3 * @brief プレイヤーのステータス処理 / status
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
25 #include "player-status.h"
26 #include "player-class.h"
27 #include "player-race.h"
28 #include "player-effects.h"
29 #include "player-inventory.h"
31 #include "view-mainwindow.h"
34 #include "realm-hex.h"
35 #include "realm-song.h"
37 #include "object-flavor.h"
42 #include "floor-town.h"
44 #include "objectkind.h"
45 #include "targeting.h"
48 * Not using graphical tiles for this feature?
50 #define IS_ASCII_GRAPHICS(A) (!((A) & 0x80))
53 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 */
54 static byte display_autopick; /*!< 自動拾い状態の設定フラグ */
55 static int match_autopick;
56 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 */
61 POSITION panel_row_min, panel_row_max;
62 POSITION panel_col_min, panel_col_max;
63 POSITION panel_col_prt, panel_row_prt;
66 * Some screen locations for various display routines
67 * Currently, row 8 and 15 are the only "blank" rows.
68 * That leaves a "border" around the "stat" values.
72 #define COL_RACE 0 /* <race name> */
74 /*#define ROW_CLASS 2 */
75 /*#define COL_CLASS 0 */ /* <class name> */
78 #define COL_TITLE 0 /* <title> or <mode> */
80 /*#define ROW_SEIKAKU 4 */
81 /*#define COL_SEIKAKU 0*/ /* <seikaku> */
84 #define COL_DAY 0 /* day */
86 #define ROW_DUNGEON 22
87 #define COL_DUNGEON 0 /* dungeon */
90 #define COL_LEVEL 0 /* "LEVEL xxxxxx" */
93 #define COL_EXP 0 /* "EXP xxxxxxxx" */
96 #define COL_GOLD 0 /* "AU xxxxxxxxx" */
99 #define COL_EQUIPPY 0 /* equippy chars */
102 #define COL_STAT 0 /* "xxx xxxxxx" */
105 #define COL_AC 0 /* "Cur AC xxxxx" */
111 #define COL_CURHP 0 /* "Cur HP xxxxx" */
114 #define COL_CURSP 0 /* "Cur SP xxxxx" */
116 #define ROW_RIDING_INFO 16
117 #define COL_RIDING_INFO 0 /* "xxxxxxxxxxxx" */
120 #define COL_INFO 0 /* "xxxxxxxxxxxx" */
123 #define COL_CUT 0 /* <cut> */
126 #define COL_STUN 0 /* <stun> */
128 #define ROW_HUNGRY 20
129 #define COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */
132 #define COL_STATE 7 /* <state> */
134 #define ROW_SPEED (-1)
135 #define COL_SPEED (-24) /* "Slow (-NN)" or "Fast (+NN)" */
137 #define ROW_STUDY (-1)
138 #define COL_STUDY (-13) /* "Study" */
140 #define ROW_DEPTH (-1)
141 #define COL_DEPTH (-8) /* "Lev NNN" / "NNNN ft" */
143 #define ROW_STATBAR (-1)
144 #define COL_STATBAR 0
145 #define MAX_COL_STATBAR (-26)
150 * @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 /
151 * Print character info at given row, column in a 13 char field
157 static void prt_field(concptr info, TERM_LEN row, TERM_LEN col)
159 /* Dump 13 spaces to clear */
160 c_put_str(TERM_WHITE, " ", row, col);
162 /* Dump the info itself */
163 c_put_str(TERM_L_BLUE, info, row, col);
167 * @brief ゲーム時刻を表示する /
175 /* Dump 13 spaces to clear */
176 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
178 extract_day_hour_min(&day, &hour, &min);
180 /* Dump the info itself */
181 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
182 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
184 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
188 * @brief 現在のマップ名を返す /
189 * @return マップ名の文字列参照ポインタ
191 concptr map_name(void)
193 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
194 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
195 return _("クエスト", "Quest");
196 else if (p_ptr->wild_mode)
197 return _("地上", "Surface");
198 else if (p_ptr->inside_arena)
199 return _("アリーナ", "Arena");
200 else if (p_ptr->phase_out)
201 return _("闘技場", "Monster Arena");
202 else if (!current_floor_ptr->dun_level && p_ptr->town_num)
203 return town_info[p_ptr->town_num].name;
205 return d_name+d_info[p_ptr->dungeon_idx].name;
209 * @brief 現在のマップ名を描画する / Print dungeon
212 static void prt_dungeon(void)
214 concptr dungeon_name;
217 /* Dump 13 spaces to clear */
218 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
220 dungeon_name = map_name();
222 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
223 if (col < 0) col = 0;
225 /* Dump the info itself */
226 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
232 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
233 * @param stat 描画するステータスのID
236 static void prt_stat(int stat)
240 /* Display "injured" stat */
241 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
243 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
244 cnv_stat(p_ptr->stat_use[stat], tmp);
245 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
248 /* Display "healthy" stat */
251 put_str(stat_names[stat], ROW_STAT + stat, 0);
252 cnv_stat(p_ptr->stat_use[stat], tmp);
253 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
256 /* Indicate natural maximum */
257 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
260 /* 日本語にかぶらないように表示位置を変更 */
261 put_str("!", ROW_STAT + stat, 5);
263 put_str("!", ROW_STAT + stat, 3);
271 * 画面下部に表示する状態表示定義ID / Data structure for status bar
273 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
274 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
275 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
276 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
277 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
278 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
279 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
280 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
281 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
282 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
283 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
284 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
285 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
286 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
287 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
288 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
289 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
290 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
291 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
292 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
293 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
294 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
295 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
296 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
297 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
298 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
299 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
300 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
301 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
302 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
303 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
304 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
305 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
306 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
307 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
308 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
309 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
310 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
311 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
312 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
313 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
314 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
315 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
316 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
317 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
318 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
319 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
320 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
321 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
322 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
323 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
324 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
325 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
326 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
327 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
328 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
329 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
330 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
331 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
332 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
333 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
334 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
335 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
336 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
337 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
338 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
339 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
348 {TERM_YELLOW, "つ", "つよし"},
349 {TERM_VIOLET, "幻", "幻覚"},
350 {TERM_L_DARK, "盲", "盲目"},
351 {TERM_RED, "痺", "麻痺"},
352 {TERM_VIOLET, "乱", "混乱"},
353 {TERM_GREEN, "毒", "毒"},
354 {TERM_BLUE, "恐", "恐怖"},
355 {TERM_L_BLUE, "浮", "浮遊"},
356 {TERM_SLATE, "反", "反射"},
357 {TERM_SLATE, "壁", "壁抜け"},
358 {TERM_L_DARK, "幽", "幽体"},
359 {TERM_SLATE, "邪", "防邪"},
360 {TERM_VIOLET, "変", "変わり身"},
361 {TERM_YELLOW, "魔", "魔法鎧"},
362 {TERM_L_UMBER, "伸", "伸び"},
363 {TERM_WHITE, "石", "石肌"},
364 {TERM_L_BLUE, "分", "分身"},
365 {TERM_SLATE, "防", "魔法防御"},
366 {TERM_YELLOW, "究", "究極"},
367 {TERM_YELLOW, "無", "無敵"},
368 {TERM_L_GREEN, "酸", "酸免疫"},
369 {TERM_GREEN, "酸", "耐酸"},
370 {TERM_L_BLUE, "電", "電免疫"},
371 {TERM_BLUE, "電", "耐電"},
372 {TERM_L_RED, "火", "火免疫"},
373 {TERM_RED, "火", "耐火"},
374 {TERM_WHITE, "冷", "冷免疫"},
375 {TERM_SLATE, "冷", "耐冷"},
376 {TERM_GREEN, "毒", "耐毒"},
377 {TERM_L_DARK, "獄", "耐地獄"},
378 {TERM_L_BLUE, "時", "耐時間"},
379 {TERM_L_DARK, "鏡", "鏡オーラ"},
380 {TERM_L_RED, "オ", "火オーラ"},
381 {TERM_WHITE, "闘", "闘気"},
382 {TERM_WHITE, "聖", "聖オーラ"},
383 {TERM_VIOLET, "目", "目には目"},
384 {TERM_WHITE, "祝", "祝福"},
385 {TERM_WHITE, "勇", "勇"},
386 {TERM_RED, "狂", "狂乱"},
387 {TERM_L_RED, "火", "魔剣火"},
388 {TERM_WHITE, "冷", "魔剣冷"},
389 {TERM_L_BLUE, "電", "魔剣電"},
390 {TERM_SLATE, "酸", "魔剣酸"},
391 {TERM_L_GREEN, "毒", "魔剣毒"},
392 {TERM_RED, "乱", "混乱打撃"},
393 {TERM_L_BLUE, "視", "透明視"},
394 {TERM_ORANGE, "テ", "テレパシ"},
395 {TERM_L_BLUE, "回", "回復"},
396 {TERM_L_RED, "赤", "赤外"},
397 {TERM_UMBER, "隠", "隠密"},
398 {TERM_YELLOW, "隠", "超隠密"},
399 {TERM_WHITE, "帰", "帰還"},
400 {TERM_WHITE, "現", "現実変容"},
402 {TERM_WHITE, "オ", "氷オーラ"},
403 {TERM_BLUE, "オ", "電オーラ"},
404 {TERM_L_DARK, "オ", "影オーラ"},
405 {TERM_YELLOW, "腕", "腕力強化"},
406 {TERM_RED, "肉", "肉体強化"},
407 {TERM_L_DARK, "殖", "反増殖"},
408 {TERM_ORANGE, "テ", "反テレポ"},
409 {TERM_RED, "魔", "反魔法"},
410 {TERM_SLATE, "我", "我慢"},
411 {TERM_SLATE, "宣", "宣告"},
412 {TERM_L_DARK, "剣", "魔剣化"},
413 {TERM_RED, "吸", "吸血打撃"},
414 {TERM_WHITE, "回", "回復"},
415 {TERM_L_DARK, "感", "邪悪感知"},
420 {TERM_YELLOW, "Ts", "Tsuyoshi"},
421 {TERM_VIOLET, "Ha", "Halluc"},
422 {TERM_L_DARK, "Bl", "Blind"},
423 {TERM_RED, "Pa", "Paralyzed"},
424 {TERM_VIOLET, "Cf", "Confused"},
425 {TERM_GREEN, "Po", "Poisoned"},
426 {TERM_BLUE, "Af", "Afraid"},
427 {TERM_L_BLUE, "Lv", "Levit"},
428 {TERM_SLATE, "Rf", "Reflect"},
429 {TERM_SLATE, "Pw", "PassWall"},
430 {TERM_L_DARK, "Wr", "Wraith"},
431 {TERM_SLATE, "Ev", "PrtEvl"},
432 {TERM_VIOLET, "Kw", "Kawarimi"},
433 {TERM_YELLOW, "Md", "MgcArm"},
434 {TERM_L_UMBER, "Eh", "Expand"},
435 {TERM_WHITE, "Ss", "StnSkn"},
436 {TERM_L_BLUE, "Ms", "MltShdw"},
437 {TERM_SLATE, "Rm", "ResMag"},
438 {TERM_YELLOW, "Ul", "Ultima"},
439 {TERM_YELLOW, "Iv", "Invuln"},
440 {TERM_L_GREEN, "IAc", "ImmAcid"},
441 {TERM_GREEN, "Ac", "Acid"},
442 {TERM_L_BLUE, "IEl", "ImmElec"},
443 {TERM_BLUE, "El", "Elec"},
444 {TERM_L_RED, "IFi", "ImmFire"},
445 {TERM_RED, "Fi", "Fire"},
446 {TERM_WHITE, "ICo", "ImmCold"},
447 {TERM_SLATE, "Co", "Cold"},
448 {TERM_GREEN, "Po", "Pois"},
449 {TERM_L_DARK, "Nt", "Nthr"},
450 {TERM_L_BLUE, "Ti", "Time"},
451 {TERM_L_DARK, "Mr", "Mirr"},
452 {TERM_L_RED, "SFi", "SFire"},
453 {TERM_WHITE, "Fo", "Force"},
454 {TERM_WHITE, "Ho", "Holy"},
455 {TERM_VIOLET, "Ee", "EyeEye"},
456 {TERM_WHITE, "Bs", "Bless"},
457 {TERM_WHITE, "He", "Hero"},
458 {TERM_RED, "Br", "Berserk"},
459 {TERM_L_RED, "BFi", "BFire"},
460 {TERM_WHITE, "BCo", "BCold"},
461 {TERM_L_BLUE, "BEl", "BElec"},
462 {TERM_SLATE, "BAc", "BAcid"},
463 {TERM_L_GREEN, "BPo", "BPois"},
464 {TERM_RED, "TCf", "TchCnf"},
465 {TERM_L_BLUE, "Se", "SInv"},
466 {TERM_ORANGE, "Te", "Telepa"},
467 {TERM_L_BLUE, "Rg", "Regen"},
468 {TERM_L_RED, "If", "Infr"},
469 {TERM_UMBER, "Sl", "Stealth"},
470 {TERM_YELLOW, "Stlt", "Stealth"},
471 {TERM_WHITE, "Rc", "Recall"},
472 {TERM_WHITE, "Al", "Alter"},
474 {TERM_WHITE, "SCo", "SCold"},
475 {TERM_BLUE, "SEl", "SElec"},
476 {TERM_L_DARK, "SSh", "SShadow"},
477 {TERM_YELLOW, "EMi", "ExMight"},
478 {TERM_RED, "Bu", "BuildUp"},
479 {TERM_L_DARK, "AMl", "AntiMulti"},
480 {TERM_ORANGE, "AT", "AntiTele"},
481 {TERM_RED, "AM", "AntiMagic"},
482 {TERM_SLATE, "Pa", "Patience"},
483 {TERM_SLATE, "Rv", "Revenge"},
484 {TERM_L_DARK, "Rs", "RuneSword"},
485 {TERM_RED, "Vm", "Vampiric"},
486 {TERM_WHITE, "Cu", "Cure"},
487 {TERM_L_DARK, "ET", "EvilTele"},
493 * @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。
494 * @param FLG フラグ位置(ビット)
497 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
500 * @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。
501 * @param FLG フラグ位置(ビット)
504 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
508 * @brief 下部に状態表示を行う / Show status bar
511 static void prt_status(void)
513 BIT_FLAGS bar_flags[3];
514 TERM_LEN wid, hgt, row_statbar, max_col_statbar;
516 TERM_LEN col = 0, num = 0;
519 Term_get_size(&wid, &hgt);
520 row_statbar = hgt + ROW_STATBAR;
521 max_col_statbar = wid + MAX_COL_STATBAR;
523 Term_erase(0, row_statbar, max_col_statbar);
525 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
528 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
531 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
534 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
537 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
540 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
543 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
545 /* Times see-invisible */
546 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
549 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
551 /* Timed regenerate */
552 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
554 /* Timed infra-vision */
555 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
557 /* Protection from evil */
558 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
560 /* Invulnerability */
561 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
564 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
567 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
569 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
572 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
574 /* Super Heroism / berserk */
575 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
578 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
581 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
583 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
585 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
587 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
590 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
591 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
593 /* Oppose Lightning */
594 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
595 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
598 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
599 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
602 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
603 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
606 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
609 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
612 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
615 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
618 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
620 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
622 /* Confusing Hands */
623 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
625 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
627 /* Ultimate-resistance */
628 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
631 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
633 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
635 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
638 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
639 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
640 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
641 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
642 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
643 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
645 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
648 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
650 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
653 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
655 /* An Eye for an Eye */
656 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
659 if (p_ptr->realm1 == REALM_HEX)
661 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
662 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
663 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
664 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
665 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
666 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
667 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
668 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
669 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
670 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
671 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
672 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
673 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
674 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
675 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
676 if (hex_spelling(HEX_CURE_LIGHT) ||
677 hex_spelling(HEX_CURE_SERIOUS) ||
678 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
680 if (HEX_REVENGE_TURN(p_ptr))
682 if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
683 if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
687 /* Calcurate length */
688 for (i = 0; bar[i].sstr; i++)
692 col += strlen(bar[i].lstr) + 1;
697 /* If there are not excess spaces for long strings, use short one */
698 if (col - 1 > max_col_statbar)
703 for (i = 0; bar[i].sstr; i++)
707 col += strlen(bar[i].sstr);
711 /* If there are excess spaces for short string, use more */
712 if (col - 1 <= max_col_statbar - (num-1))
720 /* Centering display column */
721 col = (max_col_statbar - col) / 2;
723 /* Display status bar */
724 for (i = 0; bar[i].sstr; i++)
729 if (space == 2) str = bar[i].lstr;
730 else str = bar[i].sstr;
732 c_put_str(bar[i].attr, str, row_statbar, col);
734 if (space > 0) col++;
735 if (col > max_col_statbar) break;
742 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
745 static void prt_title(void)
752 p = _("[ウィザード]", "[=-WIZARD-=]");
754 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
756 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
758 p = _("*真・勝利者*", "*TRUEWINNER*");
762 p = _("***勝利者***", "***WINNER***");
769 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
773 prt_field(p, ROW_TITLE, COL_TITLE);
778 * @brief プレイヤーのレベルを表示する / Prints level
781 static void prt_level(void)
785 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
787 if (p_ptr->lev >= p_ptr->max_plv)
789 put_str(_("レベル ", "LEVEL "), ROW_LEVEL, 0);
790 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
794 put_str(_("xレベル", "Level "), ROW_LEVEL, 0);
795 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
801 * @brief プレイヤーの経験値を表示する / Display the experience
804 static void prt_exp(void)
808 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
810 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
814 if (p_ptr->lev >= PY_MAX_LEVEL)
816 (void)sprintf(out_val, "********");
820 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
824 if (p_ptr->exp >= p_ptr->max_exp)
826 if (p_ptr->prace == RACE_ANDROID) put_str(_("強化 ", "Cst "), ROW_EXP, 0);
827 else put_str(_("経験 ", "EXP "), ROW_EXP, 0);
828 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
832 put_str(_("x経験", "Exp "), ROW_EXP, 0);
833 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
838 * @brief プレイヤーの所持金を表示する / Prints current gold
841 static void prt_gold(void)
844 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
845 sprintf(tmp, "%9ld", (long)p_ptr->au);
846 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
851 * @brief プレイヤーのACを表示する / Prints current AC
854 static void prt_ac(void)
859 /* AC の表示方式を変更している */
860 put_str(" AC( )", ROW_AC, COL_AC);
861 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
862 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
864 put_str("Cur AC ", ROW_AC, COL_AC);
865 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
866 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
873 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
876 static void prt_hp(void)
878 /* ヒットポイントの表示方法を変更 */
884 put_str("HP", ROW_CURHP, COL_CURHP);
887 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
889 if (p_ptr->chp >= p_ptr->mhp)
891 color = TERM_L_GREEN;
893 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
902 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
905 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
908 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
909 color = TERM_L_GREEN;
911 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
916 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
919 static void prt_sp(void)
921 /* マジックポイントの表示方法を変更している */
926 /* Do not show mana unless it matters */
927 if (!mp_ptr->spell_book) return;
930 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
933 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
935 if (p_ptr->csp >= p_ptr->msp)
937 color = TERM_L_GREEN;
939 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
948 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
951 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
954 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
955 color = TERM_L_GREEN;
957 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
962 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
965 static void prt_depth(void)
968 TERM_LEN wid, hgt, row_depth, col_depth;
969 TERM_COLOR attr = TERM_WHITE;
971 Term_get_size(&wid, &hgt);
972 col_depth = wid + COL_DEPTH;
973 row_depth = hgt + ROW_DEPTH;
975 if (!current_floor_ptr->dun_level)
977 strcpy(depths, _("地上", "Surf."));
979 else if (p_ptr->inside_quest && !p_ptr->dungeon_idx)
981 strcpy(depths, _("地上", "Quest"));
985 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)current_floor_ptr->dun_level * 50);
986 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)current_floor_ptr->dun_level);
988 /* Get color of level based on feeling -JSV- */
989 switch (p_ptr->feeling)
991 case 0: attr = TERM_SLATE; break; /* Unknown */
992 case 1: attr = TERM_L_BLUE; break; /* Special */
993 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
994 case 3: attr = TERM_RED; break; /* Very dangerous */
995 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
996 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
997 case 6: attr = TERM_YELLOW; break; /* Nervous */
998 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
999 case 8: attr = TERM_L_WHITE; break; /* Don't like */
1000 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
1001 case 10: attr = TERM_WHITE; break; /* Boring place */
1005 /* Right-Adjust the "depth", and clear old values */
1006 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1011 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1014 static void prt_hunger(void)
1016 if(p_ptr->wizard && p_ptr->inside_arena) return;
1018 /* Fainting / Starving */
1019 if (p_ptr->food < PY_FOOD_FAINT)
1021 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1025 else if (p_ptr->food < PY_FOOD_WEAK)
1027 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1031 else if (p_ptr->food < PY_FOOD_ALERT)
1033 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1037 else if (p_ptr->food < PY_FOOD_FULL)
1039 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1043 else if (p_ptr->food < PY_FOOD_MAX)
1045 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1051 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1057 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1060 * Display is always exactly 10 characters wide (see below)
1061 * This function was a major bottleneck when resting, so a lot of
1062 * the text formatting code was optimized in place below.
1064 static void prt_state(void)
1066 TERM_COLOR attr = TERM_WHITE;
1072 if (command_rep > 999)
1074 (void)sprintf(text, "%2d00", command_rep / 100);
1078 (void)sprintf(text, " %2d", command_rep);
1085 switch(p_ptr->action)
1089 strcpy(text, _("探索", "Sear"));
1093 /* Start with "Rest" */
1094 strcpy(text, _(" ", " "));
1096 if (p_ptr->resting > 0)
1098 sprintf(text, "%4d", p_ptr->resting);
1100 else if (p_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
1102 text[0] = text[1] = text[2] = text[3] = '*';
1104 else if (p_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
1106 text[0] = text[1] = text[2] = text[3] = '&';
1112 strcpy(text, _("学習", "lear"));
1113 if (p_ptr->new_mane) attr = TERM_L_RED;
1118 strcpy(text, _("釣り", "fish"));
1124 for (i = 0; i < MAX_KAMAE; i++)
1125 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1128 case 0: attr = TERM_GREEN;break;
1129 case 1: attr = TERM_WHITE;break;
1130 case 2: attr = TERM_L_BLUE;break;
1131 case 3: attr = TERM_L_RED;break;
1133 strcpy(text, kamae_shurui[i].desc);
1139 for (i = 0; i < MAX_KATA; i++)
1140 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1141 strcpy(text, kata_shurui[i].desc);
1146 strcpy(text, _("歌 ", "Sing"));
1149 case ACTION_HAYAGAKE:
1151 strcpy(text, _("速駆", "Fast"));
1156 strcpy(text, _("詠唱", "Spel"));
1167 /* Display the info (or blanks) */
1168 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1173 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1176 static void prt_speed(void)
1178 int i = p_ptr->pspeed;
1179 bool is_fast = IS_FAST();
1181 TERM_COLOR attr = TERM_WHITE;
1183 TERM_LEN wid, hgt, row_speed, col_speed;
1185 Term_get_size(&wid, &hgt);
1186 col_speed = wid + COL_SPEED;
1187 row_speed = hgt + ROW_SPEED;
1189 /* Hack -- Visually "undo" the Search Mode Slowdown */
1190 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1197 monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
1198 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1199 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1200 else attr = TERM_GREEN;
1202 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1203 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1204 else attr = TERM_L_GREEN;
1205 sprintf(buf, "%s(+%d)", (p_ptr->riding ? _("乗馬", "Ride") : _("加速", "Fast")), (i - 110));
1213 monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
1214 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1215 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1216 else attr = TERM_RED;
1218 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1219 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1220 else attr = TERM_L_UMBER;
1221 sprintf(buf, "%s(-%d)", (p_ptr->riding ? _("乗馬", "Ride") : _("減速", "Slow")), (110 - i));
1223 else if (p_ptr->riding)
1226 strcpy(buf, _("乗馬中", "Riding"));
1229 /* Display the speed */
1230 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1235 * @brief プレイヤーの呪文学習可能状態を表示する
1238 static void prt_study(void)
1240 TERM_LEN wid, hgt, row_study, col_study;
1242 Term_get_size(&wid, &hgt);
1243 col_study = wid + COL_STUDY;
1244 row_study = hgt + ROW_STUDY;
1246 if (p_ptr->new_spells)
1248 put_str(_("学習", "Stud"), row_study, col_study);
1252 put_str(" ", row_study, col_study);
1258 * @brief プレイヤーのものまね可能状態を表示する
1261 static void prt_imitation(void)
1263 TERM_LEN wid, hgt, row_study, col_study;
1265 Term_get_size(&wid, &hgt);
1266 col_study = wid + COL_STUDY;
1267 row_study = hgt + ROW_STUDY;
1269 if (p_ptr->pclass == CLASS_IMITATOR)
1271 if (p_ptr->mane_num)
1274 if (p_ptr->new_mane) attr = TERM_L_RED;
1275 else attr = TERM_WHITE;
1276 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1280 put_str(" ", row_study, col_study);
1286 * @brief プレイヤーの負傷状態を表示する
1289 static void prt_cut(void)
1295 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1299 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1303 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1307 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1311 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1315 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1319 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1323 put_str(" ", ROW_CUT, COL_CUT);
1329 * @brief プレイヤーの朦朧状態を表示する
1332 static void prt_stun(void)
1334 int s = p_ptr->stun;
1338 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1342 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1346 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1350 put_str(" ", ROW_STUN, COL_STUN);
1357 * @brief モンスターの体力ゲージを表示する
1358 * @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。
1362 * Redraw the "monster health bar" -DRS-
1363 * Rather extensive modifications by -BEN-
1365 * The "monster health bar" provides visual feedback on the "health"
1366 * of the monster currently being "tracked". There are several ways
1367 * to "track" a monster, including targetting it, attacking it, and
1368 * affecting it (and nobody else) with a ranged attack.
1370 * Display the monster health bar (affectionately known as the
1371 * "health-o-meter"). Clear health bar if nothing is being tracked.
1372 * Auto-track current target monster when bored. Note that the
1373 * health-bar stops tracking any monster that "disappears".
1376 static void health_redraw(bool riding)
1380 monster_type *m_ptr;
1384 health_who = p_ptr->riding;
1385 row = ROW_RIDING_INFO;
1386 col = COL_RIDING_INFO;
1390 health_who = p_ptr->health_who;
1395 m_ptr = ¤t_floor_ptr->m_list[health_who];
1397 if (p_ptr->wizard && p_ptr->phase_out)
1402 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1403 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1404 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1405 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1407 if(current_floor_ptr->m_list[1].r_idx)
1409 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));
1410 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[1].hp));
1411 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[1].max_maxhp));
1414 if(current_floor_ptr->m_list[2].r_idx)
1416 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));
1417 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[2].hp));
1418 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[2].max_maxhp));
1421 if(current_floor_ptr->m_list[3].r_idx)
1423 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));
1424 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[3].hp));
1425 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[3].max_maxhp));
1428 if(current_floor_ptr->m_list[4].r_idx)
1430 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));
1431 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[4].hp));
1432 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[4].max_maxhp));
1441 /* Erase the health bar */
1442 Term_erase(col, row, 12);
1445 /* Tracking an unseen monster */
1446 else if (!m_ptr->ml)
1448 /* Indicate that the monster health is "unknown" */
1449 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1452 /* Tracking a hallucinatory monster */
1453 else if (p_ptr->image)
1455 /* Indicate that the monster health is "unknown" */
1456 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1459 /* Tracking a dead monster (???) */
1460 else if (m_ptr->hp < 0)
1462 /* Indicate that the monster health is "unknown" */
1463 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1466 /* Tracking a visible monster */
1469 /* Extract the "percent" of health */
1470 int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
1471 int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp: 0;
1473 /* Convert percent into "health" */
1474 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1476 /* Default to almost dead */
1477 TERM_COLOR attr = TERM_RED;
1480 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1483 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1486 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1489 else if (pct >= 100) attr = TERM_L_GREEN;
1491 /* Somewhat Wounded */
1492 else if (pct >= 60) attr = TERM_YELLOW;
1495 else if (pct >= 25) attr = TERM_ORANGE;
1498 else if (pct >= 10) attr = TERM_L_RED;
1500 /* Default to "unknown" */
1501 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1503 /* Dump the current "health" (use '*' symbols) */
1504 Term_putstr(col + 1, row, len, attr, "**********");
1512 * @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)
1515 static void prt_frame_basic(void)
1518 if (p_ptr->mimic_form)
1519 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1523 my_strcpy(str, rp_ptr->title, sizeof(str));
1524 prt_field(str, ROW_RACE, COL_RACE);
1530 for (i = 0; i < A_MAX; i++) prt_stat(i);
1536 health_redraw(FALSE);
1537 health_redraw(TRUE);
1542 * @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)
1545 static void prt_frame_extra(void)
1559 * @brief サブウィンドウに所持品一覧を表示する / Hack -- display p_ptr->inventory_list in sub-windows
1562 static void fix_inven(void)
1567 for (j = 0; j < 8; j++)
1572 if (!angband_term[j]) continue;
1574 /* No relevant flags */
1575 if (!(window_flag[j] & (PW_INVEN))) continue;
1578 Term_activate(angband_term[j]);
1580 /* Display p_ptr->inventory_list */
1581 display_inven(item_tester_tval);
1589 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1592 * @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
1593 * @param n_same モンスターの数の現在数
1597 * nnn : number or unique(U) or wanted unique(W)
1598 * X : symbol of monster
1599 * LV : monster lv if known
1600 * name: name of monster
1604 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1607 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1608 monster_race* r_ptr = &r_info[r_idx];
1612 //Number of 'U'nique
1613 if(r_ptr->flags1&RF1_UNIQUE){//unique
1614 bool is_kubi = FALSE;
1615 for(i=0;i<MAX_KUBI;i++){
1616 if(current_world_ptr->bounty_r_idx[i] == r_idx){
1621 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1623 sprintf(buf, "%3d", n_same);
1624 Term_addstr(-1, TERM_WHITE, buf);
1627 Term_addstr(-1, TERM_WHITE, " ");
1628 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1629 //Term_addstr(-1, TERM_WHITE, "/");
1630 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1632 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1633 sprintf(buf, " %2d", (int)r_ptr->level);
1637 Term_addstr(-1, TERM_WHITE, buf);
1639 sprintf(buf, " %s ", r_name+r_ptr->name);
1640 Term_addstr(-1, TERM_WHITE, buf);
1642 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1646 * @brief モンスターの出現リストを表示する / Print monster info in line
1649 * @param max_lines 最大何行描画するか
1651 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1653 monster_type* last_mons = NULL;
1654 monster_type* m_ptr = NULL;
1658 for(i=0;i<tmp_pos.n;i++){
1659 grid_type* g_ptr = ¤t_floor_ptr->grid_array[tmp_pos.y[i]][tmp_pos.x[i]];
1660 if(!g_ptr->m_idx || !current_floor_ptr->m_list[g_ptr->m_idx].ml)continue;//no mons or cannot look
1661 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1662 if(is_pet(m_ptr))continue;//pet
1663 if(!m_ptr->r_idx)continue;//dead?
1666 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1667 monster_race* r_ptr = &r_info[r_idx];
1668 concptr name = (r_name + r_ptr->name);
1669 concptr ename = (r_name + r_ptr->name);
1670 //ミミック類や「それ」等は、一覧に出てはいけない
1671 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1672 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1674 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1675 (strcmp(ename, "Null the Living Void")==0))continue;
1676 //"金無垢の指輪"は、一覧に出てはいけない
1677 if((strcmp(name, "金無垢の指輪")==0)||
1678 (strcmp(ename, "Plain Gold Ring")==0))continue;
1682 //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.
1683 if(!last_mons){//先頭モンスター
1689 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1691 continue;//表示処理を次に回す
1693 //print last mons info
1694 print_monster_line(x, line++, last_mons, n_same);
1697 if(line-y-1==max_lines){//残り1行
1701 if(line-y-1==max_lines && i!=tmp_pos.n){
1702 Term_gotoxy(x, line);
1703 Term_addstr(-1, TERM_WHITE, "-- and more --");
1705 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1710 * @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
1713 static void fix_monster_list(void)
1719 for (j = 0; j < 8; j++)
1724 if (!angband_term[j]) continue;
1726 /* No relevant flags */
1727 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1730 Term_activate(angband_term[j]);
1731 Term_get_size(&w, &h);
1735 target_set_prepare_look();//モンスター一覧を生成,ソート
1736 print_monster_list(0, 0, h);
1745 * @brief 現在の装備品をサブウィンドウに表示する /
1746 * Hack -- display equipment in sub-windows
1749 static void fix_equip(void)
1754 for (j = 0; j < 8; j++)
1759 if (!angband_term[j]) continue;
1761 /* No relevant flags */
1762 if (!(window_flag[j] & (PW_EQUIP))) continue;
1765 Term_activate(angband_term[j]);
1767 /* Display equipment */
1768 display_equip(item_tester_tval);
1776 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1777 * Hack -- display spells in sub-windows
1780 static void fix_spell(void)
1785 for (j = 0; j < 8; j++)
1790 if (!angband_term[j]) continue;
1792 /* No relevant flags */
1793 if (!(window_flag[j] & (PW_SPELL))) continue;
1796 Term_activate(angband_term[j]);
1798 /* Display spell list */
1799 display_spell_list();
1807 * @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 /
1808 * Hack -- display character in sub-windows
1811 static void fix_player(void)
1816 for (j = 0; j < 8; j++)
1821 if (!angband_term[j]) continue;
1823 /* No relevant flags */
1824 if (!(window_flag[j] & (PW_PLAYER))) continue;
1827 Term_activate(angband_term[j]);
1837 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1838 * Hack -- display recent messages in sub-windows
1839 * Adjust for width and split messages
1842 static void fix_message(void)
1849 for (j = 0; j < 8; j++)
1854 if (!angband_term[j]) continue;
1856 /* No relevant flags */
1857 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1860 Term_activate(angband_term[j]);
1862 Term_get_size(&w, &h);
1865 for (i = 0; i < h; i++)
1867 /* Dump the message on the appropriate line */
1868 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1871 Term_locate(&x, &y);
1873 /* Clear to end of line */
1874 Term_erase(x, y, 255);
1883 * @brief 簡易マップをサブウィンドウに表示する /
1884 * Hack -- display overhead view in sub-windows
1885 * Adjust for width and split messages
1888 * Note that the "player" symbol does NOT appear on the map.
1890 static void fix_overhead(void)
1896 for (j = 0; j < 8; j++)
1902 if (!angband_term[j]) continue;
1904 /* No relevant flags */
1905 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1908 Term_activate(angband_term[j]);
1910 /* Full map in too small window is useless */
1911 Term_get_size(&wid, &hgt);
1912 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1915 display_map(&cy, &cx);
1922 static void display_dungeon(void)
1929 SYMBOL_CODE tc = '\0';
1931 for (x = p_ptr->x - Term->wid / 2 + 1; x <= p_ptr->x + Term->wid / 2; x++)
1933 for (y = p_ptr->y - Term->hgt / 2 + 1; y <= p_ptr->y + Term->hgt / 2; y++)
1935 if (in_bounds2(y, x))
1937 map_info(y, x, &a, &c, &ta, &tc);
1939 /* Hack -- fake monochrome */
1942 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1943 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
1944 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1947 /* Hack -- Queue it */
1948 Term_queue_char(x - p_ptr->x + Term->wid / 2 - 1, y - p_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1952 /* Clear out-of-bound tiles */
1954 /* Access darkness */
1955 feature_type *f_ptr = &f_info[feat_none];
1958 a = f_ptr->x_attr[F_LIT_STANDARD];
1961 c = f_ptr->x_char[F_LIT_STANDARD];
1963 /* Hack -- Queue it */
1964 Term_queue_char(x - p_ptr->x + Term->wid / 2 - 1, y - p_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1971 * @brief ダンジョンの地形をサブウィンドウに表示する /
1972 * Hack -- display dungeon view in sub-windows
1975 static void fix_dungeon(void)
1980 for (j = 0; j < 8; j++)
1985 if (!angband_term[j]) continue;
1987 /* No relevant flags */
1988 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1991 Term_activate(angband_term[j]);
1993 /* Redraw dungeon view */
2002 * @brief モンスターの思い出をサブウィンドウに表示する /
2003 * Hack -- display dungeon view in sub-windows
2006 static void fix_monster(void)
2011 for (j = 0; j < 8; j++)
2016 if (!angband_term[j]) continue;
2018 /* No relevant flags */
2019 if (!(window_flag[j] & (PW_MONSTER))) continue;
2022 Term_activate(angband_term[j]);
2024 /* Display monster race info */
2025 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2033 * @brief ベースアイテム情報をサブウィンドウに表示する /
2034 * Hack -- display object recall in sub-windows
2037 static void fix_object(void)
2042 for (j = 0; j < 8; j++)
2047 if (!angband_term[j]) continue;
2049 /* No relevant flags */
2050 if (!(window_flag[j] & (PW_OBJECT))) continue;
2053 Term_activate(angband_term[j]);
2055 /* Display monster race info */
2056 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2065 * @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 /
2066 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2067 * @return 重すぎるならばTRUE
2069 bool is_heavy_shoot(object_type *o_ptr)
2071 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2072 /* It is hard to carholdry a heavy bow */
2073 return (hold < o_ptr->weight / 10);
2078 * @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"
2080 * @details 更新処理の対象はゲーム中の全描画処理
2082 void redraw_stuff(void)
2084 if (!p_ptr->redraw) return;
2086 /* Character is not ready yet, no screen updates */
2087 if (!current_world_ptr->character_generated) return;
2089 /* Character is in "icky" mode, no screen updates */
2090 if (current_world_ptr->character_icky) return;
2092 /* Hack -- clear the screen */
2093 if (p_ptr->redraw & (PR_WIPE))
2095 p_ptr->redraw &= ~(PR_WIPE);
2100 if (p_ptr->redraw & (PR_MAP))
2102 p_ptr->redraw &= ~(PR_MAP);
2106 if (p_ptr->redraw & (PR_BASIC))
2108 p_ptr->redraw &= ~(PR_BASIC);
2109 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
2110 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
2111 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
2112 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
2118 if (p_ptr->redraw & (PR_EQUIPPY))
2120 p_ptr->redraw &= ~(PR_EQUIPPY);
2121 print_equippy(); /* To draw / delete equippy chars */
2124 if (p_ptr->redraw & (PR_MISC))
2126 p_ptr->redraw &= ~(PR_MISC);
2127 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
2128 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
2131 if (p_ptr->redraw & (PR_TITLE))
2133 p_ptr->redraw &= ~(PR_TITLE);
2137 if (p_ptr->redraw & (PR_LEV))
2139 p_ptr->redraw &= ~(PR_LEV);
2143 if (p_ptr->redraw & (PR_EXP))
2145 p_ptr->redraw &= ~(PR_EXP);
2149 if (p_ptr->redraw & (PR_STATS))
2151 p_ptr->redraw &= ~(PR_STATS);
2160 if (p_ptr->redraw & (PR_STATUS))
2162 p_ptr->redraw &= ~(PR_STATUS);
2166 if (p_ptr->redraw & (PR_ARMOR))
2168 p_ptr->redraw &= ~(PR_ARMOR);
2172 if (p_ptr->redraw & (PR_HP))
2174 p_ptr->redraw &= ~(PR_HP);
2178 if (p_ptr->redraw & (PR_MANA))
2180 p_ptr->redraw &= ~(PR_MANA);
2184 if (p_ptr->redraw & (PR_GOLD))
2186 p_ptr->redraw &= ~(PR_GOLD);
2190 if (p_ptr->redraw & (PR_DEPTH))
2192 p_ptr->redraw &= ~(PR_DEPTH);
2196 if (p_ptr->redraw & (PR_HEALTH))
2198 p_ptr->redraw &= ~(PR_HEALTH);
2199 health_redraw(FALSE);
2202 if (p_ptr->redraw & (PR_UHEALTH))
2204 p_ptr->redraw &= ~(PR_UHEALTH);
2205 health_redraw(TRUE);
2208 if (p_ptr->redraw & (PR_EXTRA))
2210 p_ptr->redraw &= ~(PR_EXTRA);
2211 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
2212 p_ptr->redraw &= ~(PR_HUNGER);
2213 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
2217 if (p_ptr->redraw & (PR_CUT))
2219 p_ptr->redraw &= ~(PR_CUT);
2223 if (p_ptr->redraw & (PR_STUN))
2225 p_ptr->redraw &= ~(PR_STUN);
2229 if (p_ptr->redraw & (PR_HUNGER))
2231 p_ptr->redraw &= ~(PR_HUNGER);
2235 if (p_ptr->redraw & (PR_STATE))
2237 p_ptr->redraw &= ~(PR_STATE);
2241 if (p_ptr->redraw & (PR_SPEED))
2243 p_ptr->redraw &= ~(PR_SPEED);
2247 if (p_ptr->pclass == CLASS_IMITATOR)
2249 if (p_ptr->redraw & (PR_IMITATION))
2251 p_ptr->redraw &= ~(PR_IMITATION);
2255 else if (p_ptr->redraw & (PR_STUDY))
2257 p_ptr->redraw &= ~(PR_STUDY);
2263 * @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"
2265 * @details 更新処理の対象はサブウィンドウ全般
2267 void window_stuff(void)
2270 BIT_FLAGS mask = 0L;
2273 if (!p_ptr->window) return;
2276 for (j = 0; j < 8; j++)
2278 /* Save usable flags */
2279 if (angband_term[j]) mask |= window_flag[j];
2282 /* Apply usable flags */
2283 p_ptr->window &= mask;
2286 if (!p_ptr->window) return;
2288 /* Display p_ptr->inventory_list */
2289 if (p_ptr->window & (PW_INVEN))
2291 p_ptr->window &= ~(PW_INVEN);
2295 /* Display equipment */
2296 if (p_ptr->window & (PW_EQUIP))
2298 p_ptr->window &= ~(PW_EQUIP);
2302 /* Display spell list */
2303 if (p_ptr->window & (PW_SPELL))
2305 p_ptr->window &= ~(PW_SPELL);
2309 /* Display player */
2310 if (p_ptr->window & (PW_PLAYER))
2312 p_ptr->window &= ~(PW_PLAYER);
2316 /* Display monster list */
2317 if (p_ptr->window & (PW_MONSTER_LIST))
2319 p_ptr->window &= ~(PW_MONSTER_LIST);
2323 /* Display overhead view */
2324 if (p_ptr->window & (PW_MESSAGE))
2326 p_ptr->window &= ~(PW_MESSAGE);
2330 /* Display overhead view */
2331 if (p_ptr->window & (PW_OVERHEAD))
2333 p_ptr->window &= ~(PW_OVERHEAD);
2337 /* Display overhead view */
2338 if (p_ptr->window & (PW_DUNGEON))
2340 p_ptr->window &= ~(PW_DUNGEON);
2344 /* Display monster recall */
2345 if (p_ptr->window & (PW_MONSTER))
2347 p_ptr->window &= ~(PW_MONSTER);
2351 /* Display object recall */
2352 if (p_ptr->window & (PW_OBJECT))
2354 p_ptr->window &= ~(PW_OBJECT);
2360 * @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 /
2361 * Map resizing whenever the main term changes size
2364 void resize_map(void)
2366 /* Only if the dungeon exists */
2367 if (!current_world_ptr->character_dungeon) return;
2369 /* Mega-Hack -- no panel yet */
2373 /* Reset the panels */
2374 panel_row_min = current_floor_ptr->height;
2375 panel_col_min = current_floor_ptr->width;
2379 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2380 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2381 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2382 p_ptr->update |= (PU_MONSTERS);
2383 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2390 * Place the cursor on the player
2392 if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
2398 * @brief コンソールを再描画する /
2399 * Redraw a term when it is resized
2402 void redraw_window(void)
2404 /* Only if the dungeon exists */
2405 if (!current_world_ptr->character_dungeon) return;
2407 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2408 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2416 * @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)
2417 * @param dy 変更先のフロアY座標
2418 * @param dx 変更先のフロアX座標
2419 * Handle a request to change the current panel
2420 * Return TRUE if the panel was changed.
2421 * Also used in do_cmd_locate
2422 * @return 実際に再描画が必要だった場合TRUEを返す
2424 bool change_panel(POSITION dy, POSITION dx)
2429 get_screen_size(&wid, &hgt);
2431 /* Apply the motion */
2432 y = panel_row_min + dy * hgt / 2;
2433 x = panel_col_min + dx * wid / 2;
2435 /* Verify the row */
2436 if (y > current_floor_ptr->height - hgt) y = current_floor_ptr->height - hgt;
2439 /* Verify the col */
2440 if (x > current_floor_ptr->width - wid) x = current_floor_ptr->width - wid;
2443 /* Handle "changes" */
2444 if ((y != panel_row_min) || (x != panel_col_min))
2446 /* Save the new panel info */
2450 panel_bounds_center();
2452 p_ptr->update |= (PU_MONSTERS);
2453 p_ptr->redraw |= (PR_MAP);
2465 * @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
2468 void print_equippy(void)
2470 display_player_equippy(ROW_EQUIPPY, COL_EQUIPPY, 0);
2474 * @brief 現在のコンソール表示の縦横を返す。 /
2475 * Get term size and calculate screen size
2476 * @param wid_p コンソールの表示幅文字数を返す
2477 * @param hgt_p コンソールの表示行数を返す
2480 void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
2482 Term_get_size(wid_p, hgt_p);
2483 *hgt_p -= ROW_MAP + 2;
2484 *wid_p -= COL_MAP + 2;
2485 if (use_bigtile) *wid_p /= 2;
2489 * Calculate panel colum of a location in the map
2491 int panel_col_of(int col)
2493 col -= panel_col_min;
2494 if (use_bigtile) col *= 2;
2499 * Prints the map of the dungeon
2501 * Note that, for efficiency, we contain an "optimized" version
2502 * of both "lite_spot()" and "print_rel()", and that we use the
2503 * "lite_spot()" function to display the player grid, if needed.
2511 POSITION xmin, xmax, ymin, ymax;
2515 Term_get_size(&wid, &hgt);
2517 /* Remove map offset */
2521 /* Access the cursor state */
2522 (void)Term_get_cursor(&v);
2524 /* Hide the cursor */
2525 (void)Term_set_cursor(0);
2528 xmin = (0 < panel_col_min) ? panel_col_min : 0;
2529 xmax = (current_floor_ptr->width - 1 > panel_col_max) ? panel_col_max : current_floor_ptr->width - 1;
2530 ymin = (0 < panel_row_min) ? panel_row_min : 0;
2531 ymax = (current_floor_ptr->height - 1 > panel_row_max) ? panel_row_max : current_floor_ptr->height - 1;
2533 /* Bottom section of screen */
2534 for (y = 1; y <= ymin - panel_row_prt; y++)
2536 /* Erase the section */
2537 Term_erase(COL_MAP, y, wid);
2540 /* Top section of screen */
2541 for (y = ymax - panel_row_prt; y <= hgt; y++)
2543 /* Erase the section */
2544 Term_erase(COL_MAP, y, wid);
2548 for (y = ymin; y <= ymax; y++)
2550 /* Scan the columns of row "y" */
2551 for (x = xmin; x <= xmax; x++)
2559 /* Determine what is there */
2560 map_info(y, x, &a, &c, &ta, &tc);
2562 /* Hack -- fake monochrome */
2565 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
2566 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
2567 else if (p_ptr->wraith_form) a = TERM_L_DARK;
2570 /* Efficiency -- Redraw that grid of the map */
2571 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
2575 /* Display player */
2576 lite_spot(p_ptr->y, p_ptr->x);
2578 /* Restore the cursor */
2579 (void)Term_set_cursor(v);
2585 * 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
2587 static char image_monster_hack[] = \
2588 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2591 * 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
2593 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
2596 * @brief モンスターの表示を幻覚状態に差し替える / Mega-Hack -- Hallucinatory monster
2601 static void image_monster(TERM_COLOR *ap, SYMBOL_CODE *cp)
2603 /* Random symbol from set above */
2606 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
2608 *cp = r_ptr->x_char;
2609 *ap = r_ptr->x_attr;
2614 *cp = (one_in_(25) ?
2615 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
2616 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
2624 * @brief オブジェクトの表示を幻覚状態に差し替える / Hallucinatory object
2629 static void image_object(TERM_COLOR *ap, SYMBOL_CODE *cp)
2633 object_kind *k_ptr = &k_info[randint1(max_k_idx - 1)];
2635 *cp = k_ptr->x_char;
2636 *ap = k_ptr->x_attr;
2640 int n = sizeof(image_object_hack) - 1;
2642 *cp = image_object_hack[randint0(n)];
2651 * @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
2656 static void image_random(TERM_COLOR *ap, SYMBOL_CODE *cp)
2658 /* Normally, assume monsters */
2659 if (randint0(100) < 75)
2661 image_monster(ap, cp);
2664 /* Otherwise, assume objects */
2667 image_object(ap, cp);
2672 * 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 /
2673 * This array lists the effects of "brightness" on various "base" colours.\n
2675 * This is used to do dynamic lighting effects in ascii :-)\n
2676 * At the moment, only the various "floor" tiles are affected.\n
2678 * The layout of the array is [x][0] = light and [x][1] = dark.\n
2680 static TERM_COLOR lighting_colours[16][2] =
2683 {TERM_L_DARK, TERM_DARK},
2686 {TERM_YELLOW, TERM_SLATE},
2689 {TERM_WHITE, TERM_L_DARK},
2692 {TERM_L_UMBER, TERM_UMBER},
2695 {TERM_RED, TERM_RED},
2698 {TERM_L_GREEN, TERM_GREEN},
2701 {TERM_BLUE, TERM_BLUE},
2704 {TERM_L_UMBER, TERM_RED},
2707 {TERM_SLATE, TERM_L_DARK},
2710 {TERM_WHITE, TERM_SLATE},
2713 {TERM_L_RED, TERM_BLUE},
2716 {TERM_YELLOW, TERM_ORANGE},
2719 {TERM_L_RED, TERM_L_RED},
2722 {TERM_L_GREEN, TERM_GREEN},
2725 {TERM_L_BLUE, TERM_L_BLUE},
2728 {TERM_L_UMBER, TERM_UMBER}
2736 void apply_default_feat_lighting(TERM_COLOR f_attr[F_LIT_MAX], SYMBOL_CODE f_char[F_LIT_MAX])
2738 TERM_COLOR s_attr = f_attr[F_LIT_STANDARD];
2739 SYMBOL_CODE s_char = f_char[F_LIT_STANDARD];
2742 if (IS_ASCII_GRAPHICS(s_attr)) /* For ASCII */
2744 f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
2745 f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
2746 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
2748 else /* For tile graphics */
2750 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
2751 f_char[F_LIT_LITE] = s_char + 2;
2752 f_char[F_LIT_DARK] = s_char + 1;
2758 * @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
2760 * Basically, we "paint" the chosen attr/char in several passes, starting\n
2761 * with any known "terrain features" (defaulting to darkness), then adding\n
2762 * any known "objects", and finally, adding any known "monsters". This\n
2763 * is not the fastest method but since most of the calls to this function\n
2764 * are made for grids with no monsters or objects, it is fast enough.\n
2766 * Note that this function, if used on the grid containing the "player",\n
2767 * will return the attr/char of the grid underneath the player, and not\n
2768 * the actual player attr/char itself, allowing a lot of optimization\n
2769 * in various "display" functions.\n
2771 * Note that the "zero" entry in the feature/object/monster arrays are\n
2772 * used to provide "special" attr/char codes, with "monster zero" being\n
2773 * used for the player attr/char, "object zero" being used for the "stack"\n
2774 * attr/char, and "feature zero" being used for the "nothing" attr/char,\n
2775 * though this function makes use of only "feature zero".\n
2777 * Note that monsters can have some "special" flags, including "ATTR_MULTI",\n
2778 * which means their color changes, and "ATTR_CLEAR", which means they take\n
2779 * the color of whatever is under them, and "CHAR_CLEAR", which means that\n
2780 * they take the symbol of whatever is under them. Technically, the flag\n
2781 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when\n
2782 * examined, but this flag is currently ignored.\n
2784 * Currently, we do nothing with multi-hued objects, because there are\n
2785 * not any. If there were, they would have to set "shimmer_objects"\n
2786 * when they were created, and then new "shimmer" code in "dungeon.c"\n
2787 * would have to be created handle the "shimmer" effect, and the code\n
2788 * in "current_floor_ptr->grid_array.c" would have to be updated to create the shimmer effect.\n
2790 * Note the effects of hallucination. Objects always appear as random\n
2791 * "objects", monsters as random "monsters", and normal grids occasionally\n
2792 * appear as random "monsters" or "objects", but note that these random\n
2793 * "monsters" and "objects" are really just "colored ascii symbols".\n
2795 * Note that "floors" and "invisible traps" (and "zero" features) are\n
2796 * drawn as "floors" using a special check for optimization purposes,\n
2797 * and these are the only features which get drawn using the special\n
2798 * lighting effects activated by "view_special_lite".\n
2800 * Note the use of the "mimic" field in the "terrain feature" processing,\n
2801 * which allows any feature to "pretend" to be another feature. This is\n
2802 * used to "hide" secret doors, and to make all "doors" appear the same,\n
2803 * and all "walls" appear the same, and "hidden" treasure stay hidden.\n
2804 * It is possible to use this field to make a feature "look" like a floor,\n
2805 * but the "special lighting effects" for floors will not be used.\n
2807 * Note the use of the new "terrain feature" information. Note that the\n
2808 * assumption that all interesting "objects" and "terrain features" are\n
2809 * memorized allows extremely optimized processing below. Note the use\n
2810 * of separate flags on objects to mark them as memorized allows a grid\n
2811 * to have memorized "terrain" without granting knowledge of any object\n
2812 * which may appear in that grid.\n
2814 * Note the efficient code used to determine if a "floor" grid is\n
2815 * "memorized" or "viewable" by the player, where the test for the\n
2816 * grid being "viewable" is based on the facts that (1) the grid\n
2817 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in\n
2818 * line of sight, and (3) the player must not be blind, and uses the\n
2819 * assumption that all torch-lit grids are in line of sight.\n
2821 * Note that floors (and invisible traps) are the only grids which are\n
2822 * not memorized when seen, so only these grids need to check to see if\n
2823 * the grid is "viewable" to the player (if it is not memorized). Since\n
2824 * most non-memorized grids are in fact walls, this induces *massive*\n
2825 * efficiency, at the cost of *forcing* the memorization of non-floor\n
2826 * grids when they are first seen. Note that "invisible traps" are\n
2827 * always treated exactly like "floors", which prevents "cheating".\n
2829 * Note the "special lighting effects" which can be activated for floor\n
2830 * grids using the "view_special_lite" option (for "white" floor grids),\n
2831 * causing certain grids to be displayed using special colors. If the\n
2832 * player is "blind", we will use "dark gray", else if the grid is lit\n
2833 * by the torch, and the "view_yellow_lite" option is set, we will use\n
2834 * "yellow", else if the grid is "dark", we will use "dark gray", else\n
2835 * if the grid is not "viewable", and the "view_bright_lite" option is\n
2836 * set, and the we will use "slate" (gray). We will use "white" for all\n
2837 * other cases, in particular, for illuminated viewable floor grids.\n
2839 * Note the "special lighting effects" which can be activated for wall\n
2840 * grids using the "view_granite_lite" option (for "white" wall grids),\n
2841 * causing certain grids to be displayed using special colors. If the\n
2842 * player is "blind", we will use "dark gray", else if the grid is lit\n
2843 * by the torch, and the "view_yellow_lite" option is set, we will use\n
2844 * "yellow", else if the "view_bright_lite" option is set, and the grid\n
2845 * is not "viewable", or is "dark", or is glowing, but not when viewed\n
2846 * from the player's current location, we will use "slate" (gray). We\n
2847 * will use "white" for all other cases, in particular, for correctly\n
2848 * illuminated viewable wall grids.\n
2850 * Note that, when "view_granite_lite" is set, we use an inline version\n
2851 * of the "player_can_see_bold()" function to check the "viewability" of\n
2852 * grids when the "view_bright_lite" option is set, and we do NOT use\n
2853 * any special colors for "dark" wall grids, since this would allow the\n
2854 * player to notice the walls of illuminated rooms from a hallway that\n
2855 * happened to run beside the room. The alternative, by the way, would\n
2856 * be to prevent the generation of hallways next to rooms, but this\n
2857 * would still allow problems when digging towards a room.\n
2859 * Note that bizarre things must be done when the "attr" and/or "char"\n
2860 * codes have the "high-bit" set, since these values are used to encode\n
2861 * various "special" pictures in some versions, and certain situations,\n
2862 * such as "multi-hued" or "clear" monsters, cause the attr/char codes\n
2863 * to be "scrambled" in various ways.\n
2865 * Note that eventually we may use the "&" symbol for embedded treasure,\n
2866 * and use the "*" symbol to indicate multiple objects, though this will\n
2867 * have to wait for Angband 2.8.0 or later. Note that currently, this\n
2868 * is not important, since only one object or terrain feature is allowed\n
2869 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.\n
2871 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of\n
2872 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect\n
2873 * then a whole lot of code should be changed... XXX XXX\n
2875 void map_info(POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp, TERM_COLOR *tap, SYMBOL_CODE *tcp)
2877 /* Get the current_floor_ptr->grid_array */
2878 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2880 OBJECT_IDX this_o_idx, next_o_idx = 0;
2882 /* Feature code (applying "mimic" field) */
2883 FEAT_IDX feat = get_feat_mimic(g_ptr);
2886 feature_type *f_ptr = &f_info[feat];
2891 /* Boring grids (floors, etc) */
2892 if (!have_flag(f_ptr->flags, FF_REMEMBER))
2895 * Handle Memorized or visible floor
2897 * No visual when blinded.
2898 * (to prevent strange effects on darkness breath)
2900 * - Can see grids with CAVE_MARK.
2901 * - Can see grids with CAVE_LITE or CAVE_MNLT.
2902 * (Such grids also have CAVE_VIEW)
2903 * - Can see grids with CAVE_VIEW unless darkened by monsters.
2905 if (!p_ptr->blind &&
2906 ((g_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
2907 ((g_ptr->info & CAVE_VIEW) && (((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))))
2909 /* Normal attr/char */
2910 a = f_ptr->x_attr[F_LIT_STANDARD];
2911 c = f_ptr->x_char[F_LIT_STANDARD];
2913 if (p_ptr->wild_mode)
2915 /* Special lighting effects */
2916 /* Handle "night" */
2917 if (view_special_lite && !is_daytime())
2919 /* Use a darkened colour/tile */
2920 a = f_ptr->x_attr[F_LIT_DARK];
2921 c = f_ptr->x_char[F_LIT_DARK];
2925 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
2926 else if (darkened_grid(g_ptr))
2928 /* Unsafe grid -- idea borrowed from Unangband */
2929 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2931 /* Access darkness */
2932 f_ptr = &f_info[feat];
2934 /* Char and attr of darkness */
2935 a = f_ptr->x_attr[F_LIT_STANDARD];
2936 c = f_ptr->x_char[F_LIT_STANDARD];
2939 /* Special lighting effects */
2940 else if (view_special_lite)
2942 /* Handle "torch-lit" grids */
2943 if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
2946 if (view_yellow_lite)
2948 /* Use a brightly lit colour/tile */
2949 a = f_ptr->x_attr[F_LIT_LITE];
2950 c = f_ptr->x_char[F_LIT_LITE];
2954 /* Handle "dark" grids */
2955 else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
2957 /* Use a darkened colour/tile */
2958 a = f_ptr->x_attr[F_LIT_DARK];
2959 c = f_ptr->x_char[F_LIT_DARK];
2962 /* Handle "out-of-sight" grids */
2963 else if (!(g_ptr->info & CAVE_VIEW))
2966 if (view_bright_lite)
2968 /* Use a darkened colour/tile */
2969 a = f_ptr->x_attr[F_LIT_DARK];
2970 c = f_ptr->x_char[F_LIT_DARK];
2979 /* Unsafe grid -- idea borrowed from Unangband */
2980 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2982 /* Access darkness */
2983 f_ptr = &f_info[feat];
2985 /* Normal attr/char */
2986 a = f_ptr->x_attr[F_LIT_STANDARD];
2987 c = f_ptr->x_char[F_LIT_STANDARD];
2991 /* Interesting grids (non-floors) */
2994 /* Memorized grids */
2995 if (g_ptr->info & CAVE_MARK)
2997 /* Normal attr/char */
2998 a = f_ptr->x_attr[F_LIT_STANDARD];
2999 c = f_ptr->x_char[F_LIT_STANDARD];
3001 if (p_ptr->wild_mode)
3003 /* Special lighting effects */
3004 /* Handle "blind" or "night" */
3005 if (view_granite_lite && (p_ptr->blind || !is_daytime()))
3007 /* Use a darkened colour/tile */
3008 a = f_ptr->x_attr[F_LIT_DARK];
3009 c = f_ptr->x_char[F_LIT_DARK];
3013 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
3014 else if (darkened_grid(g_ptr) && !p_ptr->blind)
3016 if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
3018 /* Unsafe grid -- idea borrowed from Unangband */
3019 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
3021 /* Access darkness */
3022 f_ptr = &f_info[feat];
3024 /* Char and attr of darkness */
3025 a = f_ptr->x_attr[F_LIT_STANDARD];
3026 c = f_ptr->x_char[F_LIT_STANDARD];
3028 else if (view_granite_lite && view_bright_lite)
3030 /* Use a darkened colour/tile */
3031 a = f_ptr->x_attr[F_LIT_DARK];
3032 c = f_ptr->x_char[F_LIT_DARK];
3036 /* Special lighting effects */
3037 else if (view_granite_lite)
3039 /* Handle "blind" */
3042 /* Use a darkened colour/tile */
3043 a = f_ptr->x_attr[F_LIT_DARK];
3044 c = f_ptr->x_char[F_LIT_DARK];
3047 /* Handle "torch-lit" grids */
3048 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
3051 if (view_yellow_lite)
3053 /* Use a brightly lit colour/tile */
3054 a = f_ptr->x_attr[F_LIT_LITE];
3055 c = f_ptr->x_char[F_LIT_LITE];
3059 /* Handle "view_bright_lite" */
3060 else if (view_bright_lite)
3063 if (!(g_ptr->info & CAVE_VIEW))
3065 /* Use a darkened colour/tile */
3066 a = f_ptr->x_attr[F_LIT_DARK];
3067 c = f_ptr->x_char[F_LIT_DARK];
3071 else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
3073 /* Use a darkened colour/tile */
3074 a = f_ptr->x_attr[F_LIT_DARK];
3075 c = f_ptr->x_char[F_LIT_DARK];
3078 /* Not glowing correctly */
3079 else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(y, x))
3081 /* Use a darkened colour/tile */
3082 a = f_ptr->x_attr[F_LIT_DARK];
3083 c = f_ptr->x_char[F_LIT_DARK];
3092 /* Unsafe grid -- idea borrowed from Unangband */
3093 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
3095 /* Access feature */
3096 f_ptr = &f_info[feat];
3098 /* Normal attr/char */
3099 a = f_ptr->x_attr[F_LIT_STANDARD];
3100 c = f_ptr->x_char[F_LIT_STANDARD];
3104 if (feat_priority == -1) feat_priority = f_ptr->priority;
3106 /* Save the terrain info for the transparency effects */
3114 /* Hack -- rare random hallucination, except on outer dungeon walls */
3119 image_random(ap, cp);
3124 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3127 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
3128 next_o_idx = o_ptr->next_o_idx;
3130 /* Memorized objects */
3131 if (o_ptr->marked & OM_FOUND)
3133 if (display_autopick)
3137 match_autopick = is_autopick(o_ptr);
3138 if (match_autopick == -1)
3141 act = autopick_list[match_autopick].action;
3143 if ((act & DO_DISPLAY) && (act & display_autopick))
3145 autopick_obj = o_ptr;
3149 match_autopick = -1;
3154 (*cp) = object_char(o_ptr);
3157 (*ap) = object_attr(o_ptr);
3161 /* Hack -- hallucination */
3162 if (p_ptr->image) image_object(ap, cp);
3169 /* Handle monsters */
3170 if (g_ptr->m_idx && display_autopick == 0)
3172 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
3174 /* Visible monster */
3177 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3185 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
3186 * flags are always unseen.
3188 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
3194 image_monster(ap, cp);
3199 /* Monster attr/char */
3203 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
3204 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
3206 /* Desired monster attr/char */
3212 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
3213 * flags are always unseen.
3215 else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
3222 /*** Monster's attr ***/
3223 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
3228 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
3230 /* Multi-hued attr */
3231 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
3232 else switch (randint1(7))
3234 case 1: *ap = TERM_RED; break;
3235 case 2: *ap = TERM_L_RED; break;
3236 case 3: *ap = TERM_WHITE; break;
3237 case 4: *ap = TERM_L_GREEN; break;
3238 case 5: *ap = TERM_BLUE; break;
3239 case 6: *ap = TERM_L_DARK; break;
3240 case 7: *ap = TERM_GREEN; break;
3243 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
3245 /* Use semi-random attr (usually mimics' colors vary) */
3246 *ap = g_ptr->m_idx % 15 + 1;
3254 /*** Monster's char ***/
3255 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
3260 else if (r_ptr->flags1 & RF1_SHAPECHANGER)
3264 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
3265 *cp = tmp_r_ptr->x_char;
3266 *ap = tmp_r_ptr->x_attr;
3270 *cp = (one_in_(25) ?
3271 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
3272 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
3285 /* Handle "player" */
3286 if (player_bold(y, x))
3288 monster_race *r_ptr = &r_info[0];
3289 *ap = r_ptr->x_attr;
3290 *cp = r_ptr->x_char;
3296 static concptr simplify_list[][2] =
3303 {"^Amulet of ", "\""},
3304 {"^Scroll of ", "?"},
3305 {"^Scroll titled ", "?"},
3306 {"^Wand of " , "-"},
3308 {"^Staff of " , "_"},
3309 {"^Potion of ", "!"},
3322 static void display_shortened_item_name(object_type *o_ptr, int y)
3329 object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
3330 attr = tval_to_attr[o_ptr->tval % 128];
3335 strcpy(buf, _("何か奇妙な物", "something strange"));
3338 for (c = buf; *c; c++)
3341 for (i = 0; simplify_list[i][1]; i++)
3343 concptr org_w = simplify_list[i][0];
3353 if (!strncmp(c, org_w, strlen(org_w)))
3356 concptr tmp = simplify_list[i][1];
3359 tmp = c + strlen(org_w);
3375 if (len + 2 > 12) break;
3382 if (len + 1 > 12) break;
3388 Term_putstr(0, y, 12, attr, buf);
3392 * Display a "small-scale" map of the dungeon in the active Term
3394 void display_map(int *cy, int *cx)
3404 SYMBOL_CODE **bigmc;
3411 /* Save lighting effects */
3412 bool old_view_special_lite = view_special_lite;
3413 bool old_view_granite_lite = view_granite_lite;
3415 TERM_LEN hgt, wid, yrat, xrat;
3417 int **match_autopick_yx;
3418 object_type ***object_autopick_yx;
3420 Term_get_size(&wid, &hgt);
3423 if (use_bigtile) wid /= 2;
3425 yrat = (current_floor_ptr->height + hgt - 1) / hgt;
3426 xrat = (current_floor_ptr->width + wid - 1) / wid;
3428 /* Disable lighting effects */
3429 view_special_lite = FALSE;
3430 view_granite_lite = FALSE;
3432 /* Allocate the maps */
3433 C_MAKE(ma, (hgt + 2), TERM_COLOR *);
3434 C_MAKE(mc, (hgt + 2), char_ptr);
3435 C_MAKE(mp, (hgt + 2), byte_ptr);
3436 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
3437 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
3439 /* Allocate and wipe each line map */
3440 for (y = 0; y < (hgt + 2); y++)
3442 /* Allocate one row each array */
3443 C_MAKE(ma[y], (wid + 2), TERM_COLOR);
3444 C_MAKE(mc[y], (wid + 2), char);
3445 C_MAKE(mp[y], (wid + 2), byte);
3446 C_MAKE(match_autopick_yx[y], (wid + 2), int);
3447 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
3449 for (x = 0; x < wid + 2; ++x)
3451 match_autopick_yx[y][x] = -1;
3452 object_autopick_yx[y][x] = NULL;
3455 ma[y][x] = TERM_WHITE;
3463 /* Allocate the maps */
3464 C_MAKE(bigma, (current_floor_ptr->height + 2), TERM_COLOR *);
3465 C_MAKE(bigmc, (current_floor_ptr->height + 2), char_ptr);
3466 C_MAKE(bigmp, (current_floor_ptr->height + 2), byte_ptr);
3468 /* Allocate and wipe each line map */
3469 for (y = 0; y < (current_floor_ptr->height + 2); y++)
3471 /* Allocate one row each array */
3472 C_MAKE(bigma[y], (current_floor_ptr->width + 2), TERM_COLOR);
3473 C_MAKE(bigmc[y], (current_floor_ptr->width + 2), char);
3474 C_MAKE(bigmp[y], (current_floor_ptr->width + 2), byte);
3476 for (x = 0; x < current_floor_ptr->width + 2; ++x)
3479 bigma[y][x] = TERM_WHITE;
3487 /* Fill in the map */
3488 for (i = 0; i < current_floor_ptr->width; ++i)
3490 for (j = 0; j < current_floor_ptr->height; ++j)
3495 match_autopick = -1;
3496 autopick_obj = NULL;
3499 /* Extract the current attr/char at that map location */
3500 map_info(j, i, &ta, &tc, &ta, &tc);
3502 /* Extract the priority */
3503 tp = (byte_hack)feat_priority;
3505 if (match_autopick != -1
3506 && (match_autopick_yx[y][x] == -1
3507 || match_autopick_yx[y][x] > match_autopick))
3509 match_autopick_yx[y][x] = match_autopick;
3510 object_autopick_yx[y][x] = autopick_obj;
3514 /* Save the char, attr and priority */
3515 bigmc[j + 1][i + 1] = tc;
3516 bigma[j + 1][i + 1] = ta;
3517 bigmp[j + 1][i + 1] = tp;
3521 for (j = 0; j < current_floor_ptr->height; ++j)
3523 for (i = 0; i < current_floor_ptr->width; ++i)
3528 tc = bigmc[j + 1][i + 1];
3529 ta = bigma[j + 1][i + 1];
3530 tp = bigmp[j + 1][i + 1];
3532 /* rare feature has more priority */
3538 for (t = 0; t < 8; t++)
3540 if (tc == bigmc[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]] &&
3541 ta == bigma[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]])
3551 /* Save the char, attr and priority */
3564 /* Draw the corners */
3565 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
3567 /* Draw the horizontal edges */
3568 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
3570 /* Draw the vertical edges */
3571 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
3574 /* Display each map line in order */
3575 for (y = 0; y < hgt + 2; ++y)
3577 /* Start a new line */
3578 Term_gotoxy(COL_MAP, y);
3580 /* Display the line */
3581 for (x = 0; x < wid + 2; ++x)
3586 /* Hack -- fake monochrome */
3589 if (current_world_ptr->timewalk_m_idx) ta = TERM_DARK;
3590 else if (IS_INVULN() || p_ptr->timewalk) ta = TERM_WHITE;
3591 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
3594 /* Add the character */
3595 Term_add_bigch(ta, tc);
3600 for (y = 1; y < hgt + 1; ++y)
3602 match_autopick = -1;
3603 for (x = 1; x <= wid; x++) {
3604 if (match_autopick_yx[y][x] != -1 &&
3605 (match_autopick > match_autopick_yx[y][x] ||
3606 match_autopick == -1)) {
3607 match_autopick = match_autopick_yx[y][x];
3608 autopick_obj = object_autopick_yx[y][x];
3612 /* Clear old display */
3613 Term_putstr(0, y, 12, 0, " ");
3615 if (match_autopick != -1)
3617 display_shortened_item_name(autopick_obj, y);
3620 char buf[13] = "\0";
3621 strncpy(buf, autopick_list[match_autopick].name, 12);
3629 /* Player location */
3630 (*cy) = p_ptr->y / yrat + 1 + ROW_MAP;
3632 (*cx) = p_ptr->x / xrat + 1 + COL_MAP;
3634 (*cx) = (p_ptr->x / xrat + 1) * 2 + COL_MAP;
3636 /* Restore lighting effects */
3637 view_special_lite = old_view_special_lite;
3638 view_granite_lite = old_view_granite_lite;
3640 /* Free each line map */
3641 for (y = 0; y < (hgt + 2); y++)
3643 /* Free one row each array */
3644 C_KILL(ma[y], (wid + 2), TERM_COLOR);
3645 C_KILL(mc[y], (wid + 2), SYMBOL_CODE);
3646 C_KILL(mp[y], (wid + 2), byte);
3647 C_KILL(match_autopick_yx[y], (wid + 2), int);
3648 C_KILL(object_autopick_yx[y], (wid + 2), object_type *);
3651 /* Free each line map */
3652 C_KILL(ma, (hgt + 2), TERM_COLOR *);
3653 C_KILL(mc, (hgt + 2), char_ptr);
3654 C_KILL(mp, (hgt + 2), byte_ptr);
3655 C_KILL(match_autopick_yx, (hgt + 2), sint_ptr);
3656 C_KILL(object_autopick_yx, (hgt + 2), object_type **);
3658 /* Free each line map */
3659 for (y = 0; y < (current_floor_ptr->height + 2); y++)
3661 /* Free one row each array */
3662 C_KILL(bigma[y], (current_floor_ptr->width + 2), TERM_COLOR);
3663 C_KILL(bigmc[y], (current_floor_ptr->width + 2), SYMBOL_CODE);
3664 C_KILL(bigmp[y], (current_floor_ptr->width + 2), byte);
3667 /* Free each line map */
3668 C_KILL(bigma, (current_floor_ptr->height + 2), TERM_COLOR *);
3669 C_KILL(bigmc, (current_floor_ptr->height + 2), char_ptr);
3670 C_KILL(bigmp, (current_floor_ptr->height + 2), byte_ptr);
3675 * Display a "small-scale" map of the dungeon for the player
3677 * Currently, the "player" is displayed on the map.
3679 void do_cmd_view_map(void)
3685 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
3690 display_autopick = 0;
3692 /* Display the map */
3693 display_map(&cy, &cx);
3696 if (max_autopick && !p_ptr->wild_mode)
3698 display_autopick = ITEM_DISPLAY;
3705 int wid, hgt, row_message;
3707 Term_get_size(&wid, &hgt);
3708 row_message = hgt - 1;
3710 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)",
3711 " Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items."), row_message, 1);
3713 /* Hilite the player */
3714 move_cursor(cy, cx);
3719 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
3721 flag = DONT_AUTOPICK;
3723 flag = DO_AUTODESTROY;
3725 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
3731 if (~display_autopick & flag)
3732 display_autopick |= flag;
3734 display_autopick &= ~flag;
3735 /* Display the map */
3736 display_map(&cy, &cx);
3739 display_autopick = 0;
3744 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);
3745 /* Hilite the player */
3746 move_cursor(cy, cx);
3754 * Track a new monster
3756 void health_track(MONSTER_IDX m_idx)
3758 /* Mount monster is already tracked */
3759 if (m_idx && m_idx == p_ptr->riding) return;
3761 /* Track a new guy */
3762 p_ptr->health_who = m_idx;
3764 /* Redraw (later) */
3765 p_ptr->redraw |= (PR_HEALTH);
3770 * Moves the cursor to a given MAP (y,x) location
3772 void move_cursor_relative(int row, int col)
3774 /* Real co-ords convert to screen positions */
3775 row -= panel_row_prt;
3778 Term_gotoxy(panel_col_of(col), row);
3783 * print project path
3785 void prt_path(POSITION y, POSITION x)
3790 byte_hack default_color = TERM_SLATE;
3792 if (!display_path) return;
3793 if (-1 == project_length)
3796 /* Get projection path */
3797 path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), p_ptr->y, p_ptr->x, y, x, PROJECT_PATH | PROJECT_THRU);
3799 p_ptr->redraw |= (PR_MAP);
3803 for (i = 0; i < path_n; i++)
3805 POSITION ny = GRID_Y(path_g[i]);
3806 POSITION nx = GRID_X(path_g[i]);
3807 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
3809 if (panel_contains(ny, nx))
3811 TERM_COLOR a = default_color;
3814 TERM_COLOR ta = default_color;
3817 if (g_ptr->m_idx && current_floor_ptr->m_list[g_ptr->m_idx].ml)
3819 /* Determine what is there */
3820 map_info(ny, nx, &a, &c, &ta, &tc);
3822 if (!IS_ASCII_GRAPHICS(a))
3824 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
3826 else if (a == default_color)
3832 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
3833 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
3834 else if (p_ptr->wraith_form) a = TERM_L_DARK;
3839 /* Hack -- Queue it */
3840 Term_queue_bigchar(panel_col_of(nx), ny - panel_row_prt, a, c, ta, tc);
3844 if ((g_ptr->info & CAVE_MARK) && !cave_have_flag_grid(g_ptr, FF_PROJECT)) break;
3847 if (nx == x && ny == y) default_color = TERM_L_DARK;
3853 * Hack -- track the given monster race
3855 void monster_race_track(MONRACE_IDX r_idx)
3857 /* Save this monster ID */
3858 p_ptr->monster_race_idx = r_idx;
3860 p_ptr->window |= (PW_MONSTER);
3864 * Hack -- track the given object kind
3866 void object_kind_track(KIND_OBJECT_IDX k_idx)
3868 /* Save this monster ID */
3869 p_ptr->object_kind_idx = k_idx;
3871 p_ptr->window |= (PW_OBJECT);
3876 * @brief 実ゲームプレイ時間を更新する
3878 void update_playtime(void)
3880 /* Check if the game has started */
3881 if (current_world_ptr->start_time != 0)
3883 u32b tmp = (u32b)time(NULL);
3884 current_world_ptr->play_time += (tmp - current_world_ptr->start_time);
3885 current_world_ptr->start_time = tmp;