POSITION panel_col_min, panel_col_max;
POSITION panel_col_prt, panel_row_prt;
- /*
- * Some screen locations for various display routines
- * Currently, row 8 and 15 are the only "blank" rows.
- * That leaves a "border" around the "stat" values.
- */
+/*
+ * Some screen locations for various display routines
+ * Currently, row 8 and 15 are the only "blank" rows.
+ * That leaves a "border" around the "stat" values.
+ */
#define ROW_RACE 1
#define COL_RACE 0 /* <race name> */
- /*#define ROW_CLASS 2 */
- /*#define COL_CLASS 0 */ /* <class name> */
+ /*#define ROW_CLASS 2 */
+ /*#define COL_CLASS 0 */ /* <class name> */
#define ROW_TITLE 2
#define COL_TITLE 0 /* <title> or <mode> */
void print_equippy(player_type *creature_ptr);
void print_map(player_type *player_ptr);
void display_map(player_type *player_ptr, int *cy, int *cx);
+void set_term_color(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, TERM_COLOR *cp);
/*!
* @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
c_put_str(TERM_L_BLUE, info, row, col);
}
+
/*!
* @brief ゲーム時刻を表示する /
* Print time
if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
- c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
+ c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY + 7);
}
+
/*!
* @brief 現在のマップ名を返す /
* @param creature_ptr プレーヤーへの参照ポインタ
{
floor_type *floor_ptr = creature_ptr->current_floor_ptr;
if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest)
- && (quest[floor_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
+ && (quest[floor_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
return _("クエスト", "Quest");
else if (creature_ptr->wild_mode)
return _("地上", "Surface");
else if (!floor_ptr->dun_level && creature_ptr->town_num)
return town_info[creature_ptr->town_num].name;
else
- return d_name+d_info[creature_ptr->dungeon_idx].name;
+ return d_name + d_info[creature_ptr->dungeon_idx].name;
}
+
/*!
* @brief 現在のマップ名を描画する / Print dungeon
* @param creature_ptr プレーヤーへの参照ポインタ
*/
static void print_dungeon(player_type *creature_ptr)
{
- concptr dungeon_name;
- TERM_LEN col;
-
/* Dump 13 spaces to clear */
c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
- dungeon_name = map_name(creature_ptr);
+ concptr dungeon_name = map_name(creature_ptr);
- col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
+ TERM_LEN col = COL_DUNGEON + 6 - strlen(dungeon_name) / 2;
if (col < 0) col = 0;
/* Dump the info itself */
- c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
- ROW_DUNGEON, col);
+ c_put_str(TERM_L_UMBER, format("%s", dungeon_name),
+ ROW_DUNGEON, col);
}
}
/* Indicate natural maximum */
- if (creature_ptr->stat_max[stat] == creature_ptr->stat_max_max[stat])
- {
+ if (creature_ptr->stat_max[stat] != creature_ptr->stat_max_max[stat])
+ return;
+
#ifdef JP
- /* 日本語にかぶらないように表示位置を変更 */
- put_str("!", ROW_STAT + stat, 5);
+ /* 日本語にかぶらないように表示位置を変更 */
+ put_str("!", ROW_STAT + stat, 5);
#else
- put_str("!", ROW_STAT + stat, 3);
+ put_str("!", ROW_STAT + stat, 3);
#endif
-
- }
}
*/
#define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
-/*!
- * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
- * @param FLG フラグ位置(ビット)
- * @return 1ならば0以外を返す
- */
+ /*!
+ * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
+ * @param FLG フラグ位置(ビット)
+ * @return 1ならば0以外を返す
+ */
#define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
-/*!
- * @brief 下部に状態表示を行う / Show status bar
- * @return なし
- */
+ /*!
+ * @brief 下部に状態表示を行う / Show status bar
+ * @return なし
+ */
static void print_status(player_type *creature_ptr)
{
- BIT_FLAGS bar_flags[3];
- TERM_LEN wid, hgt, row_statbar, max_col_statbar;
- int i;
- TERM_LEN col = 0, num = 0;
- int space = 2;
-
+ TERM_LEN wid, hgt;
Term_get_size(&wid, &hgt);
- row_statbar = hgt + ROW_STATBAR;
- max_col_statbar = wid + MAX_COL_STATBAR;
+ TERM_LEN row_statbar = hgt + ROW_STATBAR;
+ TERM_LEN max_col_statbar = wid + MAX_COL_STATBAR;
Term_erase(0, row_statbar, max_col_statbar);
+ BIT_FLAGS bar_flags[3];
bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
/* Tsuyoshi */
if (creature_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
if (creature_ptr->shield) ADD_FLG(BAR_STONESKIN);
-
+
if (creature_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
/* Oppose Acid */
/* Oppose Lightning */
if (creature_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
- if (is_oppose_elec (creature_ptr)) ADD_FLG(BAR_RESELEC);
+ if (is_oppose_elec(creature_ptr)) ADD_FLG(BAR_RESELEC);
/* Oppose Fire */
if (creature_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
}
/* Calcurate length */
- for (i = 0; bar[i].sstr; i++)
+ TERM_LEN col = 0, num = 0;
+ for (int i = 0; bar[i].sstr; i++)
{
if (IS_FLG(i))
{
}
/* If there are not excess spaces for long strings, use short one */
+ int space = 2;
if (col - 1 > max_col_statbar)
{
space = 0;
col = 0;
- for (i = 0; bar[i].sstr; i++)
+ for (int i = 0; bar[i].sstr; i++)
{
if (IS_FLG(i))
{
}
/* If there are excess spaces for short string, use more */
- if (col - 1 <= max_col_statbar - (num-1))
+ if (col - 1 <= max_col_statbar - (num - 1))
{
space = 1;
col += num - 1;
}
}
-
/* Centering display column */
col = (max_col_statbar - col) / 2;
/* Display status bar */
- for (i = 0; bar[i].sstr; i++)
+ for (int i = 0; bar[i].sstr; i++)
{
- if (IS_FLG(i))
- {
- concptr str;
- if (space == 2) str = bar[i].lstr;
- else str = bar[i].sstr;
-
- c_put_str(bar[i].attr, str, row_statbar, col);
- col += strlen(str);
- if (space > 0) col++;
- if (col > max_col_statbar) break;
- }
+ if (!IS_FLG(i)) continue;
+
+ concptr str;
+ if (space == 2) str = bar[i].lstr;
+ else str = bar[i].sstr;
+
+ c_put_str(bar[i].attr, str, row_statbar, col);
+ col += strlen(str);
+ if (space > 0) col++;
+ if (col > max_col_statbar) break;
}
}
*/
static void print_title(player_type *creature_ptr)
{
- concptr p = "";
GAME_TEXT str[14];
+ concptr p = "";
if (current_world_ptr->wizard)
{
p = _("[ウィザード]", "[=-WIZARD-=]");
p = _("***勝利者***", "***WINNER***");
}
}
-
- /* Normal */
else
{
my_strcpy(str, player_title[creature_ptr->pclass][(creature_ptr->lev - 1) / 5], sizeof(str));
{
char out_val[32];
- if ((!exp_need)||(creature_ptr->prace == RACE_ANDROID))
+ if ((!exp_need) || (creature_ptr->prace == RACE_ANDROID))
{
(void)sprintf(out_val, "%8ld", (long)creature_ptr->exp);
}
}
else
{
- (void)sprintf(out_val, "%8ld", (long)(player_exp [creature_ptr->lev - 1] * creature_ptr->expfact / 100L) - creature_ptr->exp);
+ (void)sprintf(out_val, "%8ld", (long)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L) - creature_ptr->exp);
}
}
char tmp[32];
#ifdef JP
-/* AC の表示方式を変更している */
+ /* AC の表示方式を変更している */
put_str(" AC( )", ROW_AC, COL_AC);
sprintf(tmp, "%5d", creature_ptr->dis_ac + creature_ptr->dis_to_a);
c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
{
/* ヒットポイントの表示方法を変更 */
char tmp[32];
-
- TERM_COLOR color;
-
+
/* タイトル */
put_str("HP", ROW_CURHP, COL_CURHP);
/* 現在のヒットポイント */
sprintf(tmp, "%4ld", (long int)creature_ptr->chp);
+ TERM_COLOR color;
if (creature_ptr->chp >= creature_ptr->mhp)
{
color = TERM_L_GREEN;
color = TERM_RED;
}
- c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
+ c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 3);
/* 区切り */
- put_str( "/", ROW_CURHP, COL_CURHP + 7 );
+ put_str("/", ROW_CURHP, COL_CURHP + 7);
/* 最大ヒットポイント */
sprintf(tmp, "%4ld", (long int)creature_ptr->mhp);
color = TERM_L_GREEN;
- c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
+ c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8);
}
*/
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 */
+ /* マジックポイントの表示方法を変更している */
char tmp[32];
byte color;
-
/* Do not show mana unless it matters */
if (!mp_ptr->spell_book) return;
color = TERM_RED;
}
- c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
+ c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 3);
/* 区切り */
- put_str( "/", ROW_CURSP, COL_CURSP + 7 );
+ put_str("/", ROW_CURSP, COL_CURSP + 7);
/* 最大マジックポイント */
sprintf(tmp, "%4ld", (long int)creature_ptr->msp);
static void print_depth(player_type *creature_ptr)
{
char depths[32];
- TERM_LEN wid, hgt, row_depth, col_depth;
TERM_COLOR attr = TERM_WHITE;
+ TERM_LEN wid, hgt;
Term_get_size(&wid, &hgt);
- col_depth = wid + COL_DEPTH;
- row_depth = hgt + ROW_DEPTH;
+ TERM_LEN col_depth = wid + COL_DEPTH;
+ TERM_LEN row_depth = hgt + ROW_DEPTH;
floor_type *floor_ptr = creature_ptr->current_floor_ptr;
if (!floor_ptr->dun_level)
{
strcpy(depths, _("地上", "Surf."));
+ c_prt(attr, format("%7s", depths), row_depth, col_depth);
+ return;
}
- else if (floor_ptr->inside_quest && !creature_ptr->dungeon_idx)
+
+ if (floor_ptr->inside_quest && !creature_ptr->dungeon_idx)
{
strcpy(depths, _("地上", "Quest"));
+ c_prt(attr, format("%7s", depths), row_depth, col_depth);
+ return;
}
- else
- {
- if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)floor_ptr->dun_level * 50);
- else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)floor_ptr->dun_level);
- /* Get color of level based on feeling -JSV- */
- switch (creature_ptr->feeling)
- {
- case 0: attr = TERM_SLATE; break; /* Unknown */
- case 1: attr = TERM_L_BLUE; break; /* Special */
- case 2: attr = TERM_VIOLET; break; /* Horrible visions */
- case 3: attr = TERM_RED; break; /* Very dangerous */
- case 4: attr = TERM_L_RED; break; /* Very bad feeling */
- case 5: attr = TERM_ORANGE; break; /* Bad feeling */
- case 6: attr = TERM_YELLOW; break; /* Nervous */
- case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
- case 8: attr = TERM_L_WHITE; break; /* Don't like */
- case 9: attr = TERM_WHITE; break; /* Reasonably safe */
- case 10: attr = TERM_WHITE; break; /* Boring place */
- }
+ if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)floor_ptr->dun_level * 50);
+ else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)floor_ptr->dun_level);
+
+ /* Get color of level based on feeling -JSV- */
+ switch (creature_ptr->feeling)
+ {
+ case 0: attr = TERM_SLATE; break; /* Unknown */
+ case 1: attr = TERM_L_BLUE; break; /* Special */
+ case 2: attr = TERM_VIOLET; break; /* Horrible visions */
+ case 3: attr = TERM_RED; break; /* Very dangerous */
+ case 4: attr = TERM_L_RED; break; /* Very bad feeling */
+ case 5: attr = TERM_ORANGE; break; /* Bad feeling */
+ case 6: attr = TERM_YELLOW; break; /* Nervous */
+ case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
+ case 8: attr = TERM_L_WHITE; break; /* Don't like */
+ case 9: attr = TERM_WHITE; break; /* Reasonably safe */
+ case 10: attr = TERM_WHITE; break; /* Boring place */
}
- /* Right-Adjust the "depth", and clear old values */
c_prt(attr, format("%7s", depths), row_depth, col_depth);
}
*/
static void print_hunger(player_type *player_ptr)
{
- if(current_world_ptr->wizard && player_ptr->current_floor_ptr->inside_arena) return;
+ if (current_world_ptr->wizard && player_ptr->current_floor_ptr->inside_arena) return;
- /* Fainting / Starving */
if (player_ptr->food < PY_FOOD_FAINT)
{
c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
+ return;
}
- /* Weak */
- else if (player_ptr->food < PY_FOOD_WEAK)
+ if (player_ptr->food < PY_FOOD_WEAK)
{
c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
+ return;
}
- /* Hungry */
- else if (player_ptr->food < PY_FOOD_ALERT)
+ if (player_ptr->food < PY_FOOD_ALERT)
{
c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
+ return;
}
- /* Normal */
- else if (player_ptr->food < PY_FOOD_FULL)
+ if (player_ptr->food < PY_FOOD_FULL)
{
c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
+ return;
}
- /* Full */
- else if (player_ptr->food < PY_FOOD_MAX)
+ if (player_ptr->food < PY_FOOD_MAX)
{
c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
+ return;
}
- /* Gorged */
- else
- {
- c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
- }
+ c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
}
{
(void)sprintf(text, " %2d", command_rep);
}
+
+ c_put_str(attr, format("%5.5s", text), ROW_STATE, COL_STATE);
+ return;
}
/* Action */
- else
+ switch (player_ptr->action)
{
- switch(player_ptr->action)
- {
- case ACTION_SEARCH:
- {
- strcpy(text, _("探索", "Sear"));
- break;
- }
- case ACTION_REST:
- /* Start with "Rest" */
- strcpy(text, _(" ", " "));
+ case ACTION_SEARCH:
+ {
+ strcpy(text, _("探索", "Sear"));
+ break;
+ }
+ case ACTION_REST:
+ /* Start with "Rest" */
+ strcpy(text, _(" ", " "));
- if (player_ptr->resting > 0)
- {
- sprintf(text, "%4d", player_ptr->resting);
- }
- else if (player_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
- {
- text[0] = text[1] = text[2] = text[3] = '*';
- }
- else if (player_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
- {
- text[0] = text[1] = text[2] = text[3] = '&';
- }
- break;
+ if (player_ptr->resting > 0)
+ {
+ sprintf(text, "%4d", player_ptr->resting);
+ }
+ else if (player_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
+ {
+ text[0] = text[1] = text[2] = text[3] = '*';
+ }
+ else if (player_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
+ {
+ text[0] = text[1] = text[2] = text[3] = '&';
+ }
+ break;
- case ACTION_LEARN:
- {
- strcpy(text, _("学習", "lear"));
- if (player_ptr->new_mane) attr = TERM_L_RED;
- break;
- }
- case ACTION_FISH:
- {
- strcpy(text, _("釣り", "fish"));
- break;
- }
- case ACTION_KAMAE:
- {
- int i;
- for (i = 0; i < MAX_KAMAE; i++)
- if (player_ptr->special_defense & (KAMAE_GENBU << i)) break;
- switch (i)
- {
- case 0: attr = TERM_GREEN;break;
- case 1: attr = TERM_WHITE;break;
- case 2: attr = TERM_L_BLUE;break;
- case 3: attr = TERM_L_RED;break;
- }
- strcpy(text, kamae_shurui[i].desc);
- break;
- }
- case ACTION_KATA:
- {
- int i;
- for (i = 0; i < MAX_KATA; i++)
- if (player_ptr->special_defense & (KATA_IAI << i)) break;
- strcpy(text, kata_shurui[i].desc);
- break;
- }
- case ACTION_SING:
- {
- strcpy(text, _("歌 ", "Sing"));
- break;
- }
- case ACTION_HAYAGAKE:
- {
- strcpy(text, _("速駆", "Fast"));
- break;
- }
- case ACTION_SPELL:
- {
- strcpy(text, _("詠唱", "Spel"));
- break;
- }
- default:
- {
- strcpy(text, " ");
- break;
- }
+ case ACTION_LEARN:
+ {
+ strcpy(text, _("学習", "lear"));
+ if (player_ptr->new_mane) attr = TERM_L_RED;
+ break;
+ }
+ case ACTION_FISH:
+ {
+ strcpy(text, _("釣り", "fish"));
+ break;
+ }
+ case ACTION_KAMAE:
+ {
+ int i;
+ for (i = 0; i < MAX_KAMAE; i++)
+ if (player_ptr->special_defense & (KAMAE_GENBU << i)) break;
+ switch (i)
+ {
+ case 0: attr = TERM_GREEN; break;
+ case 1: attr = TERM_WHITE; break;
+ case 2: attr = TERM_L_BLUE; break;
+ case 3: attr = TERM_L_RED; break;
}
+ strcpy(text, kamae_shurui[i].desc);
+ break;
+ }
+ case ACTION_KATA:
+ {
+ int i;
+ for (i = 0; i < MAX_KATA; i++)
+ if (player_ptr->special_defense & (KATA_IAI << i)) break;
+ strcpy(text, kata_shurui[i].desc);
+ break;
+ }
+ case ACTION_SING:
+ {
+ strcpy(text, _("歌 ", "Sing"));
+ break;
+ }
+ case ACTION_HAYAGAKE:
+ {
+ strcpy(text, _("速駆", "Fast"));
+ break;
+ }
+ case ACTION_SPELL:
+ {
+ strcpy(text, _("詠唱", "Spel"));
+ break;
+ }
+ default:
+ {
+ strcpy(text, " ");
+ break;
+ }
}
- /* Display the info (or blanks) */
- c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
+ c_put_str(attr, format("%5.5s", text), ROW_STATE, COL_STATE);
}
*/
static void print_speed(player_type *player_ptr)
{
- int i = player_ptr->pspeed;
- bool is_fast = IS_FAST(player_ptr);
-
- TERM_COLOR attr = TERM_WHITE;
- char buf[32] = "";
- TERM_LEN wid, hgt, row_speed, col_speed;
-
+ TERM_LEN wid, hgt;
Term_get_size(&wid, &hgt);
- col_speed = wid + COL_SPEED;
- row_speed = hgt + ROW_SPEED;
+ TERM_LEN col_speed = wid + COL_SPEED;
+ TERM_LEN row_speed = hgt + ROW_SPEED;
/* Hack -- Visually "undo" the Search Mode Slowdown */
+ int i = player_ptr->pspeed;
if (player_ptr->action == ACTION_SEARCH && !player_ptr->lightspeed) i += 10;
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
/* Fast */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ bool is_fast = IS_FAST(player_ptr);
+ char buf[32] = "";
+ TERM_COLOR attr = TERM_WHITE;
if (i > 110)
{
if (player_ptr->riding)
strcpy(buf, _("乗馬中", "Riding"));
}
- /* Display the speed */
c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
}
*/
static void print_study(player_type *player_ptr)
{
- TERM_LEN wid, hgt, row_study, col_study;
-
+ TERM_LEN wid, hgt;
Term_get_size(&wid, &hgt);
- col_study = wid + COL_STUDY;
- row_study = hgt + ROW_STUDY;
+ TERM_LEN col_study = wid + COL_STUDY;
+ TERM_LEN row_study = hgt + ROW_STUDY;
if (player_ptr->new_spells)
{
*/
static void print_imitation(player_type *player_ptr)
{
- TERM_LEN wid, hgt, row_study, col_study;
-
+ TERM_LEN wid, hgt;
Term_get_size(&wid, &hgt);
- col_study = wid + COL_STUDY;
- row_study = hgt + ROW_STUDY;
+ TERM_LEN col_study = wid + COL_STUDY;
+ TERM_LEN row_study = hgt + ROW_STUDY;
- if (player_ptr->pclass == CLASS_IMITATOR)
+ if (player_ptr->pclass != CLASS_IMITATOR) return;
+
+ if (player_ptr->mane_num != 0)
{
- if (player_ptr->mane_num)
- {
- TERM_COLOR attr;
- if (player_ptr->new_mane) attr = TERM_L_RED;
- else attr = TERM_WHITE;
- c_put_str(attr, _("まね", "Imit"), row_study, col_study);
- }
- else
- {
- put_str(" ", row_study, col_study);
- }
+ put_str(" ", row_study, col_study);
+ return;
}
+
+ TERM_COLOR attr;
+ if (player_ptr->new_mane) attr = TERM_L_RED;
+ else attr = TERM_WHITE;
+ c_put_str(attr, _("まね", "Imit"), row_study, col_study);
}
/*!
static void print_cut(player_type *creature_ptr)
{
int c = creature_ptr->cut;
-
if (c > 1000)
{
c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
+ return;
}
- else if (c > 200)
+
+ if (c > 200)
{
c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
+ return;
}
- else if (c > 100)
+
+ if (c > 100)
{
c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
+ return;
}
- else if (c > 50)
+
+ if (c > 50)
{
c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
+ return;
}
- else if (c > 25)
+
+ if (c > 25)
{
c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
+ return;
}
- else if (c > 10)
+
+ if (c > 10)
{
c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
+ return;
}
- else if (c)
+
+ if (c)
{
c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
+ return;
}
- else
- {
- put_str(" ", ROW_CUT, COL_CUT);
- }
+
+ put_str(" ", ROW_CUT, COL_CUT);
}
static void print_stun(player_type *creature_ptr)
{
int s = creature_ptr->stun;
-
if (s > 100)
{
c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
+ return;
}
- else if (s > 50)
+
+ if (s > 50)
{
c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
+ return;
}
- else if (s)
+
+ if (s)
{
c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
+ return;
}
- else
- {
- put_str(" ", ROW_STUN, COL_STUN);
- }
+
+ put_str(" ", ROW_STUN, COL_STUN);
}
{
s16b health_who;
int row, col;
- monster_type *m_ptr;
if (riding)
{
col = COL_INFO;
}
+ monster_type *m_ptr;
m_ptr = &creature_ptr->current_floor_ptr->m_list[health_who];
if (current_world_ptr->wizard && creature_ptr->phase_out)
Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
- if(creature_ptr->current_floor_ptr->m_list[1].r_idx)
+ if (creature_ptr->current_floor_ptr->m_list[1].r_idx)
{
Term_putstr(col - 2, row, 2, r_info[creature_ptr->current_floor_ptr->m_list[1].r_idx].x_attr, format("%c", r_info[creature_ptr->current_floor_ptr->m_list[1].r_idx].x_char));
Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[1].hp));
Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[1].max_maxhp));
}
- if(creature_ptr->current_floor_ptr->m_list[2].r_idx)
+ if (creature_ptr->current_floor_ptr->m_list[2].r_idx)
{
Term_putstr(col - 2, row + 1, 2, r_info[creature_ptr->current_floor_ptr->m_list[2].r_idx].x_attr, format("%c", r_info[creature_ptr->current_floor_ptr->m_list[2].r_idx].x_char));
Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[2].hp));
Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[2].max_maxhp));
}
- if(creature_ptr->current_floor_ptr->m_list[3].r_idx)
+ if (creature_ptr->current_floor_ptr->m_list[3].r_idx)
{
Term_putstr(col - 2, row + 2, 2, r_info[creature_ptr->current_floor_ptr->m_list[3].r_idx].x_attr, format("%c", r_info[creature_ptr->current_floor_ptr->m_list[3].r_idx].x_char));
Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[3].hp));
Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[3].max_maxhp));
}
- if(creature_ptr->current_floor_ptr->m_list[4].r_idx)
+ if (creature_ptr->current_floor_ptr->m_list[4].r_idx)
{
Term_putstr(col - 2, row + 3, 2, r_info[creature_ptr->current_floor_ptr->m_list[4].r_idx].x_attr, format("%c", r_info[creature_ptr->current_floor_ptr->m_list[4].r_idx].x_char));
Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[4].hp));
Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[4].max_maxhp));
}
+
+ return;
}
- else
- {
- /* Not tracking */
- if (!health_who)
- {
- /* Erase the health bar */
- Term_erase(col, row, 12);
- }
+ /* Not tracking */
+ if (!health_who)
+ {
+ /* Erase the health bar */
+ Term_erase(col, row, 12);
+ return;
+ }
- /* Tracking an unseen monster */
- else if (!m_ptr->ml)
- {
- /* Indicate that the monster health is "unknown" */
- Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
- }
+ /* Tracking an unseen monster */
+ if (!m_ptr->ml)
+ {
+ /* Indicate that the monster health is "unknown" */
+ Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
+ return;
+ }
- /* Tracking a hallucinatory monster */
- else if (creature_ptr->image)
- {
- /* Indicate that the monster health is "unknown" */
- Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
- }
+ /* Tracking a hallucinatory monster */
+ if (creature_ptr->image)
+ {
+ /* Indicate that the monster health is "unknown" */
+ Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
+ return;
+ }
- /* Tracking a dead monster (???) */
- else if (m_ptr->hp < 0)
- {
- /* Indicate that the monster health is "unknown" */
- Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
- }
+ /* Tracking a dead monster (???) */
+ if (m_ptr->hp < 0)
+ {
+ /* Indicate that the monster health is "unknown" */
+ Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
+ return;
+ }
- /* Tracking a visible monster */
- else
- {
- /* Extract the "percent" of health */
- int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
- int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp: 0;
+ /* Tracking a visible monster */
+ /* Extract the "percent" of health */
+ int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
+ int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp : 0;
- /* Convert percent into "health" */
- int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
+ /* Convert percent into "health" */
+ int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
- /* Default to almost dead */
- TERM_COLOR attr = TERM_RED;
+ /* Default to almost dead */
+ TERM_COLOR attr = TERM_RED;
- /* Invulnerable */
- if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
+ /* Invulnerable */
+ if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
- /* Asleep */
- else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
+ /* Asleep */
+ else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
- /* Afraid */
- else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
+ /* Afraid */
+ else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
- /* Healthy */
- else if (pct >= 100) attr = TERM_L_GREEN;
+ /* Healthy */
+ else if (pct >= 100) attr = TERM_L_GREEN;
- /* Somewhat Wounded */
- else if (pct >= 60) attr = TERM_YELLOW;
+ /* Somewhat Wounded */
+ else if (pct >= 60) attr = TERM_YELLOW;
- /* Wounded */
- else if (pct >= 25) attr = TERM_ORANGE;
+ /* Wounded */
+ else if (pct >= 25) attr = TERM_ORANGE;
- /* Badly wounded */
- else if (pct >= 10) attr = TERM_L_RED;
+ /* Badly wounded */
+ else if (pct >= 10) attr = TERM_L_RED;
- /* Default to "unknown" */
- Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
+ /* Default to "unknown" */
+ Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
- /* Dump the current "health" (use '*' symbols) */
- Term_putstr(col + 1, row, len, attr, "**********");
- }
- }
+ /* Dump the current "health" (use '*' symbols) */
+ Term_putstr(col + 1, row, len, attr, "**********");
}
*/
static void print_frame_basic(player_type *creature_ptr)
{
- int i;
if (creature_ptr->mimic_form)
+ {
print_field(mimic_info[creature_ptr->mimic_form].title, ROW_RACE, COL_RACE);
+ }
else
{
char str[14];
print_title(creature_ptr);
print_level(creature_ptr);
print_exp(creature_ptr);
- for (i = 0; i < A_MAX; i++) print_stat(creature_ptr, i);
+ for (int i = 0; i < A_MAX; i++)
+ print_stat(creature_ptr, i);
print_ac(creature_ptr);
print_hp(creature_ptr);
print_sp(creature_ptr);
*/
static void fix_inventory(player_type *player_ptr)
{
- int j;
-
/* Scan windows */
- for (j = 0; j < 8; j++)
+ for (int j = 0; j < 8; j++)
{
term *old = Term;
* @return なし
* </pre>
*/
-static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
+static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same) {
char buf[256];
- int i;
MONRACE_IDX r_idx = m_ptr->ap_r_idx;
monster_race* r_ptr = &r_info[r_idx];
-
+
Term_gotoxy(x, y);
- if(!r_ptr)return;
+ if (!r_ptr)return;
//Number of 'U'nique
- if(r_ptr->flags1&RF1_UNIQUE){//unique
+ //unique
+ if (r_ptr->flags1 & RF1_UNIQUE)
+ {
bool is_bounty = FALSE;
- for(i=0;i<MAX_BOUNTY;i++){
- if(current_world_ptr->bounty_r_idx[i] == r_idx){
+ for (int i = 0; i < MAX_BOUNTY; i++)
+ {
+ if (current_world_ptr->bounty_r_idx[i] == r_idx)
+ {
is_bounty = TRUE;
break;
}
}
- Term_addstr(-1, TERM_WHITE, is_bounty?" W":" U");
- }else{
+
+ Term_addstr(-1, TERM_WHITE, is_bounty ? " W" : " U");
+ }
+ else
+ {
sprintf(buf, "%3d", n_same);
Term_addstr(-1, TERM_WHITE, buf);
}
+
//symbol
Term_addstr(-1, TERM_WHITE, " ");
- //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
- //Term_addstr(-1, TERM_WHITE, "/");
Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
+
//LV
- if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
+ if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
+ {
sprintf(buf, " %2d", (int)r_ptr->level);
- }else{
+ }
+ else
+ {
strcpy(buf, " ??");
}
+
Term_addstr(-1, TERM_WHITE, buf);
+
//name
- sprintf(buf, " %s ", r_name+r_ptr->name);
+ sprintf(buf, " %s ", r_name + r_ptr->name);
Term_addstr(-1, TERM_WHITE, buf);
-
- //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
}
+
/*!
* @brief モンスターの出現リストを表示する / Print monster info in line
* @param x 表示列
* @param y 表示行
* @param max_lines 最大何行描画するか
*/
-void print_monster_list(floor_type *floor_ptr, TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
+void print_monster_list(floor_type *floor_ptr, TERM_LEN x, TERM_LEN y, TERM_LEN max_lines) {
TERM_LEN line = y;
monster_type* last_mons = NULL;
monster_type* m_ptr = NULL;
int n_same = 0;
int i;
-
- for(i=0;i<tmp_pos.n;i++){
+ for (i = 0; i < tmp_pos.n; i++)
+ {
grid_type* g_ptr = &floor_ptr->grid_array[tmp_pos.y[i]][tmp_pos.x[i]];
- if(!g_ptr->m_idx || !floor_ptr->m_list[g_ptr->m_idx].ml)continue;//no mons or cannot look
+ if (!g_ptr->m_idx || !floor_ptr->m_list[g_ptr->m_idx].ml)
+ continue;//no mons or cannot look
m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
- if(is_pet(m_ptr))continue;//pet
- if(!m_ptr->r_idx)continue;//dead?
- {
- /*
- MONRACE_IDX r_idx = m_ptr->ap_r_idx;
- monster_race* r_ptr = &r_info[r_idx];
- concptr name = (r_name + r_ptr->name);
- concptr ename = (r_name + r_ptr->name);
- //ミミック類や「それ」等は、一覧に出てはいけない
- if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
- if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
- //『ヌル』は、一覧に出てはいけない
- if((strcmp(name, "生ける虚無『ヌル』")==0)||
- (strcmp(ename, "Null the Living Void")==0))continue;
- //"金無垢の指輪"は、一覧に出てはいけない
- if((strcmp(name, "金無垢の指輪")==0)||
- (strcmp(ename, "Plain Gold Ring")==0))continue;
- */
- }
+ if (is_pet(m_ptr)) continue;//pet
+ if (!m_ptr->r_idx) continue;//dead?
//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.
- if(!last_mons){//先頭モンスター
+
+ //先頭モンスター
+ if (!last_mons)
+ {
last_mons = m_ptr;
n_same = 1;
continue;
}
+
//same race?
- if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
+ if (last_mons->ap_r_idx == m_ptr->ap_r_idx)
+ {
n_same++;
continue;//表示処理を次に回す
}
+
//print last mons info
print_monster_line(x, line++, last_mons, n_same);
n_same = 1;
last_mons = m_ptr;
- if(line-y-1==max_lines){//残り1行
- break;
- }
+ if (line - y - 1 == max_lines) break;
}
- if(line-y-1==max_lines && i!=tmp_pos.n){
+
+ if (line - y - 1 == max_lines && i != tmp_pos.n)
+ {
Term_gotoxy(x, line);
Term_addstr(-1, TERM_WHITE, "-- and more --");
- }else{
- if(last_mons)print_monster_line(x, line++, last_mons, n_same);
+ }
+ else
+ {
+ if (last_mons)
+ print_monster_line(x, line++, last_mons, n_same);
}
}
*/
static void fix_monster_list(player_type *player_ptr)
{
- int j;
- int w, h;
-
/* Scan windows */
- for (j = 0; j < 8; j++)
+ for (int j = 0; j < 8; j++)
{
term *old = Term;
/* Activate */
Term_activate(angband_term[j]);
+ int w, h;
Term_get_size(&w, &h);
Term_clear();
/*!
- * @brief 現在の装備品をサブウィンドウに表示する /
+ * @brief 現在の装備品をサブウィンドウに表示する /
* Hack -- display equipment in sub-windows
* @param player_ptr プレーヤーへの参照ポインタ
* @return なし
*/
static void fix_equip(player_type *player_ptr)
{
- int j;
-
/* Scan windows */
- for (j = 0; j < 8; j++)
+ for (int j = 0; j < 8; j++)
{
term *old = Term;
/*!
- * @brief 現在の習得済魔法をサブウィンドウに表示する /
+ * @brief 現在の習得済魔法をサブウィンドウに表示する /
* @param player_ptr プレーヤーへの参照ポインタ
* Hack -- display spells in sub-windows
* @return なし
*/
static void fix_spell(player_type *player_ptr)
{
- int j;
-
/* Scan windows */
- for (j = 0; j < 8; j++)
+ for (int j = 0; j < 8; j++)
{
term *old = Term;
/*!
- * @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 /
+ * @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 /
* @param player_ptr プレーヤーへの参照ポインタ
* Hack -- display character in sub-windows
* @return なし
*/
static void fix_player(player_type *player_ptr)
{
- int j;
-
/* Scan windows */
- for (j = 0; j < 8; j++)
+ for (int j = 0; j < 8; j++)
{
term *old = Term;
}
}
+
/*!
- * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
+ * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
* Hack -- display recent messages in sub-windows
* Adjust for width and split messages
* @return なし
*/
static void fix_message(void)
{
- int j, i;
- TERM_LEN w, h;
- TERM_LEN x, y;
-
/* Scan windows */
- for (j = 0; j < 8; j++)
+ for (int j = 0; j < 8; j++)
{
term *old = Term;
/* Activate */
Term_activate(angband_term[j]);
+ TERM_LEN w, h;
Term_get_size(&w, &h);
/* Dump messages */
- for (i = 0; i < h; i++)
+ for (int i = 0; i < h; i++)
{
/* Dump the message on the appropriate line */
Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
/* Cursor */
+ TERM_LEN x, y;
Term_locate(&x, &y);
/* Clear to end of line */
Term_erase(x, y, 255);
}
+
Term_fresh();
Term_activate(old);
}
/*!
- * @brief 簡易マップをサブウィンドウに表示する /
+ * @brief 簡易マップをサブウィンドウに表示する /
* Hack -- display overhead view in sub-windows
* Adjust for width and split messages
* @param player_ptr プレーヤーへの参照ポインタ
*/
static void fix_overhead(player_type *player_ptr)
{
- int j;
- int cy, cx;
-
/* Scan windows */
- for (j = 0; j < 8; j++)
+ for (int j = 0; j < 8; j++)
{
term *old = Term;
TERM_LEN wid, hgt;
Term_get_size(&wid, &hgt);
if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
{
-
+ int cy, cx;
display_map(player_ptr, &cy, &cx);
Term_fresh();
}
static void display_dungeon(player_type *player_ptr)
{
- TERM_LEN x, y;
- TERM_COLOR a;
- SYMBOL_CODE c;
-
TERM_COLOR ta = 0;
SYMBOL_CODE tc = '\0';
- for (x = player_ptr->x - Term->wid / 2 + 1; x <= player_ptr->x + Term->wid / 2; x++)
+ for (TERM_LEN x = player_ptr->x - Term->wid / 2 + 1; x <= player_ptr->x + Term->wid / 2; x++)
{
- for (y = player_ptr->y - Term->hgt / 2 + 1; y <= player_ptr->y + Term->hgt / 2; y++)
+ for (TERM_LEN y = player_ptr->y - Term->hgt / 2 + 1; y <= player_ptr->y + Term->hgt / 2; y++)
{
- if (in_bounds2(player_ptr->current_floor_ptr, y, x))
- {
- map_info(y, x, &a, &c, &ta, &tc);
-
- /* Hack -- fake monochrome */
- if (!use_graphics)
- {
- if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
- else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
- else if (player_ptr->wraith_form) a = TERM_L_DARK;
- }
-
- /* Hack -- Queue it */
- Term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
- }
- else
+ TERM_COLOR a;
+ SYMBOL_CODE c;
+ if (!in_bounds2(player_ptr->current_floor_ptr, y, x))
{
- /* Clear out-of-bound tiles */
-
- /* Access darkness */
feature_type *f_ptr = &f_info[feat_none];
-
- /* Normal attr */
a = f_ptr->x_attr[F_LIT_STANDARD];
-
- /* Normal char */
c = f_ptr->x_char[F_LIT_STANDARD];
-
- /* Hack -- Queue it */
Term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
+ continue;
+ }
+
+ map_info(y, x, &a, &c, &ta, &tc);
+
+ if (!use_graphics)
+ {
+ if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
+ else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
+ else if (player_ptr->wraith_form) a = TERM_L_DARK;
}
+
+ Term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
}
}
}
/*!
- * @brief ダンジョンの地形をサブウィンドウに表示する /
+ * @brief ダンジョンの地形をサブウィンドウに表示する /
* Hack -- display dungeon view in sub-windows
* @param player_ptr プレーヤーへの参照ポインタ
* @return なし
*/
static void fix_dungeon(player_type *player_ptr)
{
- int j;
-
/* Scan windows */
- for (j = 0; j < 8; j++)
+ for (int j = 0; j < 8; j++)
{
term *old = Term;
/*!
- * @brief モンスターの思い出をサブウィンドウに表示する /
+ * @brief モンスターの思い出をサブウィンドウに表示する /
* Hack -- display dungeon view in sub-windows
* @param player_ptr プレーヤーへの参照ポインタ
* @return なし
*/
static void fix_monster(player_type *player_ptr)
{
- int j;
-
/* Scan windows */
- for (j = 0; j < 8; j++)
+ for (int j = 0; j < 8; j++)
{
term *old = Term;
/*!
- * @brief ベースアイテム情報をサブウィンドウに表示する /
+ * @brief ベースアイテム情報をサブウィンドウに表示する /
* Hack -- display object recall in sub-windows
* @param player_ptr プレーヤーへの参照ポインタ
* @return なし
*/
static void fix_object(player_type *player_ptr)
{
- int j;
-
/* Scan windows */
- for (j = 0; j < 8; j++)
+ for (int j = 0; j < 8; j++)
{
term *old = Term;
}
-
/*!
* @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
* @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
}
-/*!
+/*!
* @brief redraw のフラグに応じた更新をまとめて行う / Handle "redraw"
* @return なし
* @details 更新処理の対象はゲーム中の全描画処理
creature_ptr->redraw &= ~(PR_IMITATION);
print_imitation(creature_ptr);
}
+
+ return;
}
- else if (creature_ptr->redraw & (PR_STUDY))
+
+ if (creature_ptr->redraw & (PR_STUDY))
{
creature_ptr->redraw &= ~(PR_STUDY);
print_study(creature_ptr);
}
-/*!
+/*!
* @brief player_ptr->window のフラグに応じた更新をまとめて行う / Handle "player_ptr->window"
* @param player_ptr プレーヤーへの参照ポインタ
* @return なし
*/
void window_stuff(player_type *player_ptr)
{
- int j;
- BIT_FLAGS mask = 0L;
-
- /* Nothing to do */
if (!player_ptr->window) return;
/* Scan windows */
- for (j = 0; j < 8; j++)
+ BIT_FLAGS mask = 0L;
+ for (int j = 0; j < 8; j++)
{
/* Save usable flags */
if (angband_term[j]) mask |= window_flag[j];
player_ptr->window &= ~(PW_PLAYER);
fix_player(player_ptr);
}
-
+
/* Display monster list */
if (player_ptr->window & (PW_MONSTER_LIST))
{
player_ptr->window &= ~(PW_MONSTER_LIST);
fix_monster_list(player_ptr);
}
-
+
/* Display overhead view */
if (player_ptr->window & (PW_MESSAGE))
{
*/
bool change_panel(player_type *player_ptr, POSITION dy, POSITION dx)
{
- POSITION y, x;
TERM_LEN wid, hgt;
-
get_screen_size(&wid, &hgt);
/* Apply the motion */
- y = panel_row_min + dy * hgt / 2;
- x = panel_col_min + dx * wid / 2;
+ POSITION y = panel_row_min + dy * hgt / 2;
+ POSITION x = panel_col_min + dx * wid / 2;
/* Verify the row */
floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (x > floor_ptr->width - wid) x = floor_ptr->width - wid;
if (x < 0) x = 0;
- /* Handle "changes" */
- if ((y != panel_row_min) || (x != panel_col_min))
- {
- /* Save the new panel info */
- panel_row_min = y;
- panel_col_min = x;
-
- panel_bounds_center();
+ if ((y == panel_row_min) && (x == panel_col_min))
+ return FALSE;
- player_ptr->update |= (PU_MONSTERS);
- player_ptr->redraw |= (PR_MAP);
- handle_stuff(player_ptr);
+ panel_row_min = y;
+ panel_col_min = x;
+ panel_bounds_center();
- /* Success */
- return TRUE;
- }
-
- /* No change */
- return FALSE;
+ player_ptr->update |= (PU_MONSTERS);
+ player_ptr->redraw |= (PR_MAP);
+ handle_stuff(player_ptr);
+ return TRUE;
}
+
/*!
* @brief プレイヤーの装備一覧シンボルを固定位置に表示する
* @param creature_ptr プレーヤーへの参照ポインタ
display_player_equippy(creature_ptr, ROW_EQUIPPY, COL_EQUIPPY, 0);
}
+
/*!
* @brief 現在のコンソール表示の縦横を返す。 /
* Get term size and calculate screen size
if (use_bigtile) *wid_p /= 2;
}
+
/*
* Calculate panel colum of a location in the map
*/
return col + 13;
}
+
/*
* Prints the map of the dungeon
*
*/
void print_map(player_type *player_ptr)
{
- POSITION x, y;
- int v;
-
- /* map bounds */
- POSITION xmin, xmax, ymin, ymax;
-
TERM_LEN wid, hgt;
-
Term_get_size(&wid, &hgt);
/* Remove map offset */
hgt -= ROW_MAP + 2;
/* Access the cursor state */
+ int v;
(void)Term_get_cursor(&v);
/* Hide the cursor */
/* Get bounds */
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- xmin = (0 < panel_col_min) ? panel_col_min : 0;
- xmax = (floor_ptr->width - 1 > panel_col_max) ? panel_col_max : floor_ptr->width - 1;
- ymin = (0 < panel_row_min) ? panel_row_min : 0;
- ymax = (floor_ptr->height - 1 > panel_row_max) ? panel_row_max : floor_ptr->height - 1;
+ POSITION xmin = (0 < panel_col_min) ? panel_col_min : 0;
+ POSITION xmax = (floor_ptr->width - 1 > panel_col_max) ? panel_col_max : floor_ptr->width - 1;
+ POSITION ymin = (0 < panel_row_min) ? panel_row_min : 0;
+ POSITION ymax = (floor_ptr->height - 1 > panel_row_max) ? panel_row_max : floor_ptr->height - 1;
/* Bottom section of screen */
- for (y = 1; y <= ymin - panel_row_prt; y++)
+ for (POSITION y = 1; y <= ymin - panel_row_prt; y++)
{
/* Erase the section */
Term_erase(COL_MAP, y, wid);
}
/* Top section of screen */
- for (y = ymax - panel_row_prt; y <= hgt; y++)
+ for (POSITION y = ymax - panel_row_prt; y <= hgt; y++)
{
/* Erase the section */
Term_erase(COL_MAP, y, wid);
}
/* Dump the map */
- for (y = ymin; y <= ymax; y++)
+ for (POSITION y = ymin; y <= ymax; y++)
{
/* Scan the columns of row "y" */
- for (x = xmin; x <= xmax; x++)
+ for (POSITION x = xmin; x <= xmax; x++)
{
TERM_COLOR a;
SYMBOL_CODE c;
}
-
/*!
* 一般的にモンスターシンボルとして扱われる記号を定義する(幻覚処理向け) / Hack -- Legal monster codes
*/
static char image_monster_hack[] = \
"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
+
/*!
* 一般的にオブジェクトシンボルとして扱われる記号を定義する(幻覚処理向け) / Hack -- Legal object codes
*/
static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
+
/*!
* @brief モンスターの表示を幻覚状態に差し替える / Mega-Hack -- Hallucinatory monster
* @param ap 本来の色
*/
static void image_monster(TERM_COLOR *ap, SYMBOL_CODE *cp)
{
- /* Random symbol from set above */
if (use_graphics)
{
monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
-
*cp = r_ptr->x_char;
*ap = r_ptr->x_attr;
+ return;
}
- else
- /* Text mode */
- {
- *cp = (one_in_(25) ?
- image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
- image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
- /* Random color */
- *ap = randint1(15);
- }
+ *cp = (one_in_(25) ?
+ image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
+ image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
+ *ap = randint1(15);
}
+
/*!
* @brief オブジェクトの表示を幻覚状態に差し替える / Hallucinatory object
* @param ap 本来の色
if (use_graphics)
{
object_kind *k_ptr = &k_info[randint1(max_k_idx - 1)];
-
*cp = k_ptr->x_char;
*ap = k_ptr->x_attr;
+ return;
}
- else
- {
- int n = sizeof(image_object_hack) - 1;
- *cp = image_object_hack[randint0(n)];
-
- /* Random color */
- *ap = randint1(15);
- }
+ int n = sizeof(image_object_hack) - 1;
+ *cp = image_object_hack[randint0(n)];
+ *ap = randint1(15);
}
{
TERM_COLOR s_attr = f_attr[F_LIT_STANDARD];
SYMBOL_CODE s_char = f_char[F_LIT_STANDARD];
- int i;
if (IS_ASCII_GRAPHICS(s_attr)) /* For ASCII */
{
f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
- for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
+ for (int i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
}
else /* For tile graphics */
{
- for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
+ for (int i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
f_char[F_LIT_LITE] = s_char + 2;
f_char[F_LIT_DARK] = s_char + 1;
}
(*cp) = c;
/* Hack -- rare random hallucination, except on outer dungeon walls */
- if (p_ptr->image)
- {
- if (one_in_(256))
- {
- image_random(ap, cp);
- }
- }
+ if (p_ptr->image && one_in_(256))
+ image_random(ap, cp);
/* Objects */
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
next_o_idx = o_ptr->next_o_idx;
/* Memorized objects */
- if (o_ptr->marked & OM_FOUND)
+ if (!(o_ptr->marked & OM_FOUND)) continue;
+
+ if (display_autopick)
{
- if (display_autopick)
- {
- byte act;
+ byte act;
- match_autopick = is_autopick(p_ptr, o_ptr);
- if (match_autopick == -1)
- continue;
+ match_autopick = is_autopick(p_ptr, o_ptr);
+ if (match_autopick == -1)
+ continue;
- act = autopick_list[match_autopick].action;
+ act = autopick_list[match_autopick].action;
- if ((act & DO_DISPLAY) && (act & display_autopick))
- {
- autopick_obj = o_ptr;
- }
- else
- {
- match_autopick = -1;
- continue;
- }
+ if ((act & DO_DISPLAY) && (act & display_autopick))
+ {
+ autopick_obj = o_ptr;
}
- /* Normal char */
- (*cp) = object_char(o_ptr);
+ else
+ {
+ match_autopick = -1;
+ continue;
+ }
+ }
- /* Normal attr */
- (*ap) = object_attr(o_ptr);
+ /* Normal char */
+ (*cp) = object_char(o_ptr);
- feat_priority = 20;
+ /* Normal attr */
+ (*ap) = object_attr(o_ptr);
- /* Hack -- hallucination */
- if (p_ptr->image) image_object(ap, cp);
+ feat_priority = 20;
- break;
- }
- }
+ /* Hack -- hallucination */
+ if (p_ptr->image) image_object(ap, cp);
+ break;
+ }
/* Handle monsters */
- if (g_ptr->m_idx && display_autopick == 0)
+ if (g_ptr->m_idx && display_autopick != 0)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
+ set_term_color(p_ptr, y, x, ap, cp);
+ return;
+ }
- /* Visible monster */
- if (m_ptr->ml)
- {
- monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
- feat_priority = 30;
+ /* Visible monster */
+ if (!m_ptr->ml)
+ {
+ set_term_color(p_ptr, y, x, ap, cp);
+ return;
+ }
- /* Hallucination */
- if (p_ptr->image)
- {
- /*
- * Monsters with both CHAR_CLEAR and ATTR_CLEAR
- * flags are always unseen.
- */
- if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
- {
- /* Do nothing */
- }
- else
- {
- image_monster(ap, cp);
- }
- }
- else
- {
- /* Monster attr/char */
- a = r_ptr->x_attr;
- c = r_ptr->x_char;
- if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
- | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
- {
- /* Desired monster attr/char */
- *ap = a;
- *cp = c;
- }
+ monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
- /*
- * Monsters with both CHAR_CLEAR and ATTR_CLEAR
- * flags are always unseen.
- */
- else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
- {
- /* Do nothing */
- }
+ feat_priority = 30;
- else
- {
- /*** Monster's attr ***/
- if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
- {
- /* Clear-attr */
- /* Do nothing */
- }
- else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
- {
- /* Multi-hued attr */
- if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
- else switch (randint1(7))
- {
- case 1: *ap = TERM_RED; break;
- case 2: *ap = TERM_L_RED; break;
- case 3: *ap = TERM_WHITE; break;
- case 4: *ap = TERM_L_GREEN; break;
- case 5: *ap = TERM_BLUE; break;
- case 6: *ap = TERM_L_DARK; break;
- case 7: *ap = TERM_GREEN; break;
- }
- }
- else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
- {
- /* Use semi-random attr (usually mimics' colors vary) */
- *ap = g_ptr->m_idx % 15 + 1;
- }
- else
- {
- /* Normal case */
- *ap = a;
- }
+ /* Hallucination */
+ if (p_ptr->image)
+ {
+ /*
+ * Monsters with both CHAR_CLEAR and ATTR_CLEAR
+ * flags are always unseen.
+ */
+ if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
+ {
+ /* Do nothing */
+ }
+ else
+ {
+ image_monster(ap, cp);
+ }
- /*** Monster's char ***/
- if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
- {
- /* Clear-char */
- /* Do nothing */
- }
- else if (r_ptr->flags1 & RF1_SHAPECHANGER)
- {
- if (use_graphics)
- {
- monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
- *cp = tmp_r_ptr->x_char;
- *ap = tmp_r_ptr->x_attr;
- }
- else
- {
- *cp = (one_in_(25) ?
- image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
- image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
- }
- }
- else
- {
- /* Normal case */
- *cp = c;
- }
- }
- }
+ set_term_color(p_ptr, y, x, ap, cp);
+ return;
+ }
+
+ /* Monster attr/char */
+ a = r_ptr->x_attr;
+ c = r_ptr->x_char;
+
+ if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
+ | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
+ {
+ /* Desired monster attr/char */
+ *ap = a;
+ *cp = c;
+ set_term_color(p_ptr, y, x, ap, cp);
+ return;
+ }
+
+ /*
+ * Monsters with both CHAR_CLEAR and ATTR_CLEAR
+ * flags are always unseen.
+ */
+ if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
+ {
+ set_term_color(p_ptr, y, x, ap, cp);
+ return;
+ }
+
+ /*** Monster's attr ***/
+ if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
+ {
+ /* Clear-attr */
+ /* Do nothing */
+ }
+ else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
+ {
+ /* Multi-hued attr */
+ if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
+ else switch (randint1(7))
+ {
+ case 1: *ap = TERM_RED; break;
+ case 2: *ap = TERM_L_RED; break;
+ case 3: *ap = TERM_WHITE; break;
+ case 4: *ap = TERM_L_GREEN; break;
+ case 5: *ap = TERM_BLUE; break;
+ case 6: *ap = TERM_L_DARK; break;
+ case 7: *ap = TERM_GREEN; break;
}
}
+ else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
+ {
+ /* Use semi-random attr (usually mimics' colors vary) */
+ *ap = g_ptr->m_idx % 15 + 1;
+ }
+ else
+ {
+ /* Normal case */
+ *ap = a;
+ }
- /* Handle "player" */
- if (player_bold(p_ptr, y, x))
+ /*** Monster's char ***/
+ if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
{
- monster_race *r_ptr = &r_info[0];
- *ap = r_ptr->x_attr;
- *cp = r_ptr->x_char;
- feat_priority = 31;
+ set_term_color(p_ptr, y, x, ap, cp);
+ return;
+ }
+
+ if (r_ptr->flags1 & RF1_SHAPECHANGER)
+ {
+ if (use_graphics)
+ {
+ monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
+ *cp = tmp_r_ptr->x_char;
+ *ap = tmp_r_ptr->x_attr;
+ }
+ else
+ {
+ *cp = (one_in_(25) ?
+ image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
+ image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
+ }
+
+ set_term_color(p_ptr, y, x, ap, cp);
+ return;
}
+
+ *cp = c;
+ set_term_color(p_ptr, y, x, ap, cp);
+}
+
+
+void set_term_color(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, TERM_COLOR *cp)
+{
+ if (!player_bold(player_ptr, y, x)) return;
+
+ monster_race *r_ptr = &r_info[0];
+ *ap = r_ptr->x_attr;
+ *cp = r_ptr->x_char;
+ feat_priority = 31;
}
static void display_shortened_item_name(player_type *player_ptr, object_type *o_ptr, int y)
{
char buf[MAX_NLEN];
- char *c = buf;
- int len = 0;
- TERM_COLOR attr;
-
object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
- attr = tval_to_attr[o_ptr->tval % 128];
+ TERM_COLOR attr = tval_to_attr[o_ptr->tval % 128];
if (player_ptr->image)
{
strcpy(buf, _("何か奇妙な物", "something strange"));
}
+ char *c = buf;
for (c = buf; *c; c++)
{
- int i;
- for (i = 0; simplify_list[i][1]; i++)
+ for (int i = 0; simplify_list[i][1]; i++)
{
concptr org_w = simplify_list[i][0];
continue;
}
- if (!strncmp(c, org_w, strlen(org_w)))
- {
- char *s = c;
- concptr tmp = simplify_list[i][1];
- while (*tmp)
- *s++ = *tmp++;
- tmp = c + strlen(org_w);
- while (*tmp)
- *s++ = *tmp++;
- *s = '\0';
- }
+ if (strncmp(c, org_w, strlen(org_w))) continue;
+
+ char *s = c;
+ concptr tmp = simplify_list[i][1];
+ while (*tmp)
+ *s++ = *tmp++;
+ tmp = c + strlen(org_w);
+ while (*tmp)
+ *s++ = *tmp++;
+ *s = '\0';
}
}
c = buf;
- len = 0;
+ int len = 0;
/* 半角 12 文字分で切る */
while (*c)
{
len++;
}
}
+
*c = '\0';
Term_putstr(0, y, 12, attr, buf);
}
}
}
-
/* Corners */
x = wid + 1;
y = hgt + 1;
/* Draw the vertical edges */
for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
-
/* Display each map line in order */
for (y = 0; y < hgt + 2; ++y)
{
C_KILL(mp[y], (wid + 2), byte);
C_KILL(match_autopick_yx[y], (wid + 2), int);
C_KILL(object_autopick_yx[y], (wid + 2), object_type *);
- }
+}
/* Free each line map */
C_KILL(ma, (hgt + 2), TERM_COLOR *);
*/
void do_cmd_view_map(player_type *player_ptr)
{
- int cy, cx;
-
screen_save();
-
prt(_("お待ち下さい...", "Please wait..."), 0, 0);
Term_fresh();
display_autopick = 0;
/* Display the map */
+ int cy, cx;
display_map(player_ptr, &cy, &cx);
- /* Wait for it */
- if (max_autopick && !player_ptr->wild_mode)
+ if ((max_autopick == 0) || player_ptr->wild_mode)
{
- display_autopick = ITEM_DISPLAY;
-
- while (TRUE)
- {
- int i;
- byte flag;
-
- int wid, hgt, row_message;
-
- Term_get_size(&wid, &hgt);
- row_message = hgt - 1;
-
- put_str(_("何かキーを押してください('M':拾う 'N':放置 'D':M+N 'K':壊すアイテムを表示)",
- " Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items."), row_message, 1);
+ put_str(_("何かキーを押すとゲームに戻ります", "Hit any key to continue"), 23, 30);
+ /* Hilite the player */
+ move_cursor(cy, cx);
+ /* Get any key */
+ inkey();
+ screen_load();
+ return;
+ }
- /* Hilite the player */
- move_cursor(cy, cx);
+ display_autopick = ITEM_DISPLAY;
- i = inkey();
+ while (TRUE)
+ {
+ int wid, hgt;
+ Term_get_size(&wid, &hgt);
+ int row_message = hgt - 1;
- if ('M' == i)
- flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
- else if ('N' == i)
- flag = DONT_AUTOPICK;
- else if ('K' == i)
- flag = DO_AUTODESTROY;
- else if ('D' == i)
- flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
- else
- break;
+ put_str(_("何かキーを押してください('M':拾う 'N':放置 'D':M+N 'K':壊すアイテムを表示)",
+ " Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items."), row_message, 1);
- Term_fresh();
+ move_cursor(cy, cx);
- if (~display_autopick & flag)
- display_autopick |= flag;
- else
- display_autopick &= ~flag;
- /* Display the map */
- display_map(player_ptr, &cy, &cx);
- }
+ int i = inkey();
+
+ byte flag;
+ if ('M' == i)
+ flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
+ else if ('N' == i)
+ flag = DONT_AUTOPICK;
+ else if ('K' == i)
+ flag = DO_AUTODESTROY;
+ else if ('D' == i)
+ flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
+ else
+ break;
- display_autopick = 0;
+ Term_fresh();
- }
- else
- {
- put_str(_("何かキーを押すとゲームに戻ります", "Hit any key to continue"), 23, 30);
- /* Hilite the player */
- move_cursor(cy, cx);
- /* Get any key */
- inkey();
+ if (~display_autopick & flag)
+ display_autopick |= flag;
+ else
+ display_autopick &= ~flag;
+ display_map(player_ptr, &cy, &cx);
}
+ display_autopick = 0;
screen_load();
}
*/
void print_path(player_type *player_ptr, POSITION y, POSITION x)
{
- int i;
int path_n;
u16b path_g[512];
byte_hack default_color = TERM_SLATE;
if (!display_path) return;
- if (-1 == project_length)
- return;
+ if (project_length == -1) return;
/* Get projection path */
floor_type *floor_ptr = player_ptr->current_floor_ptr;
handle_stuff(player_ptr);
/* Draw path */
- for (i = 0; i < path_n; i++)
+ for (int i = 0; i < path_n; i++)
{
POSITION ny = GRID_Y(path_g[i]);
POSITION nx = GRID_X(path_g[i]);
}
}
+
/*
* Mega-Hack -- Delayed visual update
* Only used if update_view(), update_lite() or update_mon_lite() was called
*/
void delayed_visual_update(player_type *player_ptr)
{
- int i;
- POSITION y, x;
- grid_type *g_ptr;
-
/* Update needed grids */
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- for (i = 0; i < floor_ptr->redraw_n; i++)
+ for (int i = 0; i < floor_ptr->redraw_n; i++)
{
- y = floor_ptr->redraw_y[i];
- x = floor_ptr->redraw_x[i];
+ POSITION y = floor_ptr->redraw_y[i];
+ POSITION x = floor_ptr->redraw_x[i];
+ grid_type *g_ptr;
g_ptr = &floor_ptr->grid_array[y][x];
/* Update only needed grids (prevent multiple updating) */
/* None left */
floor_ptr->redraw_n = 0;
}
-