1 #include "window/display-sub-windows.h"
2 #include "core/window-redrawer.h"
3 #include "flavor/flavor-describer.h"
4 #include "floor/cave.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 "main/sound-of-music.h"
14 #include "monster-race/monster-race.h"
15 #include "monster-race/race-flags1.h"
16 #include "monster/monster-flag-types.h"
17 #include "monster/monster-info.h"
18 #include "object/item-tester-hooker.h"
19 #include "object/object-info.h"
20 #include "object/object-kind.h"
21 #include "object/object-mark-types.h"
22 #include "player/player-status-flags.h"
23 #include "player/player-status.h"
24 #include "spell-kind/magic-item-recharger.h"
25 #include "system/floor-type-definition.h"
26 #include "system/monster-race-definition.h"
27 #include "system/monster-type-definition.h"
28 #include "system/object-type-definition.h"
29 #include "system/player-type-definition.h"
30 #include "target/target-describer.h"
31 #include "target/target-preparation.h"
32 #include "target/target-setter.h"
33 #include "target/target-types.h"
34 #include "term/gameterm.h"
35 #include "term/screen-processor.h"
36 #include "term/term-color-types.h"
37 #include "util/bit-flags-calculator.h"
38 #include "view/display-lore.h"
39 #include "view/display-map.h"
40 #include "view/display-messages.h"
41 #include "view/display-player.h"
42 #include "view/object-describer.h"
43 #include "window/main-window-equipments.h"
44 #include "window/main-window-util.h"
45 #include "world/world.h"
51 * @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
52 * @param player_ptr プレーヤーへの参照ポインタ
54 void fix_inventory(player_type *player_ptr, tval_type item_tester_tval)
56 for (int j = 0; j < 8; j++) {
57 term_type *old = Term;
61 if (!(window_flag[j] & (PW_INVEN)))
64 term_activate(angband_term[j]);
65 display_inventory(player_ptr, item_tester_tval);
72 * @brief モンスターの現在数を一行で表現する / Print monster info in line
75 * @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
76 * @param n_same モンスターの数の現在数
80 * nnn : number or unique(U) or wanted unique(W)
81 * X : symbol of monster
82 * LV : monster lv if known
83 * name: name of monster
86 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type *m_ptr, int n_same)
89 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
90 monster_race *r_ptr = &r_info[r_idx];
92 term_erase(0, y, 255);
96 if (r_ptr->flags1 & RF1_UNIQUE) {
97 bool is_bounty = FALSE;
98 for (int i = 0; i < MAX_BOUNTY; i++) {
99 if (current_world_ptr->bounty_r_idx[i] == r_idx) {
105 term_addstr(-1, TERM_WHITE, is_bounty ? " W" : " U");
107 sprintf(buf, "%3d", n_same);
108 term_addstr(-1, TERM_WHITE, buf);
111 term_addstr(-1, TERM_WHITE, " ");
112 term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
114 if (r_ptr->r_tkills && m_ptr->mflag2.has_not(MFLAG2::KAGE)) {
115 sprintf(buf, " %2d", (int)r_ptr->level);
120 term_addstr(-1, TERM_WHITE, buf);
122 sprintf(buf, " %s ", r_ptr->name.c_str());
123 term_addstr(-1, TERM_WHITE, buf);
127 * @brief モンスターの出現リストを表示する / Print monster info in line
130 * @param max_lines 最大何行描画するか
132 void print_monster_list(floor_type *floor_ptr, const std::vector<MONSTER_IDX> &monster_list, TERM_LEN x, TERM_LEN y, TERM_LEN max_lines)
135 monster_type *last_mons = NULL;
138 for (i = 0; i < monster_list.size(); i++) {
139 auto m_ptr = &floor_ptr->m_list[monster_list[i]];
145 //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.
154 if (last_mons->ap_r_idx == m_ptr->ap_r_idx) {
156 continue; //表示処理を次に回す
159 // last_mons と m_ptr が(見た目が)異なるなら、last_mons とその数を出力。
160 // m_ptr を新たな last_mons とする。
161 print_monster_line(x, line++, last_mons, n_same);
166 if (line - y == max_lines)
170 if (i != monster_list.size()) {
171 // 行数が足りなかった場合、最終行にその旨表示。
172 term_addstr(-1, TERM_WHITE, "-- and more --");
174 // 行数が足りていれば last_mons とその数を出力し、残りの行をクリア。
176 print_monster_line(x, line++, last_mons, n_same);
177 for (; line < max_lines; line++)
178 term_erase(0, line, 255);
183 * @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
184 * @param player_ptr プレーヤーへの参照ポインタ
186 void fix_monster_list(player_type *player_ptr)
188 static std::vector<MONSTER_IDX> monster_list;
191 for (int j = 0; j < 8; j++) {
192 term_type *old = Term;
193 if (!angband_term[j])
195 if (!(window_flag[j] & PW_MONSTER_LIST))
197 if (angband_term[j]->never_fresh)
200 term_activate(angband_term[j]);
202 term_get_size(&w, &h);
203 std::call_once(once, target_sensing_monsters_prepare, player_ptr, monster_list);
204 print_monster_list(player_ptr->current_floor_ptr, monster_list, 0, 0, h);
209 if (use_music && has_monster_music) {
210 std::call_once(once, target_sensing_monsters_prepare, player_ptr, monster_list);
211 select_monster_music(player_ptr, monster_list);
216 * @brief 装備アイテム一覧を表示する /
217 * Choice window "shadow" of the "show_equip()" function
219 static void display_equipment(player_type *owner_ptr, tval_type tval)
221 if (!owner_ptr || !owner_ptr->inventory_list)
225 term_get_size(&wid, &hgt);
227 TERM_COLOR attr = TERM_WHITE;
229 GAME_TEXT o_name[MAX_NLEN];
230 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
231 int cur_row = i - INVEN_MAIN_HAND;
235 auto o_ptr = &owner_ptr->inventory_list[i];
236 auto do_disp = owner_ptr->select_ring_slot ? is_ring_slot(i) : item_tester_okay(owner_ptr, o_ptr, tval);
237 strcpy(tmp_val, " ");
240 tmp_val[0] = index_to_label(i);
245 term_erase(cur_col, cur_row, 255);
246 term_putstr(0, cur_row, cur_col, TERM_WHITE, tmp_val);
248 if ((((i == INVEN_MAIN_HAND) && can_attack_with_sub_hand(owner_ptr)) || ((i == INVEN_SUB_HAND) && can_attack_with_main_hand(owner_ptr)))
249 && has_two_handed_weapons(owner_ptr)) {
250 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
253 describe_flavor(owner_ptr, o_name, o_ptr, 0);
254 attr = tval_to_attr[o_ptr->tval % 128];
257 int n = strlen(o_name);
261 if (show_item_graph) {
262 TERM_COLOR a = object_attr(o_ptr);
263 SYMBOL_CODE c = object_char(o_ptr);
264 term_queue_bigchar(cur_col, cur_row, a, c, 0, 0);
271 term_putstr(cur_col, cur_row, n, attr, o_name);
273 int wgt = o_ptr->weight * o_ptr->number;
274 sprintf(tmp_val, _("%3d.%1d kg", "%3d.%1d lb"), _(lbtokg1(wgt), wgt / 10), _(lbtokg2(wgt), wgt % 10));
275 prt(tmp_val, cur_row, wid - (show_labels ? 28 : 9));
279 term_putstr(wid - 20, cur_row, -1, TERM_WHITE, " <-- ");
280 prt(mention_use(owner_ptr, i), cur_row, wid - 15);
284 for (int i = INVEN_TOTAL - INVEN_MAIN_HAND; i < hgt; i++)
285 term_erase(0, i, 255);
289 * @brief 現在の装備品をサブウィンドウに表示する /
290 * Hack -- display equipment in sub-windows
291 * @param player_ptr プレーヤーへの参照ポインタ
293 void fix_equip(player_type *player_ptr, tval_type item_tester_tval)
295 for (int j = 0; j < 8; j++) {
296 term_type *old = Term;
297 if (!angband_term[j])
299 if (!(window_flag[j] & (PW_EQUIP)))
302 term_activate(angband_term[j]);
303 display_equipment(player_ptr, item_tester_tval);
310 * @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 /
311 * @param player_ptr プレーヤーへの参照ポインタ
312 * Hack -- display character in sub-windows
314 void fix_player(player_type *player_ptr)
316 for (int j = 0; j < 8; j++) {
317 term_type *old = Term;
318 if (!angband_term[j])
321 if (!(window_flag[j] & (PW_PLAYER)))
324 term_activate(angband_term[j]);
326 display_player(player_ptr, 0);
333 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
334 * Hack -- display recent messages in sub-windows
335 * Adjust for width and split messages
337 void fix_message(void)
339 for (int j = 0; j < 8; j++) {
340 term_type *old = Term;
341 if (!angband_term[j])
344 if (!(window_flag[j] & (PW_MESSAGE)))
347 term_activate(angband_term[j]);
349 term_get_size(&w, &h);
350 for (int i = 0; i < h; i++) {
351 term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
354 term_erase(x, y, 255);
363 * @brief 簡易マップをサブウィンドウに表示する /
364 * Hack -- display overhead view in sub-windows
365 * Adjust for width and split messages
366 * @param player_ptr プレーヤーへの参照ポインタ
368 * Note that the "player" symbol does NOT appear on the map.
370 void fix_overhead(player_type *player_ptr)
372 for (int j = 0; j < 8; j++) {
373 term_type *old = Term;
375 if (!angband_term[j])
378 if (!(window_flag[j] & (PW_OVERHEAD)))
381 term_activate(angband_term[j]);
382 term_get_size(&wid, &hgt);
383 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2) {
385 display_map(player_ptr, &cy, &cx);
394 * @brief 自分の周辺の地形をTermに表示する
395 * @param プレイヤー情報への参照ポインタ
397 static void display_dungeon(player_type *player_ptr)
400 SYMBOL_CODE tc = '\0';
402 for (TERM_LEN x = player_ptr->x - Term->wid / 2 + 1; x <= player_ptr->x + Term->wid / 2; x++) {
403 for (TERM_LEN y = player_ptr->y - Term->hgt / 2 + 1; y <= player_ptr->y + Term->hgt / 2; y++) {
406 if (!in_bounds2(player_ptr->current_floor_ptr, y, x)) {
407 feature_type *f_ptr = &f_info[feat_none];
408 a = f_ptr->x_attr[F_LIT_STANDARD];
409 c = f_ptr->x_char[F_LIT_STANDARD];
410 term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
414 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
417 if (current_world_ptr->timewalk_m_idx)
419 else if (is_invuln(player_ptr) || player_ptr->timewalk)
421 else if (player_ptr->wraith_form)
425 term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
431 * @brief 自分の周辺のダンジョンの地形をサブウィンドウに表示する / display dungeon view around player in a sub window
432 * @param player_ptr プレーヤーへの参照ポインタ
434 void fix_dungeon(player_type *player_ptr)
436 for (int j = 0; j < 8; j++) {
437 term_type *old = Term;
438 if (!angband_term[j])
441 if (!(window_flag[j] & (PW_DUNGEON)))
444 term_activate(angband_term[j]);
445 display_dungeon(player_ptr);
452 * @brief モンスターの思い出をサブウィンドウに表示する /
453 * Hack -- display dungeon view in sub-windows
454 * @param player_ptr プレーヤーへの参照ポインタ
456 void fix_monster(player_type *player_ptr)
458 for (int j = 0; j < 8; j++) {
459 term_type *old = Term;
460 if (!angband_term[j])
463 if (!(window_flag[j] & (PW_MONSTER)))
466 term_activate(angband_term[j]);
467 if (player_ptr->monster_race_idx)
468 display_roff(player_ptr);
476 * @brief ベースアイテム情報をサブウィンドウに表示する /
477 * Hack -- display object recall in sub-windows
478 * @param player_ptr プレーヤーへの参照ポインタ
480 void fix_object(player_type *player_ptr)
482 for (int j = 0; j < 8; j++) {
483 term_type *old = Term;
484 if (!angband_term[j])
487 if (!(window_flag[j] & (PW_OBJECT)))
490 term_activate(angband_term[j]);
491 if (player_ptr->object_kind_idx)
492 display_koff(player_ptr, player_ptr->object_kind_idx);
499 static void display_floor_item_list(player_type *player_ptr, const int y, const int x)
505 term_get_size(&term_w, &term_h);
513 const floor_type *const floor_ptr = player_ptr->current_floor_ptr;
514 const grid_type *const g_ptr = &floor_ptr->grid_array[y][x];
518 if (player_bold(player_ptr, y, x))
519 sprintf(line, _("(X:%03d Y:%03d) あなたの足元のアイテム一覧", "Items at (%03d,%03d) under you"), x, y);
520 else if (g_ptr->m_idx > 0) {
521 const monster_type *const m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
523 if (m_ptr->r_idx == 0)
524 sprintf(line, _("(X:%03d Y:%03d) 奇妙な物体の足元のアイテム一覧", "Items at (%03d,%03d) under an odd object"), x, y);
526 const monster_race *const r_ptr = &r_info[m_ptr->r_idx];
527 sprintf(line, _("(X:%03d Y:%03d) %sの足元の発見済みアイテム一覧", "Found items at (%03d,%03d) under %s"), x, y, r_ptr->name.c_str());
530 const feature_type *const f_ptr = &f_info[g_ptr->feat];
531 concptr fn = f_ptr->name.c_str();
534 if (has_flag(f_ptr->flags, FF_STORE) || (has_flag(f_ptr->flags, FF_BLDG) && !floor_ptr->inside_arena))
535 sprintf(buf, _("%sの入口", "on the entrance of %s"), fn);
536 else if (has_flag(f_ptr->flags, FF_WALL))
537 sprintf(buf, _("%sの中", "in %s"), fn);
539 sprintf(buf, _("%s", "on %s"), fn);
540 sprintf(line, _("(X:%03d Y:%03d) %sの上の発見済みアイテム一覧", "Found items at (X:%03d Y:%03d) %s"), x, y, buf);
543 term_addstr(-1, TERM_WHITE, line);
545 // (y,x) のアイテムを1行に1個ずつ書く。
547 for (const auto o_idx : g_ptr->o_idx_list) {
548 object_type *const o_ptr = &floor_ptr->o_list[o_idx];
551 if (none_bits(o_ptr->marked, OM_FOUND) || o_ptr->tval == TV_GOLD) {
555 // 途中で行数が足りなくなったら最終行にその旨追記して終了。
556 if (term_y >= term_h) {
557 term_addstr(-1, TERM_WHITE, "-- more --");
561 term_gotoxy(0, term_y);
563 if (player_ptr->image) {
564 term_addstr(-1, TERM_WHITE, _("何か奇妙な物", "something strange"));
566 describe_flavor(player_ptr, line, o_ptr, 0);
567 TERM_COLOR attr = tval_to_attr[o_ptr->tval % 128];
568 term_addstr(-1, attr, line);
576 * @brief (y,x) のアイテム一覧をサブウィンドウに表示する / display item at (y,x) in sub-windows
578 void fix_floor_item_list(player_type *player_ptr, const int y, const int x)
580 for (int j = 0; j < 8; j++) {
581 if (!angband_term[j])
583 if (angband_term[j]->never_fresh)
585 if (!(window_flag[j] & PW_FLOOR_ITEM_LIST))
588 term_type *old = Term;
589 term_activate(angband_term[j]);
591 display_floor_item_list(player_ptr, y, x);
599 * @brief サブウィンドウに所持品、装備品リストの表示を行う /
600 * Flip "inven" and "equip" in any sub-windows
602 void toggle_inventory_equipment(player_type *owner_ptr)
604 for (int j = 0; j < 8; j++) {
605 if (!angband_term[j])
608 if (window_flag[j] & (PW_INVEN)) {
609 window_flag[j] &= ~(PW_INVEN);
610 window_flag[j] |= (PW_EQUIP);
611 owner_ptr->window_flags |= (PW_EQUIP);
615 if (window_flag[j] & PW_EQUIP) {
616 window_flag[j] &= ~(PW_EQUIP);
617 window_flag[j] |= PW_INVEN;
618 owner_ptr->window_flags |= PW_INVEN;