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 "util/bit-flags-calculator.h"
40 #include "view/display-lore.h"
41 #include "view/display-map.h"
42 #include "view/display-messages.h"
43 #include "view/display-player.h"
44 #include "view/object-describer.h"
45 #include "window/main-window-equipments.h"
46 #include "window/main-window-util.h"
47 #include "world/world.h"
52 /*! サブウィンドウ表示用の ItemTester オブジェクト */
53 static std::unique_ptr<ItemTester> fix_item_tester = std::make_unique<AllMatchItemTester>();
55 FixItemTesterSetter::FixItemTesterSetter(const ItemTester &item_tester)
57 fix_item_tester = item_tester.clone();
60 FixItemTesterSetter::~FixItemTesterSetter()
62 fix_item_tester = std::make_unique<AllMatchItemTester>();
66 * @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
67 * @param player_ptr プレイヤーへの参照ポインタ
69 void fix_inventory(player_type *player_ptr)
71 for (int j = 0; j < 8; j++) {
72 term_type *old = Term;
76 if (!(window_flag[j] & (PW_INVEN)))
79 term_activate(angband_term[j]);
80 display_inventory(player_ptr, *fix_item_tester);
87 * @brief モンスターの現在数を一行で表現する / Print monster info in line
90 * @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
91 * @param n_same モンスターの数の現在数
95 * nnn : number or unique(U) or wanted unique(W)
96 * X : symbol of monster
97 * LV : monster lv if known
98 * name: name of monster
101 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type *m_ptr, int n_same)
104 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
105 monster_race *r_ptr = &r_info[r_idx];
107 term_erase(0, y, 255);
111 if (r_ptr->flags1 & RF1_UNIQUE) {
112 bool is_bounty = false;
113 for (int i = 0; i < MAX_BOUNTY; i++) {
114 if (w_ptr->bounty_r_idx[i] == r_idx) {
120 term_addstr(-1, TERM_WHITE, is_bounty ? " W" : " U");
122 sprintf(buf, "%3d", n_same);
123 term_addstr(-1, TERM_WHITE, buf);
126 term_addstr(-1, TERM_WHITE, " ");
127 term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
129 if (r_ptr->r_tkills && m_ptr->mflag2.has_not(MFLAG2::KAGE)) {
130 sprintf(buf, " %2d", (int)r_ptr->level);
135 term_addstr(-1, TERM_WHITE, buf);
137 sprintf(buf, " %s ", r_ptr->name.c_str());
138 term_addstr(-1, TERM_WHITE, buf);
142 * @brief モンスターの出現リストを表示する / Print monster info in line
145 * @param max_lines 最大何行描画するか
147 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)
150 monster_type *last_mons = nullptr;
153 for (i = 0; i < monster_list.size(); i++) {
154 auto m_ptr = &floor_ptr->m_list[monster_list[i]];
160 //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.
169 if (last_mons->ap_r_idx == m_ptr->ap_r_idx) {
171 continue; //表示処理を次に回す
174 // last_mons と m_ptr が(見た目が)異なるなら、last_mons とその数を出力。
175 // m_ptr を新たな last_mons とする。
176 print_monster_line(x, line++, last_mons, n_same);
181 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);
192 for (; line < max_lines; line++)
193 term_erase(0, line, 255);
198 * @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
199 * @param player_ptr プレイヤーへの参照ポインタ
201 void fix_monster_list(player_type *player_ptr)
203 static std::vector<MONSTER_IDX> monster_list;
206 for (int j = 0; j < 8; j++) {
207 term_type *old = Term;
208 if (!angband_term[j])
210 if (!(window_flag[j] & PW_MONSTER_LIST))
212 if (angband_term[j]->never_fresh)
215 term_activate(angband_term[j]);
217 term_get_size(&w, &h);
218 std::call_once(once, target_sensing_monsters_prepare, player_ptr, monster_list);
219 print_monster_list(player_ptr->current_floor_ptr, monster_list, 0, 0, h);
224 if (use_music && has_monster_music) {
225 std::call_once(once, target_sensing_monsters_prepare, player_ptr, monster_list);
226 select_monster_music(player_ptr, monster_list);
231 * @brief 装備アイテム一覧を表示する /
232 * Choice window "shadow" of the "show_equip()" function
234 static void display_equipment(player_type *player_ptr, const ItemTester &item_tester)
236 if (!player_ptr || !player_ptr->inventory_list)
240 term_get_size(&wid, &hgt);
242 TERM_COLOR attr = TERM_WHITE;
244 GAME_TEXT o_name[MAX_NLEN];
245 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
246 int cur_row = i - INVEN_MAIN_HAND;
250 auto o_ptr = &player_ptr->inventory_list[i];
251 auto do_disp = player_ptr->select_ring_slot ? is_ring_slot(i) : item_tester.okay(o_ptr);
252 strcpy(tmp_val, " ");
255 tmp_val[0] = index_to_label(i);
260 term_erase(cur_col, cur_row, 255);
261 term_putstr(0, cur_row, cur_col, TERM_WHITE, tmp_val);
263 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)) {
264 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
267 describe_flavor(player_ptr, o_name, o_ptr, 0);
268 attr = tval_to_attr[enum2i(o_ptr->tval) % 128];
271 int n = strlen(o_name);
275 if (show_item_graph) {
276 TERM_COLOR a = object_attr(o_ptr);
277 SYMBOL_CODE c = object_char(o_ptr);
278 term_queue_bigchar(cur_col, cur_row, a, c, 0, 0);
285 term_putstr(cur_col, cur_row, n, attr, o_name);
287 int wgt = o_ptr->weight * o_ptr->number;
288 sprintf(tmp_val, _("%3d.%1d kg", "%3d.%1d lb"), _(lb_to_kg_integer(wgt), wgt / 10), _(lb_to_kg_fraction(wgt), wgt % 10));
289 prt(tmp_val, cur_row, wid - (show_labels ? 28 : 9));
293 term_putstr(wid - 20, cur_row, -1, TERM_WHITE, " <-- ");
294 prt(mention_use(player_ptr, i), cur_row, wid - 15);
298 for (int i = INVEN_TOTAL - INVEN_MAIN_HAND; i < hgt; i++)
299 term_erase(0, i, 255);
303 * @brief 現在の装備品をサブウィンドウに表示する /
304 * Hack -- display equipment in sub-windows
305 * @param player_ptr プレイヤーへの参照ポインタ
307 void fix_equip(player_type *player_ptr)
309 for (int j = 0; j < 8; j++) {
310 term_type *old = Term;
311 if (!angband_term[j])
313 if (!(window_flag[j] & (PW_EQUIP)))
316 term_activate(angband_term[j]);
317 display_equipment(player_ptr, *fix_item_tester);
324 * @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 /
325 * @param player_ptr プレイヤーへの参照ポインタ
326 * Hack -- display character in sub-windows
328 void fix_player(player_type *player_ptr)
330 for (int j = 0; j < 8; j++) {
331 term_type *old = Term;
332 if (!angband_term[j])
335 if (!(window_flag[j] & (PW_PLAYER)))
338 term_activate(angband_term[j]);
340 display_player(player_ptr, 0);
347 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
348 * Hack -- display recent messages in sub-windows
349 * Adjust for width and split messages
351 void fix_message(void)
353 for (int j = 0; j < 8; j++) {
354 term_type *old = Term;
355 if (!angband_term[j])
358 if (!(window_flag[j] & (PW_MESSAGE)))
361 term_activate(angband_term[j]);
363 term_get_size(&w, &h);
364 for (int i = 0; i < h; i++) {
365 term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((int16_t)i));
368 term_erase(x, y, 255);
377 * @brief 簡易マップをサブウィンドウに表示する /
378 * Hack -- display overhead view in sub-windows
379 * Adjust for width and split messages
380 * @param player_ptr プレイヤーへの参照ポインタ
382 * Note that the "player" symbol does NOT appear on the map.
384 void fix_overhead(player_type *player_ptr)
386 for (int j = 0; j < 8; j++) {
387 term_type *old = Term;
389 if (!angband_term[j])
392 if (!(window_flag[j] & (PW_OVERHEAD)))
395 term_activate(angband_term[j]);
396 term_get_size(&wid, &hgt);
397 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2) {
399 display_map(player_ptr, &cy, &cx);
408 * @brief 自分の周辺の地形をTermに表示する
409 * @param プレイヤー情報への参照ポインタ
411 static void display_dungeon(player_type *player_ptr)
414 SYMBOL_CODE tc = '\0';
416 for (TERM_LEN x = player_ptr->x - Term->wid / 2 + 1; x <= player_ptr->x + Term->wid / 2; x++) {
417 for (TERM_LEN y = player_ptr->y - Term->hgt / 2 + 1; y <= player_ptr->y + Term->hgt / 2; y++) {
420 if (!in_bounds2(player_ptr->current_floor_ptr, y, x)) {
421 feature_type *f_ptr = &f_info[feat_none];
422 a = f_ptr->x_attr[F_LIT_STANDARD];
423 c = f_ptr->x_char[F_LIT_STANDARD];
424 term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
428 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
431 if (w_ptr->timewalk_m_idx)
433 else if (is_invuln(player_ptr) || player_ptr->timewalk)
435 else if (player_ptr->wraith_form)
439 term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
445 * @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
446 * @param player_ptr プレイヤーへの参照ポインタ
448 void fix_dungeon(player_type *player_ptr)
450 for (int j = 0; j < 8; j++) {
451 term_type *old = Term;
452 if (!angband_term[j])
455 if (!(window_flag[j] & (PW_DUNGEON)))
458 term_activate(angband_term[j]);
459 display_dungeon(player_ptr);
466 * @brief モンスターの思い出をサブウィンドウに表示する /
467 * Hack -- display dungeon view in sub-windows
468 * @param player_ptr プレイヤーへの参照ポインタ
470 void fix_monster(player_type *player_ptr)
472 for (int j = 0; j < 8; j++) {
473 term_type *old = Term;
474 if (!angband_term[j])
477 if (!(window_flag[j] & (PW_MONSTER)))
480 term_activate(angband_term[j]);
481 if (player_ptr->monster_race_idx)
482 display_roff(player_ptr);
490 * @brief ベースアイテム情報をサブウィンドウに表示する /
491 * Hack -- display object recall in sub-windows
492 * @param player_ptr プレイヤーへの参照ポインタ
494 void fix_object(player_type *player_ptr)
496 for (int j = 0; j < 8; j++) {
497 term_type *old = Term;
498 if (!angband_term[j])
501 if (!(window_flag[j] & (PW_OBJECT)))
504 term_activate(angband_term[j]);
505 if (player_ptr->object_kind_idx)
506 display_koff(player_ptr, player_ptr->object_kind_idx);
514 * @brief 床上のモンスター情報を返す
515 * @param floor_ptr 階の情報への参照ポインタ
516 * @param grid_prt 座標グリッドの情報への参照ポインタ
517 * @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
519 * 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。
521 static const monster_type *monster_on_floor_items(floor_type *floor_ptr, const grid_type *g_ptr)
523 if (g_ptr->m_idx == 0)
526 auto m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
527 if (!monster_is_valid(m_ptr) || !m_ptr->ml)
534 * @brief 床上のアイテム一覧を作成し、表示する
535 * @param プレイヤー情報への参照ポインタ
536 * @param y 参照する座標グリッドのy座標
537 * @param x 参照する座標グリッドのx座標
539 static void display_floor_item_list(player_type *player_ptr, const int y, const int x)
545 term_get_size(&term_w, &term_h);
553 auto *floor_ptr = player_ptr->current_floor_ptr;
554 const auto *g_ptr = &floor_ptr->grid_array[y][x];
558 if (player_bold(player_ptr, y, x))
559 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);
560 else if (const auto *m_ptr = monster_on_floor_items(floor_ptr, g_ptr); m_ptr != nullptr) {
561 if (player_ptr->hallucinated) {
562 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);
564 const monster_race *const r_ptr = &r_info[m_ptr->ap_r_idx];
565 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());
568 const feature_type *const f_ptr = &f_info[g_ptr->feat];
569 concptr fn = f_ptr->name.c_str();
572 if (f_ptr->flags.has(FF::STORE) || (f_ptr->flags.has(FF::BLDG) && !floor_ptr->inside_arena))
573 sprintf(buf, _("%sの入口", "on the entrance of %s"), fn);
574 else if (f_ptr->flags.has(FF::WALL))
575 sprintf(buf, _("%sの中", "in %s"), fn);
577 sprintf(buf, _("%s", "on %s"), fn);
578 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);
580 term_addstr(-1, TERM_WHITE, line);
582 // (y,x) のアイテムを1行に1個ずつ書く。
584 for (const auto o_idx : g_ptr->o_idx_list) {
585 object_type *const o_ptr = &floor_ptr->o_list[o_idx];
588 if (none_bits(o_ptr->marked, OM_FOUND) || o_ptr->tval == ItemKindType::GOLD) {
592 // 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。
593 if (term_y >= term_h) {
594 term_addstr(-1, TERM_WHITE, "-- more --");
598 term_gotoxy(0, term_y);
600 if (player_ptr->hallucinated) {
601 term_addstr(-1, TERM_WHITE, _("何か奇妙な物", "something strange"));
603 describe_flavor(player_ptr, line, o_ptr, 0);
604 TERM_COLOR attr = tval_to_attr[enum2i(o_ptr->tval) % 128];
605 term_addstr(-1, attr, line);
613 * @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
615 void fix_floor_item_list(player_type *player_ptr, const int y, const int x)
617 for (int j = 0; j < 8; j++) {
618 if (!angband_term[j])
620 if (angband_term[j]->never_fresh)
622 if (!(window_flag[j] & PW_FLOOR_ITEM_LIST))
625 term_type *old = Term;
626 term_activate(angband_term[j]);
628 display_floor_item_list(player_ptr, y, x);
636 * @brief サブウィンドウに所持品、装備品リストの表示を行う /
637 * Flip "inven" and "equip" in any sub-windows
639 void toggle_inventory_equipment(player_type *player_ptr)
641 for (int j = 0; j < 8; j++) {
642 if (!angband_term[j])
645 if (window_flag[j] & (PW_INVEN)) {
646 window_flag[j] &= ~(PW_INVEN);
647 window_flag[j] |= (PW_EQUIP);
648 player_ptr->window_flags |= (PW_EQUIP);
652 if (window_flag[j] & PW_EQUIP) {
653 window_flag[j] &= ~(PW_EQUIP);
654 window_flag[j] |= PW_INVEN;
655 player_ptr->window_flags |= PW_INVEN;