_str(TERM_WHITE, " ", row, col);
134 /* Dump the info itself */
135 c_put_str(TERM_L_BLUE, info, row, col);
139 * @brief ゲーム時刻を表示する /
147 /* Dump 13 spaces to clear */
148 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
150 extract_day_hour_min(&day, &hour, &min);
152 /* Dump the info itself */
153 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
154 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
156 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
160 * @brief 現在のマップ名を返す /
161 * @return マップ名の文字列参照ポインタ
163 concptr map_name(void)
165 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
166 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
167 return _("クエスト", "Quest");
168 else if (p_ptr->wild_mode)
169 return _("地上", "Surface");
170 else if (p_ptr->inside_arena)
171 return _("アリーナ", "Arena");
172 else if (p_ptr->inside_battle)
173 return _("闘技場", "Monster Arena");
174 else if (!current_floor_ptr->dun_level && p_ptr->town_num)
175 return town_info[p_ptr->town_num].name;
177 return d_name+d_info[p_ptr->dungeon_idx].name;
181 * @brief 現在のマップ名を描画する / Print dungeon
184 static void prt_dungeon(void)
186 concptr dungeon_name;
189 /* Dump 13 spaces to clear */
190 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
192 dungeon_name = map_name();
194 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
195 if (col < 0) col = 0;
197 /* Dump the info itself */
198 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
204 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
205 * @param stat 描画するステータスのID
208 static void prt_stat(int stat)
212 /* Display "injured" stat */
213 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
215 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
216 cnv_stat(p_ptr->stat_use[stat], tmp);
217 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
220 /* Display "healthy" stat */
223 put_str(stat_names[stat], ROW_STAT + stat, 0);
224 cnv_stat(p_ptr->stat_use[stat], tmp);
225 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
228 /* Indicate natural maximum */
229 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
232 /* 日本語にかぶらないように表示位置を変更 */
233 put_str("!", ROW_STAT + stat, 5);
235 put_str("!", ROW_STAT + stat, 3);
243 * 画面下部に表示する状態表示定義ID / Data structure for status bar
245 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
246 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
247 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
248 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
249 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
250 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
251 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
252 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
253 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
254 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
255 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
256 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
257 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
258 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
259 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
260 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
261 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
262 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
263 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
264 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
265 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
266 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
267 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
268 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
269 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
270 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
271 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
272 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
273 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
274 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
275 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
276 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
277 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
278 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
279 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
280 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
281 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
282 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
283 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
284 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
285 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
286 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
287 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
288 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
289 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
290 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
291 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
292 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
293 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
294 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
295 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
296 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
297 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
298 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
299 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
300 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
301 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
302 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
303 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
304 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
305 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
306 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
307 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
308 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
309 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
310 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
311 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
320 {TERM_YELLOW, "つ", "つよし"},
321 {TERM_VIOLET, "幻", "幻覚"},
322 {TERM_L_DARK, "盲", "盲目"},
323 {TERM_RED, "痺", "麻痺"},
324 {TERM_VIOLET, "乱", "混乱"},
325 {TERM_GREEN, "毒", "毒"},
326 {TERM_BLUE, "恐", "恐怖"},
327 {TERM_L_BLUE, "浮", "浮遊"},
328 {TERM_SLATE, "反", "反射"},
329 {TERM_SLATE, "壁", "壁抜け"},
330 {TERM_L_DARK, "幽", "幽体"},
331 {TERM_SLATE, "邪", "防邪"},
332 {TERM_VIOLET, "変", "変わり身"},
333 {TERM_YELLOW, "魔", "魔法鎧"},
334 {TERM_L_UMBER, "伸", "伸び"},
335 {TERM_WHITE, "石", "石肌"},
336 {TERM_L_BLUE, "分", "分身"},
337 {TERM_SLATE, "防", "魔法防御"},
338 {TERM_YELLOW, "究", "究極"},
339 {TERM_YELLOW, "無", "無敵"},
340 {TERM_L_GREEN, "酸", "酸免疫"},
341 {TERM_GREEN, "酸", "耐酸"},
342 {TERM_L_BLUE, "電", "電免疫"},
343 {TERM_BLUE, "電", "耐電"},
344 {TERM_L_RED, "火", "火免疫"},
345 {TERM_RED, "火", "耐火"},
346 {TERM_WHITE, "冷", "冷免疫"},
347 {TERM_SLATE, "冷", "耐冷"},
348 {TERM_GREEN, "毒", "耐毒"},
349 {TERM_L_DARK, "獄", "耐地獄"},
350 {TERM_L_BLUE, "時", "耐時間"},
351 {TERM_L_DARK, "鏡", "鏡オーラ"},
352 {TERM_L_RED, "オ", "火オーラ"},
353 {TERM_WHITE, "闘", "闘気"},
354 {TERM_WHITE, "聖", "聖オーラ"},
355 {TERM_VIOLET, "目", "目には目"},
356 {TERM_WHITE, "祝", "祝福"},
357 {TERM_WHITE, "勇", "勇"},
358 {TERM_RED, "狂", "狂乱"},
359 {TERM_L_RED, "火", "魔剣火"},
360 {TERM_WHITE, "冷", "魔剣冷"},
361 {TERM_L_BLUE, "電", "魔剣電"},
362 {TERM_SLATE, "酸", "魔剣酸"},
363 {TERM_L_GREEN, "毒", "魔剣毒"},
364 {TERM_RED, "乱", "混乱打撃"},
365 {TERM_L_BLUE, "視", "透明視"},
366 {TERM_ORANGE, "テ", "テレパシ"},
367 {TERM_L_BLUE, "回", "回復"},
368 {TERM_L_RED, "赤", "赤外"},
369 {TERM_UMBER, "隠", "隠密"},
370 {TERM_YELLOW, "隠", "超隠密"},
371 {TERM_WHITE, "帰", "帰還"},
372 {TERM_WHITE, "現", "現実変容"},
374 {TERM_WHITE, "オ", "氷オーラ"},
375 {TERM_BLUE, "オ", "電オーラ"},
376 {TERM_L_DARK, "オ", "影オーラ"},
377 {TERM_YELLOW, "腕", "腕力強化"},
378 {TERM_RED, "肉", "肉体強化"},
379 {TERM_L_DARK, "殖", "反増殖"},
380 {TERM_ORANGE, "テ", "反テレポ"},
381 {TERM_RED, "魔", "反魔法"},
382 {TERM_SLATE, "我", "我慢"},
383 {TERM_SLATE, "宣", "宣告"},
384 {TERM_L_DARK, "剣", "魔剣化"},
385 {TERM_RED, "吸", "吸血打撃"},
386 {TERM_WHITE, "回", "回復"},
387 {TERM_L_DARK, "感", "邪悪感知"},
392 {TERM_YELLOW, "Ts", "Tsuyoshi"},
393 {TERM_VIOLET, "Ha", "Halluc"},
394 {TERM_L_DARK, "Bl", "Blind"},
395 {TERM_RED, "Pa", "Paralyzed"},
396 {TERM_VIOLET, "Cf", "Confused"},
397 {TERM_GREEN, "Po", "Poisoned"},
398 {TERM_BLUE, "Af", "Afraid"},
399 {TERM_L_BLUE, "Lv", "Levit"},
400 {TERM_SLATE, "Rf", "Reflect"},
401 {TERM_SLATE, "Pw", "PassWall"},
402 {TERM_L_DARK, "Wr", "Wraith"},
403 {TERM_SLATE, "Ev", "PrtEvl"},
404 {TERM_VIOLET, "Kw", "Kawarimi"},
405 {TERM_YELLOW, "Md", "MgcArm"},
406 {TERM_L_UMBER, "Eh", "Expand"},
407 {TERM_WHITE, "Ss", "StnSkn"},
408 {TERM_L_BLUE, "Ms", "MltShdw"},
409 {TERM_SLATE, "Rm", "ResMag"},
410 {TERM_YELLOW, "Ul", "Ultima"},
411 {TERM_YELLOW, "Iv", "Invuln"},
412 {TERM_L_GREEN, "IAc", "ImmAcid"},
413 {TERM_GREEN, "Ac", "Acid"},
414 {TERM_L_BLUE, "IEl", "ImmElec"},
415 {TERM_BLUE, "El", "Elec"},
416 {TERM_L_RED, "IFi", "ImmFire"},
417 {TERM_RED, "Fi", "Fire"},
418 {TERM_WHITE, "ICo", "ImmCold"},
419 {TERM_SLATE, "Co", "Cold"},
420 {TERM_GREEN, "Po", "Pois"},
421 {TERM_L_DARK, "Nt", "Nthr"},
422 {TERM_L_BLUE, "Ti", "Time"},
423 {TERM_L_DARK, "Mr", "Mirr"},
424 {TERM_L_RED, "SFi", "SFire"},
425 {TERM_WHITE, "Fo", "Force"},
426 {TERM_WHITE, "Ho", "Holy"},
427 {TERM_VIOLET, "Ee", "EyeEye"},
428 {TERM_WHITE, "Bs", "Bless"},
429 {TERM_WHITE, "He", "Hero"},
430 {TERM_RED, "Br", "Berserk"},
431 {TERM_L_RED, "BFi", "BFire"},
432 {TERM_WHITE, "BCo", "BCold"},
433 {TERM_L_BLUE, "BEl", "BElec"},
434 {TERM_SLATE, "BAc", "BAcid"},
435 {TERM_L_GREEN, "BPo", "BPois"},
436 {TERM_RED, "TCf", "TchCnf"},
437 {TERM_L_BLUE, "Se", "SInv"},
438 {TERM_ORANGE, "Te", "Telepa"},
439 {TERM_L_BLUE, "Rg", "Regen"},
440 {TERM_L_RED, "If", "Infr"},
441 {TERM_UMBER, "Sl", "Stealth"},
442 {TERM_YELLOW, "Stlt", "Stealth"},
443 {TERM_WHITE, "Rc", "Recall"},
444 {TERM_WHITE, "Al", "Alter"},
446 {TERM_WHITE, "SCo", "SCold"},
447 {TERM_BLUE, "SEl", "SElec"},
448 {TERM_L_DARK, "SSh", "SShadow"},
449 {TERM_YELLOW, "EMi", "ExMight"},
450 {TERM_RED, "Bu", "BuildUp"},
451 {TERM_L_DARK, "AMl", "AntiMulti"},
452 {TERM_ORANGE, "AT", "AntiTele"},
453 {TERM_RED, "AM", "AntiMagic"},
454 {TERM_SLATE, "Pa", "Patience"},
455 {TERM_SLATE, "Rv", "Revenge"},
456 {TERM_L_DARK, "Rs", "RuneSword"},
457 {TERM_RED, "Vm", "Vampiric"},
458 {TERM_WHITE, "Cu", "Cure"},
459 {TERM_L_DARK, "ET", "EvilTele"},
465 * @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。
466 * @param FLG フラグ位置(ビット)
469 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
472 * @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。
473 * @param FLG フラグ位置(ビット)
476 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
480 * @brief 下部に状態表示を行う / Show status bar
483 static void prt_status(void)
485 BIT_FLAGS bar_flags[3];
486 TERM_LEN wid, hgt, row_statbar, max_col_statbar;
488 TERM_LEN col = 0, num = 0;
491 Term_get_size(&wid, &hgt);
492 row_statbar = hgt + ROW_STATBAR;
493 max_col_statbar = wid + MAX_COL_STATBAR;
495 Term_erase(0, row_statbar, max_col_statbar);
497 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
500 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
503 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
506 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
509 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
512 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
515 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
517 /* Times see-invisible */
518 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
521 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
523 /* Timed regenerate */
524 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
526 /* Timed infra-vision */
527 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
529 /* Protection from evil */
530 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
532 /* Invulnerability */
533 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
536 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
539 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
541 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
544 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
546 /* Super Heroism / berserk */
547 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
550 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
553 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
555 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
557 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
559 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
562 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
563 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
565 /* Oppose Lightning */
566 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
567 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
570 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
571 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
574 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
575 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
578 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
581 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
584 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
587 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
590 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
592 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
594 /* Confusing Hands */
595 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
597 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
599 /* Ultimate-resistance */
600 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
603 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
605 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
607 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
610 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
611 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
612 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
613 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
614 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
615 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
617 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
620 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
622 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
625 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
627 /* An Eye for an Eye */
628 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
631 if (p_ptr->realm1 == REALM_HEX)
633 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
634 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
635 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
636 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
637 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
638 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
639 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
640 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
641 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
642 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
643 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
644 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
645 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
646 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
647 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
648 if (hex_spelling(HEX_CURE_LIGHT) ||
649 hex_spelling(HEX_CURE_SERIOUS) ||
650 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
652 if (HEX_REVENGE_TURN(p_ptr))
654 if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
655 if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
659 /* Calcurate length */
660 for (i = 0; bar[i].sstr; i++)
664 col += strlen(bar[i].lstr) + 1;
669 /* If there are not excess spaces for long strings, use short one */
670 if (col - 1 > max_col_statbar)
675 for (i = 0; bar[i].sstr; i++)
679 col += strlen(bar[i].sstr);
683 /* If there are excess spaces for short string, use more */
684 if (col - 1 <= max_col_statbar - (num-1))
692 /* Centering display column */
693 col = (max_col_statbar - col) / 2;
695 /* Display status bar */
696 for (i = 0; bar[i].sstr; i++)
701 if (space == 2) str = bar[i].lstr;
702 else str = bar[i].sstr;
704 c_put_str(bar[i].attr, str, row_statbar, col);
706 if (space > 0) col++;
707 if (col > max_col_statbar) break;
714 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
717 static void prt_title(void)
724 p = _("[ウィザード]", "[=-WIZARD-=]");
726 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
728 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
730 p = _("*真・勝利者*", "*TRUEWINNER*");
734 p = _("***勝利者***", "***WINNER***");
741 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
745 prt_field(p, ROW_TITLE, COL_TITLE);
750 * @brief プレイヤーのレベルを表示する / Prints level
753 static void prt_level(void)
757 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
759 if (p_ptr->lev >= p_ptr->max_plv)
761 put_str(_("レベル ", "LEVEL "), ROW_LEVEL, 0);
762 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
766 put_str(_("xレベル", "Level "), ROW_LEVEL, 0);
767 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
773 * @brief プレイヤーの経験値を表示する / Display the experience
776 static void prt_exp(void)
780 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
782 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
786 if (p_ptr->lev >= PY_MAX_LEVEL)
788 (void)sprintf(out_val, "********");
792 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
796 if (p_ptr->exp >= p_ptr->max_exp)
798 if (p_ptr->prace == RACE_ANDROID) put_str(_("強化 ", "Cst "), ROW_EXP, 0);
799 else put_str(_("経験 ", "EXP "), ROW_EXP, 0);
800 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
804 put_str(_("x経験", "Exp "), ROW_EXP, 0);
805 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
810 * @brief プレイヤーの所持金を表示する / Prints current gold
813 static void prt_gold(void)
816 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
817 sprintf(tmp, "%9ld", (long)p_ptr->au);
818 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
823 * @brief プレイヤーのACを表示する / Prints current AC
826 static void prt_ac(void)
831 /* AC の表示方式を変更している */
832 put_str(" AC( )", ROW_AC, COL_AC);
833 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
834 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
836 put_str("Cur AC ", ROW_AC, COL_AC);
837 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
838 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
845 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
848 static void prt_hp(void)
850 /* ヒットポイントの表示方法を変更 */
856 put_str("HP", ROW_CURHP, COL_CURHP);
859 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
861 if (p_ptr->chp >= p_ptr->mhp)
863 color = TERM_L_GREEN;
865 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
874 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
877 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
880 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
881 color = TERM_L_GREEN;
883 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
888 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
891 static void prt_sp(void)
893 /* マジックポイントの表示方法を変更している */
898 /* Do not show mana unless it matters */
899 if (!mp_ptr->spell_book) return;
902 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
905 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
907 if (p_ptr->csp >= p_ptr->msp)
909 color = TERM_L_GREEN;
911 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
920 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
923 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
926 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
927 color = TERM_L_GREEN;
929 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
934 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
937 static void prt_depth(void)
940 TERM_LEN wid, hgt, row_depth, col_depth;
941 TERM_COLOR attr = TERM_WHITE;
943 Term_get_size(&wid, &hgt);
944 col_depth = wid + COL_DEPTH;
945 row_depth = hgt + ROW_DEPTH;
947 if (!current_floor_ptr->dun_level)
949 strcpy(depths, _("地上", "Surf."));
951 else if (p_ptr->inside_quest && !p_ptr->dungeon_idx)
953 strcpy(depths, _("地上", "Quest"));
957 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)current_floor_ptr->dun_level * 50);
958 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)current_floor_ptr->dun_level);
960 /* Get color of level based on feeling -JSV- */
961 switch (p_ptr->feeling)
963 case 0: attr = TERM_SLATE; break; /* Unknown */
964 case 1: attr = TERM_L_BLUE; break; /* Special */
965 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
966 case 3: attr = TERM_RED; break; /* Very dangerous */
967 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
968 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
969 case 6: attr = TERM_YELLOW; break; /* Nervous */
970 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
971 case 8: attr = TERM_L_WHITE; break; /* Don't like */
972 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
973 case 10: attr = TERM_WHITE; break; /* Boring place */
977 /* Right-Adjust the "depth", and clear old values */
978 c_prt(attr, format("%7s", depths), row_depth, col_depth);
983 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
986 static void prt_hunger(void)
988 if(p_ptr->wizard && p_ptr->inside_arena) return;
990 /* Fainting / Starving */
991 if (p_ptr->food < PY_FOOD_FAINT)
993 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
997 else if (p_ptr->food < PY_FOOD_WEAK)
999 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1003 else if (p_ptr->food < PY_FOOD_ALERT)
1005 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1009 else if (p_ptr->food < PY_FOOD_FULL)
1011 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1015 else if (p_ptr->food < PY_FOOD_MAX)
1017 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1023 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1029 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1032 * Display is always exactly 10 characters wide (see below)
1033 * This function was a major bottleneck when resting, so a lot of
1034 * the text formatting code was optimized in place below.
1036 static void prt_state(void)
1038 TERM_COLOR attr = TERM_WHITE;
1044 if (command_rep > 999)
1046 (void)sprintf(text, "%2d00", command_rep / 100);
1050 (void)sprintf(text, " %2d", command_rep);
1057 switch(p_ptr->action)
1061 strcpy(text, _("探索", "Sear"));
1065 /* Start with "Rest" */
1066 strcpy(text, _(" ", " "));
1068 if (p_ptr->resting > 0)
1070 sprintf(text, "%4d", p_ptr->resting);
1072 else if (p_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
1074 text[0] = text[1] = text[2] = text[3] = '*';
1076 else if (p_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
1078 text[0] = text[1] = text[2] = text[3] = '&';
1084 strcpy(text, _("学習", "lear"));
1085 if (new_mane) attr = TERM_L_RED;
1090 strcpy(text, _("釣り", "fish"));
1096 for (i = 0; i < MAX_KAMAE; i++)
1097 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1100 case 0: attr = TERM_GREEN;break;
1101 case 1: attr = TERM_WHITE;break;
1102 case 2: attr = TERM_L_BLUE;break;
1103 case 3: attr = TERM_L_RED;break;
1105 strcpy(text, kamae_shurui[i].desc);
1111 for (i = 0; i < MAX_KATA; i++)
1112 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1113 strcpy(text, kata_shurui[i].desc);
1118 strcpy(text, _("歌 ", "Sing"));
1121 case ACTION_HAYAGAKE:
1123 strcpy(text, _("速駆", "Fast"));
1128 strcpy(text, _("詠唱", "Spel"));
1139 /* Display the info (or blanks) */
1140 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1145 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1148 static void prt_speed(void)
1150 int i = p_ptr->pspeed;
1151 bool is_fast = IS_FAST();
1153 TERM_COLOR attr = TERM_WHITE;
1155 TERM_LEN wid, hgt, row_speed, col_speed;
1157 Term_get_size(&wid, &hgt);
1158 col_speed = wid + COL_SPEED;
1159 row_speed = hgt + ROW_SPEED;
1161 /* Hack -- Visually "undo" the Search Mode Slowdown */
1162 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1169 monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
1170 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1171 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1172 else attr = TERM_GREEN;
1174 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1175 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1176 else attr = TERM_L_GREEN;
1177 sprintf(buf, "%s(+%d)", (p_ptr->riding ? _("乗馬", "Ride") : _("加速", "Fast")), (i - 110));
1185 monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
1186 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1187 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1188 else attr = TERM_RED;
1190 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1191 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1192 else attr = TERM_L_UMBER;
1193 sprintf(buf, "%s(-%d)", (p_ptr->riding ? _("乗馬", "Ride") : _("減速", "Slow")), (110 - i));
1195 else if (p_ptr->riding)
1198 strcpy(buf, _("乗馬中", "Riding"));
1201 /* Display the speed */
1202 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1207 * @brief プレイヤーの呪文学習可能状態を表示する
1210 static void prt_study(void)
1212 TERM_LEN wid, hgt, row_study, col_study;
1214 Term_get_size(&wid, &hgt);
1215 col_study = wid + COL_STUDY;
1216 row_study = hgt + ROW_STUDY;
1218 if (p_ptr->new_spells)
1220 put_str(_("学習", "Stud"), row_study, col_study);
1224 put_str(" ", row_study, col_study);
1230 * @brief プレイヤーのものまね可能状態を表示する
1233 static void prt_imitation(void)
1235 TERM_LEN wid, hgt, row_study, col_study;
1237 Term_get_size(&wid, &hgt);
1238 col_study = wid + COL_STUDY;
1239 row_study = hgt + ROW_STUDY;
1241 if (p_ptr->pclass == CLASS_IMITATOR)
1243 if (p_ptr->mane_num)
1246 if (new_mane) attr = TERM_L_RED;
1247 else attr = TERM_WHITE;
1248 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1252 put_str(" ", row_study, col_study);
1258 * @brief プレイヤーの負傷状態を表示する
1261 static void prt_cut(void)
1267 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1271 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1275 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1279 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1283 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1287 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1291 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1295 put_str(" ", ROW_CUT, COL_CUT);
1301 * @brief プレイヤーの朦朧状態を表示する
1304 static void prt_stun(void)
1306 int s = p_ptr->stun;
1310 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1314 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1318 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1322 put_str(" ", ROW_STUN, COL_STUN);
1329 * @brief モンスターの体力ゲージを表示する
1330 * @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。
1334 * Redraw the "monster health bar" -DRS-
1335 * Rather extensive modifications by -BEN-
1337 * The "monster health bar" provides visual feedback on the "health"
1338 * of the monster currently being "tracked". There are several ways
1339 * to "track" a monster, including targetting it, attacking it, and
1340 * affecting it (and nobody else) with a ranged attack.
1342 * Display the monster health bar (affectionately known as the
1343 * "health-o-meter"). Clear health bar if nothing is being tracked.
1344 * Auto-track current target monster when bored. Note that the
1345 * health-bar stops tracking any monster that "disappears".
1348 static void health_redraw(bool riding)
1352 monster_type *m_ptr;
1356 health_who = p_ptr->riding;
1357 row = ROW_RIDING_INFO;
1358 col = COL_RIDING_INFO;
1362 health_who = p_ptr->health_who;
1367 m_ptr = ¤t_floor_ptr->m_list[health_who];
1369 if (p_ptr->wizard && p_ptr->inside_battle)
1374 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1375 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1376 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1377 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1379 if(current_floor_ptr->m_list[1].r_idx)
1381 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));
1382 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[1].hp));
1383 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[1].max_maxhp));
1386 if(current_floor_ptr->m_list[2].r_idx)
1388 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));
1389 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[2].hp));
1390 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[2].max_maxhp));
1393 if(current_floor_ptr->m_list[3].r_idx)
1395 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));
1396 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[3].hp));
1397 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[3].max_maxhp));
1400 if(current_floor_ptr->m_list[4].r_idx)
1402 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));
1403 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[4].hp));
1404 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[4].max_maxhp));
1413 /* Erase the health bar */
1414 Term_erase(col, row, 12);
1417 /* Tracking an unseen monster */
1418 else if (!m_ptr->ml)
1420 /* Indicate that the monster health is "unknown" */
1421 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1424 /* Tracking a hallucinatory monster */
1425 else if (p_ptr->image)
1427 /* Indicate that the monster health is "unknown" */
1428 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1431 /* Tracking a dead monster (???) */
1432 else if (m_ptr->hp < 0)
1434 /* Indicate that the monster health is "unknown" */
1435 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1438 /* Tracking a visible monster */
1441 /* Extract the "percent" of health */
1442 int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
1443 int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp: 0;
1445 /* Convert percent into "health" */
1446 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1448 /* Default to almost dead */
1449 TERM_COLOR attr = TERM_RED;
1452 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1455 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1458 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1461 else if (pct >= 100) attr = TERM_L_GREEN;
1463 /* Somewhat Wounded */
1464 else if (pct >= 60) attr = TERM_YELLOW;
1467 else if (pct >= 25) attr = TERM_ORANGE;
1470 else if (pct >= 10) attr = TERM_L_RED;
1472 /* Default to "unknown" */
1473 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1475 /* Dump the current "health" (use '*' symbols) */
1476 Term_putstr(col + 1, row, len, attr, "**********");
1484 * @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)
1487 static void prt_frame_basic(void)
1490 if (p_ptr->mimic_form)
1491 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1495 my_strcpy(str, rp_ptr->title, sizeof(str));
1496 prt_field(str, ROW_RACE, COL_RACE);
1502 for (i = 0; i < A_MAX; i++) prt_stat(i);
1508 health_redraw(FALSE);
1509 health_redraw(TRUE);
1514 * @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)
1517 static void prt_frame_extra(void)
1531 * @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
1534 static void fix_inven(void)
1539 for (j = 0; j < 8; j++)
1544 if (!angband_term[j]) continue;
1546 /* No relevant flags */
1547 if (!(window_flag[j] & (PW_INVEN))) continue;
1550 Term_activate(angband_term[j]);
1552 /* Display inventory */
1561 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1564 * @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
1565 * @param n_same モンスターの数の現在数
1569 * nnn : number or unique(U) or wanted unique(W)
1570 * X : symbol of monster
1571 * LV : monster lv if known
1572 * name: name of monster
1576 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1579 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1580 monster_race* r_ptr = &r_info[r_idx];
1584 //Number of 'U'nique
1585 if(r_ptr->flags1&RF1_UNIQUE){//unique
1586 bool is_kubi = FALSE;
1587 for(i=0;i<MAX_KUBI;i++){
1588 if(current_world_ptr->bounty_r_idx[i] == r_idx){
1593 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1595 sprintf(buf, "%3d", n_same);
1596 Term_addstr(-1, TERM_WHITE, buf);
1599 Term_addstr(-1, TERM_WHITE, " ");
1600 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1601 //Term_addstr(-1, TERM_WHITE, "/");
1602 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1604 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1605 sprintf(buf, " %2d", (int)r_ptr->level);
1609 Term_addstr(-1, TERM_WHITE, buf);
1611 sprintf(buf, " %s ", r_name+r_ptr->name);
1612 Term_addstr(-1, TERM_WHITE, buf);
1614 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1618 * @brief モンスターの出現リストを表示する / Print monster info in line
1621 * @param max_lines 最大何行描画するか
1623 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1625 monster_type* last_mons = NULL;
1626 monster_type* m_ptr = NULL;
1630 for(i=0;i<tmp_pos.n;i++){
1631 grid_type* g_ptr = ¤t_floor_ptr->grid_array[tmp_pos.y[i]][tmp_pos.x[i]];
1632 if(!g_ptr->m_idx || !current_floor_ptr->m_list[g_ptr->m_idx].ml)continue;//no mons or cannot look
1633 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1634 if(is_pet(m_ptr))continue;//pet
1635 if(!m_ptr->r_idx)continue;//dead?
1638 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1639 monster_race* r_ptr = &r_info[r_idx];
1640 concptr name = (r_name + r_ptr->name);
1641 concptr ename = (r_name + r_ptr->name);
1642 //ミミック類や「それ」等は、一覧に出てはいけない
1643 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1644 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1646 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1647 (strcmp(ename, "Null the Living Void")==0))continue;
1648 //"金無垢の指輪"は、一覧に出てはいけない
1649 if((strcmp(name, "金無垢の指輪")==0)||
1650 (strcmp(ename, "Plain Gold Ring")==0))continue;
1654 //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.
1655 if(!last_mons){//先頭モンスター
1661 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1663 continue;//表示処理を次に回す
1665 //print last mons info
1666 print_monster_line(x, line++, last_mons, n_same);
1669 if(line-y-1==max_lines){//残り1行
1673 if(line-y-1==max_lines && i!=tmp_pos.n){
1674 Term_gotoxy(x, line);
1675 Term_addstr(-1, TERM_WHITE, "-- and more --");
1677 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1682 * @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
1685 static void fix_monster_list(void)
1691 for (j = 0; j < 8; j++)
1696 if (!angband_term[j]) continue;
1698 /* No relevant flags */
1699 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1702 Term_activate(angband_term[j]);
1703 Term_get_size(&w, &h);
1707 target_set_prepare_look();//モンスター一覧を生成,ソート
1708 print_monster_list(0, 0, h);
1717 * @brief 現在の装備品をサブウィンドウに表示する /
1718 * Hack -- display equipment in sub-windows
1721 static void fix_equip(void)
1726 for (j = 0; j < 8; j++)
1731 if (!angband_term[j]) continue;
1733 /* No relevant flags */
1734 if (!(window_flag[j] & (PW_EQUIP))) continue;
1737 Term_activate(angband_term[j]);
1739 /* Display equipment */
1748 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1749 * Hack -- display spells in sub-windows
1752 static void fix_spell(void)
1757 for (j = 0; j < 8; j++)
1762 if (!angband_term[j]) continue;
1764 /* No relevant flags */
1765 if (!(window_flag[j] & (PW_SPELL))) continue;
1768 Term_activate(angband_term[j]);
1770 /* Display spell list */
1771 display_spell_list();
1779 * @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 /
1780 * Hack -- display character in sub-windows
1783 static void fix_player(void)
1788 for (j = 0; j < 8; j++)
1793 if (!angband_term[j]) continue;
1795 /* No relevant flags */
1796 if (!(window_flag[j] & (PW_PLAYER))) continue;
1799 Term_activate(angband_term[j]);
1809 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1810 * Hack -- display recent messages in sub-windows
1811 * Adjust for width and split messages
1814 static void fix_message(void)
1821 for (j = 0; j < 8; j++)
1826 if (!angband_term[j]) continue;
1828 /* No relevant flags */
1829 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1832 Term_activate(angband_term[j]);
1834 Term_get_size(&w, &h);
1837 for (i = 0; i < h; i++)
1839 /* Dump the message on the appropriate line */
1840 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1843 Term_locate(&x, &y);
1845 /* Clear to end of line */
1846 Term_erase(x, y, 255);
1855 * @brief 簡易マップをサブウィンドウに表示する /
1856 * Hack -- display overhead view in sub-windows
1857 * Adjust for width and split messages
1860 * Note that the "player" symbol does NOT appear on the map.
1862 static void fix_overhead(void)
1868 for (j = 0; j < 8; j++)
1874 if (!angband_term[j]) continue;
1876 /* No relevant flags */
1877 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1880 Term_activate(angband_term[j]);
1882 /* Full map in too small window is useless */
1883 Term_get_size(&wid, &hgt);
1884 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1887 display_map(&cy, &cx);
1896 * @brief ダンジョンの地形をサブウィンドウに表示する /
1897 * Hack -- display dungeon view in sub-windows
1900 static void fix_dungeon(void)
1905 for (j = 0; j < 8; j++)
1910 if (!angband_term[j]) continue;
1912 /* No relevant flags */
1913 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1916 Term_activate(angband_term[j]);
1918 /* Redraw dungeon view */
1927 * @brief モンスターの思い出をサブウィンドウに表示する /
1928 * Hack -- display dungeon view in sub-windows
1931 static void fix_monster(void)
1936 for (j = 0; j < 8; j++)
1941 if (!angband_term[j]) continue;
1943 /* No relevant flags */
1944 if (!(window_flag[j] & (PW_MONSTER))) continue;
1947 Term_activate(angband_term[j]);
1949 /* Display monster race info */
1950 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
1958 * @brief ベースアイテム情報をサブウィンドウに表示する /
1959 * Hack -- display object recall in sub-windows
1962 static void fix_object(void)
1967 for (j = 0; j < 8; j++)
1972 if (!angband_term[j]) continue;
1974 /* No relevant flags */
1975 if (!(window_flag[j] & (PW_OBJECT))) continue;
1978 Term_activate(angband_term[j]);
1980 /* Display monster race info */
1981 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
1990 * @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 /
1991 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
1992 * @return 重すぎるならばTRUE
1994 bool is_heavy_shoot(object_type *o_ptr)
1996 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
1997 /* It is hard to carholdry a heavy bow */
1998 return (hold < o_ptr->weight / 10);
2003 * @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"
2005 * @details 更新処理の対象はゲーム中の全描画処理
2007 static void redraw_stuff(void)
2009 if (!p_ptr->redraw) return;
2011 /* Character is not ready yet, no screen updates */
2012 if (!character_generated) return;
2014 /* Character is in "icky" mode, no screen updates */
2015 if (character_icky) return;
2017 /* Hack -- clear the screen */
2018 if (p_ptr->redraw & (PR_WIPE))
2020 p_ptr->redraw &= ~(PR_WIPE);
2025 if (p_ptr->redraw & (PR_MAP))
2027 p_ptr->redraw &= ~(PR_MAP);
2031 if (p_ptr->redraw & (PR_BASIC))
2033 p_ptr->redraw &= ~(PR_BASIC);
2034 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
2035 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
2036 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
2037 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
2043 if (p_ptr->redraw & (PR_EQUIPPY))
2045 p_ptr->redraw &= ~(PR_EQUIPPY);
2046 print_equippy(); /* To draw / delete equippy chars */
2049 if (p_ptr->redraw & (PR_MISC))
2051 p_ptr->redraw &= ~(PR_MISC);
2052 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
2053 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
2056 if (p_ptr->redraw & (PR_TITLE))
2058 p_ptr->redraw &= ~(PR_TITLE);
2062 if (p_ptr->redraw & (PR_LEV))
2064 p_ptr->redraw &= ~(PR_LEV);
2068 if (p_ptr->redraw & (PR_EXP))
2070 p_ptr->redraw &= ~(PR_EXP);
2074 if (p_ptr->redraw & (PR_STATS))
2076 p_ptr->redraw &= ~(PR_STATS);
2085 if (p_ptr->redraw & (PR_STATUS))
2087 p_ptr->redraw &= ~(PR_STATUS);
2091 if (p_ptr->redraw & (PR_ARMOR))
2093 p_ptr->redraw &= ~(PR_ARMOR);
2097 if (p_ptr->redraw & (PR_HP))
2099 p_ptr->redraw &= ~(PR_HP);
2103 if (p_ptr->redraw & (PR_MANA))
2105 p_ptr->redraw &= ~(PR_MANA);
2109 if (p_ptr->redraw & (PR_GOLD))
2111 p_ptr->redraw &= ~(PR_GOLD);
2115 if (p_ptr->redraw & (PR_DEPTH))
2117 p_ptr->redraw &= ~(PR_DEPTH);
2121 if (p_ptr->redraw & (PR_HEALTH))
2123 p_ptr->redraw &= ~(PR_HEALTH);
2124 health_redraw(FALSE);
2127 if (p_ptr->redraw & (PR_UHEALTH))
2129 p_ptr->redraw &= ~(PR_UHEALTH);
2130 health_redraw(TRUE);
2133 if (p_ptr->redraw & (PR_EXTRA))
2135 p_ptr->redraw &= ~(PR_EXTRA);
2136 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
2137 p_ptr->redraw &= ~(PR_HUNGER);
2138 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
2142 if (p_ptr->redraw & (PR_CUT))
2144 p_ptr->redraw &= ~(PR_CUT);
2148 if (p_ptr->redraw & (PR_STUN))
2150 p_ptr->redraw &= ~(PR_STUN);
2154 if (p_ptr->redraw & (PR_HUNGER))
2156 p_ptr->redraw &= ~(PR_HUNGER);
2160 if (p_ptr->redraw & (PR_STATE))
2162 p_ptr->redraw &= ~(PR_STATE);
2166 if (p_ptr->redraw & (PR_SPEED))
2168 p_ptr->redraw &= ~(PR_SPEED);
2172 if (p_ptr->pclass == CLASS_IMITATOR)
2174 if (p_ptr->redraw & (PR_IMITATION))
2176 p_ptr->redraw &= ~(PR_IMITATION);
2180 else if (p_ptr->redraw & (PR_STUDY))
2182 p_ptr->redraw &= ~(PR_STUDY);
2188 * @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"
2190 * @details 更新処理の対象はサブウィンドウ全般
2192 static void window_stuff(void)
2195 BIT_FLAGS mask = 0L;
2198 if (!p_ptr->window) return;
2201 for (j = 0; j < 8; j++)
2203 /* Save usable flags */
2204 if (angband_term[j]) mask |= window_flag[j];
2207 /* Apply usable flags */
2208 p_ptr->window &= mask;
2211 if (!p_ptr->window) return;
2213 /* Display inventory */
2214 if (p_ptr->window & (PW_INVEN))
2216 p_ptr->window &= ~(PW_INVEN);
2220 /* Display equipment */
2221 if (p_ptr->window & (PW_EQUIP))
2223 p_ptr->window &= ~(PW_EQUIP);
2227 /* Display spell list */
2228 if (p_ptr->window & (PW_SPELL))
2230 p_ptr->window &= ~(PW_SPELL);
2234 /* Display player */
2235 if (p_ptr->window & (PW_PLAYER))
2237 p_ptr->window &= ~(PW_PLAYER);
2241 /* Display monster list */
2242 if (p_ptr->window & (PW_MONSTER_LIST))
2244 p_ptr->window &= ~(PW_MONSTER_LIST);
2248 /* Display overhead view */
2249 if (p_ptr->window & (PW_MESSAGE))
2251 p_ptr->window &= ~(PW_MESSAGE);
2255 /* Display overhead view */
2256 if (p_ptr->window & (PW_OVERHEAD))
2258 p_ptr->window &= ~(PW_OVERHEAD);
2262 /* Display overhead view */
2263 if (p_ptr->window & (PW_DUNGEON))
2265 p_ptr->window &= ~(PW_DUNGEON);
2269 /* Display monster recall */
2270 if (p_ptr->window & (PW_MONSTER))
2272 p_ptr->window &= ~(PW_MONSTER);
2276 /* Display object recall */
2277 if (p_ptr->window & (PW_OBJECT))
2279 p_ptr->window &= ~(PW_OBJECT);
2286 * @brief 全更新処理をチェックして処理していく
2287 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
2290 void handle_stuff(void)
2292 if (p_ptr->update) update_creature(p_ptr);
2293 if (p_ptr->redraw) redraw_stuff();
2294 if (p_ptr->window) window_stuff();
2297 void update_output(void)
2299 if (p_ptr->redraw) redraw_stuff();
2300 if (p_ptr->window) window_stuff();
2304 * @brief 実ゲームプレイ時間を更新する
2306 void update_playtime(void)
2308 /* Check if the game has started */
2309 if (start_time != 0)
2311 u32b tmp = (u32b)time(NULL);
2312 current_world_ptr->play_time += (tmp - start_time);
2320 * @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 /
2321 * Map resizing whenever the main term changes size
2324 void resize_map(void)
2326 /* Only if the dungeon exists */
2327 if (!character_dungeon) return;
2329 /* Mega-Hack -- no panel yet */
2333 /* Reset the panels */
2334 panel_row_min = current_floor_ptr->height;
2335 panel_col_min = current_floor_ptr->width;
2339 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2340 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2341 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2342 p_ptr->update |= (PU_MONSTERS);
2343 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2350 * Place the cursor on the player
2352 if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
2358 * @brief コンソールを再描画する /
2359 * Redraw a term when it is resized
2362 void redraw_window(void)
2364 /* Only if the dungeon exists */
2365 if (!character_dungeon) return;
2367 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2368 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2376 * @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)
2377 * @param dy 変更先のフロアY座標
2378 * @param dx 変更先のフロアX座標
2379 * Handle a request to change the current panel
2380 * Return TRUE if the panel was changed.
2381 * Also used in do_cmd_locate
2382 * @return 実際に再描画が必要だった場合TRUEを返す
2384 bool change_panel(POSITION dy, POSITION dx)
2389 get_screen_size(&wid, &hgt);
2391 /* Apply the motion */
2392 y = panel_row_min + dy * hgt / 2;
2393 x = panel_col_min + dx * wid / 2;
2395 /* Verify the row */
2396 if (y > current_floor_ptr->height - hgt) y = current_floor_ptr->height - hgt;
2399 /* Verify the col */
2400 if (x > current_floor_ptr->width - wid) x = current_floor_ptr->width - wid;
2403 /* Handle "changes" */
2404 if ((y != panel_row_min) || (x != panel_col_min))
2406 /* Save the new panel info */
2410 panel_bounds_center();
2412 p_ptr->update |= (PU_MONSTERS);
2413 p_ptr->redraw |= (PR_MAP);
2425 * @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
2428 void print_equippy(void)
2430 display_player_equippy(ROW_EQUIPPY, COL_EQUIPPY, 0);
2434 * @brief 現在のコンソール表示の縦横を返す。 /
2435 * Get term size and calculate screen size
2436 * @param wid_p コンソールの表示幅文字数を返す
2437 * @param hgt_p コンソールの表示行数を返す
2440 void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
2442 Term_get_size(wid_p, hgt_p);
2443 *hgt_p -= ROW_MAP + 2;
2444 *wid_p -= COL_MAP + 2;
2445 if (use_bigtile) *wid_p /= 2;
2449 * Calculate panel colum of a location in the map
2451 int panel_col_of(int col)
2453 col -= panel_col_min;
2454 if (use_bigtile) col *= 2;
2459 * Prints the map of the dungeon
2461 * Note that, for efficiency, we contain an "optimized" version
2462 * of both "lite_spot()" and "print_rel()", and that we use the
2463 * "lite_spot()" function to display the player grid, if needed.
2471 POSITION xmin, xmax, ymin, ymax;
2475 Term_get_size(&wid, &hgt);
2477 /* Remove map offset */
2481 /* Access the cursor state */
2482 (void)Term_get_cursor(&v);
2484 /* Hide the cursor */
2485 (void)Term_set_cursor(0);
2488 xmin = (0 < panel_col_min) ? panel_col_min : 0;
2489 xmax = (current_floor_ptr->width - 1 > panel_col_max) ? panel_col_max : current_floor_ptr->width - 1;
2490 ymin = (0 < panel_row_min) ? panel_row_min : 0;
2491 ymax = (current_floor_ptr->height - 1 > panel_row_max) ? panel_row_max : current_floor_ptr->height - 1;
2493 /* Bottom section of screen */
2494 for (y = 1; y <= ymin - panel_row_prt; y++)
2496 /* Erase the section */
2497 Term_erase(COL_MAP, y, wid);
2500 /* Top section of screen */
2501 for (y = ymax - panel_row_prt; y <= hgt; y++)
2503 /* Erase the section */
2504 Term_erase(COL_MAP, y, wid);
2508 for (y = ymin; y <= ymax; y++)
2510 /* Scan the columns of row "y" */
2511 for (x = xmin; x <= xmax; x++)
2519 /* Determine what is there */
2520 map_info(y, x, &a, &c, &ta, &tc);
2522 /* Hack -- fake monochrome */
2525 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
2526 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
2527 else if (p_ptr->wraith_form) a = TERM_L_DARK;
2530 /* Efficiency -- Redraw that grid of the map */
2531 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
2535 /* Display player */
2536 lite_spot(p_ptr->y, p_ptr->x);
2538 /* Restore the cursor */
2539 (void)Term_set_cursor(v);
2545 * 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
2547 static char image_monster_hack[] = \
2548 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2551 * 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
2553 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
2556 * @brief モンスターの表示を幻覚状態に差し替える / Mega-Hack -- Hallucinatory monster
2561 static void image_monster(TERM_COLOR *ap, SYMBOL_CODE *cp)
2563 /* Random symbol from set above */
2566 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
2568 *cp = r_ptr->x_char;
2569 *ap = r_ptr->x_attr;
2574 *cp = (one_in_(25) ?
2575 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
2576 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
2584 * @brief オブジェクトの表示を幻覚状態に差し替える / Hallucinatory object
2589 static void image_object(TERM_COLOR *ap, SYMBOL_CODE *cp)
2593 object_kind *k_ptr = &k_info[randint1(max_k_idx - 1)];
2595 *cp = k_ptr->x_char;
2596 *ap = k_ptr->x_attr;
2600 int n = sizeof(image_object_hack) - 1;
2602 *cp = image_object_hack[randint0(n)];
2611 * @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
2616 static void image_random(TERM_COLOR *ap, SYMBOL_CODE *cp)
2618 /* Normally, assume monsters */
2619 if (randint0(100) < 75)
2621 image_monster(ap, cp);
2624 /* Otherwise, assume objects */
2627 image_object(ap, cp);
2632 * 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 /
2633 * This array lists the effects of "brightness" on various "base" colours.\n
2635 * This is used to do dynamic lighting effects in ascii :-)\n
2636 * At the moment, only the various "floor" tiles are affected.\n
2638 * The layout of the array is [x][0] = light and [x][1] = dark.\n
2640 static TERM_COLOR lighting_colours[16][2] =
2643 {TERM_L_DARK, TERM_DARK},
2646 {TERM_YELLOW, TERM_SLATE},
2649 {TERM_WHITE, TERM_L_DARK},
2652 {TERM_L_UMBER, TERM_UMBER},
2655 {TERM_RED, TERM_RED},
2658 {TERM_L_GREEN, TERM_GREEN},
2661 {TERM_BLUE, TERM_BLUE},
2664 {TERM_L_UMBER, TERM_RED},
2667 {TERM_SLATE, TERM_L_DARK},
2670 {TERM_WHITE, TERM_SLATE},
2673 {TERM_L_RED, TERM_BLUE},
2676 {TERM_YELLOW, TERM_ORANGE},
2679 {TERM_L_RED, TERM_L_RED},
2682 {TERM_L_GREEN, TERM_GREEN},
2685 {TERM_L_BLUE, TERM_L_BLUE},
2688 {TERM_L_UMBER, TERM_UMBER}
2696 void apply_default_feat_lighting(TERM_COLOR f_attr[F_LIT_MAX], SYMBOL_CODE f_char[F_LIT_MAX])
2698 TERM_COLOR s_attr = f_attr[F_LIT_STANDARD];
2699 SYMBOL_CODE s_char = f_char[F_LIT_STANDARD];
2702 if (is_ascii_graphics(s_attr)) /* For ASCII */
2704 f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
2705 f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
2706 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
2708 else /* For tile graphics */
2710 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
2711 f_char[F_LIT_LITE] = s_char + 2;
2712 f_char[F_LIT_DARK] = s_char + 1;
2718 * @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
2720 * Basically, we "paint" the chosen attr/char in several passes, starting\n
2721 * with any known "terrain features" (defaulting to darkness), then adding\n
2722 * any known "objects", and finally, adding any known "monsters". This\n
2723 * is not the fastest method but since most of the calls to this function\n
2724 * are made for grids with no monsters or objects, it is fast enough.\n
2726 * Note that this function, if used on the grid containing the "player",\n
2727 * will return the attr/char of the grid underneath the player, and not\n
2728 * the actual player attr/char itself, allowing a lot of optimization\n
2729 * in various "display" functions.\n
2731 * Note that the "zero" entry in the feature/object/monster arrays are\n
2732 * used to provide "special" attr/char codes, with "monster zero" being\n
2733 * used for the player attr/char, "object zero" being used for the "stack"\n
2734 * attr/char, and "feature zero" being used for the "nothing" attr/char,\n
2735 * though this function makes use of only "feature zero".\n
2737 * Note that monsters can have some "special" flags, including "ATTR_MULTI",\n
2738 * which means their color changes, and "ATTR_CLEAR", which means they take\n
2739 * the color of whatever is under them, and "CHAR_CLEAR", which means that\n
2740 * they take the symbol of whatever is under them. Technically, the flag\n
2741 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when\n
2742 * examined, but this flag is currently ignored.\n
2744 * Currently, we do nothing with multi-hued objects, because there are\n
2745 * not any. If there were, they would have to set "shimmer_objects"\n
2746 * when they were created, and then new "shimmer" code in "dungeon.c"\n
2747 * would have to be created handle the "shimmer" effect, and the code\n
2748 * in "current_floor_ptr->grid_array.c" would have to be updated to create the shimmer effect.\n
2750 * Note the effects of hallucination. Objects always appear as random\n
2751 * "objects", monsters as random "monsters", and normal grids occasionally\n
2752 * appear as random "monsters" or "objects", but note that these random\n
2753 * "monsters" and "objects" are really just "colored ascii symbols".\n
2755 * Note that "floors" and "invisible traps" (and "zero" features) are\n
2756 * drawn as "floors" using a special check for optimization purposes,\n
2757 * and these are the only features which get drawn using the special\n
2758 * lighting effects activated by "view_special_lite".\n
2760 * Note the use of the "mimic" field in the "terrain feature" processing,\n
2761 * which allows any feature to "pretend" to be another feature. This is\n
2762 * used to "hide" secret doors, and to make all "doors" appear the same,\n
2763 * and all "walls" appear the same, and "hidden" treasure stay hidden.\n
2764 * It is possible to use this field to make a feature "look" like a floor,\n
2765 * but the "special lighting effects" for floors will not be used.\n
2767 * Note the use of the new "terrain feature" information. Note that the\n
2768 * assumption that all interesting "objects" and "terrain features" are\n
2769 * memorized allows extremely optimized processing below. Note the use\n
2770 * of separate flags on objects to mark them as memorized allows a grid\n
2771 * to have memorized "terrain" without granting knowledge of any object\n
2772 * which may appear in that grid.\n
2774 * Note the efficient code used to determine if a "floor" grid is\n
2775 * "memorized" or "viewable" by the player, where the test for the\n
2776 * grid being "viewable" is based on the facts that (1) the grid\n
2777 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in\n
2778 * line of sight, and (3) the player must not be blind, and uses the\n
2779 * assumption that all torch-lit grids are in line of sight.\n
2781 * Note that floors (and invisible traps) are the only grids which are\n
2782 * not memorized when seen, so only these grids need to check to see if\n
2783 * the grid is "viewable" to the player (if it is not memorized). Since\n
2784 * most non-memorized grids are in fact walls, this induces *massive*\n
2785 * efficiency, at the cost of *forcing* the memorization of non-floor\n
2786 * grids when they are first seen. Note that "invisible traps" are\n
2787 * always treated exactly like "floors", which prevents "cheating".\n
2789 * Note the "special lighting effects" which can be activated for floor\n
2790 * grids using the "view_special_lite" option (for "white" floor grids),\n
2791 * causing certain grids to be displayed using special colors. If the\n
2792 * player is "blind", we will use "dark gray", else if the grid is lit\n
2793 * by the torch, and the "view_yellow_lite" option is set, we will use\n
2794 * "yellow", else if the grid is "dark", we will use "dark gray", else\n
2795 * if the grid is not "viewable", and the "view_bright_lite" option is\n
2796 * set, and the we will use "slate" (gray). We will use "white" for all\n
2797 * other cases, in particular, for illuminated viewable floor grids.\n
2799 * Note the "special lighting effects" which can be activated for wall\n
2800 * grids using the "view_granite_lite" option (for "white" wall grids),\n
2801 * causing certain grids to be displayed using special colors. If the\n
2802 * player is "blind", we will use "dark gray", else if the grid is lit\n
2803 * by the torch, and the "view_yellow_lite" option is set, we will use\n
2804 * "yellow", else if the "view_bright_lite" option is set, and the grid\n
2805 * is not "viewable", or is "dark", or is glowing, but not when viewed\n
2806 * from the player's current location, we will use "slate" (gray). We\n
2807 * will use "white" for all other cases, in particular, for correctly\n
2808 * illuminated viewable wall grids.\n
2810 * Note that, when "view_granite_lite" is set, we use an inline version\n
2811 * of the "player_can_see_bold()" function to check the "viewability" of\n
2812 * grids when the "view_bright_lite" option is set, and we do NOT use\n
2813 * any special colors for "dark" wall grids, since this would allow the\n
2814 * player to notice the walls of illuminated rooms from a hallway that\n
2815 * happened to run beside the room. The alternative, by the way, would\n
2816 * be to prevent the generation of hallways next to rooms, but this\n
2817 * would still allow problems when digging towards a room.\n
2819 * Note that bizarre things must be done when the "attr" and/or "char"\n
2820 * codes have the "high-bit" set, since these values are used to encode\n
2821 * various "special" pictures in some versions, and certain situations,\n
2822 * such as "multi-hued" or "clear" monsters, cause the attr/char codes\n
2823 * to be "scrambled" in various ways.\n
2825 * Note that eventually we may use the "&" symbol for embedded treasure,\n
2826 * and use the "*" symbol to indicate multiple objects, though this will\n
2827 * have to wait for Angband 2.8.0 or later. Note that currently, this\n
2828 * is not important, since only one object or terrain feature is allowed\n
2829 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.\n
2831 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of\n
2832 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect\n
2833 * then a whole lot of code should be changed... XXX XXX\n
2835 void map_info(POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp, TERM_COLOR *tap, SYMBOL_CODE *tcp)
2837 /* Get the current_floor_ptr->grid_array */
2838 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2840 OBJECT_IDX this_o_idx, next_o_idx = 0;
2842 /* Feature code (applying "mimic" field) */
2843 FEAT_IDX feat = get_feat_mimic(g_ptr);
2846 feature_type *f_ptr = &f_info[feat];
2851 /* Boring grids (floors, etc) */
2852 if (!have_flag(f_ptr->flags, FF_REMEMBER))
2855 * Handle Memorized or visible floor
2857 * No visual when blinded.
2858 * (to prevent strange effects on darkness breath)
2860 * - Can see grids with CAVE_MARK.
2861 * - Can see grids with CAVE_LITE or CAVE_MNLT.
2862 * (Such grids also have CAVE_VIEW)
2863 * - Can see grids with CAVE_VIEW unless darkened by monsters.
2865 if (!p_ptr->blind &&
2866 ((g_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
2867 ((g_ptr->info & CAVE_VIEW) && (((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))))
2869 /* Normal attr/char */
2870 a = f_ptr->x_attr[F_LIT_STANDARD];
2871 c = f_ptr->x_char[F_LIT_STANDARD];
2873 if (p_ptr->wild_mode)
2875 /* Special lighting effects */
2876 /* Handle "night" */
2877 if (view_special_lite && !is_daytime())
2879 /* Use a darkened colour/tile */
2880 a = f_ptr->x_attr[F_LIT_DARK];
2881 c = f_ptr->x_char[F_LIT_DARK];
2885 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
2886 else if (darkened_grid(g_ptr))
2888 /* Unsafe grid -- idea borrowed from Unangband */
2889 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2891 /* Access darkness */
2892 f_ptr = &f_info[feat];
2894 /* Char and attr of darkness */
2895 a = f_ptr->x_attr[F_LIT_STANDARD];
2896 c = f_ptr->x_char[F_LIT_STANDARD];
2899 /* Special lighting effects */
2900 else if (view_special_lite)
2902 /* Handle "torch-lit" grids */
2903 if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
2906 if (view_yellow_lite)
2908 /* Use a brightly lit colour/tile */
2909 a = f_ptr->x_attr[F_LIT_LITE];
2910 c = f_ptr->x_char[F_LIT_LITE];
2914 /* Handle "dark" grids */
2915 else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
2917 /* Use a darkened colour/tile */
2918 a = f_ptr->x_attr[F_LIT_DARK];
2919 c = f_ptr->x_char[F_LIT_DARK];
2922 /* Handle "out-of-sight" grids */
2923 else if (!(g_ptr->info & CAVE_VIEW))
2926 if (view_bright_lite)
2928 /* Use a darkened colour/tile */
2929 a = f_ptr->x_attr[F_LIT_DARK];
2930 c = f_ptr->x_char[F_LIT_DARK];
2939 /* Unsafe grid -- idea borrowed from Unangband */
2940 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2942 /* Access darkness */
2943 f_ptr = &f_info[feat];
2945 /* Normal attr/char */
2946 a = f_ptr->x_attr[F_LIT_STANDARD];
2947 c = f_ptr->x_char[F_LIT_STANDARD];
2951 /* Interesting grids (non-floors) */
2954 /* Memorized grids */
2955 if (g_ptr->info & CAVE_MARK)
2957 /* Normal attr/char */
2958 a = f_ptr->x_attr[F_LIT_STANDARD];
2959 c = f_ptr->x_char[F_LIT_STANDARD];
2961 if (p_ptr->wild_mode)
2963 /* Special lighting effects */
2964 /* Handle "blind" or "night" */
2965 if (view_granite_lite && (p_ptr->blind || !is_daytime()))
2967 /* Use a darkened colour/tile */
2968 a = f_ptr->x_attr[F_LIT_DARK];
2969 c = f_ptr->x_char[F_LIT_DARK];
2973 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
2974 else if (darkened_grid(g_ptr) && !p_ptr->blind)
2976 if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
2978 /* Unsafe grid -- idea borrowed from Unangband */
2979 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2981 /* Access darkness */
2982 f_ptr = &f_info[feat];
2984 /* Char and attr of darkness */
2985 a = f_ptr->x_attr[F_LIT_STANDARD];
2986 c = f_ptr->x_char[F_LIT_STANDARD];
2988 else if (view_granite_lite && view_bright_lite)
2990 /* Use a darkened colour/tile */
2991 a = f_ptr->x_attr[F_LIT_DARK];
2992 c = f_ptr->x_char[F_LIT_DARK];
2996 /* Special lighting effects */
2997 else if (view_granite_lite)
2999 /* Handle "blind" */
3002 /* Use a darkened colour/tile */
3003 a = f_ptr->x_attr[F_LIT_DARK];
3004 c = f_ptr->x_char[F_LIT_DARK];
3007 /* Handle "torch-lit" grids */
3008 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
3011 if (view_yellow_lite)
3013 /* Use a brightly lit colour/tile */
3014 a = f_ptr->x_attr[F_LIT_LITE];
3015 c = f_ptr->x_char[F_LIT_LITE];
3019 /* Handle "view_bright_lite" */
3020 else if (view_bright_lite)
3023 if (!(g_ptr->info & CAVE_VIEW))
3025 /* Use a darkened colour/tile */
3026 a = f_ptr->x_attr[F_LIT_DARK];
3027 c = f_ptr->x_char[F_LIT_DARK];
3031 else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
3033 /* Use a darkened colour/tile */
3034 a = f_ptr->x_attr[F_LIT_DARK];
3035 c = f_ptr->x_char[F_LIT_DARK];
3038 /* Not glowing correctly */
3039 else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(y, x))
3041 /* Use a darkened colour/tile */
3042 a = f_ptr->x_attr[F_LIT_DARK];
3043 c = f_ptr->x_char[F_LIT_DARK];
3052 /* Unsafe grid -- idea borrowed from Unangband */
3053 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
3055 /* Access feature */
3056 f_ptr = &f_info[feat];
3058 /* Normal attr/char */
3059 a = f_ptr->x_attr[F_LIT_STANDARD];
3060 c = f_ptr->x_char[F_LIT_STANDARD];
3064 if (feat_priority == -1) feat_priority = f_ptr->priority;
3066 /* Save the terrain info for the transparency effects */
3074 /* Hack -- rare random hallucination, except on outer dungeon walls */
3079 image_random(ap, cp);
3084 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3087 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
3088 next_o_idx = o_ptr->next_o_idx;
3090 /* Memorized objects */
3091 if (o_ptr->marked & OM_FOUND)
3093 if (display_autopick)
3097 match_autopick = is_autopick(o_ptr);
3098 if (match_autopick == -1)
3101 act = autopick_list[match_autopick].action;
3103 if ((act & DO_DISPLAY) && (act & display_autopick))
3105 autopick_obj = o_ptr;
3109 match_autopick = -1;
3114 (*cp) = object_char(o_ptr);
3117 (*ap) = object_attr(o_ptr);
3121 /* Hack -- hallucination */
3122 if (p_ptr->image) image_object(ap, cp);
3129 /* Handle monsters */
3130 if (g_ptr->m_idx && display_autopick == 0)
3132 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
3134 /* Visible monster */
3137 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3145 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
3146 * flags are always unseen.
3148 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
3154 image_monster(ap, cp);
3159 /* Monster attr/char */
3163 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
3164 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
3166 /* Desired monster attr/char */
3172 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
3173 * flags are always unseen.
3175 else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
3182 /*** Monster's attr ***/
3183 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
3188 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
3190 /* Multi-hued attr */
3191 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
3192 else switch (randint1(7))
3194 case 1: *ap = TERM_RED; break;
3195 case 2: *ap = TERM_L_RED; break;
3196 case 3: *ap = TERM_WHITE; break;
3197 case 4: *ap = TERM_L_GREEN; break;
3198 case 5: *ap = TERM_BLUE; break;
3199 case 6: *ap = TERM_L_DARK; break;
3200 case 7: *ap = TERM_GREEN; break;
3203 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
3205 /* Use semi-random attr (usually mimics' colors vary) */
3206 *ap = g_ptr->m_idx % 15 + 1;
3214 /*** Monster's char ***/
3215 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
3220 else if (r_ptr->flags1 & RF1_SHAPECHANGER)
3224 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
3225 *cp = tmp_r_ptr->x_char;
3226 *ap = tmp_r_ptr->x_attr;
3230 *cp = (one_in_(25) ?
3231 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
3232 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
3245 /* Handle "player" */
3246 if (player_bold(y, x))
3248 monster_race *r_ptr = &r_info[0];
3249 *ap = r_ptr->x_attr;
3250 *cp = r_ptr->x_char;
3256 static concptr simplify_list[][2] =
3263 {"^Amulet of ", "\""},
3264 {"^Scroll of ", "?"},
3265 {"^Scroll titled ", "?"},
3266 {"^Wand of " , "-"},
3268 {"^Staff of " , "_"},
3269 {"^Potion of ", "!"},
3282 static void display_shortened_item_name(object_type *o_ptr, int y)
3289 object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
3290 attr = tval_to_attr[o_ptr->tval % 128];
3295 strcpy(buf, _("何か奇妙な物", "something strange"));
3298 for (c = buf; *c; c++)
3301 for (i = 0; simplify_list[i][1]; i++)
3303 concptr org_w = simplify_list[i][0];
3313 if (!strncmp(c, org_w, strlen(org_w)))
3316 concptr tmp = simplify_list[i][1];
3319 tmp = c + strlen(org_w);
3335 if (len + 2 > 12) break;
3342 if (len + 1 > 12) break;
3348 Term_putstr(0, y, 12, attr, buf);
3352 * Display a "small-scale" map of the dungeon in the active Term
3354 void display_map(int *cy, int *cx)
3364 SYMBOL_CODE **bigmc;
3371 /* Save lighting effects */
3372 bool old_view_special_lite = view_special_lite;
3373 bool old_view_granite_lite = view_granite_lite;
3375 TERM_LEN hgt, wid, yrat, xrat;
3377 int **match_autopick_yx;
3378 object_type ***object_autopick_yx;
3380 Term_get_size(&wid, &hgt);
3383 if (use_bigtile) wid /= 2;
3385 yrat = (current_floor_ptr->height + hgt - 1) / hgt;
3386 xrat = (current_floor_ptr->width + wid - 1) / wid;
3388 /* Disable lighting effects */
3389 view_special_lite = FALSE;
3390 view_granite_lite = FALSE;
3392 /* Allocate the maps */
3393 C_MAKE(ma, (hgt + 2), TERM_COLOR *);
3394 C_MAKE(mc, (hgt + 2), char_ptr);
3395 C_MAKE(mp, (hgt + 2), byte_ptr);
3396 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
3397 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
3399 /* Allocate and wipe each line map */
3400 for (y = 0; y < (hgt + 2); y++)
3402 /* Allocate one row each array */
3403 C_MAKE(ma[y], (wid + 2), TERM_COLOR);
3404 C_MAKE(mc[y], (wid + 2), char);
3405 C_MAKE(mp[y], (wid + 2), byte);
3406 C_MAKE(match_autopick_yx[y], (wid + 2), int);
3407 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
3409 for (x = 0; x < wid + 2; ++x)
3411 match_autopick_yx[y][x] = -1;
3412 object_autopick_yx[y][x] = NULL;
3415 ma[y][x] = TERM_WHITE;
3423 /* Allocate the maps */
3424 C_MAKE(bigma, (current_floor_ptr->height + 2), TERM_COLOR *);
3425 C_MAKE(bigmc, (current_floor_ptr->height + 2), char_ptr);
3426 C_MAKE(bigmp, (current_floor_ptr->height + 2), byte_ptr);
3428 /* Allocate and wipe each line map */
3429 for (y = 0; y < (current_floor_ptr->height + 2); y++)
3431 /* Allocate one row each array */
3432 C_MAKE(bigma[y], (current_floor_ptr->width + 2), TERM_COLOR);
3433 C_MAKE(bigmc[y], (current_floor_ptr->width + 2), char);
3434 C_MAKE(bigmp[y], (current_floor_ptr->width + 2), byte);
3436 for (x = 0; x < current_floor_ptr->width + 2; ++x)
3439 bigma[y][x] = TERM_WHITE;
3447 /* Fill in the map */
3448 for (i = 0; i < current_floor_ptr->width; ++i)
3450 for (j = 0; j < current_floor_ptr->height; ++j)
3455 match_autopick = -1;
3456 autopick_obj = NULL;
3459 /* Extract the current attr/char at that map location */
3460 map_info(j, i, &ta, &tc, &ta, &tc);
3462 /* Extract the priority */
3463 tp = (byte_hack)feat_priority;
3465 if (match_autopick != -1
3466 && (match_autopick_yx[y][x] == -1
3467 || match_autopick_yx[y][x] > match_autopick))
3469 match_autopick_yx[y][x] = match_autopick;
3470 object_autopick_yx[y][x] = autopick_obj;
3474 /* Save the char, attr and priority */
3475 bigmc[j + 1][i + 1] = tc;
3476 bigma[j + 1][i + 1] = ta;
3477 bigmp[j + 1][i + 1] = tp;
3481 for (j = 0; j < current_floor_ptr->height; ++j)
3483 for (i = 0; i < current_floor_ptr->width; ++i)
3488 tc = bigmc[j + 1][i + 1];
3489 ta = bigma[j + 1][i + 1];
3490 tp = bigmp[j + 1][i + 1];
3492 /* rare feature has more priority */
3498 for (t = 0; t < 8; t++)
3500 if (tc == bigmc[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]] &&
3501 ta == bigma[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]])
3511 /* Save the char, attr and priority */
3524 /* Draw the corners */
3525 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
3527 /* Draw the horizontal edges */
3528 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
3530 /* Draw the vertical edges */
3531 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
3534 /* Display each map line in order */
3535 for (y = 0; y < hgt + 2; ++y)
3537 /* Start a new line */
3538 Term_gotoxy(COL_MAP, y);
3540 /* Display the line */
3541 for (x = 0; x < wid + 2; ++x)
3546 /* Hack -- fake monochrome */
3549 if (current_world_ptr->timewalk_m_idx) ta = TERM_DARK;
3550 else if (IS_INVULN() || p_ptr->timewalk) ta = TERM_WHITE;
3551 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
3554 /* Add the character */
3555 Term_add_bigch(ta, tc);
3560 for (y = 1; y < hgt + 1; ++y)
3562 match_autopick = -1;
3563 for (x = 1; x <= wid; x++) {
3564 if (match_autopick_yx[y][x] != -1 &&
3565 (match_autopick > match_autopick_yx[y][x] ||
3566 match_autopick == -1)) {
3567 match_autopick = match_autopick_yx[y][x];
3568 autopick_obj = object_autopick_yx[y][x];
3572 /* Clear old display */
3573 Term_putstr(0, y, 12, 0, " ");
3575 if (match_autopick != -1)
3577 display_shortened_item_name(autopick_obj, y);
3580 char buf[13] = "\0";
3581 strncpy(buf, autopick_list[match_autopick].name, 12);
3589 /* Player location */
3590 (*cy) = p_ptr->y / yrat + 1 + ROW_MAP;
3592 (*cx) = p_ptr->x / xrat + 1 + COL_MAP;
3594 (*cx) = (p_ptr->x / xrat + 1) * 2 + COL_MAP;
3596 /* Restore lighting effects */
3597 view_special_lite = old_view_special_lite;
3598 view_granite_lite = old_view_granite_lite;
3600 /* Free each line map */
3601 for (y = 0; y < (hgt + 2); y++)
3603 /* Free one row each array */
3604 C_KILL(ma[y], (wid + 2), TERM_COLOR);
3605 C_KILL(mc[y], (wid + 2), SYMBOL_CODE);
3606 C_KILL(mp[y], (wid + 2), byte);
3607 C_KILL(match_autopick_yx[y], (wid + 2), int);
3608 C_KILL(object_autopick_yx[y], (wid + 2), object_type *);
3611 /* Free each line map */
3612 C_KILL(ma, (hgt + 2), TERM_COLOR *);
3613 C_KILL(mc, (hgt + 2), char_ptr);
3614 C_KILL(mp, (hgt + 2), byte_ptr);
3615 C_KILL(match_autopick_yx, (hgt + 2), sint_ptr);
3616 C_KILL(object_autopick_yx, (hgt + 2), object_type **);
3618 /* Free each line map */
3619 for (y = 0; y < (current_floor_ptr->height + 2); y++)
3621 /* Free one row each array */
3622 C_KILL(bigma[y], (current_floor_ptr->width + 2), TERM_COLOR);
3623 C_KILL(bigmc[y], (current_floor_ptr->width + 2), SYMBOL_CODE);
3624 C_KILL(bigmp[y], (current_floor_ptr->width + 2), byte);
3627 /* Free each line map */
3628 C_KILL(bigma, (current_floor_ptr->height + 2), TERM_COLOR *);
3629 C_KILL(bigmc, (current_floor_ptr->height + 2), char_ptr);
3630 C_KILL(bigmp, (current_floor_ptr->height + 2), byte_ptr);
3635 * Display a "small-scale" map of the dungeon for the player
3637 * Currently, the "player" is displayed on the map.
3639 void do_cmd_view_map(void)
3645 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
3650 display_autopick = 0;
3652 /* Display the map */
3653 display_map(&cy, &cx);
3656 if (max_autopick && !p_ptr->wild_mode)
3658 display_autopick = ITEM_DISPLAY;
3665 int wid, hgt, row_message;
3667 Term_get_size(&wid, &hgt);
3668 row_message = hgt - 1;
3670 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)",
3671 " Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items."), row_message, 1);
3673 /* Hilite the player */
3674 move_cursor(cy, cx);
3679 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
3681 flag = DONT_AUTOPICK;
3683 flag = DO_AUTODESTROY;
3685 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
3691 if (~display_autopick & flag)
3692 display_autopick |= flag;
3694 display_autopick &= ~flag;
3695 /* Display the map */
3696 display_map(&cy, &cx);
3699 display_autopick = 0;
3704 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);
3705 /* Hilite the player */
3706 move_cursor(cy, cx);
3714 * Track a new monster
3716 void health_track(MONSTER_IDX m_idx)
3718 /* Mount monster is already tracked */
3719 if (m_idx && m_idx == p_ptr->riding) return;
3721 /* Track a new guy */
3722 p_ptr->health_who = m_idx;
3724 /* Redraw (later) */
3725 p_ptr->redraw |= (PR_HEALTH);