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"
9 #include "inventory/inventory-describer.h"
10 #include "inventory/inventory-slot-types.h"
11 #include "inventory/inventory-util.h"
12 #include "locale/japanese.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 "monster/monster-status.h"
19 #include "object/item-tester-hooker.h"
20 #include "object/object-info.h"
21 #include "object/object-kind.h"
22 #include "object/object-mark-types.h"
23 #include "player/player-status-flags.h"
24 #include "player/player-status.h"
25 #include "spell-kind/magic-item-recharger.h"
26 #include "system/floor-type-definition.h"
27 #include "system/grid-type-definition.h"
28 #include "system/monster-race-definition.h"
29 #include "system/monster-type-definition.h"
30 #include "system/object-type-definition.h"
31 #include "system/player-type-definition.h"
32 #include "target/target-describer.h"
33 #include "target/target-preparation.h"
34 #include "target/target-setter.h"
35 #include "target/target-types.h"
36 #include "term/gameterm.h"
37 #include "term/screen-processor.h"
38 #include "term/term-color-types.h"
39 #include "timed-effect/player-hallucination.h"
40 #include "timed-effect/timed-effects.h"
41 #include "util/bit-flags-calculator.h"
42 #include "view/display-lore.h"
43 #include "view/display-map.h"
44 #include "view/display-messages.h"
45 #include "view/display-player.h"
46 #include "view/object-describer.h"
47 #include "window/main-window-equipments.h"
48 #include "window/main-window-util.h"
49 #include "world/world.h"
54 /*! サブウィンドウ表示用の ItemTester オブジェクト */
55 static std::unique_ptr<ItemTester> fix_item_tester = std::make_unique<AllMatchItemTester>();
57 FixItemTesterSetter::FixItemTesterSetter(const ItemTester &item_tester)
59 fix_item_tester = item_tester.clone();
62 FixItemTesterSetter::~FixItemTesterSetter()
64 fix_item_tester = std::make_unique<AllMatchItemTester>();
68 * @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
69 * @param player_ptr プレイヤーへの参照ポインタ
71 void fix_inventory(PlayerType *player_ptr)
73 for (int j = 0; j < 8; j++) {
74 term_type *old = game_term;
75 if (!angband_term[j]) {
79 if (!(window_flag[j] & (PW_INVEN))) {
83 term_activate(angband_term[j]);
84 display_inventory(player_ptr, *fix_item_tester);
91 * @brief モンスターの現在数を一行で表現する / Print monster info in line
94 * @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
95 * @param n_same モンスターの数の現在数
99 * nnn : number or unique(U) or wanted unique(W)
100 * X : symbol of monster
101 * LV : monster lv if known
102 * name: name of monster
105 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type *m_ptr, int n_same)
108 MonsterRaceId r_idx = m_ptr->ap_r_idx;
109 auto *r_ptr = &r_info[r_idx];
111 term_erase(0, y, 255);
116 if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE)) {
117 term_addstr(-1, TERM_WHITE, MonsterRace(r_idx).is_bounty(true) ? " W" : " U");
119 sprintf(buf, "%3d", n_same);
120 term_addstr(-1, TERM_WHITE, buf);
123 term_addstr(-1, TERM_WHITE, " ");
124 term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
126 if (r_ptr->r_tkills && m_ptr->mflag2.has_not(MonsterConstantFlagType::KAGE)) {
127 sprintf(buf, " %2d", (int)r_ptr->level);
132 term_addstr(-1, TERM_WHITE, buf);
134 sprintf(buf, " %s ", r_ptr->name.c_str());
135 term_addstr(-1, TERM_WHITE, buf);
139 * @brief モンスターの出現リストを表示する / Print monster info in line
142 * @param max_lines 最大何行描画するか
144 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)
147 monster_type *last_mons = nullptr;
150 for (i = 0; i < monster_list.size(); i++) {
151 auto m_ptr = &floor_ptr->m_list[monster_list[i]];
155 if (!MonsterRace(m_ptr->r_idx).is_valid()) {
159 // 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.
168 if (last_mons->ap_r_idx == m_ptr->ap_r_idx) {
170 continue; // 表示処理を次に回す
173 // last_mons と m_ptr が(見た目が)異なるなら、last_mons とその数を出力。
174 // m_ptr を新たな last_mons とする。
175 print_monster_line(x, line++, last_mons, n_same);
180 if (line - y == max_lines) {
185 if (i != monster_list.size()) {
186 // 行数が足りなかった場合、最終行にその旨表示。
187 term_addstr(-1, TERM_WHITE, "-- and more --");
189 // 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。
191 print_monster_line(x, line++, last_mons, n_same);
193 for (; line < max_lines; line++) {
194 term_erase(0, line, 255);
200 * @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
201 * @param player_ptr プレイヤーへの参照ポインタ
203 void fix_monster_list(PlayerType *player_ptr)
205 static std::vector<MONSTER_IDX> monster_list;
208 for (int j = 0; j < 8; j++) {
209 term_type *old = game_term;
210 if (!angband_term[j]) {
213 if (!(window_flag[j] & PW_MONSTER_LIST)) {
216 if (angband_term[j]->never_fresh) {
220 term_activate(angband_term[j]);
222 term_get_size(&w, &h);
223 std::call_once(once, target_sensing_monsters_prepare, player_ptr, monster_list);
224 print_monster_list(player_ptr->current_floor_ptr, monster_list, 0, 0, h);
229 if (use_music && has_monster_music) {
230 std::call_once(once, target_sensing_monsters_prepare, player_ptr, monster_list);
231 select_monster_music(player_ptr, monster_list);
236 * @brief 装備アイテム一覧を表示する /
237 * Choice window "shadow" of the "show_equip()" function
239 static void display_equipment(PlayerType *player_ptr, const ItemTester &item_tester)
241 if (!player_ptr || !player_ptr->inventory_list) {
246 term_get_size(&wid, &hgt);
248 TERM_COLOR attr = TERM_WHITE;
250 GAME_TEXT o_name[MAX_NLEN];
251 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
252 int cur_row = i - INVEN_MAIN_HAND;
253 if (cur_row >= hgt) {
257 auto o_ptr = &player_ptr->inventory_list[i];
258 auto do_disp = player_ptr->select_ring_slot ? is_ring_slot(i) : item_tester.okay(o_ptr);
259 strcpy(tmp_val, " ");
262 tmp_val[0] = index_to_label(i);
267 term_erase(cur_col, cur_row, 255);
268 term_putstr(0, cur_row, cur_col, TERM_WHITE, tmp_val);
270 if ((((i == INVEN_MAIN_HAND) && can_attack_with_sub_hand(player_ptr)) || ((i == INVEN_SUB_HAND) && can_attack_with_main_hand(player_ptr))) && has_two_handed_weapons(player_ptr)) {
271 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
274 describe_flavor(player_ptr, o_name, o_ptr, 0);
275 attr = tval_to_attr[enum2i(o_ptr->tval) % 128];
278 int n = strlen(o_name);
279 if (o_ptr->timeout) {
283 if (show_item_graph) {
284 TERM_COLOR a = object_attr(o_ptr);
285 auto c = object_char(o_ptr);
286 term_queue_bigchar(cur_col, cur_row, a, c, 0, 0);
294 term_putstr(cur_col, cur_row, n, attr, o_name);
296 int wgt = o_ptr->weight * o_ptr->number;
297 sprintf(tmp_val, _("%3d.%1d kg", "%3d.%1d lb"), _(lb_to_kg_integer(wgt), wgt / 10), _(lb_to_kg_fraction(wgt), wgt % 10));
298 prt(tmp_val, cur_row, wid - (show_labels ? 28 : 9));
302 term_putstr(wid - 20, cur_row, -1, TERM_WHITE, " <-- ");
303 prt(mention_use(player_ptr, i), cur_row, wid - 15);
307 for (int i = INVEN_TOTAL - INVEN_MAIN_HAND; i < hgt; i++) {
308 term_erase(0, i, 255);
313 * @brief 現在の装備品をサブウィンドウに表示する /
314 * Hack -- display equipment in sub-windows
315 * @param player_ptr プレイヤーへの参照ポインタ
317 void fix_equip(PlayerType *player_ptr)
319 for (int j = 0; j < 8; j++) {
320 term_type *old = game_term;
321 if (!angband_term[j]) {
324 if (!(window_flag[j] & (PW_EQUIP))) {
328 term_activate(angband_term[j]);
329 display_equipment(player_ptr, *fix_item_tester);
336 * @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 /
337 * @param player_ptr プレイヤーへの参照ポインタ
338 * Hack -- display character in sub-windows
340 void fix_player(PlayerType *player_ptr)
342 for (int j = 0; j < 8; j++) {
343 term_type *old = game_term;
344 if (!angband_term[j]) {
348 if (!(window_flag[j] & (PW_PLAYER))) {
352 term_activate(angband_term[j]);
354 (void)display_player(player_ptr, 0);
361 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
362 * Hack -- display recent messages in sub-windows
363 * Adjust for width and split messages
365 void fix_message(void)
367 for (int j = 0; j < 8; j++) {
368 term_type *old = game_term;
369 if (!angband_term[j]) {
373 if (!(window_flag[j] & (PW_MESSAGE))) {
377 term_activate(angband_term[j]);
379 term_get_size(&w, &h);
380 for (int i = 0; i < h; i++) {
381 term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((int16_t)i));
384 term_erase(x, y, 255);
393 * @brief 簡易マップをサブウィンドウに表示する /
394 * Hack -- display overhead view in sub-windows
395 * Adjust for width and split messages
396 * @param player_ptr プレイヤーへの参照ポインタ
398 * Note that the "player" symbol does NOT appear on the map.
400 void fix_overhead(PlayerType *player_ptr)
402 for (int j = 0; j < 8; j++) {
403 term_type *old = game_term;
405 if (!angband_term[j]) {
409 if (!(window_flag[j] & (PW_OVERHEAD))) {
413 term_activate(angband_term[j]);
414 term_get_size(&wid, &hgt);
415 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2) {
417 display_map(player_ptr, &cy, &cx);
426 * @brief 自分の周辺の地形をTermに表示する
427 * @param プレイヤー情報への参照ポインタ
429 static void display_dungeon(PlayerType *player_ptr)
434 for (TERM_LEN x = player_ptr->x - game_term->wid / 2 + 1; x <= player_ptr->x + game_term->wid / 2; x++) {
435 for (TERM_LEN y = player_ptr->y - game_term->hgt / 2 + 1; y <= player_ptr->y + game_term->hgt / 2; y++) {
438 if (!in_bounds2(player_ptr->current_floor_ptr, y, x)) {
439 auto *f_ptr = &f_info[feat_none];
440 a = f_ptr->x_attr[F_LIT_STANDARD];
441 c = f_ptr->x_char[F_LIT_STANDARD];
442 term_queue_char(x - player_ptr->x + game_term->wid / 2 - 1, y - player_ptr->y + game_term->hgt / 2 - 1, a, c, ta, tc);
446 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
449 if (w_ptr->timewalk_m_idx) {
451 } else if (is_invuln(player_ptr) || player_ptr->timewalk) {
453 } else if (player_ptr->wraith_form) {
458 term_queue_char(x - player_ptr->x + game_term->wid / 2 - 1, y - player_ptr->y + game_term->hgt / 2 - 1, a, c, ta, tc);
464 * @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
465 * @param player_ptr プレイヤーへの参照ポインタ
467 void fix_dungeon(PlayerType *player_ptr)
469 for (int j = 0; j < 8; j++) {
470 term_type *old = game_term;
471 if (!angband_term[j]) {
475 if (!(window_flag[j] & (PW_DUNGEON))) {
479 term_activate(angband_term[j]);
480 display_dungeon(player_ptr);
487 * @brief モンスターの思い出をサブウィンドウに表示する /
488 * Hack -- display dungeon view in sub-windows
489 * @param player_ptr プレイヤーへの参照ポインタ
491 void fix_monster(PlayerType *player_ptr)
493 for (int j = 0; j < 8; j++) {
494 term_type *old = game_term;
495 if (!angband_term[j]) {
499 if (!(window_flag[j] & (PW_MONSTER))) {
503 term_activate(angband_term[j]);
504 if (MonsterRace(player_ptr->monster_race_idx).is_valid()) {
505 display_roff(player_ptr);
514 * @brief ベースアイテム情報をサブウィンドウに表示する /
515 * Hack -- display object recall in sub-windows
516 * @param player_ptr プレイヤーへの参照ポインタ
518 void fix_object(PlayerType *player_ptr)
520 for (int j = 0; j < 8; j++) {
521 term_type *old = game_term;
522 if (!angband_term[j]) {
526 if (!(window_flag[j] & (PW_OBJECT))) {
530 term_activate(angband_term[j]);
531 if (player_ptr->object_kind_idx) {
532 display_koff(player_ptr, player_ptr->object_kind_idx);
541 * @brief 床上のモンスター情報を返す
542 * @param floor_ptr 階の情報への参照ポインタ
543 * @param grid_prt 座標グリッドの情報への参照ポインタ
544 * @return モンスターが見える場合にはモンスター情報への参照ポインタ、それ以外はnullptr
546 * Lookコマンドでカーソルを合わせた場合に合わせてミミックは考慮しない。
548 static const monster_type *monster_on_floor_items(floor_type *floor_ptr, const grid_type *g_ptr)
550 if (g_ptr->m_idx == 0) {
554 auto m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
555 if (!monster_is_valid(m_ptr) || !m_ptr->ml) {
563 * @brief 床上のアイテム一覧を作成し、表示する
564 * @param プレイヤー情報への参照ポインタ
565 * @param y 参照する座標グリッドのy座標
566 * @param x 参照する座標グリッドのx座標
568 static void display_floor_item_list(PlayerType *player_ptr, const int y, const int x)
574 term_get_size(&term_w, &term_h);
583 auto *floor_ptr = player_ptr->current_floor_ptr;
584 const auto *g_ptr = &floor_ptr->grid_array[y][x];
588 auto is_hallucinated = player_ptr->effects()->hallucination()->is_hallucinated();
589 if (player_bold(player_ptr, y, x)) {
590 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);
591 } else if (const auto *m_ptr = monster_on_floor_items(floor_ptr, g_ptr); m_ptr != nullptr) {
592 if (is_hallucinated) {
593 sprintf(line, _("(X:%03d Y:%03d) 何か奇妙な物の足元の発見済みアイテム一覧", "Found items at (%03d,%03d) under something strange"), x, y);
595 const monster_race *const r_ptr = &r_info[m_ptr->ap_r_idx];
596 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());
599 const feature_type *const f_ptr = &f_info[g_ptr->feat];
600 concptr fn = f_ptr->name.c_str();
603 if (f_ptr->flags.has(FloorFeatureType::STORE) || (f_ptr->flags.has(FloorFeatureType::BLDG) && !floor_ptr->inside_arena)) {
604 sprintf(buf, _("%sの入口", "on the entrance of %s"), fn);
605 } else if (f_ptr->flags.has(FloorFeatureType::WALL)) {
606 sprintf(buf, _("%sの中", "in %s"), fn);
608 sprintf(buf, _("%s", "on %s"), fn);
610 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);
612 term_addstr(-1, TERM_WHITE, line);
614 // (y,x) のアイテムを1行に1個ずつ書く。
616 for (const auto o_idx : g_ptr->o_idx_list) {
617 ObjectType *const o_ptr = &floor_ptr->o_list[o_idx];
620 if (none_bits(o_ptr->marked, OM_FOUND) || o_ptr->tval == ItemKindType::GOLD) {
624 // 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。
625 if (term_y >= term_h) {
626 term_addstr(-1, TERM_WHITE, "-- more --");
630 term_gotoxy(0, term_y);
632 if (is_hallucinated) {
633 term_addstr(-1, TERM_WHITE, _("何か奇妙な物", "something strange"));
635 describe_flavor(player_ptr, line, o_ptr, 0);
636 TERM_COLOR attr = tval_to_attr[enum2i(o_ptr->tval) % 128];
637 term_addstr(-1, attr, line);
645 * @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
647 void fix_floor_item_list(PlayerType *player_ptr, const int y, const int x)
649 for (int j = 0; j < 8; j++) {
650 if (!angband_term[j]) {
653 if (angband_term[j]->never_fresh) {
656 if (!(window_flag[j] & PW_FLOOR_ITEM_LIST)) {
660 term_type *old = game_term;
661 term_activate(angband_term[j]);
663 display_floor_item_list(player_ptr, y, x);
671 * @brief サブウィンドウに所持品、装備品リストの表示を行う /
672 * Flip "inven" and "equip" in any sub-windows
674 void toggle_inventory_equipment(PlayerType *player_ptr)
676 for (int j = 0; j < 8; j++) {
677 if (!angband_term[j]) {
681 if (window_flag[j] & (PW_INVEN)) {
682 window_flag[j] &= ~(PW_INVEN);
683 window_flag[j] |= (PW_EQUIP);
684 player_ptr->window_flags |= (PW_EQUIP);
688 if (window_flag[j] & PW_EQUIP) {
689 window_flag[j] &= ~(PW_EQUIP);
690 window_flag[j] |= PW_INVEN;
691 player_ptr->window_flags |= PW_INVEN;