1 #include "window/display-sub-windows.h"
2 #include "core/window-redrawer.h"
3 #include "flavor/flavor-describer.h"
4 #include "floor/floor.h"
5 #include "game-option/option-flags.h"
6 #include "game-option/special-options.h"
7 #include "game-option/text-display-options.h"
8 #include "grid/feature.h"
10 #include "inventory/inventory-describer.h"
11 #include "inventory/inventory-slot-types.h"
12 #include "inventory/inventory-util.h"
13 #include "io/input-key-processor.h"
14 #include "io/targeting.h"
15 #include "monster-race/monster-race.h"
16 #include "monster-race/race-flags1.h"
17 #include "monster/monster-flag-types.h"
18 #include "monster/monster-info.h"
19 #include "object/item-tester-hooker.h"
20 #include "object/object-info.h"
21 #include "spell-kind/magic-item-recharger.h"
22 #include "system/monster-type-definition.h"
23 #include "term/gameterm.h"
24 #include "term/screen-processor.h"
25 #include "term/term-color-types.h"
26 #include "view/display-lore.h"
27 #include "view/display-map.h"
28 #include "view/display-messages.h"
29 #include "view/display-player.h"
30 #include "window/main-window-util.h"
31 #include "view/object-describer.h"
32 #include "window/main-window-equipments.h"
33 #include "world/world.h"
36 * @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
37 * @param player_ptr プレーヤーへの参照ポインタ
40 void fix_inventory(player_type *player_ptr, tval_type item_tester_tval)
42 for (int j = 0; j < 8; j++) {
47 if (!(window_flag[j] & (PW_INVEN)))
50 Term_activate(angband_term[j]);
51 display_inventory(player_ptr, item_tester_tval);
58 * @brief モンスターの現在数を一行で表現する / Print monster info in line
61 * @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
62 * @param n_same モンスターの数の現在数
66 * nnn : number or unique(U) or wanted unique(W)
67 * X : symbol of monster
68 * LV : monster lv if known
69 * name: name of monster
73 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type *m_ptr, int n_same)
76 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
77 monster_race *r_ptr = &r_info[r_idx];
82 if (r_ptr->flags1 & RF1_UNIQUE) {
83 bool is_bounty = FALSE;
84 for (int i = 0; i < MAX_BOUNTY; i++) {
85 if (current_world_ptr->bounty_r_idx[i] == r_idx) {
91 Term_addstr(-1, TERM_WHITE, is_bounty ? " W" : " U");
93 sprintf(buf, "%3d", n_same);
94 Term_addstr(-1, TERM_WHITE, buf);
97 Term_addstr(-1, TERM_WHITE, " ");
98 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
100 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)) {
101 sprintf(buf, " %2d", (int)r_ptr->level);
106 Term_addstr(-1, TERM_WHITE, buf);
108 sprintf(buf, " %s ", r_name + r_ptr->name);
109 Term_addstr(-1, TERM_WHITE, buf);
113 * @brief モンスターの出現リストを表示する / Print monster info in line
116 * @param max_lines 最大何行描画するか
118 void print_monster_list(floor_type *floor_ptr, TERM_LEN x, TERM_LEN y, TERM_LEN max_lines)
121 monster_type *last_mons = NULL;
122 monster_type *m_ptr = NULL;
125 for (i = 0; i < tmp_pos.n; i++) {
126 grid_type *g_ptr = &floor_ptr->grid_array[tmp_pos.y[i]][tmp_pos.x[i]];
127 if (!g_ptr->m_idx || !floor_ptr->m_list[g_ptr->m_idx].ml)
129 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
135 //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.
144 if (last_mons->ap_r_idx == m_ptr->ap_r_idx) {
146 continue; //表示処理を次に回す
149 // print last mons info
150 print_monster_line(x, line++, last_mons, n_same);
153 if (line - y - 1 == max_lines)
157 if (line - y - 1 == max_lines && i != tmp_pos.n) {
158 Term_gotoxy(x, line);
159 Term_addstr(-1, TERM_WHITE, "-- and more --");
162 print_monster_line(x, line++, last_mons, n_same);
167 * @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
168 * @param player_ptr プレーヤーへの参照ポインタ
171 void fix_monster_list(player_type *player_ptr)
173 for (int j = 0; j < 8; j++) {
175 if (!angband_term[j])
177 if (!(window_flag[j] & (PW_MONSTER_LIST)))
180 Term_activate(angband_term[j]);
182 Term_get_size(&w, &h);
184 target_set_prepare_look(player_ptr);
185 print_monster_list(player_ptr->current_floor_ptr, 0, 0, h);
192 * @brief 装備アイテム一覧を表示する /
193 * Choice window "shadow" of the "show_equip()" function
196 static void display_equipment(player_type *owner_ptr, tval_type tval)
198 if (!owner_ptr || !owner_ptr->inventory_list)
202 Term_get_size(&wid, &hgt);
204 TERM_COLOR attr = TERM_WHITE;
206 GAME_TEXT o_name[MAX_NLEN];
207 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++) {
209 o_ptr = &owner_ptr->inventory_list[i];
210 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
211 if (select_ring_slot ? is_ring_slot(i) : item_tester_okay(owner_ptr, o_ptr, tval)) {
212 tmp_val[0] = index_to_label(i);
216 Term_putstr(0, i - INVEN_RARM, 3, TERM_WHITE, tmp_val);
217 if ((((i == INVEN_RARM) && owner_ptr->hidarite) || ((i == INVEN_LARM) && owner_ptr->migite)) && owner_ptr->ryoute) {
218 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
221 describe_flavor(owner_ptr, o_name, o_ptr, 0);
222 attr = tval_to_attr[o_ptr->tval % 128];
225 int n = strlen(o_name);
229 Term_putstr(3, i - INVEN_RARM, n, attr, o_name);
230 Term_erase(3 + n, i - INVEN_RARM, 255);
232 int wgt = o_ptr->weight * o_ptr->number;
233 sprintf(tmp_val, _("%3d.%1d kg", "%3d.%1d lb"), _(lbtokg1(wgt), wgt / 10), _(lbtokg2(wgt), wgt % 10));
234 prt(tmp_val, i - INVEN_RARM, wid - (show_labels ? 28 : 9));
238 Term_putstr(wid - 20, i - INVEN_RARM, -1, TERM_WHITE, " <-- ");
239 prt(mention_use(owner_ptr, i), i - INVEN_RARM, wid - 15);
243 for (int i = INVEN_TOTAL - INVEN_RARM; i < hgt; i++)
244 Term_erase(0, i, 255);
248 * @brief 現在の装備品をサブウィンドウに表示する /
249 * Hack -- display equipment in sub-windows
250 * @param player_ptr プレーヤーへの参照ポインタ
253 void fix_equip(player_type *player_ptr, tval_type item_tester_tval)
255 for (int j = 0; j < 8; j++) {
257 if (!angband_term[j])
259 if (!(window_flag[j] & (PW_EQUIP)))
262 Term_activate(angband_term[j]);
263 display_equipment(player_ptr, item_tester_tval);
270 * @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 /
271 * @param player_ptr プレーヤーへの参照ポインタ
272 * Hack -- display character in sub-windows
275 void fix_player(player_type *player_ptr)
277 for (int j = 0; j < 8; j++) {
279 if (!angband_term[j])
282 if (!(window_flag[j] & (PW_PLAYER)))
285 Term_activate(angband_term[j]);
287 display_player(player_ptr, 0);
294 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
295 * Hack -- display recent messages in sub-windows
296 * Adjust for width and split messages
299 void fix_message(void)
301 for (int j = 0; j < 8; j++) {
303 if (!angband_term[j])
306 if (!(window_flag[j] & (PW_MESSAGE)))
309 Term_activate(angband_term[j]);
311 Term_get_size(&w, &h);
312 for (int i = 0; i < h; i++) {
313 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
316 Term_erase(x, y, 255);
325 * @brief 簡易マップをサブウィンドウに表示する /
326 * Hack -- display overhead view in sub-windows
327 * Adjust for width and split messages
328 * @param player_ptr プレーヤーへの参照ポインタ
331 * Note that the "player" symbol does NOT appear on the map.
333 void fix_overhead(player_type *player_ptr)
335 for (int j = 0; j < 8; j++) {
338 if (!angband_term[j])
341 if (!(window_flag[j] & (PW_OVERHEAD)))
344 Term_activate(angband_term[j]);
345 Term_get_size(&wid, &hgt);
346 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2) {
348 display_map(player_ptr, &cy, &cx);
356 static void display_dungeon(player_type *player_ptr)
359 SYMBOL_CODE tc = '\0';
361 for (TERM_LEN x = player_ptr->x - Term->wid / 2 + 1; x <= player_ptr->x + Term->wid / 2; x++) {
362 for (TERM_LEN y = player_ptr->y - Term->hgt / 2 + 1; y <= player_ptr->y + Term->hgt / 2; y++) {
365 if (!in_bounds2(player_ptr->current_floor_ptr, y, x)) {
366 feature_type *f_ptr = &f_info[feat_none];
367 a = f_ptr->x_attr[F_LIT_STANDARD];
368 c = f_ptr->x_char[F_LIT_STANDARD];
369 Term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
373 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
376 if (current_world_ptr->timewalk_m_idx)
378 else if (is_invuln(player_ptr) || player_ptr->timewalk)
380 else if (player_ptr->wraith_form)
384 Term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
390 * @brief ダンジョンの地形をサブウィンドウに表示する /
391 * Hack -- display dungeon view in sub-windows
392 * @param player_ptr プレーヤーへの参照ポインタ
395 void fix_dungeon(player_type *player_ptr)
397 for (int j = 0; j < 8; j++) {
399 if (!angband_term[j])
402 if (!(window_flag[j] & (PW_DUNGEON)))
405 Term_activate(angband_term[j]);
406 display_dungeon(player_ptr);
413 * @brief モンスターの思い出をサブウィンドウに表示する /
414 * Hack -- display dungeon view in sub-windows
415 * @param player_ptr プレーヤーへの参照ポインタ
418 void fix_monster(player_type *player_ptr)
420 for (int j = 0; j < 8; j++) {
422 if (!angband_term[j])
425 if (!(window_flag[j] & (PW_MONSTER)))
428 Term_activate(angband_term[j]);
429 if (player_ptr->monster_race_idx)
430 display_roff(player_ptr);
438 * @brief ベースアイテム情報をサブウィンドウに表示する /
439 * Hack -- display object recall in sub-windows
440 * @param player_ptr プレーヤーへの参照ポインタ
443 void fix_object(player_type *player_ptr)
445 for (int j = 0; j < 8; j++) {
447 if (!angband_term[j])
450 if (!(window_flag[j] & (PW_OBJECT)))
453 Term_activate(angband_term[j]);
454 if (player_ptr->object_kind_idx)
455 display_koff(player_ptr, player_ptr->object_kind_idx);
463 * @brief サブウィンドウに所持品、装備品リストの表示を行う /
464 * Flip "inven" and "equip" in any sub-windows
467 void toggle_inventory_equipment(player_type *owner_ptr)
469 for (int j = 0; j < 8; j++) {
470 if (!angband_term[j])
473 if (window_flag[j] & (PW_INVEN)) {
474 window_flag[j] &= ~(PW_INVEN);
475 window_flag[j] |= (PW_EQUIP);
476 owner_ptr->window |= (PW_EQUIP);
480 if (window_flag[j] & PW_EQUIP) {
481 window_flag[j] &= ~(PW_EQUIP);
482 window_flag[j] |= PW_INVEN;
483 owner_ptr->window |= PW_INVEN;