* @param col 描画行
* @return なし
*/
-static void prt_field(concptr info, TERM_LEN row, TERM_LEN col)
+static void print_field(concptr info, TERM_LEN row, TERM_LEN col)
{
/* Dump 13 spaces to clear */
c_put_str(TERM_WHITE, " ", row, col);
* Print time
* @return なし
*/
-void prt_time(void)
+void print_time(void)
{
int day, hour, min;
* @param stat 描画するステータスのID
* @return なし
*/
-static void prt_stat(player_type *creature_ptr, int stat)
+static void print_stat(player_type *creature_ptr, int stat)
{
GAME_TEXT tmp[32];
* @brief 下部に状態表示を行う / Show status bar
* @return なし
*/
-static void prt_status(player_type *creature_ptr)
+static void print_status(player_type *creature_ptr)
{
BIT_FLAGS bar_flags[3];
TERM_LEN wid, hgt, row_statbar, max_col_statbar;
* @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
* @return なし
*/
-static void prt_title(player_type *creature_ptr)
+static void print_title(player_type *creature_ptr)
{
concptr p = "";
GAME_TEXT str[14];
p = str;
}
- prt_field(p, ROW_TITLE, COL_TITLE);
+ print_field(p, ROW_TITLE, COL_TITLE);
}
* @brief プレイヤーのレベルを表示する / Prints level
* @return なし
*/
-static void prt_level(player_type *creature_ptr)
+static void print_level(player_type *creature_ptr)
{
char tmp[32];
sprintf(tmp, "%5d", creature_ptr->lev);
* @brief プレイヤーの経験値を表示する / Display the experience
* @return なし
*/
-static void prt_exp(player_type *creature_ptr)
+static void print_exp(player_type *creature_ptr)
{
char out_val[32];
}
}
+
/*!
* @brief プレイヤーの所持金を表示する / Prints current gold
* @return なし
*/
-static void prt_gold(void)
+static void print_gold(void)
{
char tmp[32];
put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
* @brief プレイヤーのACを表示する / Prints current AC
* @return なし
*/
-static void prt_ac(player_type *creature_ptr)
+static void print_ac(player_type *creature_ptr)
{
char tmp[32];
* @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
* @return なし
*/
-static void prt_hp(player_type *creature_ptr)
+static void print_hp(player_type *creature_ptr)
{
/* ヒットポイントの表示方法を変更 */
char tmp[32];
* @brief プレイヤーのMPを表示する / Prints players max/cur spell points
* @return なし
*/
-static void prt_sp(player_type *creature_ptr)
+static void print_sp(player_type *creature_ptr)
{
/* マジックポイントの表示方法を変更している */
char tmp[32];
* @brief 現在のフロアの深さを表示する / Prints depth in stat area
* @return なし
*/
-static void prt_depth(void)
+static void print_depth(void)
{
char depths[32];
TERM_LEN wid, hgt, row_depth, col_depth;
* @brief プレイヤーの空腹状態を表示する / Prints status of hunger
* @return なし
*/
-static void prt_hunger(void)
+static void print_hunger(void)
{
if(current_world_ptr->wizard && p_ptr->current_floor_ptr->inside_arena) return;
* This function was a major bottleneck when resting, so a lot of
* the text formatting code was optimized in place below.
*/
-static void prt_state(void)
+static void print_state(void)
{
TERM_COLOR attr = TERM_WHITE;
GAME_TEXT text[16];
* @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
* @return なし
*/
-static void prt_speed(void)
+static void print_speed(void)
{
int i = p_ptr->pspeed;
bool is_fast = IS_FAST(p_ptr);
* @brief プレイヤーの呪文学習可能状態を表示する
* @return なし
*/
-static void prt_study(void)
+static void print_study(void)
{
TERM_LEN wid, hgt, row_study, col_study;
* @brief プレイヤーのものまね可能状態を表示する
* @return なし
*/
-static void prt_imitation(void)
+static void print_imitation(void)
{
TERM_LEN wid, hgt, row_study, col_study;
* @brief プレイヤーの負傷状態を表示する
* @return なし
*/
-static void prt_cut(player_type *creature_ptr)
+static void print_cut(player_type *creature_ptr)
{
int c = creature_ptr->cut;
* @brief プレイヤーの朦朧状態を表示する
* @return なし
*/
-static void prt_stun(player_type *creature_ptr)
+static void print_stun(player_type *creature_ptr)
{
int s = creature_ptr->stun;
* @brief プレイヤーのステータスを一括表示する(左側部分) / Display basic info (mostly left of map)
* @return なし
*/
-static void prt_frame_basic(void)
+static void print_frame_basic(void)
{
int i;
if (p_ptr->mimic_form)
- prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
+ print_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
else
{
char str[14];
my_strcpy(str, rp_ptr->title, sizeof(str));
- prt_field(str, ROW_RACE, COL_RACE);
- }
-
- prt_title(p_ptr);
- prt_level(p_ptr);
- prt_exp(p_ptr);
- for (i = 0; i < A_MAX; i++) prt_stat(p_ptr, i);
- prt_ac(p_ptr);
- prt_hp(p_ptr);
- prt_sp(p_ptr);
- prt_gold();
- prt_depth();
+ print_field(str, ROW_RACE, COL_RACE);
+ }
+
+ print_title(p_ptr);
+ print_level(p_ptr);
+ print_exp(p_ptr);
+ for (i = 0; i < A_MAX; i++) print_stat(p_ptr, i);
+ print_ac(p_ptr);
+ print_hp(p_ptr);
+ print_sp(p_ptr);
+ print_gold();
+ print_depth();
health_redraw(p_ptr, FALSE);
health_redraw(p_ptr, TRUE);
}
* @brief プレイヤーのステータスを一括表示する(下部分) / Display extra info (mostly below map)
* @return なし
*/
-static void prt_frame_extra(void)
+static void print_frame_extra(void)
{
- prt_cut(p_ptr);
- prt_stun(p_ptr);
- prt_hunger();
- prt_state();
- prt_speed();
- prt_study();
- prt_imitation();
- prt_status(p_ptr);
+ print_cut(p_ptr);
+ print_stun(p_ptr);
+ print_hunger();
+ print_state();
+ print_speed();
+ print_study();
+ print_imitation();
+ print_status(p_ptr);
}
if (creature_ptr->redraw & (PR_MAP))
{
creature_ptr->redraw &= ~(PR_MAP);
- prt_map();
+ print_map();
}
if (creature_ptr->redraw & (PR_BASIC))
creature_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
creature_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
creature_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
- prt_frame_basic();
- prt_time();
+ print_frame_basic();
+ print_time();
print_dungeon(creature_ptr);
}
if (creature_ptr->redraw & (PR_MISC))
{
creature_ptr->redraw &= ~(PR_MISC);
- prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
-/* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
+ print_field(rp_ptr->title, ROW_RACE, COL_RACE);
}
if (creature_ptr->redraw & (PR_TITLE))
{
creature_ptr->redraw &= ~(PR_TITLE);
- prt_title(creature_ptr);
+ print_title(creature_ptr);
}
if (creature_ptr->redraw & (PR_LEV))
{
creature_ptr->redraw &= ~(PR_LEV);
- prt_level(creature_ptr);
+ print_level(creature_ptr);
}
if (creature_ptr->redraw & (PR_EXP))
{
creature_ptr->redraw &= ~(PR_EXP);
- prt_exp(creature_ptr);
+ print_exp(creature_ptr);
}
if (creature_ptr->redraw & (PR_STATS))
{
creature_ptr->redraw &= ~(PR_STATS);
- prt_stat(creature_ptr, A_STR);
- prt_stat(creature_ptr, A_INT);
- prt_stat(creature_ptr, A_WIS);
- prt_stat(creature_ptr, A_DEX);
- prt_stat(creature_ptr, A_CON);
- prt_stat(creature_ptr, A_CHR);
+ print_stat(creature_ptr, A_STR);
+ print_stat(creature_ptr, A_INT);
+ print_stat(creature_ptr, A_WIS);
+ print_stat(creature_ptr, A_DEX);
+ print_stat(creature_ptr, A_CON);
+ print_stat(creature_ptr, A_CHR);
}
if (creature_ptr->redraw & (PR_STATUS))
{
creature_ptr->redraw &= ~(PR_STATUS);
- prt_status(creature_ptr);
+ print_status(creature_ptr);
}
if (creature_ptr->redraw & (PR_ARMOR))
{
creature_ptr->redraw &= ~(PR_ARMOR);
- prt_ac(creature_ptr);
+ print_ac(creature_ptr);
}
if (creature_ptr->redraw & (PR_HP))
{
creature_ptr->redraw &= ~(PR_HP);
- prt_hp(creature_ptr);
+ print_hp(creature_ptr);
}
if (creature_ptr->redraw & (PR_MANA))
{
creature_ptr->redraw &= ~(PR_MANA);
- prt_sp(creature_ptr);
+ print_sp(creature_ptr);
}
if (creature_ptr->redraw & (PR_GOLD))
{
creature_ptr->redraw &= ~(PR_GOLD);
- prt_gold();
+ print_gold();
}
if (creature_ptr->redraw & (PR_DEPTH))
{
creature_ptr->redraw &= ~(PR_DEPTH);
- prt_depth();
+ print_depth();
}
if (creature_ptr->redraw & (PR_HEALTH))
creature_ptr->redraw &= ~(PR_CUT | PR_STUN);
creature_ptr->redraw &= ~(PR_HUNGER);
creature_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
- prt_frame_extra();
+ print_frame_extra();
}
if (creature_ptr->redraw & (PR_CUT))
{
creature_ptr->redraw &= ~(PR_CUT);
- prt_cut(creature_ptr);
+ print_cut(creature_ptr);
}
if (creature_ptr->redraw & (PR_STUN))
{
creature_ptr->redraw &= ~(PR_STUN);
- prt_stun(creature_ptr);
+ print_stun(creature_ptr);
}
if (creature_ptr->redraw & (PR_HUNGER))
{
creature_ptr->redraw &= ~(PR_HUNGER);
- prt_hunger();
+ print_hunger();
}
if (creature_ptr->redraw & (PR_STATE))
{
creature_ptr->redraw &= ~(PR_STATE);
- prt_state();
+ print_state();
}
if (creature_ptr->redraw & (PR_SPEED))
{
creature_ptr->redraw &= ~(PR_SPEED);
- prt_speed();
+ print_speed();
}
if (creature_ptr->pclass == CLASS_IMITATOR)
if (creature_ptr->redraw & (PR_IMITATION))
{
creature_ptr->redraw &= ~(PR_IMITATION);
- prt_imitation();
+ print_imitation();
}
}
else if (creature_ptr->redraw & (PR_STUDY))
{
creature_ptr->redraw &= ~(PR_STUDY);
- prt_study();
+ print_study();
}
}
* of both "lite_spot()" and "print_rel()", and that we use the
* "lite_spot()" function to display the player grid, if needed.
*/
-void prt_map(void)
+void print_map(void)
{
POSITION x, y;
int v;
/*
* print project path
*/
-void prt_path(floor_type *floor_ptr, POSITION y, POSITION x)
+void print_path(floor_type *floor_ptr, POSITION y, POSITION x)
{
int i;
int path_n;