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 "monster-race/monster-race.h"
14 #include "monster-race/race-flags1.h"
15 #include "monster/monster-flag-types.h"
16 #include "monster/monster-info.h"
17 #include "object/item-tester-hooker.h"
18 #include "object/object-info.h"
19 #include "object/object-mark-types.h"
20 #include "player/player-status-flags.h"
21 #include "spell-kind/magic-item-recharger.h"
22 #include "system/floor-type-definition.h"
23 #include "system/monster-type-definition.h"
24 #include "target/target-describer.h"
25 #include "target/target-preparation.h"
26 #include "target/target-setter.h"
27 #include "target/target-types.h"
28 #include "term/gameterm.h"
29 #include "term/screen-processor.h"
30 #include "term/term-color-types.h"
31 #include "util/bit-flags-calculator.h"
32 #include "view/display-lore.h"
33 #include "view/display-map.h"
34 #include "view/display-messages.h"
35 #include "view/display-player.h"
36 #include "view/object-describer.h"
37 #include "window/main-window-equipments.h"
38 #include "window/main-window-util.h"
39 #include "world/world.h"
44 * @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
45 * @param player_ptr プレーヤーへの参照ポインタ
48 void fix_inventory(player_type *player_ptr, tval_type item_tester_tval)
50 for (int j = 0; j < 8; j++) {
51 term_type *old = Term;
55 if (!(window_flag[j] & (PW_INVEN)))
58 term_activate(angband_term[j]);
59 display_inventory(player_ptr, item_tester_tval);
66 * @brief モンスターの現在数を一行で表現する / Print monster info in line
69 * @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
70 * @param n_same モンスターの数の現在数
74 * nnn : number or unique(U) or wanted unique(W)
75 * X : symbol of monster
76 * LV : monster lv if known
77 * name: name of monster
81 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type *m_ptr, int n_same)
84 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
85 monster_race *r_ptr = &r_info[r_idx];
87 term_erase(0, y, 255);
91 if (r_ptr->flags1 & RF1_UNIQUE) {
92 bool is_bounty = FALSE;
93 for (int i = 0; i < MAX_BOUNTY; i++) {
94 if (current_world_ptr->bounty_r_idx[i] == r_idx) {
100 term_addstr(-1, TERM_WHITE, is_bounty ? " W" : " U");
102 sprintf(buf, "%3d", n_same);
103 term_addstr(-1, TERM_WHITE, buf);
106 term_addstr(-1, TERM_WHITE, " ");
107 term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
109 if (r_ptr->r_tkills && m_ptr->mflag2.has_not(MFLAG2::KAGE)) {
110 sprintf(buf, " %2d", (int)r_ptr->level);
115 term_addstr(-1, TERM_WHITE, buf);
117 sprintf(buf, " %s ", r_ptr->name.c_str());
118 term_addstr(-1, TERM_WHITE, buf);
122 * @brief モンスターの出現リストを表示する / Print monster info in line
125 * @param max_lines 最大何行描画するか
127 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)
130 monster_type *last_mons = NULL;
133 for (i = 0; i < monster_list.size(); i++) {
134 auto m_ptr = &floor_ptr->m_list[monster_list[i]];
140 //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.
149 if (last_mons->ap_r_idx == m_ptr->ap_r_idx) {
151 continue; //表示処理を次に回す
154 // last_mons と m_ptr が(見た目が)異なるなら、last_mons とその数を出力。
155 // m_ptr を新たな last_mons とする。
156 print_monster_line(x, line++, last_mons, n_same);
161 if (line - y == max_lines)
165 if (i != monster_list.size()) {
166 // 行数が足りなかった場合、最終行にその旨表示。
167 term_addstr(-1, TERM_WHITE, "-- and more --");
169 // 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。
171 print_monster_line(x, line++, last_mons, n_same);
172 for (; line < max_lines; line++)
173 term_erase(0, line, 255);
178 * @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
179 * @param player_ptr プレーヤーへの参照ポインタ
182 void fix_monster_list(player_type *player_ptr)
184 static std::vector<MONSTER_IDX> monster_list;
186 for (int j = 0; j < 8; j++) {
187 term_type *old = Term;
188 if (!angband_term[j])
190 if (!(window_flag[j] & PW_MONSTER_LIST))
192 if (angband_term[j]->never_fresh)
195 term_activate(angband_term[j]);
197 term_get_size(&w, &h);
198 target_sensing_monsters_prepare(player_ptr, monster_list);
199 print_monster_list(player_ptr->current_floor_ptr, monster_list, 0, 0, h);
206 * @brief 装備アイテム一覧を表示する /
207 * Choice window "shadow" of the "show_equip()" function
210 static void display_equipment(player_type *owner_ptr, tval_type tval)
212 if (!owner_ptr || !owner_ptr->inventory_list)
216 term_get_size(&wid, &hgt);
218 TERM_COLOR attr = TERM_WHITE;
220 GAME_TEXT o_name[MAX_NLEN];
221 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
223 o_ptr = &owner_ptr->inventory_list[i];
224 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
225 if (owner_ptr->select_ring_slot ? is_ring_slot(i) : item_tester_okay(owner_ptr, o_ptr, tval)) {
226 tmp_val[0] = index_to_label(i);
230 term_putstr(0, i - INVEN_MAIN_HAND, 3, TERM_WHITE, tmp_val);
231 if ((((i == INVEN_MAIN_HAND) && can_attack_with_sub_hand(owner_ptr)) || ((i == INVEN_SUB_HAND) && can_attack_with_main_hand(owner_ptr)))
232 && has_two_handed_weapons(owner_ptr)) {
233 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
236 describe_flavor(owner_ptr, o_name, o_ptr, 0);
237 attr = tval_to_attr[o_ptr->tval % 128];
240 int n = strlen(o_name);
244 term_putstr(3, i - INVEN_MAIN_HAND, n, attr, o_name);
245 term_erase(3 + n, i - INVEN_MAIN_HAND, 255);
247 int wgt = o_ptr->weight * o_ptr->number;
248 sprintf(tmp_val, _("%3d.%1d kg", "%3d.%1d lb"), _(lbtokg1(wgt), wgt / 10), _(lbtokg2(wgt), wgt % 10));
249 prt(tmp_val, i - INVEN_MAIN_HAND, wid - (show_labels ? 28 : 9));
253 term_putstr(wid - 20, i - INVEN_MAIN_HAND, -1, TERM_WHITE, " <-- ");
254 prt(mention_use(owner_ptr, i), i - INVEN_MAIN_HAND, wid - 15);
258 for (int i = INVEN_TOTAL - INVEN_MAIN_HAND; i < hgt; i++)
259 term_erase(0, i, 255);
263 * @brief 現在の装備品をサブウィンドウに表示する /
264 * Hack -- display equipment in sub-windows
265 * @param player_ptr プレーヤーへの参照ポインタ
268 void fix_equip(player_type *player_ptr, tval_type item_tester_tval)
270 for (int j = 0; j < 8; j++) {
271 term_type *old = Term;
272 if (!angband_term[j])
274 if (!(window_flag[j] & (PW_EQUIP)))
277 term_activate(angband_term[j]);
278 display_equipment(player_ptr, item_tester_tval);
285 * @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 /
286 * @param player_ptr プレーヤーへの参照ポインタ
287 * Hack -- display character in sub-windows
290 void fix_player(player_type *player_ptr)
292 for (int j = 0; j < 8; j++) {
293 term_type *old = Term;
294 if (!angband_term[j])
297 if (!(window_flag[j] & (PW_PLAYER)))
300 term_activate(angband_term[j]);
302 display_player(player_ptr, 0);
309 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
310 * Hack -- display recent messages in sub-windows
311 * Adjust for width and split messages
314 void fix_message(void)
316 for (int j = 0; j < 8; j++) {
317 term_type *old = Term;
318 if (!angband_term[j])
321 if (!(window_flag[j] & (PW_MESSAGE)))
324 term_activate(angband_term[j]);
326 term_get_size(&w, &h);
327 for (int i = 0; i < h; i++) {
328 term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
331 term_erase(x, y, 255);
340 * @brief 簡易マップをサブウィンドウに表示する /
341 * Hack -- display overhead view in sub-windows
342 * Adjust for width and split messages
343 * @param player_ptr プレーヤーへの参照ポインタ
346 * Note that the "player" symbol does NOT appear on the map.
348 void fix_overhead(player_type *player_ptr)
350 for (int j = 0; j < 8; j++) {
351 term_type *old = Term;
353 if (!angband_term[j])
356 if (!(window_flag[j] & (PW_OVERHEAD)))
359 term_activate(angband_term[j]);
360 term_get_size(&wid, &hgt);
361 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2) {
363 display_map(player_ptr, &cy, &cx);
372 * @brief 自分の周辺の地形をTermに表示する
373 * @param プレイヤー情報への参照ポインタ
376 static void display_dungeon(player_type *player_ptr)
379 SYMBOL_CODE tc = '\0';
381 for (TERM_LEN x = player_ptr->x - Term->wid / 2 + 1; x <= player_ptr->x + Term->wid / 2; x++) {
382 for (TERM_LEN y = player_ptr->y - Term->hgt / 2 + 1; y <= player_ptr->y + Term->hgt / 2; y++) {
385 if (!in_bounds2(player_ptr->current_floor_ptr, y, x)) {
386 feature_type *f_ptr = &f_info[feat_none];
387 a = f_ptr->x_attr[F_LIT_STANDARD];
388 c = f_ptr->x_char[F_LIT_STANDARD];
389 term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
393 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
396 if (current_world_ptr->timewalk_m_idx)
398 else if (is_invuln(player_ptr) || player_ptr->timewalk)
400 else if (player_ptr->wraith_form)
404 term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
410 * @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
411 * @param player_ptr プレーヤーへの参照ポインタ
414 void fix_dungeon(player_type *player_ptr)
416 for (int j = 0; j < 8; j++) {
417 term_type *old = Term;
418 if (!angband_term[j])
421 if (!(window_flag[j] & (PW_DUNGEON)))
424 term_activate(angband_term[j]);
425 display_dungeon(player_ptr);
432 * @brief モンスターの思い出をサブウィンドウに表示する /
433 * Hack -- display dungeon view in sub-windows
434 * @param player_ptr プレーヤーへの参照ポインタ
437 void fix_monster(player_type *player_ptr)
439 for (int j = 0; j < 8; j++) {
440 term_type *old = Term;
441 if (!angband_term[j])
444 if (!(window_flag[j] & (PW_MONSTER)))
447 term_activate(angband_term[j]);
448 if (player_ptr->monster_race_idx)
449 display_roff(player_ptr);
457 * @brief ベースアイテム情報をサブウィンドウに表示する /
458 * Hack -- display object recall in sub-windows
459 * @param player_ptr プレーヤーへの参照ポインタ
462 void fix_object(player_type *player_ptr)
464 for (int j = 0; j < 8; j++) {
465 term_type *old = Term;
466 if (!angband_term[j])
469 if (!(window_flag[j] & (PW_OBJECT)))
472 term_activate(angband_term[j]);
473 if (player_ptr->object_kind_idx)
474 display_koff(player_ptr, player_ptr->object_kind_idx);
481 static void display_floor_item_list(player_type *player_ptr, const int y, const int x)
487 term_get_size(&term_w, &term_h);
495 const floor_type *const floor_ptr = player_ptr->current_floor_ptr;
496 const grid_type *const g_ptr = &floor_ptr->grid_array[y][x];
500 if (player_bold(player_ptr, y, x))
501 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);
502 else if (g_ptr->m_idx > 0) {
503 const monster_type *const m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
505 if (m_ptr->r_idx == 0)
506 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);
508 const monster_race *const r_ptr = &r_info[m_ptr->r_idx];
509 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());
512 const feature_type *const f_ptr = &f_info[g_ptr->feat];
513 concptr fn = f_ptr->name.c_str();
516 if (has_flag(f_ptr->flags, FF_STORE) || (has_flag(f_ptr->flags, FF_BLDG) && !floor_ptr->inside_arena))
517 sprintf(buf, _("%sの入口", "on the entrance of %s"), fn);
518 else if (has_flag(f_ptr->flags, FF_WALL))
519 sprintf(buf, _("%sの中", "in %s"), fn);
521 sprintf(buf, _("%s", "on %s"), fn);
522 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);
525 term_addstr(-1, TERM_WHITE, line);
527 // (y,x) のアイテムを1行に1個ずつ書く。
529 for (OBJECT_IDX o_idx = g_ptr->o_idx; o_idx > 0;) {
530 object_type *const o_ptr = &floor_ptr->o_list[o_idx];
533 if (none_bits(o_ptr->marked, OM_FOUND) || o_ptr->tval == TV_GOLD) {
534 o_idx = o_ptr->next_o_idx;
538 // 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。
539 if (term_y >= term_h) {
540 term_addstr(-1, TERM_WHITE, "-- more --");
544 term_gotoxy(0, term_y);
546 if (player_ptr->image) {
547 term_addstr(-1, TERM_WHITE, _("何か奇妙な物", "something strange"));
549 describe_flavor(player_ptr, line, o_ptr, 0);
550 TERM_COLOR attr = tval_to_attr[o_ptr->tval % 128];
551 term_addstr(-1, attr, line);
554 o_idx = o_ptr->next_o_idx;
560 * @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
562 void fix_floor_item_list(player_type *player_ptr, const int y, const int x)
564 for (int j = 0; j < 8; j++) {
565 if (!angband_term[j])
567 if (angband_term[j]->never_fresh)
569 if (!(window_flag[j] & PW_FLOOR_ITEM_LIST))
572 term_type *old = Term;
573 term_activate(angband_term[j]);
575 display_floor_item_list(player_ptr, y, x);
583 * @brief サブウィンドウに所持品、装備品リストの表示を行う /
584 * Flip "inven" and "equip" in any sub-windows
587 void toggle_inventory_equipment(player_type *owner_ptr)
589 for (int j = 0; j < 8; j++) {
590 if (!angband_term[j])
593 if (window_flag[j] & (PW_INVEN)) {
594 window_flag[j] &= ~(PW_INVEN);
595 window_flag[j] |= (PW_EQUIP);
596 owner_ptr->window_flags |= (PW_EQUIP);
600 if (window_flag[j] & PW_EQUIP) {
601 window_flag[j] &= ~(PW_EQUIP);
602 window_flag[j] |= PW_INVEN;
603 owner_ptr->window_flags |= PW_INVEN;