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.
20 * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
22 * @param out_val 出力先文字列ポインタ
25 void cnv_stat(int val, char *out_val)
30 int bonus = (val - 18);
34 sprintf(out_val, "18/%3s", "***");
36 else if (bonus >= 100)
38 sprintf(out_val, "18/%03d", bonus);
42 sprintf(out_val, " 18/%02d", bonus);
49 sprintf(out_val, " %2d", val);
54 * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
55 * Modify a stat value by a "modifier", return new value
61 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
62 * Or even: 18/13, 18/23, 18/33, ..., 18/220
63 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
64 * Or even: 18/13, 18/03, 18, 17, ..., 3
67 s16b modify_stat_value(int value, int amount)
74 /* Apply each point */
75 for (i = 0; i < amount; i++)
77 /* One point at a time */
78 if (value < 18) value++;
80 /* Ten "points" at a time */
88 /* Apply each point */
89 for (i = 0; i < (0 - amount); i++)
91 /* Ten points at a time */
92 if (value >= 18+10) value -= 10;
94 /* Hack -- prevent weirdness */
95 else if (value > 18) value = 18;
97 /* One point at a time */
98 else if (value > 3) value--;
102 /* Return new value */
103 return (s16b)(value);
109 * @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 /
110 * Print character info at given row, column in a 13 char field
116 static void prt_field(concptr info, TERM_LEN row, TERM_LEN col)
118 /* Dump 13 spaces to clear */
119 c_put_str(TERM_WHITE, " ", row, col);
121 /* Dump the info itself */
122 c_put_str(TERM_L_BLUE, info, row, col);
126 * @brief ゲーム時刻を表示する /
134 /* Dump 13 spaces to clear */
135 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
137 extract_day_hour_min(&day, &hour, &min);
139 /* Dump the info itself */
140 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
141 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
143 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
147 * @brief 現在のマップ名を返す /
148 * @return マップ名の文字列参照ポインタ
150 concptr map_name(void)
152 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
153 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
154 return _("クエスト", "Quest");
155 else if (p_ptr->wild_mode)
156 return _("地上", "Surface");
157 else if (p_ptr->inside_arena)
158 return _("アリーナ", "Arena");
159 else if (p_ptr->inside_battle)
160 return _("闘技場", "Monster Arena");
161 else if (!dun_level && p_ptr->town_num)
162 return town[p_ptr->town_num].name;
164 return d_name+d_info[dungeon_type].name;
168 * @brief 現在のマップ名を描画する / Print dungeon
171 static void prt_dungeon(void)
173 concptr dungeon_name;
176 /* Dump 13 spaces to clear */
177 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
179 dungeon_name = map_name();
181 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
182 if (col < 0) col = 0;
184 /* Dump the info itself */
185 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
191 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
192 * @param stat 描画するステータスのID
195 static void prt_stat(int stat)
199 /* Display "injured" stat */
200 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
202 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
203 cnv_stat(p_ptr->stat_use[stat], tmp);
204 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
207 /* Display "healthy" stat */
210 put_str(stat_names[stat], ROW_STAT + stat, 0);
211 cnv_stat(p_ptr->stat_use[stat], tmp);
212 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
215 /* Indicate natural maximum */
216 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
219 /* 日本語にかぶらないように表示位置を変更 */
220 put_str("!", ROW_STAT + stat, 5);
222 put_str("!", ROW_STAT + stat, 3);
230 * 画面下部に表示する状態表示定義ID / Data structure for status bar
232 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
233 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
234 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
235 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
236 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
237 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
238 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
239 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
240 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
241 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
242 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
243 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
244 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
245 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
246 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
247 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
248 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
249 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
250 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
251 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
252 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
253 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
254 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
255 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
256 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
257 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
258 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
259 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
260 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
261 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
262 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
263 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
264 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
265 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
266 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
267 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
268 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
269 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
270 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
271 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
272 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
273 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
274 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
275 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
276 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
277 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
278 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
279 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
280 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
281 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
282 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
283 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
284 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
285 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
286 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
287 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
288 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
289 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
290 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
291 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
292 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
293 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
294 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
295 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
296 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
297 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
298 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
307 {TERM_YELLOW, "つ", "つよし"},
308 {TERM_VIOLET, "幻", "幻覚"},
309 {TERM_L_DARK, "盲", "盲目"},
310 {TERM_RED, "痺", "麻痺"},
311 {TERM_VIOLET, "乱", "混乱"},
312 {TERM_GREEN, "毒", "毒"},
313 {TERM_BLUE, "恐", "恐怖"},
314 {TERM_L_BLUE, "浮", "浮遊"},
315 {TERM_SLATE, "反", "反射"},
316 {TERM_SLATE, "壁", "壁抜け"},
317 {TERM_L_DARK, "幽", "幽体"},
318 {TERM_SLATE, "邪", "防邪"},
319 {TERM_VIOLET, "変", "変わり身"},
320 {TERM_YELLOW, "魔", "魔法鎧"},
321 {TERM_L_UMBER, "伸", "伸び"},
322 {TERM_WHITE, "石", "石肌"},
323 {TERM_L_BLUE, "分", "分身"},
324 {TERM_SLATE, "防", "魔法防御"},
325 {TERM_YELLOW, "究", "究極"},
326 {TERM_YELLOW, "無", "無敵"},
327 {TERM_L_GREEN, "酸", "酸免疫"},
328 {TERM_GREEN, "酸", "耐酸"},
329 {TERM_L_BLUE, "電", "電免疫"},
330 {TERM_BLUE, "電", "耐電"},
331 {TERM_L_RED, "火", "火免疫"},
332 {TERM_RED, "火", "耐火"},
333 {TERM_WHITE, "冷", "冷免疫"},
334 {TERM_SLATE, "冷", "耐冷"},
335 {TERM_GREEN, "毒", "耐毒"},
336 {TERM_L_DARK, "獄", "耐地獄"},
337 {TERM_L_BLUE, "時", "耐時間"},
338 {TERM_L_DARK, "鏡", "鏡オーラ"},
339 {TERM_L_RED, "オ", "火オーラ"},
340 {TERM_WHITE, "闘", "闘気"},
341 {TERM_WHITE, "聖", "聖オーラ"},
342 {TERM_VIOLET, "目", "目には目"},
343 {TERM_WHITE, "祝", "祝福"},
344 {TERM_WHITE, "勇", "勇"},
345 {TERM_RED, "狂", "狂乱"},
346 {TERM_L_RED, "火", "魔剣火"},
347 {TERM_WHITE, "冷", "魔剣冷"},
348 {TERM_L_BLUE, "電", "魔剣電"},
349 {TERM_SLATE, "酸", "魔剣酸"},
350 {TERM_L_GREEN, "毒", "魔剣毒"},
351 {TERM_RED, "乱", "混乱打撃"},
352 {TERM_L_BLUE, "視", "透明視"},
353 {TERM_ORANGE, "テ", "テレパシ"},
354 {TERM_L_BLUE, "回", "回復"},
355 {TERM_L_RED, "赤", "赤外"},
356 {TERM_UMBER, "隠", "隠密"},
357 {TERM_YELLOW, "隠", "超隠密"},
358 {TERM_WHITE, "帰", "帰還"},
359 {TERM_WHITE, "現", "現実変容"},
361 {TERM_WHITE, "オ", "氷オーラ"},
362 {TERM_BLUE, "オ", "電オーラ"},
363 {TERM_L_DARK, "オ", "影オーラ"},
364 {TERM_YELLOW, "腕", "腕力強化"},
365 {TERM_RED, "肉", "肉体強化"},
366 {TERM_L_DARK, "殖", "反増殖"},
367 {TERM_ORANGE, "テ", "反テレポ"},
368 {TERM_RED, "魔", "反魔法"},
369 {TERM_SLATE, "我", "我慢"},
370 {TERM_SLATE, "宣", "宣告"},
371 {TERM_L_DARK, "剣", "魔剣化"},
372 {TERM_RED, "吸", "吸血打撃"},
373 {TERM_WHITE, "回", "回復"},
374 {TERM_L_DARK, "感", "邪悪感知"},
379 {TERM_YELLOW, "Ts", "Tsuyoshi"},
380 {TERM_VIOLET, "Ha", "Halluc"},
381 {TERM_L_DARK, "Bl", "Blind"},
382 {TERM_RED, "Pa", "Paralyzed"},
383 {TERM_VIOLET, "Cf", "Confused"},
384 {TERM_GREEN, "Po", "Poisoned"},
385 {TERM_BLUE, "Af", "Afraid"},
386 {TERM_L_BLUE, "Lv", "Levit"},
387 {TERM_SLATE, "Rf", "Reflect"},
388 {TERM_SLATE, "Pw", "PassWall"},
389 {TERM_L_DARK, "Wr", "Wraith"},
390 {TERM_SLATE, "Ev", "PrtEvl"},
391 {TERM_VIOLET, "Kw", "Kawarimi"},
392 {TERM_YELLOW, "Md", "MgcArm"},
393 {TERM_L_UMBER, "Eh", "Expand"},
394 {TERM_WHITE, "Ss", "StnSkn"},
395 {TERM_L_BLUE, "Ms", "MltShdw"},
396 {TERM_SLATE, "Rm", "ResMag"},
397 {TERM_YELLOW, "Ul", "Ultima"},
398 {TERM_YELLOW, "Iv", "Invuln"},
399 {TERM_L_GREEN, "IAc", "ImmAcid"},
400 {TERM_GREEN, "Ac", "Acid"},
401 {TERM_L_BLUE, "IEl", "ImmElec"},
402 {TERM_BLUE, "El", "Elec"},
403 {TERM_L_RED, "IFi", "ImmFire"},
404 {TERM_RED, "Fi", "Fire"},
405 {TERM_WHITE, "ICo", "ImmCold"},
406 {TERM_SLATE, "Co", "Cold"},
407 {TERM_GREEN, "Po", "Pois"},
408 {TERM_L_DARK, "Nt", "Nthr"},
409 {TERM_L_BLUE, "Ti", "Time"},
410 {TERM_L_DARK, "Mr", "Mirr"},
411 {TERM_L_RED, "SFi", "SFire"},
412 {TERM_WHITE, "Fo", "Force"},
413 {TERM_WHITE, "Ho", "Holy"},
414 {TERM_VIOLET, "Ee", "EyeEye"},
415 {TERM_WHITE, "Bs", "Bless"},
416 {TERM_WHITE, "He", "Hero"},
417 {TERM_RED, "Br", "Berserk"},
418 {TERM_L_RED, "BFi", "BFire"},
419 {TERM_WHITE, "BCo", "BCold"},
420 {TERM_L_BLUE, "BEl", "BElec"},
421 {TERM_SLATE, "BAc", "BAcid"},
422 {TERM_L_GREEN, "BPo", "BPois"},
423 {TERM_RED, "TCf", "TchCnf"},
424 {TERM_L_BLUE, "Se", "SInv"},
425 {TERM_ORANGE, "Te", "Telepa"},
426 {TERM_L_BLUE, "Rg", "Regen"},
427 {TERM_L_RED, "If", "Infr"},
428 {TERM_UMBER, "Sl", "Stealth"},
429 {TERM_YELLOW, "Stlt", "Stealth"},
430 {TERM_WHITE, "Rc", "Recall"},
431 {TERM_WHITE, "Al", "Alter"},
433 {TERM_WHITE, "SCo", "SCold"},
434 {TERM_BLUE, "SEl", "SElec"},
435 {TERM_L_DARK, "SSh", "SShadow"},
436 {TERM_YELLOW, "EMi", "ExMight"},
437 {TERM_RED, "Bu", "BuildUp"},
438 {TERM_L_DARK, "AMl", "AntiMulti"},
439 {TERM_ORANGE, "AT", "AntiTele"},
440 {TERM_RED, "AM", "AntiMagic"},
441 {TERM_SLATE, "Pa", "Patience"},
442 {TERM_SLATE, "Rv", "Revenge"},
443 {TERM_L_DARK, "Rs", "RuneSword"},
444 {TERM_RED, "Vm", "Vampiric"},
445 {TERM_WHITE, "Cu", "Cure"},
446 {TERM_L_DARK, "ET", "EvilTele"},
452 * @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。
453 * @param FLG フラグ位置(ビット)
456 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
459 * @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。
460 * @param FLG フラグ位置(ビット)
463 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
467 * @brief 下部に状態表示を行う / Show status bar
470 static void prt_status(void)
472 BIT_FLAGS bar_flags[3];
473 TERM_LEN wid, hgt, row_statbar, max_col_statbar;
475 TERM_LEN col = 0, num = 0;
478 Term_get_size(&wid, &hgt);
479 row_statbar = hgt + ROW_STATBAR;
480 max_col_statbar = wid + MAX_COL_STATBAR;
482 Term_erase(0, row_statbar, max_col_statbar);
484 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
487 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
490 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
493 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
496 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
499 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
502 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
504 /* Times see-invisible */
505 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
508 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
510 /* Timed regenerate */
511 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
513 /* Timed infra-vision */
514 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
516 /* Protection from evil */
517 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
519 /* Invulnerability */
520 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
523 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
526 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
528 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
531 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
533 /* Super Heroism / berserk */
534 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
537 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
540 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
542 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
544 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
546 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
549 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
550 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
552 /* Oppose Lightning */
553 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
554 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
557 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
558 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
561 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
562 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
565 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
568 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
571 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
574 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
577 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
579 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
581 /* Confusing Hands */
582 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
584 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
586 /* Ultimate-resistance */
587 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
590 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
592 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
594 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
597 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
598 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
599 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
600 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
601 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
602 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
604 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
607 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
609 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
612 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
614 /* An Eye for an Eye */
615 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
618 if (p_ptr->realm1 == REALM_HEX)
620 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
621 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
622 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
623 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
624 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
625 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
626 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
627 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
628 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
629 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
630 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
631 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
632 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
633 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
634 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
635 if (hex_spelling(HEX_CURE_LIGHT) ||
636 hex_spelling(HEX_CURE_SERIOUS) ||
637 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
639 if (HEX_REVENGE_TURN(p_ptr))
641 if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
642 if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
646 /* Calcurate length */
647 for (i = 0; bar[i].sstr; i++)
651 col += strlen(bar[i].lstr) + 1;
656 /* If there are not excess spaces for long strings, use short one */
657 if (col - 1 > max_col_statbar)
662 for (i = 0; bar[i].sstr; i++)
666 col += strlen(bar[i].sstr);
670 /* If there are excess spaces for short string, use more */
671 if (col - 1 <= max_col_statbar - (num-1))
679 /* Centering display column */
680 col = (max_col_statbar - col) / 2;
682 /* Display status bar */
683 for (i = 0; bar[i].sstr; i++)
688 if (space == 2) str = bar[i].lstr;
689 else str = bar[i].sstr;
691 c_put_str(bar[i].attr, str, row_statbar, col);
693 if (space > 0) col++;
694 if (col > max_col_statbar) break;
701 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
704 static void prt_title(void)
711 p = _("[ウィザード]", "[=-WIZARD-=]");
713 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
715 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
717 p = _("*真・勝利者*", "*TRUEWINNER*");
721 p = _("***勝利者***", "***WINNER***");
728 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
732 prt_field(p, ROW_TITLE, COL_TITLE);
737 * @brief プレイヤーのレベルを表示する / Prints level
740 static void prt_level(void)
744 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
746 if (p_ptr->lev >= p_ptr->max_plv)
748 put_str(_("レベル ", "LEVEL "), ROW_LEVEL, 0);
749 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
753 put_str(_("xレベル", "Level "), ROW_LEVEL, 0);
754 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
760 * @brief プレイヤーの経験値を表示する / Display the experience
763 static void prt_exp(void)
767 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
769 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
773 if (p_ptr->lev >= PY_MAX_LEVEL)
775 (void)sprintf(out_val, "********");
779 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
783 if (p_ptr->exp >= p_ptr->max_exp)
785 if (p_ptr->prace == RACE_ANDROID) put_str(_("強化 ", "Cst "), ROW_EXP, 0);
786 else put_str(_("経験 ", "EXP "), ROW_EXP, 0);
787 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
791 put_str(_("x経験", "Exp "), ROW_EXP, 0);
792 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
797 * @brief プレイヤーの所持金を表示する / Prints current gold
800 static void prt_gold(void)
803 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
804 sprintf(tmp, "%9ld", (long)p_ptr->au);
805 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
810 * @brief プレイヤーのACを表示する / Prints current AC
813 static void prt_ac(void)
818 /* AC の表示方式を変更している */
819 put_str(" AC( )", ROW_AC, COL_AC);
820 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
821 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
823 put_str("Cur AC ", ROW_AC, COL_AC);
824 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
825 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
832 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
835 static void prt_hp(void)
837 /* ヒットポイントの表示方法を変更 */
843 put_str("HP", ROW_CURHP, COL_CURHP);
846 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
848 if (p_ptr->chp >= p_ptr->mhp)
850 color = TERM_L_GREEN;
852 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
861 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
864 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
867 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
868 color = TERM_L_GREEN;
870 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
875 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
878 static void prt_sp(void)
880 /* マジックポイントの表示方法を変更している */
885 /* Do not show mana unless it matters */
886 if (!mp_ptr->spell_book) return;
889 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
892 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
894 if (p_ptr->csp >= p_ptr->msp)
896 color = TERM_L_GREEN;
898 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
907 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
910 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
913 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
914 color = TERM_L_GREEN;
916 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
921 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
924 static void prt_depth(void)
927 TERM_LEN wid, hgt, row_depth, col_depth;
928 TERM_COLOR attr = TERM_WHITE;
930 Term_get_size(&wid, &hgt);
931 col_depth = wid + COL_DEPTH;
932 row_depth = hgt + ROW_DEPTH;
936 strcpy(depths, _("地上", "Surf."));
938 else if (p_ptr->inside_quest && !dungeon_type)
940 strcpy(depths, _("地上", "Quest"));
944 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
945 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
947 /* Get color of level based on feeling -JSV- */
948 switch (p_ptr->feeling)
950 case 0: attr = TERM_SLATE; break; /* Unknown */
951 case 1: attr = TERM_L_BLUE; break; /* Special */
952 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
953 case 3: attr = TERM_RED; break; /* Very dangerous */
954 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
955 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
956 case 6: attr = TERM_YELLOW; break; /* Nervous */
957 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
958 case 8: attr = TERM_L_WHITE; break; /* Don't like */
959 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
960 case 10: attr = TERM_WHITE; break; /* Boring place */
964 /* Right-Adjust the "depth", and clear old values */
965 c_prt(attr, format("%7s", depths), row_depth, col_depth);
970 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
973 static void prt_hunger(void)
975 if(p_ptr->wizard && p_ptr->inside_arena) return;
977 /* Fainting / Starving */
978 if (p_ptr->food < PY_FOOD_FAINT)
980 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
984 else if (p_ptr->food < PY_FOOD_WEAK)
986 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
990 else if (p_ptr->food < PY_FOOD_ALERT)
992 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
996 else if (p_ptr->food < PY_FOOD_FULL)
998 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1002 else if (p_ptr->food < PY_FOOD_MAX)
1004 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1010 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1016 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1019 * Display is always exactly 10 characters wide (see below)
1020 * This function was a major bottleneck when resting, so a lot of
1021 * the text formatting code was optimized in place below.
1023 static void prt_state(void)
1025 TERM_COLOR attr = TERM_WHITE;
1031 if (command_rep > 999)
1033 (void)sprintf(text, "%2d00", command_rep / 100);
1037 (void)sprintf(text, " %2d", command_rep);
1044 switch(p_ptr->action)
1048 strcpy(text, _("探索", "Sear"));
1055 /* Start with "Rest" */
1056 strcpy(text, _(" ", " "));
1058 /* Extensive (timed) rest */
1059 if (resting >= 1000)
1064 text[1] = '0' + (i % 10);
1065 text[0] = '0' + (i / 10);
1068 /* Long (timed) rest */
1069 else if (resting >= 100)
1072 text[3] = '0' + (i % 10);
1074 text[2] = '0' + (i % 10);
1075 text[1] = '0' + (i / 10);
1078 /* Medium (timed) rest */
1079 else if (resting >= 10)
1082 text[3] = '0' + (i % 10);
1083 text[2] = '0' + (i / 10);
1086 /* Short (timed) rest */
1087 else if (resting > 0)
1090 text[3] = '0' + (i);
1093 /* Rest until healed */
1094 else if (resting == COMMAND_ARG_REST_FULL_HEALING)
1096 text[0] = text[1] = text[2] = text[3] = '*';
1099 /* Rest until done */
1100 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
1102 text[0] = text[1] = text[2] = text[3] = '&';
1108 strcpy(text, _("学習", "lear"));
1109 if (new_mane) attr = TERM_L_RED;
1114 strcpy(text, _("釣り", "fish"));
1120 for (i = 0; i < MAX_KAMAE; i++)
1121 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1124 case 0: attr = TERM_GREEN;break;
1125 case 1: attr = TERM_WHITE;break;
1126 case 2: attr = TERM_L_BLUE;break;
1127 case 3: attr = TERM_L_RED;break;
1129 strcpy(text, kamae_shurui[i].desc);
1135 for (i = 0; i < MAX_KATA; i++)
1136 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1137 strcpy(text, kata_shurui[i].desc);
1142 strcpy(text, _("歌 ", "Sing"));
1145 case ACTION_HAYAGAKE:
1147 strcpy(text, _("速駆", "Fast"));
1152 strcpy(text, _("詠唱", "Spel"));
1163 /* Display the info (or blanks) */
1164 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1169 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1172 static void prt_speed(void)
1174 int i = p_ptr->pspeed;
1175 bool is_fast = IS_FAST();
1177 TERM_COLOR attr = TERM_WHITE;
1179 TERM_LEN wid, hgt, row_speed, col_speed;
1181 Term_get_size(&wid, &hgt);
1182 col_speed = wid + COL_SPEED;
1183 row_speed = hgt + ROW_SPEED;
1185 /* Hack -- Visually "undo" the Search Mode Slowdown */
1186 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1193 monster_type *m_ptr = &m_list[p_ptr->riding];
1194 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1195 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1196 else attr = TERM_GREEN;
1198 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1199 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1200 else attr = TERM_L_GREEN;
1202 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1204 sprintf(buf, "Fast(+%d)", (i - 110));
1214 monster_type *m_ptr = &m_list[p_ptr->riding];
1215 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1216 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1217 else attr = TERM_RED;
1219 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1220 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1221 else attr = TERM_L_UMBER;
1223 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1225 sprintf(buf, "Slow(-%d)", (110 - i));
1228 else if (p_ptr->riding)
1231 strcpy(buf, _("乗馬中", "Riding"));
1234 /* Display the speed */
1235 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1240 * @brief プレイヤーの呪文学習可能状態を表示する
1243 static void prt_study(void)
1245 TERM_LEN wid, hgt, row_study, col_study;
1247 Term_get_size(&wid, &hgt);
1248 col_study = wid + COL_STUDY;
1249 row_study = hgt + ROW_STUDY;
1251 if (p_ptr->new_spells)
1253 put_str(_("学習", "Stud"), row_study, col_study);
1257 put_str(" ", row_study, col_study);
1263 * @brief プレイヤーのものまね可能状態を表示する
1266 static void prt_imitation(void)
1268 TERM_LEN wid, hgt, row_study, col_study;
1270 Term_get_size(&wid, &hgt);
1271 col_study = wid + COL_STUDY;
1272 row_study = hgt + ROW_STUDY;
1274 if (p_ptr->pclass == CLASS_IMITATOR)
1276 if (p_ptr->mane_num)
1279 if (new_mane) attr = TERM_L_RED;
1280 else attr = TERM_WHITE;
1281 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1285 put_str(" ", row_study, col_study);
1291 * @brief プレイヤーの負傷状態を表示する
1294 static void prt_cut(void)
1300 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1304 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1308 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1312 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1316 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1320 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1324 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1328 put_str(" ", ROW_CUT, COL_CUT);
1334 * @brief プレイヤーの朦朧状態を表示する
1337 static void prt_stun(void)
1339 int s = p_ptr->stun;
1343 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1347 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);
1362 * @brief モンスターの体力ゲージを表示する
1363 * @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。
1367 * Redraw the "monster health bar" -DRS-
1368 * Rather extensive modifications by -BEN-
1370 * The "monster health bar" provides visual feedback on the "health"
1371 * of the monster currently being "tracked". There are several ways
1372 * to "track" a monster, including targetting it, attacking it, and
1373 * affecting it (and nobody else) with a ranged attack.
1375 * Display the monster health bar (affectionately known as the
1376 * "health-o-meter"). Clear health bar if nothing is being tracked.
1377 * Auto-track current target monster when bored. Note that the
1378 * health-bar stops tracking any monster that "disappears".
1381 static void health_redraw(bool riding)
1385 monster_type *m_ptr;
1389 health_who = p_ptr->riding;
1390 row = ROW_RIDING_INFO;
1391 col = COL_RIDING_INFO;
1395 health_who = p_ptr->health_who;
1400 m_ptr = &m_list[health_who];
1402 if (p_ptr->wizard && p_ptr->inside_battle)
1407 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1408 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1409 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1410 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1414 Term_putstr(col - 2, row, 2, r_info[m_list[1].r_idx].x_attr, format("%c", r_info[m_list[1].r_idx].x_char));
1415 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1416 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1421 Term_putstr(col - 2, row + 1, 2, r_info[m_list[2].r_idx].x_attr, format("%c", r_info[m_list[2].r_idx].x_char));
1422 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1423 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1428 Term_putstr(col - 2, row + 2, 2, r_info[m_list[3].r_idx].x_attr, format("%c", r_info[m_list[3].r_idx].x_char));
1429 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1430 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1435 Term_putstr(col - 2, row + 3, 2, r_info[m_list[4].r_idx].x_attr, format("%c", r_info[m_list[4].r_idx].x_char));
1436 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1437 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1446 /* Erase the health bar */
1447 Term_erase(col, row, 12);
1450 /* Tracking an unseen monster */
1451 else if (!m_ptr->ml)
1453 /* Indicate that the monster health is "unknown" */
1454 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1457 /* Tracking a hallucinatory monster */
1458 else if (p_ptr->image)
1460 /* Indicate that the monster health is "unknown" */
1461 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1464 /* Tracking a dead monster (???) */
1465 else if (m_ptr->hp < 0)
1467 /* Indicate that the monster health is "unknown" */
1468 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1471 /* 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, "**********");
1517 * @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)
1520 static void prt_frame_basic(void)
1524 /* Race and Class */
1525 if (p_ptr->mimic_form)
1526 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1530 my_strcpy(str, rp_ptr->title, sizeof(str));
1531 prt_field(str, ROW_RACE, COL_RACE);
1533 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1534 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1540 /* Level/Experience */
1545 for (i = 0; i < A_MAX; i++) prt_stat(i);
1563 health_redraw(FALSE);
1564 health_redraw(TRUE);
1569 * @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)
1572 static void prt_frame_extra(void)
1597 * @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
1600 static void fix_inven(void)
1605 for (j = 0; j < 8; j++)
1610 if (!angband_term[j]) continue;
1612 /* No relevant flags */
1613 if (!(window_flag[j] & (PW_INVEN))) continue;
1616 Term_activate(angband_term[j]);
1618 /* Display inventory */
1629 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1632 * @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
1633 * @param n_same モンスターの数の現在数
1637 * nnn : number or unique(U) or wanted unique(W)
1638 * X : symbol of monster
1639 * LV : monster lv if known
1640 * name: name of monster
1644 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1647 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1648 monster_race* r_ptr = &r_info[r_idx];
1652 //Number of 'U'nique
1653 if(r_ptr->flags1&RF1_UNIQUE){//unique
1654 bool is_kubi = FALSE;
1655 for(i=0;i<MAX_KUBI;i++){
1656 if(kubi_r_idx[i] == r_idx){
1661 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1663 sprintf(buf, "%3d", n_same);
1664 Term_addstr(-1, TERM_WHITE, buf);
1667 Term_addstr(-1, TERM_WHITE, " ");
1668 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1669 //Term_addstr(-1, TERM_WHITE, "/");
1670 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1672 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1673 sprintf(buf, " %2d", (int)r_ptr->level);
1677 Term_addstr(-1, TERM_WHITE, buf);
1679 sprintf(buf, " %s ", r_name+r_ptr->name);
1680 Term_addstr(-1, TERM_WHITE, buf);
1682 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1686 * @brief モンスターの出現リストを表示する / Print monster info in line
1689 * @param max_lines 最大何行描画するか
1691 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1693 monster_type* last_mons = NULL;
1694 monster_type* m_ptr = NULL;
1698 for(i=0;i<temp_n;i++){
1699 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1700 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1701 m_ptr = &m_list[c_ptr->m_idx];
1702 if(is_pet(m_ptr))continue;//pet
1703 if(!m_ptr->r_idx)continue;//dead?
1706 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1707 monster_race* r_ptr = &r_info[r_idx];
1708 concptr name = (r_name + r_ptr->name);
1709 concptr ename = (r_name + r_ptr->name);
1710 //ミミック類や「それ」等は、一覧に出てはいけない
1711 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1712 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1714 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1715 (strcmp(ename, "Null the Living Void")==0))continue;
1716 //"金無垢の指輪"は、一覧に出てはいけない
1717 if((strcmp(name, "金無垢の指輪")==0)||
1718 (strcmp(ename, "Plain Gold Ring")==0))continue;
1722 //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.
1723 if(!last_mons){//先頭モンスター
1729 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1731 continue;//表示処理を次に回す
1733 //print last mons info
1734 print_monster_line(x, line++, last_mons, n_same);
1737 if(line-y-1==max_lines){//残り1行
1741 if(line-y-1==max_lines && i!=temp_n){
1742 Term_gotoxy(x, line);
1743 Term_addstr(-1, TERM_WHITE, "-- and more --");
1745 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1750 * @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
1753 static void fix_monster_list(void)
1759 for (j = 0; j < 8; j++)
1764 if (!angband_term[j]) continue;
1766 /* No relevant flags */
1767 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1770 Term_activate(angband_term[j]);
1771 Term_get_size(&w, &h);
1775 target_set_prepare_look();//モンスター一覧を生成,ソート
1776 print_monster_list(0, 0, h);
1787 * @brief 現在の装備品をサブウィンドウに表示する /
1788 * Hack -- display equipment in sub-windows
1791 static void fix_equip(void)
1796 for (j = 0; j < 8; j++)
1801 if (!angband_term[j]) continue;
1803 /* No relevant flags */
1804 if (!(window_flag[j] & (PW_EQUIP))) continue;
1807 Term_activate(angband_term[j]);
1809 /* Display equipment */
1820 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1821 * Hack -- display spells in sub-windows
1824 static void fix_spell(void)
1829 for (j = 0; j < 8; j++)
1834 if (!angband_term[j]) continue;
1836 /* No relevant flags */
1837 if (!(window_flag[j] & (PW_SPELL))) continue;
1840 Term_activate(angband_term[j]);
1842 /* Display spell list */
1843 display_spell_list();
1853 * @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 /
1854 * Hack -- display character in sub-windows
1857 static void fix_player(void)
1862 for (j = 0; j < 8; j++)
1867 if (!angband_term[j]) continue;
1869 /* No relevant flags */
1870 if (!(window_flag[j] & (PW_PLAYER))) continue;
1873 Term_activate(angband_term[j]);
1885 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1886 * Hack -- display recent messages in sub-windows
1887 * Adjust for width and split messages
1890 static void fix_message(void)
1897 for (j = 0; j < 8; j++)
1902 if (!angband_term[j]) continue;
1904 /* No relevant flags */
1905 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1908 Term_activate(angband_term[j]);
1910 Term_get_size(&w, &h);
1913 for (i = 0; i < h; i++)
1915 /* Dump the message on the appropriate line */
1916 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1919 Term_locate(&x, &y);
1921 /* Clear to end of line */
1922 Term_erase(x, y, 255);
1933 * @brief 簡易マップをサブウィンドウに表示する /
1934 * Hack -- display overhead view in sub-windows
1935 * Adjust for width and split messages
1938 * Note that the "player" symbol does NOT appear on the map.
1940 static void fix_overhead(void)
1946 for (j = 0; j < 8; j++)
1952 if (!angband_term[j]) continue;
1954 /* No relevant flags */
1955 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1958 Term_activate(angband_term[j]);
1960 /* Full map in too small window is useless */
1961 Term_get_size(&wid, &hgt);
1962 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1965 display_map(&cy, &cx);
1976 * @brief ダンジョンの地形をサブウィンドウに表示する /
1977 * Hack -- display dungeon view in sub-windows
1980 static void fix_dungeon(void)
1985 for (j = 0; j < 8; j++)
1990 if (!angband_term[j]) continue;
1992 /* No relevant flags */
1993 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1996 Term_activate(angband_term[j]);
1998 /* Redraw dungeon view */
2009 * @brief モンスターの思い出をサブウィンドウに表示する /
2010 * Hack -- display dungeon view in sub-windows
2013 static void fix_monster(void)
2018 for (j = 0; j < 8; j++)
2023 if (!angband_term[j]) continue;
2025 /* No relevant flags */
2026 if (!(window_flag[j] & (PW_MONSTER))) continue;
2029 Term_activate(angband_term[j]);
2031 /* Display monster race info */
2032 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2042 * @brief ベースアイテム情報をサブウィンドウに表示する /
2043 * Hack -- display object recall in sub-windows
2046 static void fix_object(void)
2051 for (j = 0; j < 8; j++)
2056 if (!angband_term[j]) continue;
2058 /* No relevant flags */
2059 if (!(window_flag[j] & (PW_OBJECT))) continue;
2062 Term_activate(angband_term[j]);
2064 /* Display monster race info */
2065 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2076 * @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 /
2077 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2078 * @return 重すぎるならばTRUE
2080 bool is_heavy_shoot(object_type *o_ptr)
2082 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2083 /* It is hard to carholdry a heavy bow */
2084 return (hold < o_ptr->weight / 10);
2088 * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
2089 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2090 * @return 対応する矢/弾薬のベースアイテムID
2092 int bow_tval_ammo(object_type *o_ptr)
2094 /* Analyze the launcher */
2095 switch (o_ptr->sval)
2126 * @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"
2128 * @details 更新処理の対象はゲーム中の全描画処理
2130 static void redraw_stuff(void)
2132 if (!p_ptr->redraw) return;
2134 /* Character is not ready yet, no screen updates */
2135 if (!character_generated) return;
2137 /* Character is in "icky" mode, no screen updates */
2138 if (character_icky) return;
2140 /* Hack -- clear the screen */
2141 if (p_ptr->redraw & (PR_WIPE))
2143 p_ptr->redraw &= ~(PR_WIPE);
2148 if (p_ptr->redraw & (PR_MAP))
2150 p_ptr->redraw &= ~(PR_MAP);
2154 if (p_ptr->redraw & (PR_BASIC))
2156 p_ptr->redraw &= ~(PR_BASIC);
2157 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
2158 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
2159 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
2160 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
2166 if (p_ptr->redraw & (PR_EQUIPPY))
2168 p_ptr->redraw &= ~(PR_EQUIPPY);
2169 print_equippy(); /* To draw / delete equippy chars */
2172 if (p_ptr->redraw & (PR_MISC))
2174 p_ptr->redraw &= ~(PR_MISC);
2175 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
2176 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
2179 if (p_ptr->redraw & (PR_TITLE))
2181 p_ptr->redraw &= ~(PR_TITLE);
2185 if (p_ptr->redraw & (PR_LEV))
2187 p_ptr->redraw &= ~(PR_LEV);
2191 if (p_ptr->redraw & (PR_EXP))
2193 p_ptr->redraw &= ~(PR_EXP);
2197 if (p_ptr->redraw & (PR_STATS))
2199 p_ptr->redraw &= ~(PR_STATS);
2208 if (p_ptr->redraw & (PR_STATUS))
2210 p_ptr->redraw &= ~(PR_STATUS);
2214 if (p_ptr->redraw & (PR_ARMOR))
2216 p_ptr->redraw &= ~(PR_ARMOR);
2220 if (p_ptr->redraw & (PR_HP))
2222 p_ptr->redraw &= ~(PR_HP);
2226 if (p_ptr->redraw & (PR_MANA))
2228 p_ptr->redraw &= ~(PR_MANA);
2232 if (p_ptr->redraw & (PR_GOLD))
2234 p_ptr->redraw &= ~(PR_GOLD);
2238 if (p_ptr->redraw & (PR_DEPTH))
2240 p_ptr->redraw &= ~(PR_DEPTH);
2244 if (p_ptr->redraw & (PR_HEALTH))
2246 p_ptr->redraw &= ~(PR_HEALTH);
2247 health_redraw(FALSE);
2250 if (p_ptr->redraw & (PR_UHEALTH))
2252 p_ptr->redraw &= ~(PR_UHEALTH);
2253 health_redraw(TRUE);
2256 if (p_ptr->redraw & (PR_EXTRA))
2258 p_ptr->redraw &= ~(PR_EXTRA);
2259 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
2260 p_ptr->redraw &= ~(PR_HUNGER);
2261 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
2265 if (p_ptr->redraw & (PR_CUT))
2267 p_ptr->redraw &= ~(PR_CUT);
2271 if (p_ptr->redraw & (PR_STUN))
2273 p_ptr->redraw &= ~(PR_STUN);
2277 if (p_ptr->redraw & (PR_HUNGER))
2279 p_ptr->redraw &= ~(PR_HUNGER);
2283 if (p_ptr->redraw & (PR_STATE))
2285 p_ptr->redraw &= ~(PR_STATE);
2289 if (p_ptr->redraw & (PR_SPEED))
2291 p_ptr->redraw &= ~(PR_SPEED);
2295 if (p_ptr->pclass == CLASS_IMITATOR)
2297 if (p_ptr->redraw & (PR_IMITATION))
2299 p_ptr->redraw &= ~(PR_IMITATION);
2303 else if (p_ptr->redraw & (PR_STUDY))
2305 p_ptr->redraw &= ~(PR_STUDY);
2311 * @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"
2313 * @details 更新処理の対象はサブウィンドウ全般
2315 static void window_stuff(void)
2318 BIT_FLAGS mask = 0L;
2321 if (!p_ptr->window) return;
2324 for (j = 0; j < 8; j++)
2326 /* Save usable flags */
2327 if (angband_term[j]) mask |= window_flag[j];
2330 /* Apply usable flags */
2331 p_ptr->window &= mask;
2334 if (!p_ptr->window) return;
2336 /* Display inventory */
2337 if (p_ptr->window & (PW_INVEN))
2339 p_ptr->window &= ~(PW_INVEN);
2343 /* Display equipment */
2344 if (p_ptr->window & (PW_EQUIP))
2346 p_ptr->window &= ~(PW_EQUIP);
2350 /* Display spell list */
2351 if (p_ptr->window & (PW_SPELL))
2353 p_ptr->window &= ~(PW_SPELL);
2357 /* Display player */
2358 if (p_ptr->window & (PW_PLAYER))
2360 p_ptr->window &= ~(PW_PLAYER);
2364 /* Display monster list */
2365 if (p_ptr->window & (PW_MONSTER_LIST))
2367 p_ptr->window &= ~(PW_MONSTER_LIST);
2371 /* Display overhead view */
2372 if (p_ptr->window & (PW_MESSAGE))
2374 p_ptr->window &= ~(PW_MESSAGE);
2378 /* Display overhead view */
2379 if (p_ptr->window & (PW_OVERHEAD))
2381 p_ptr->window &= ~(PW_OVERHEAD);
2385 /* Display overhead view */
2386 if (p_ptr->window & (PW_DUNGEON))
2388 p_ptr->window &= ~(PW_DUNGEON);
2392 /* Display monster recall */
2393 if (p_ptr->window & (PW_MONSTER))
2395 p_ptr->window &= ~(PW_MONSTER);
2399 /* Display object recall */
2400 if (p_ptr->window & (PW_OBJECT))
2402 p_ptr->window &= ~(PW_OBJECT);
2409 * @brief 全更新処理をチェックして処理していく
2410 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
2413 void handle_stuff(void)
2415 if (p_ptr->update) update_creature(p_ptr);
2416 if (p_ptr->redraw) redraw_stuff();
2417 if (p_ptr->window) window_stuff();
2420 void update_output(void)
2422 if (p_ptr->redraw) redraw_stuff();
2423 if (p_ptr->window) window_stuff();
2427 * @brief 実ゲームプレイ時間を更新する
2429 void update_playtime(void)
2431 /* Check if the game has started */
2432 if (start_time != 0)
2434 u32b tmp = (u32b)time(NULL);
2435 playtime += (tmp - start_time);