3 * @brief プレイヤーのステータス処理 / status
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
25 #include "view/display-player.h"
26 #include "player-status.h"
27 #include "player-class.h"
28 #include "player-race.h"
29 #include "player-effects.h"
30 #include "player-inventory.h"
32 #include "view-mainwindow.h"
35 #include "realm-hex.h"
36 #include "realm-song.h"
38 #include "object-flavor.h"
43 #include "floor-town.h"
45 #include "objectkind.h"
46 #include "targeting.h"
49 * Not using graphical tiles for this feature?
51 #define IS_ASCII_GRAPHICS(A) (!((A) & 0x80))
53 static int feat_priority; /*!< マップ縮小表示時に表示すべき地形の優先度を保管する */
54 static byte display_autopick; /*!< 自動拾い状態の設定フラグ */
55 static int match_autopick;
56 static object_type *autopick_obj; /*!< 各種自動拾い処理時に使うオブジェクトポインタ */
61 POSITION panel_row_min, panel_row_max;
62 POSITION panel_col_min, panel_col_max;
63 POSITION panel_col_prt, panel_row_prt;
66 * Some screen locations for various display routines
67 * Currently, row 8 and 15 are the only "blank" rows.
68 * That leaves a "border" around the "stat" values.
72 #define COL_RACE 0 /* <race name> */
74 /*#define ROW_CLASS 2 */
75 /*#define COL_CLASS 0 */ /* <class name> */
78 #define COL_TITLE 0 /* <title> or <mode> */
80 /*#define ROW_SEIKAKU 4 */
81 /*#define COL_SEIKAKU 0*/ /* <seikaku> */
84 #define COL_DAY 0 /* day */
86 #define ROW_DUNGEON 22
87 #define COL_DUNGEON 0 /* dungeon */
90 #define COL_LEVEL 0 /* "LEVEL xxxxxx" */
93 #define COL_EXP 0 /* "EXP xxxxxxxx" */
96 #define COL_GOLD 0 /* "AU xxxxxxxxx" */
99 #define COL_EQUIPPY 0 /* equippy chars */
102 #define COL_STAT 0 /* "xxx xxxxxx" */
105 #define COL_AC 0 /* "Cur AC xxxxx" */
111 #define COL_CURHP 0 /* "Cur HP xxxxx" */
114 #define COL_CURSP 0 /* "Cur SP xxxxx" */
116 #define ROW_RIDING_INFO 16
117 #define COL_RIDING_INFO 0 /* "xxxxxxxxxxxx" */
120 #define COL_INFO 0 /* "xxxxxxxxxxxx" */
123 #define COL_CUT 0 /* <cut> */
126 #define COL_STUN 0 /* <stun> */
128 #define ROW_HUNGRY 20
129 #define COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */
132 #define COL_STATE 7 /* <state> */
134 #define ROW_SPEED (-1)
135 #define COL_SPEED (-24) /* "Slow (-NN)" or "Fast (+NN)" */
137 #define ROW_STUDY (-1)
138 #define COL_STUDY (-13) /* "Study" */
140 #define ROW_DEPTH (-1)
141 #define COL_DEPTH (-8) /* "Lev NNN" / "NNNN ft" */
143 #define ROW_STATBAR (-1)
144 #define COL_STATBAR 0
145 #define MAX_COL_STATBAR (-26)
147 void print_equippy(player_type *creature_ptr);
148 void print_map(player_type *player_ptr);
149 void display_map(player_type *player_ptr, int *cy, int *cx);
150 void set_term_color(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp);
153 * @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 /
154 * Print character info at given row, column in a 13 char field
160 static void print_field(concptr info, TERM_LEN row, TERM_LEN col)
162 /* Dump 13 spaces to clear */
163 c_put_str(TERM_WHITE, " ", row, col);
165 /* Dump the info itself */
166 c_put_str(TERM_L_BLUE, info, row, col);
171 * @brief ゲーム時刻を表示する /
175 void print_time(player_type *player_ptr)
179 /* Dump 13 spaces to clear */
180 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
182 extract_day_hour_min(player_ptr, &day, &hour, &min);
184 /* Dump the info itself */
185 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
186 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
188 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY + 7);
193 * @brief 現在のマップ名を返す /
194 * @param creature_ptr プレーヤーへの参照ポインタ
195 * @return マップ名の文字列参照ポインタ
197 concptr map_name(player_type *creature_ptr)
199 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
200 if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest)
201 && (quest[floor_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
202 return _("クエスト", "Quest");
203 else if (creature_ptr->wild_mode)
204 return _("地上", "Surface");
205 else if (creature_ptr->current_floor_ptr->inside_arena)
206 return _("アリーナ", "Arena");
207 else if (creature_ptr->phase_out)
208 return _("闘技場", "Monster Arena");
209 else if (!floor_ptr->dun_level && creature_ptr->town_num)
210 return town_info[creature_ptr->town_num].name;
212 return d_name + d_info[creature_ptr->dungeon_idx].name;
217 * @brief 現在のマップ名を描画する / Print dungeon
218 * @param creature_ptr プレーヤーへの参照ポインタ
221 static void print_dungeon(player_type *creature_ptr)
223 /* Dump 13 spaces to clear */
224 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
226 concptr dungeon_name = map_name(creature_ptr);
228 TERM_LEN col = COL_DUNGEON + 6 - strlen(dungeon_name) / 2;
229 if (col < 0) col = 0;
231 /* Dump the info itself */
232 c_put_str(TERM_L_UMBER, format("%s", dungeon_name),
238 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
239 * @param stat 描画するステータスのID
242 static void print_stat(player_type *creature_ptr, int stat)
246 /* Display "injured" stat */
247 if (creature_ptr->stat_cur[stat] < creature_ptr->stat_max[stat])
249 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
250 cnv_stat(creature_ptr->stat_use[stat], tmp);
251 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
254 /* Display "healthy" stat */
257 put_str(stat_names[stat], ROW_STAT + stat, 0);
258 cnv_stat(creature_ptr->stat_use[stat], tmp);
259 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
262 /* Indicate natural maximum */
263 if (creature_ptr->stat_max[stat] != creature_ptr->stat_max_max[stat])
267 /* 日本語にかぶらないように表示位置を変更 */
268 put_str("!", ROW_STAT + stat, 5);
270 put_str("!", ROW_STAT + stat, 3);
276 * 画面下部に表示する状態表示定義ID / Data structure for status bar
278 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
279 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
280 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
281 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
282 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
283 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
284 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
285 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
286 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
287 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
288 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
289 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
290 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
291 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
292 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
293 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
294 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
295 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
296 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
297 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
298 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
299 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
300 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
301 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
302 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
303 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
304 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
305 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
306 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
307 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
308 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
309 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
310 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
311 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
312 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
313 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
314 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
315 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
316 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
317 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
318 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
319 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
320 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
321 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
322 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
323 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
324 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
325 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
326 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
327 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
328 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
329 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
330 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
331 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
332 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
333 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
334 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
335 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
336 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
337 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
338 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
339 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
340 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
341 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
342 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
343 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
344 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
353 {TERM_YELLOW, "つ", "つよし"},
354 {TERM_VIOLET, "幻", "幻覚"},
355 {TERM_L_DARK, "盲", "盲目"},
356 {TERM_RED, "痺", "麻痺"},
357 {TERM_VIOLET, "乱", "混乱"},
358 {TERM_GREEN, "毒", "毒"},
359 {TERM_BLUE, "恐", "恐怖"},
360 {TERM_L_BLUE, "浮", "浮遊"},
361 {TERM_SLATE, "反", "反射"},
362 {TERM_SLATE, "壁", "壁抜け"},
363 {TERM_L_DARK, "幽", "幽体"},
364 {TERM_SLATE, "邪", "防邪"},
365 {TERM_VIOLET, "変", "変わり身"},
366 {TERM_YELLOW, "魔", "魔法鎧"},
367 {TERM_L_UMBER, "伸", "伸び"},
368 {TERM_WHITE, "石", "石肌"},
369 {TERM_L_BLUE, "分", "分身"},
370 {TERM_SLATE, "防", "魔法防御"},
371 {TERM_YELLOW, "究", "究極"},
372 {TERM_YELLOW, "無", "無敵"},
373 {TERM_L_GREEN, "酸", "酸免疫"},
374 {TERM_GREEN, "酸", "耐酸"},
375 {TERM_L_BLUE, "電", "電免疫"},
376 {TERM_BLUE, "電", "耐電"},
377 {TERM_L_RED, "火", "火免疫"},
378 {TERM_RED, "火", "耐火"},
379 {TERM_WHITE, "冷", "冷免疫"},
380 {TERM_SLATE, "冷", "耐冷"},
381 {TERM_GREEN, "毒", "耐毒"},
382 {TERM_L_DARK, "獄", "耐地獄"},
383 {TERM_L_BLUE, "時", "耐時間"},
384 {TERM_L_DARK, "鏡", "鏡オーラ"},
385 {TERM_L_RED, "オ", "火オーラ"},
386 {TERM_WHITE, "闘", "闘気"},
387 {TERM_WHITE, "聖", "聖オーラ"},
388 {TERM_VIOLET, "目", "目には目"},
389 {TERM_WHITE, "祝", "祝福"},
390 {TERM_WHITE, "勇", "勇"},
391 {TERM_RED, "狂", "狂乱"},
392 {TERM_L_RED, "火", "魔剣火"},
393 {TERM_WHITE, "冷", "魔剣冷"},
394 {TERM_L_BLUE, "電", "魔剣電"},
395 {TERM_SLATE, "酸", "魔剣酸"},
396 {TERM_L_GREEN, "毒", "魔剣毒"},
397 {TERM_RED, "乱", "混乱打撃"},
398 {TERM_L_BLUE, "視", "透明視"},
399 {TERM_ORANGE, "テ", "テレパシ"},
400 {TERM_L_BLUE, "回", "回復"},
401 {TERM_L_RED, "赤", "赤外"},
402 {TERM_UMBER, "隠", "隠密"},
403 {TERM_YELLOW, "隠", "超隠密"},
404 {TERM_WHITE, "帰", "帰還"},
405 {TERM_WHITE, "現", "現実変容"},
406 {TERM_WHITE, "オ", "氷オーラ"},
407 {TERM_BLUE, "オ", "電オーラ"},
408 {TERM_L_DARK, "オ", "影オーラ"},
409 {TERM_YELLOW, "腕", "腕力強化"},
410 {TERM_RED, "肉", "肉体強化"},
411 {TERM_L_DARK, "殖", "反増殖"},
412 {TERM_ORANGE, "テ", "反テレポ"},
413 {TERM_RED, "魔", "反魔法"},
414 {TERM_SLATE, "我", "我慢"},
415 {TERM_SLATE, "宣", "宣告"},
416 {TERM_L_DARK, "剣", "魔剣化"},
417 {TERM_RED, "吸", "吸血打撃"},
418 {TERM_WHITE, "回", "回復"},
419 {TERM_L_DARK, "感", "邪悪感知"},
424 {TERM_YELLOW, "Ts", "Tsuyoshi"},
425 {TERM_VIOLET, "Ha", "Halluc"},
426 {TERM_L_DARK, "Bl", "Blind"},
427 {TERM_RED, "Pa", "Paralyzed"},
428 {TERM_VIOLET, "Cf", "Confused"},
429 {TERM_GREEN, "Po", "Poisoned"},
430 {TERM_BLUE, "Af", "Afraid"},
431 {TERM_L_BLUE, "Lv", "Levit"},
432 {TERM_SLATE, "Rf", "Reflect"},
433 {TERM_SLATE, "Pw", "PassWall"},
434 {TERM_L_DARK, "Wr", "Wraith"},
435 {TERM_SLATE, "Ev", "PrtEvl"},
436 {TERM_VIOLET, "Kw", "Kawarimi"},
437 {TERM_YELLOW, "Md", "MgcArm"},
438 {TERM_L_UMBER, "Eh", "Expand"},
439 {TERM_WHITE, "Ss", "StnSkn"},
440 {TERM_L_BLUE, "Ms", "MltShdw"},
441 {TERM_SLATE, "Rm", "ResMag"},
442 {TERM_YELLOW, "Ul", "Ultima"},
443 {TERM_YELLOW, "Iv", "Invuln"},
444 {TERM_L_GREEN, "IAc", "ImmAcid"},
445 {TERM_GREEN, "Ac", "Acid"},
446 {TERM_L_BLUE, "IEl", "ImmElec"},
447 {TERM_BLUE, "El", "Elec"},
448 {TERM_L_RED, "IFi", "ImmFire"},
449 {TERM_RED, "Fi", "Fire"},
450 {TERM_WHITE, "ICo", "ImmCold"},
451 {TERM_SLATE, "Co", "Cold"},
452 {TERM_GREEN, "Po", "Pois"},
453 {TERM_L_DARK, "Nt", "Nthr"},
454 {TERM_L_BLUE, "Ti", "Time"},
455 {TERM_L_DARK, "Mr", "Mirr"},
456 {TERM_L_RED, "SFi", "SFire"},
457 {TERM_WHITE, "Fo", "Force"},
458 {TERM_WHITE, "Ho", "Holy"},
459 {TERM_VIOLET, "Ee", "EyeEye"},
460 {TERM_WHITE, "Bs", "Bless"},
461 {TERM_WHITE, "He", "Hero"},
462 {TERM_RED, "Br", "Berserk"},
463 {TERM_L_RED, "BFi", "BFire"},
464 {TERM_WHITE, "BCo", "BCold"},
465 {TERM_L_BLUE, "BEl", "BElec"},
466 {TERM_SLATE, "BAc", "BAcid"},
467 {TERM_L_GREEN, "BPo", "BPois"},
468 {TERM_RED, "TCf", "TchCnf"},
469 {TERM_L_BLUE, "Se", "SInv"},
470 {TERM_ORANGE, "Te", "Telepa"},
471 {TERM_L_BLUE, "Rg", "Regen"},
472 {TERM_L_RED, "If", "Infr"},
473 {TERM_UMBER, "Sl", "Stealth"},
474 {TERM_YELLOW, "Stlt", "Stealth"},
475 {TERM_WHITE, "Rc", "Recall"},
476 {TERM_WHITE, "Al", "Alter"},
477 {TERM_WHITE, "SCo", "SCold"},
478 {TERM_BLUE, "SEl", "SElec"},
479 {TERM_L_DARK, "SSh", "SShadow"},
480 {TERM_YELLOW, "EMi", "ExMight"},
481 {TERM_RED, "Bu", "BuildUp"},
482 {TERM_L_DARK, "AMl", "AntiMulti"},
483 {TERM_ORANGE, "AT", "AntiTele"},
484 {TERM_RED, "AM", "AntiMagic"},
485 {TERM_SLATE, "Pa", "Patience"},
486 {TERM_SLATE, "Rv", "Revenge"},
487 {TERM_L_DARK, "Rs", "RuneSword"},
488 {TERM_RED, "Vm", "Vampiric"},
489 {TERM_WHITE, "Cu", "Cure"},
490 {TERM_L_DARK, "ET", "EvilTele"},
496 * @brief 32ビット変数配列の指定位置のビットフラグを1にする。
497 * @param FLG フラグ位置(ビット)
500 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
503 * @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。
504 * @param FLG フラグ位置(ビット)
507 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
511 * @brief 下部に状態表示を行う / Show status bar
514 static void print_status(player_type *creature_ptr)
517 Term_get_size(&wid, &hgt);
518 TERM_LEN row_statbar = hgt + ROW_STATBAR;
519 TERM_LEN max_col_statbar = wid + MAX_COL_STATBAR;
521 Term_erase(0, row_statbar, max_col_statbar);
523 BIT_FLAGS bar_flags[3];
524 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
527 if (creature_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
530 if (creature_ptr->image) ADD_FLG(BAR_HALLUCINATION);
533 if (creature_ptr->blind) ADD_FLG(BAR_BLINDNESS);
536 if (creature_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
539 if (creature_ptr->confused) ADD_FLG(BAR_CONFUSE);
542 if (creature_ptr->poisoned) ADD_FLG(BAR_POISONED);
544 /* Times see-invisible */
545 if (creature_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
548 if (is_time_limit_esp(creature_ptr)) ADD_FLG(BAR_TELEPATHY);
550 /* Timed regenerate */
551 if (creature_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
553 /* Timed infra-vision */
554 if (creature_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
556 /* Protection from evil */
557 if (creature_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
559 /* Invulnerability */
560 if (IS_INVULN(creature_ptr)) ADD_FLG(BAR_INVULN);
563 if (creature_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
566 if (creature_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
568 if (creature_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
571 if (IS_HERO(creature_ptr)) ADD_FLG(BAR_HEROISM);
573 /* Super Heroism / berserk */
574 if (creature_ptr->shero) ADD_FLG(BAR_BERSERK);
577 if (is_blessed(creature_ptr)) ADD_FLG(BAR_BLESSED);
580 if (creature_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
582 if (creature_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
584 if (creature_ptr->shield) ADD_FLG(BAR_STONESKIN);
586 if (creature_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
589 if (creature_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
590 if (is_oppose_acid(creature_ptr)) ADD_FLG(BAR_RESACID);
592 /* Oppose Lightning */
593 if (creature_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
594 if (is_oppose_elec(creature_ptr)) ADD_FLG(BAR_RESELEC);
597 if (creature_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
598 if (is_oppose_fire(creature_ptr)) ADD_FLG(BAR_RESFIRE);
601 if (creature_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
602 if (is_oppose_cold(creature_ptr)) ADD_FLG(BAR_RESCOLD);
605 if (is_oppose_pois(creature_ptr)) ADD_FLG(BAR_RESPOIS);
608 if (creature_ptr->word_recall) ADD_FLG(BAR_RECALL);
611 if (creature_ptr->alter_reality) ADD_FLG(BAR_ALTER);
614 if (creature_ptr->afraid) ADD_FLG(BAR_AFRAID);
617 if (creature_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
619 if (creature_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
621 /* Confusing Hands */
622 if (creature_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
624 if (creature_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
626 /* Ultimate-resistance */
627 if (creature_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
630 if (creature_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
632 if (creature_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
634 if (creature_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
637 if (creature_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
638 if (creature_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
639 if (creature_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
640 if (creature_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
641 if (creature_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
642 if (creature_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
644 if (creature_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
647 if (is_time_limit_stealth(creature_ptr)) ADD_FLG(BAR_STEALTH);
649 if (creature_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
652 if (creature_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
654 /* An Eye for an Eye */
655 if (creature_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
658 if (creature_ptr->realm1 == REALM_HEX)
660 if (hex_spelling(creature_ptr, HEX_BLESS)) ADD_FLG(BAR_BLESSED);
661 if (hex_spelling(creature_ptr, HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
662 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
663 if (hex_spelling(creature_ptr, HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
664 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
665 if (hex_spelling(creature_ptr, HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
666 if (hex_spelling(creature_ptr, HEX_BUILDING)) ADD_FLG(BAR_BUILD);
667 if (hex_spelling(creature_ptr, HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
668 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
669 if (hex_spelling(creature_ptr, HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
670 if (hex_spelling(creature_ptr, HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
671 if (hex_spelling(creature_ptr, HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
672 if (hex_spelling(creature_ptr, HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
673 if (hex_spelling(creature_ptr, HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
674 if (hex_spelling(creature_ptr, HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
675 if (hex_spelling(creature_ptr, HEX_CURE_LIGHT) ||
676 hex_spelling(creature_ptr, HEX_CURE_SERIOUS) ||
677 hex_spelling(creature_ptr, HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
679 if (HEX_REVENGE_TURN(creature_ptr))
681 if (HEX_REVENGE_TYPE(creature_ptr) == 1) ADD_FLG(BAR_PATIENCE);
682 if (HEX_REVENGE_TYPE(creature_ptr) == 2) ADD_FLG(BAR_REVENGE);
686 /* Calcurate length */
687 TERM_LEN col = 0, num = 0;
688 for (int i = 0; bar[i].sstr; i++)
692 col += strlen(bar[i].lstr) + 1;
697 /* If there are not excess spaces for long strings, use short one */
699 if (col - 1 > max_col_statbar)
704 for (int i = 0; bar[i].sstr; i++)
708 col += strlen(bar[i].sstr);
712 /* If there are excess spaces for short string, use more */
713 if (col - 1 <= max_col_statbar - (num - 1))
720 /* Centering display column */
721 col = (max_col_statbar - col) / 2;
723 /* Display status bar */
724 for (int i = 0; bar[i].sstr; i++)
726 if (!IS_FLG(i)) continue;
729 if (space == 2) str = bar[i].lstr;
730 else str = bar[i].sstr;
732 c_put_str(bar[i].attr, str, row_statbar, col);
734 if (space > 0) col++;
735 if (col > max_col_statbar) break;
741 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
744 static void print_title(player_type *creature_ptr)
749 if (current_world_ptr->wizard)
751 p = _("[ウィザード]", "[=-WIZARD-=]");
753 else if (current_world_ptr->total_winner || (creature_ptr->lev > PY_MAX_LEVEL))
755 if (creature_ptr->arena_number > MAX_ARENA_MONS + 2)
757 p = _("*真・勝利者*", "*TRUEWINNER*");
761 p = _("***勝利者***", "***WINNER***");
766 my_strcpy(str, player_title[creature_ptr->pclass][(creature_ptr->lev - 1) / 5], sizeof(str));
770 print_field(p, ROW_TITLE, COL_TITLE);
775 * @brief プレイヤーのレベルを表示する / Prints level
778 static void print_level(player_type *creature_ptr)
781 sprintf(tmp, "%5d", creature_ptr->lev);
782 if (creature_ptr->lev >= creature_ptr->max_plv)
784 put_str(_("レベル ", "LEVEL "), ROW_LEVEL, 0);
785 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
789 put_str(_("xレベル", "Level "), ROW_LEVEL, 0);
790 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
796 * @brief プレイヤーの経験値を表示する / Display the experience
799 static void print_exp(player_type *creature_ptr)
803 if ((!exp_need) || (creature_ptr->prace == RACE_ANDROID))
805 (void)sprintf(out_val, "%8ld", (long)creature_ptr->exp);
809 if (creature_ptr->lev >= PY_MAX_LEVEL)
811 (void)sprintf(out_val, "********");
815 (void)sprintf(out_val, "%8ld", (long)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L) - creature_ptr->exp);
819 if (creature_ptr->exp >= creature_ptr->max_exp)
821 if (creature_ptr->prace == RACE_ANDROID) put_str(_("強化 ", "Cst "), ROW_EXP, 0);
822 else put_str(_("経験 ", "EXP "), ROW_EXP, 0);
823 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
827 put_str(_("x経験", "Exp "), ROW_EXP, 0);
828 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
834 * @brief プレイヤーの所持金を表示する / Prints current gold
835 * @param creature_ptr プレーヤーへの参照ポインタ
838 static void print_gold(player_type *creature_ptr)
841 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
842 sprintf(tmp, "%9ld", (long)creature_ptr->au);
843 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
848 * @brief プレイヤーのACを表示する / Prints current AC
851 static void print_ac(player_type *creature_ptr)
856 /* AC の表示方式を変更している */
857 put_str(" AC( )", ROW_AC, COL_AC);
858 sprintf(tmp, "%5d", creature_ptr->dis_ac + creature_ptr->dis_to_a);
859 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
861 put_str("Cur AC ", ROW_AC, COL_AC);
862 sprintf(tmp, "%5d", creature_ptr->dis_ac + creature_ptr->dis_to_a);
863 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
870 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
873 static void print_hp(player_type *creature_ptr)
875 /* ヒットポイントの表示方法を変更 */
879 put_str("HP", ROW_CURHP, COL_CURHP);
882 sprintf(tmp, "%4ld", (long int)creature_ptr->chp);
885 if (creature_ptr->chp >= creature_ptr->mhp)
887 color = TERM_L_GREEN;
889 else if (creature_ptr->chp > (creature_ptr->mhp * hitpoint_warn) / 10)
898 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 3);
901 put_str("/", ROW_CURHP, COL_CURHP + 7);
904 sprintf(tmp, "%4ld", (long int)creature_ptr->mhp);
905 color = TERM_L_GREEN;
907 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8);
912 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
915 static void print_sp(player_type *creature_ptr)
917 /* マジックポイントの表示方法を変更している */
921 /* Do not show mana unless it matters */
922 if (!mp_ptr->spell_book) return;
925 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
928 sprintf(tmp, "%4ld", (long int)creature_ptr->csp);
930 if (creature_ptr->csp >= creature_ptr->msp)
932 color = TERM_L_GREEN;
934 else if (creature_ptr->csp > (creature_ptr->msp * mana_warn) / 10)
943 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 3);
946 put_str("/", ROW_CURSP, COL_CURSP + 7);
949 sprintf(tmp, "%4ld", (long int)creature_ptr->msp);
950 color = TERM_L_GREEN;
952 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
957 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
958 * @param creature_ptr プレーヤーへの参照ポインタ
961 static void print_depth(player_type *creature_ptr)
964 TERM_COLOR attr = TERM_WHITE;
967 Term_get_size(&wid, &hgt);
968 TERM_LEN col_depth = wid + COL_DEPTH;
969 TERM_LEN row_depth = hgt + ROW_DEPTH;
971 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
972 if (!floor_ptr->dun_level)
974 strcpy(depths, _("地上", "Surf."));
975 c_prt(attr, format("%7s", depths), row_depth, col_depth);
979 if (floor_ptr->inside_quest && !creature_ptr->dungeon_idx)
981 strcpy(depths, _("地上", "Quest"));
982 c_prt(attr, format("%7s", depths), row_depth, col_depth);
986 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)floor_ptr->dun_level * 50);
987 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)floor_ptr->dun_level);
989 /* Get color of level based on feeling -JSV- */
990 switch (creature_ptr->feeling)
992 case 0: attr = TERM_SLATE; break; /* Unknown */
993 case 1: attr = TERM_L_BLUE; break; /* Special */
994 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
995 case 3: attr = TERM_RED; break; /* Very dangerous */
996 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
997 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
998 case 6: attr = TERM_YELLOW; break; /* Nervous */
999 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
1000 case 8: attr = TERM_L_WHITE; break; /* Don't like */
1001 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
1002 case 10: attr = TERM_WHITE; break; /* Boring place */
1005 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1010 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1011 * @param player_ptr プレーヤーへの参照ポインタ
1014 static void print_hunger(player_type *player_ptr)
1016 if (current_world_ptr->wizard && player_ptr->current_floor_ptr->inside_arena) return;
1018 if (player_ptr->food < PY_FOOD_FAINT)
1020 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1024 if (player_ptr->food < PY_FOOD_WEAK)
1026 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1030 if (player_ptr->food < PY_FOOD_ALERT)
1032 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1036 if (player_ptr->food < PY_FOOD_FULL)
1038 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1042 if (player_ptr->food < PY_FOOD_MAX)
1044 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1048 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1053 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1054 * @param player_ptr プレーヤーへの参照ポインタ
1057 * Display is always exactly 10 characters wide (see below)
1058 * This function was a major bottleneck when resting, so a lot of
1059 * the text formatting code was optimized in place below.
1061 static void print_state(player_type *player_ptr)
1063 TERM_COLOR attr = TERM_WHITE;
1069 if (command_rep > 999)
1071 (void)sprintf(text, "%2d00", command_rep / 100);
1075 (void)sprintf(text, " %2d", command_rep);
1078 c_put_str(attr, format("%5.5s", text), ROW_STATE, COL_STATE);
1083 switch (player_ptr->action)
1087 strcpy(text, _("探索", "Sear"));
1091 /* Start with "Rest" */
1092 strcpy(text, _(" ", " "));
1094 if (player_ptr->resting > 0)
1096 sprintf(text, "%4d", player_ptr->resting);
1098 else if (player_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
1100 text[0] = text[1] = text[2] = text[3] = '*';
1102 else if (player_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
1104 text[0] = text[1] = text[2] = text[3] = '&';
1110 strcpy(text, _("学習", "lear"));
1111 if (player_ptr->new_mane) attr = TERM_L_RED;
1116 strcpy(text, _("釣り", "fish"));
1122 for (i = 0; i < MAX_KAMAE; i++)
1123 if (player_ptr->special_defense & (KAMAE_GENBU << i)) break;
1126 case 0: attr = TERM_GREEN; break;
1127 case 1: attr = TERM_WHITE; break;
1128 case 2: attr = TERM_L_BLUE; break;
1129 case 3: attr = TERM_L_RED; break;
1131 strcpy(text, kamae_shurui[i].desc);
1137 for (i = 0; i < MAX_KATA; i++)
1138 if (player_ptr->special_defense & (KATA_IAI << i)) break;
1139 strcpy(text, kata_shurui[i].desc);
1144 strcpy(text, _("歌 ", "Sing"));
1147 case ACTION_HAYAGAKE:
1149 strcpy(text, _("速駆", "Fast"));
1154 strcpy(text, _("詠唱", "Spel"));
1164 c_put_str(attr, format("%5.5s", text), ROW_STATE, COL_STATE);
1169 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1170 * @param player_ptr プレーヤーへの参照ポインタ
1173 static void print_speed(player_type *player_ptr)
1176 Term_get_size(&wid, &hgt);
1177 TERM_LEN col_speed = wid + COL_SPEED;
1178 TERM_LEN row_speed = hgt + ROW_SPEED;
1180 /* Hack -- Visually "undo" the Search Mode Slowdown */
1181 int i = player_ptr->pspeed;
1182 if (player_ptr->action == ACTION_SEARCH && !player_ptr->lightspeed) i += 10;
1185 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1186 bool is_fast = IS_FAST(player_ptr);
1188 TERM_COLOR attr = TERM_WHITE;
1191 if (player_ptr->riding)
1193 monster_type *m_ptr = &floor_ptr->m_list[player_ptr->riding];
1194 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1195 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1196 else attr = TERM_GREEN;
1198 else if ((is_fast && !player_ptr->slow) || player_ptr->lightspeed) attr = TERM_YELLOW;
1199 else if (player_ptr->slow && !is_fast) attr = TERM_VIOLET;
1200 else attr = TERM_L_GREEN;
1201 sprintf(buf, "%s(+%d)", (player_ptr->riding ? _("乗馬", "Ride") : _("加速", "Fast")), (i - 110));
1207 if (player_ptr->riding)
1209 monster_type *m_ptr = &floor_ptr->m_list[player_ptr->riding];
1210 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1211 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1212 else attr = TERM_RED;
1214 else if (is_fast && !player_ptr->slow) attr = TERM_YELLOW;
1215 else if (player_ptr->slow && !is_fast) attr = TERM_VIOLET;
1216 else attr = TERM_L_UMBER;
1217 sprintf(buf, "%s(-%d)", (player_ptr->riding ? _("乗馬", "Ride") : _("減速", "Slow")), (110 - i));
1219 else if (player_ptr->riding)
1222 strcpy(buf, _("乗馬中", "Riding"));
1225 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1230 * @brief プレイヤーの呪文学習可能状態を表示する
1231 * @param player_ptr プレーヤーへの参照ポインタ
1234 static void print_study(player_type *player_ptr)
1237 Term_get_size(&wid, &hgt);
1238 TERM_LEN col_study = wid + COL_STUDY;
1239 TERM_LEN row_study = hgt + ROW_STUDY;
1241 if (player_ptr->new_spells)
1243 put_str(_("学習", "Stud"), row_study, col_study);
1247 put_str(" ", row_study, col_study);
1253 * @brief プレイヤーのものまね可能状態を表示する
1254 * @param player_ptr プレーヤーへの参照ポインタ
1257 static void print_imitation(player_type *player_ptr)
1260 Term_get_size(&wid, &hgt);
1261 TERM_LEN col_study = wid + COL_STUDY;
1262 TERM_LEN row_study = hgt + ROW_STUDY;
1264 if (player_ptr->pclass != CLASS_IMITATOR) return;
1266 if (player_ptr->mane_num != 0)
1268 put_str(" ", row_study, col_study);
1273 if (player_ptr->new_mane) attr = TERM_L_RED;
1274 else attr = TERM_WHITE;
1275 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1279 * @brief プレイヤーの負傷状態を表示する
1282 static void print_cut(player_type *creature_ptr)
1284 int c = creature_ptr->cut;
1287 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1293 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1299 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1305 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1311 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1317 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1323 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1327 put_str(" ", ROW_CUT, COL_CUT);
1332 * @brief プレイヤーの朦朧状態を表示する
1335 static void print_stun(player_type *creature_ptr)
1337 int s = creature_ptr->stun;
1340 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1346 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1352 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1356 put_str(" ", ROW_STUN, COL_STUN);
1361 * @brief モンスターの体力ゲージを表示する
1362 * @param riding TRUEならば騎乗中のモンスターの体力、FALSEならターゲットモンスターの体力を表示する。表示位置は固定。
1366 * Redraw the "monster health bar" -DRS-
1367 * Rather extensive modifications by -BEN-
1369 * The "monster health bar" provides visual feedback on the "health"
1370 * of the monster currently being "tracked". There are several ways
1371 * to "track" a monster, including targetting it, attacking it, and
1372 * affecting it (and nobody else) with a ranged attack.
1374 * Display the monster health bar (affectionately known as the
1375 * "health-o-meter"). Clear health bar if nothing is being tracked.
1376 * Auto-track current target monster when bored. Note that the
1377 * health-bar stops tracking any monster that "disappears".
1380 static void health_redraw(player_type *creature_ptr, bool riding)
1387 health_who = creature_ptr->riding;
1388 row = ROW_RIDING_INFO;
1389 col = COL_RIDING_INFO;
1393 health_who = creature_ptr->health_who;
1398 monster_type *m_ptr;
1399 m_ptr = &creature_ptr->current_floor_ptr->m_list[health_who];
1401 if (current_world_ptr->wizard && creature_ptr->phase_out)
1406 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1407 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1408 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1409 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1411 if (creature_ptr->current_floor_ptr->m_list[1].r_idx)
1413 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));
1414 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[1].hp));
1415 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[1].max_maxhp));
1418 if (creature_ptr->current_floor_ptr->m_list[2].r_idx)
1420 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));
1421 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[2].hp));
1422 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[2].max_maxhp));
1425 if (creature_ptr->current_floor_ptr->m_list[3].r_idx)
1427 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));
1428 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[3].hp));
1429 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[3].max_maxhp));
1432 if (creature_ptr->current_floor_ptr->m_list[4].r_idx)
1434 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));
1435 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[4].hp));
1436 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[4].max_maxhp));
1445 /* Erase the health bar */
1446 Term_erase(col, row, 12);
1450 /* Tracking an unseen monster */
1453 /* Indicate that the monster health is "unknown" */
1454 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1458 /* Tracking a hallucinatory monster */
1459 if (creature_ptr->image)
1461 /* Indicate that the monster health is "unknown" */
1462 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1466 /* Tracking a dead monster (???) */
1469 /* Indicate that the monster health is "unknown" */
1470 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1474 /* Tracking a visible monster */
1475 /* Extract the "percent" of health */
1476 int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
1477 int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp : 0;
1479 /* Convert percent into "health" */
1480 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1482 /* Default to almost dead */
1483 TERM_COLOR attr = TERM_RED;
1486 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1489 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1492 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1495 else if (pct >= 100) attr = TERM_L_GREEN;
1497 /* Somewhat Wounded */
1498 else if (pct >= 60) attr = TERM_YELLOW;
1501 else if (pct >= 25) attr = TERM_ORANGE;
1504 else if (pct >= 10) attr = TERM_L_RED;
1506 /* Default to "unknown" */
1507 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1509 /* Dump the current "health" (use '*' symbols) */
1510 Term_putstr(col + 1, row, len, attr, "**********");
1516 * @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)
1517 * @param creature_ptr プレーヤーへの参照ポインタ
1520 static void print_frame_basic(player_type *creature_ptr)
1522 if (creature_ptr->mimic_form)
1524 print_field(mimic_info[creature_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1529 my_strcpy(str, rp_ptr->title, sizeof(str));
1530 print_field(str, ROW_RACE, COL_RACE);
1533 print_title(creature_ptr);
1534 print_level(creature_ptr);
1535 print_exp(creature_ptr);
1536 for (int i = 0; i < A_MAX; i++)
1537 print_stat(creature_ptr, i);
1538 print_ac(creature_ptr);
1539 print_hp(creature_ptr);
1540 print_sp(creature_ptr);
1541 print_gold(creature_ptr);
1542 print_depth(creature_ptr);
1543 health_redraw(creature_ptr, FALSE);
1544 health_redraw(creature_ptr, TRUE);
1549 * @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)
1550 * @param player_ptr プレーヤーへの参照ポインタ
1553 static void print_frame_extra(player_type *player_ptr)
1555 print_cut(player_ptr);
1556 print_stun(player_ptr);
1557 print_hunger(player_ptr);
1558 print_state(player_ptr);
1559 print_speed(player_ptr);
1560 print_study(player_ptr);
1561 print_imitation(player_ptr);
1562 print_status(player_ptr);
1567 * @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
1568 * @param player_ptr プレーヤーへの参照ポインタ
1571 static void fix_inventory(player_type *player_ptr)
1574 for (int j = 0; j < 8; j++)
1579 if (!angband_term[j]) continue;
1581 /* No relevant flags */
1582 if (!(window_flag[j] & (PW_INVEN))) continue;
1585 Term_activate(angband_term[j]);
1587 display_inventory(player_ptr, item_tester_tval);
1595 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1598 * @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
1599 * @param n_same モンスターの数の現在数
1603 * nnn : number or unique(U) or wanted unique(W)
1604 * X : symbol of monster
1605 * LV : monster lv if known
1606 * name: name of monster
1610 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same) {
1612 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1613 monster_race* r_ptr = &r_info[r_idx];
1617 //Number of 'U'nique
1619 if (r_ptr->flags1 & RF1_UNIQUE)
1621 bool is_bounty = FALSE;
1622 for (int i = 0; i < MAX_BOUNTY; i++)
1624 if (current_world_ptr->bounty_r_idx[i] == r_idx)
1631 Term_addstr(-1, TERM_WHITE, is_bounty ? " W" : " U");
1635 sprintf(buf, "%3d", n_same);
1636 Term_addstr(-1, TERM_WHITE, buf);
1640 Term_addstr(-1, TERM_WHITE, " ");
1641 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1644 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
1646 sprintf(buf, " %2d", (int)r_ptr->level);
1653 Term_addstr(-1, TERM_WHITE, buf);
1656 sprintf(buf, " %s ", r_name + r_ptr->name);
1657 Term_addstr(-1, TERM_WHITE, buf);
1662 * @brief モンスターの出現リストを表示する / Print monster info in line
1665 * @param max_lines 最大何行描画するか
1667 void print_monster_list(floor_type *floor_ptr, TERM_LEN x, TERM_LEN y, TERM_LEN max_lines) {
1669 monster_type* last_mons = NULL;
1670 monster_type* m_ptr = NULL;
1673 for (i = 0; i < tmp_pos.n; i++)
1675 grid_type* g_ptr = &floor_ptr->grid_array[tmp_pos.y[i]][tmp_pos.x[i]];
1676 if (!g_ptr->m_idx || !floor_ptr->m_list[g_ptr->m_idx].ml)
1677 continue;//no mons or cannot look
1678 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1679 if (is_pet(m_ptr)) continue;//pet
1680 if (!m_ptr->r_idx) continue;//dead?
1682 //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.
1693 if (last_mons->ap_r_idx == m_ptr->ap_r_idx)
1696 continue;//表示処理を次に回す
1699 //print last mons info
1700 print_monster_line(x, line++, last_mons, n_same);
1703 if (line - y - 1 == max_lines) break;
1706 if (line - y - 1 == max_lines && i != tmp_pos.n)
1708 Term_gotoxy(x, line);
1709 Term_addstr(-1, TERM_WHITE, "-- and more --");
1714 print_monster_line(x, line++, last_mons, n_same);
1720 * @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
1721 * @param player_ptr プレーヤーへの参照ポインタ
1724 static void fix_monster_list(player_type *player_ptr)
1727 for (int j = 0; j < 8; j++)
1732 if (!angband_term[j]) continue;
1734 /* No relevant flags */
1735 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1738 Term_activate(angband_term[j]);
1740 Term_get_size(&w, &h);
1744 target_set_prepare_look(player_ptr);//モンスター一覧を生成,ソート
1745 print_monster_list(player_ptr->current_floor_ptr, 0, 0, h);
1753 * @brief 現在の装備品をサブウィンドウに表示する /
1754 * Hack -- display equipment in sub-windows
1755 * @param player_ptr プレーヤーへの参照ポインタ
1758 static void fix_equip(player_type *player_ptr)
1761 for (int j = 0; j < 8; j++)
1766 if (!angband_term[j]) continue;
1768 /* No relevant flags */
1769 if (!(window_flag[j] & (PW_EQUIP))) continue;
1772 Term_activate(angband_term[j]);
1774 /* Display equipment */
1775 display_equipment(player_ptr, item_tester_tval);
1783 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1784 * @param player_ptr プレーヤーへの参照ポインタ
1785 * Hack -- display spells in sub-windows
1788 static void fix_spell(player_type *player_ptr)
1791 for (int j = 0; j < 8; j++)
1796 if (!angband_term[j]) continue;
1798 /* No relevant flags */
1799 if (!(window_flag[j] & (PW_SPELL))) continue;
1802 Term_activate(angband_term[j]);
1804 /* Display spell list */
1805 display_spell_list(player_ptr);
1813 * @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 /
1814 * @param player_ptr プレーヤーへの参照ポインタ
1815 * Hack -- display character in sub-windows
1818 static void fix_player(player_type *player_ptr)
1821 for (int j = 0; j < 8; j++)
1826 if (!angband_term[j]) continue;
1828 /* No relevant flags */
1829 if (!(window_flag[j] & (PW_PLAYER))) continue;
1832 Term_activate(angband_term[j]);
1835 display_player(player_ptr, 0, map_name);
1843 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1844 * Hack -- display recent messages in sub-windows
1845 * Adjust for width and split messages
1848 static void fix_message(void)
1851 for (int j = 0; j < 8; j++)
1856 if (!angband_term[j]) continue;
1858 /* No relevant flags */
1859 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1862 Term_activate(angband_term[j]);
1865 Term_get_size(&w, &h);
1868 for (int i = 0; i < h; i++)
1870 /* Dump the message on the appropriate line */
1871 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1875 Term_locate(&x, &y);
1877 /* Clear to end of line */
1878 Term_erase(x, y, 255);
1888 * @brief 簡易マップをサブウィンドウに表示する /
1889 * Hack -- display overhead view in sub-windows
1890 * Adjust for width and split messages
1891 * @param player_ptr プレーヤーへの参照ポインタ
1894 * Note that the "player" symbol does NOT appear on the map.
1896 static void fix_overhead(player_type *player_ptr)
1899 for (int j = 0; j < 8; j++)
1905 if (!angband_term[j]) continue;
1907 /* No relevant flags */
1908 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1911 Term_activate(angband_term[j]);
1913 /* Full map in too small window is useless */
1914 Term_get_size(&wid, &hgt);
1915 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1918 display_map(player_ptr, &cy, &cx);
1926 static void display_dungeon(player_type *player_ptr)
1929 SYMBOL_CODE tc = '\0';
1931 for (TERM_LEN x = player_ptr->x - Term->wid / 2 + 1; x <= player_ptr->x + Term->wid / 2; x++)
1933 for (TERM_LEN y = player_ptr->y - Term->hgt / 2 + 1; y <= player_ptr->y + Term->hgt / 2; y++)
1937 if (!in_bounds2(player_ptr->current_floor_ptr, y, x))
1939 feature_type *f_ptr = &f_info[feat_none];
1940 a = f_ptr->x_attr[F_LIT_STANDARD];
1941 c = f_ptr->x_char[F_LIT_STANDARD];
1942 Term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1946 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
1950 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1951 else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
1952 else if (player_ptr->wraith_form) a = TERM_L_DARK;
1955 Term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1961 * @brief ダンジョンの地形をサブウィンドウに表示する /
1962 * Hack -- display dungeon view in sub-windows
1963 * @param player_ptr プレーヤーへの参照ポインタ
1966 static void fix_dungeon(player_type *player_ptr)
1969 for (int j = 0; j < 8; j++)
1974 if (!angband_term[j]) continue;
1976 /* No relevant flags */
1977 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1980 Term_activate(angband_term[j]);
1982 /* Redraw dungeon view */
1983 display_dungeon(player_ptr);
1991 * @brief モンスターの思い出をサブウィンドウに表示する /
1992 * Hack -- display dungeon view in sub-windows
1993 * @param player_ptr プレーヤーへの参照ポインタ
1996 static void fix_monster(player_type *player_ptr)
1999 for (int j = 0; j < 8; j++)
2004 if (!angband_term[j]) continue;
2006 /* No relevant flags */
2007 if (!(window_flag[j] & (PW_MONSTER))) continue;
2010 Term_activate(angband_term[j]);
2012 /* Display monster race info */
2013 if (player_ptr->monster_race_idx) display_roff(player_ptr);
2021 * @brief ベースアイテム情報をサブウィンドウに表示する /
2022 * Hack -- display object recall in sub-windows
2023 * @param player_ptr プレーヤーへの参照ポインタ
2026 static void fix_object(player_type *player_ptr)
2029 for (int j = 0; j < 8; j++)
2034 if (!angband_term[j]) continue;
2036 /* No relevant flags */
2037 if (!(window_flag[j] & (PW_OBJECT))) continue;
2040 Term_activate(angband_term[j]);
2042 /* Display monster race info */
2043 if (player_ptr->object_kind_idx) display_koff(player_ptr, player_ptr->object_kind_idx);
2051 * @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 /
2052 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2053 * @return 重すぎるならばTRUE
2055 bool is_heavy_shoot(player_type *creature_ptr, object_type *o_ptr)
2057 int hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
2058 /* It is hard to carholdry a heavy bow */
2059 return (hold < o_ptr->weight / 10);
2064 * @brief redraw のフラグに応じた更新をまとめて行う / Handle "redraw"
2066 * @details 更新処理の対象はゲーム中の全描画処理
2068 void redraw_stuff(player_type *creature_ptr)
2070 if (!creature_ptr->redraw) return;
2072 /* Character is not ready yet, no screen updates */
2073 if (!current_world_ptr->character_generated) return;
2075 /* Character is in "icky" mode, no screen updates */
2076 if (current_world_ptr->character_icky) return;
2078 /* Hack -- clear the screen */
2079 if (creature_ptr->redraw & (PR_WIPE))
2081 creature_ptr->redraw &= ~(PR_WIPE);
2086 if (creature_ptr->redraw & (PR_MAP))
2088 creature_ptr->redraw &= ~(PR_MAP);
2089 print_map(creature_ptr);
2092 if (creature_ptr->redraw & (PR_BASIC))
2094 creature_ptr->redraw &= ~(PR_BASIC);
2095 creature_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
2096 creature_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
2097 creature_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
2098 creature_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
2099 print_frame_basic(creature_ptr);
2100 print_time(creature_ptr);
2101 print_dungeon(creature_ptr);
2104 if (creature_ptr->redraw & (PR_EQUIPPY))
2106 creature_ptr->redraw &= ~(PR_EQUIPPY);
2107 print_equippy(creature_ptr); /* To draw / delete equippy chars */
2110 if (creature_ptr->redraw & (PR_MISC))
2112 creature_ptr->redraw &= ~(PR_MISC);
2113 print_field(rp_ptr->title, ROW_RACE, COL_RACE);
2116 if (creature_ptr->redraw & (PR_TITLE))
2118 creature_ptr->redraw &= ~(PR_TITLE);
2119 print_title(creature_ptr);
2122 if (creature_ptr->redraw & (PR_LEV))
2124 creature_ptr->redraw &= ~(PR_LEV);
2125 print_level(creature_ptr);
2128 if (creature_ptr->redraw & (PR_EXP))
2130 creature_ptr->redraw &= ~(PR_EXP);
2131 print_exp(creature_ptr);
2134 if (creature_ptr->redraw & (PR_STATS))
2136 creature_ptr->redraw &= ~(PR_STATS);
2137 print_stat(creature_ptr, A_STR);
2138 print_stat(creature_ptr, A_INT);
2139 print_stat(creature_ptr, A_WIS);
2140 print_stat(creature_ptr, A_DEX);
2141 print_stat(creature_ptr, A_CON);
2142 print_stat(creature_ptr, A_CHR);
2145 if (creature_ptr->redraw & (PR_STATUS))
2147 creature_ptr->redraw &= ~(PR_STATUS);
2148 print_status(creature_ptr);
2151 if (creature_ptr->redraw & (PR_ARMOR))
2153 creature_ptr->redraw &= ~(PR_ARMOR);
2154 print_ac(creature_ptr);
2157 if (creature_ptr->redraw & (PR_HP))
2159 creature_ptr->redraw &= ~(PR_HP);
2160 print_hp(creature_ptr);
2163 if (creature_ptr->redraw & (PR_MANA))
2165 creature_ptr->redraw &= ~(PR_MANA);
2166 print_sp(creature_ptr);
2169 if (creature_ptr->redraw & (PR_GOLD))
2171 creature_ptr->redraw &= ~(PR_GOLD);
2172 print_gold(creature_ptr);
2175 if (creature_ptr->redraw & (PR_DEPTH))
2177 creature_ptr->redraw &= ~(PR_DEPTH);
2178 print_depth(creature_ptr);
2181 if (creature_ptr->redraw & (PR_HEALTH))
2183 creature_ptr->redraw &= ~(PR_HEALTH);
2184 health_redraw(creature_ptr, FALSE);
2187 if (creature_ptr->redraw & (PR_UHEALTH))
2189 creature_ptr->redraw &= ~(PR_UHEALTH);
2190 health_redraw(creature_ptr, TRUE);
2193 if (creature_ptr->redraw & (PR_EXTRA))
2195 creature_ptr->redraw &= ~(PR_EXTRA);
2196 creature_ptr->redraw &= ~(PR_CUT | PR_STUN);
2197 creature_ptr->redraw &= ~(PR_HUNGER);
2198 creature_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
2199 print_frame_extra(creature_ptr);
2202 if (creature_ptr->redraw & (PR_CUT))
2204 creature_ptr->redraw &= ~(PR_CUT);
2205 print_cut(creature_ptr);
2208 if (creature_ptr->redraw & (PR_STUN))
2210 creature_ptr->redraw &= ~(PR_STUN);
2211 print_stun(creature_ptr);
2214 if (creature_ptr->redraw & (PR_HUNGER))
2216 creature_ptr->redraw &= ~(PR_HUNGER);
2217 print_hunger(creature_ptr);
2220 if (creature_ptr->redraw & (PR_STATE))
2222 creature_ptr->redraw &= ~(PR_STATE);
2223 print_state(creature_ptr);
2226 if (creature_ptr->redraw & (PR_SPEED))
2228 creature_ptr->redraw &= ~(PR_SPEED);
2229 print_speed(creature_ptr);
2232 if (creature_ptr->pclass == CLASS_IMITATOR)
2234 if (creature_ptr->redraw & (PR_IMITATION))
2236 creature_ptr->redraw &= ~(PR_IMITATION);
2237 print_imitation(creature_ptr);
2243 if (creature_ptr->redraw & (PR_STUDY))
2245 creature_ptr->redraw &= ~(PR_STUDY);
2246 print_study(creature_ptr);
2252 * @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"
2253 * @param player_ptr プレーヤーへの参照ポインタ
2255 * @details 更新処理の対象はサブウィンドウ全般
2257 void window_stuff(player_type *player_ptr)
2259 if (!player_ptr->window) return;
2262 BIT_FLAGS mask = 0L;
2263 for (int j = 0; j < 8; j++)
2265 /* Save usable flags */
2266 if (angband_term[j]) mask |= window_flag[j];
2269 /* Apply usable flags */
2270 player_ptr->window &= mask;
2273 if (!player_ptr->window) return;
2275 if (player_ptr->window & (PW_INVEN))
2277 player_ptr->window &= ~(PW_INVEN);
2278 fix_inventory(player_ptr);
2281 /* Display equipment */
2282 if (player_ptr->window & (PW_EQUIP))
2284 player_ptr->window &= ~(PW_EQUIP);
2285 fix_equip(player_ptr);
2288 /* Display spell list */
2289 if (player_ptr->window & (PW_SPELL))
2291 player_ptr->window &= ~(PW_SPELL);
2292 fix_spell(player_ptr);
2295 /* Display player */
2296 if (player_ptr->window & (PW_PLAYER))
2298 player_ptr->window &= ~(PW_PLAYER);
2299 fix_player(player_ptr);
2302 /* Display monster list */
2303 if (player_ptr->window & (PW_MONSTER_LIST))
2305 player_ptr->window &= ~(PW_MONSTER_LIST);
2306 fix_monster_list(player_ptr);
2309 /* Display overhead view */
2310 if (player_ptr->window & (PW_MESSAGE))
2312 player_ptr->window &= ~(PW_MESSAGE);
2316 /* Display overhead view */
2317 if (player_ptr->window & (PW_OVERHEAD))
2319 player_ptr->window &= ~(PW_OVERHEAD);
2320 fix_overhead(player_ptr);
2323 /* Display overhead view */
2324 if (player_ptr->window & (PW_DUNGEON))
2326 player_ptr->window &= ~(PW_DUNGEON);
2327 fix_dungeon(player_ptr);
2330 /* Display monster recall */
2331 if (player_ptr->window & (PW_MONSTER))
2333 player_ptr->window &= ~(PW_MONSTER);
2334 fix_monster(player_ptr);
2337 /* Display object recall */
2338 if (player_ptr->window & (PW_OBJECT))
2340 player_ptr->window &= ~(PW_OBJECT);
2341 fix_object(player_ptr);
2347 * todo ここにplayer_type を追加するとz-termに影響が行くので保留
2348 * @brief コンソールのリサイズに合わせてマップを再描画する /
2349 * Map resizing whenever the main term changes size
2354 /* Only if the dungeon exists */
2355 if (!current_world_ptr->character_dungeon) return;
2357 /* Mega-Hack -- no panel yet */
2361 /* Reset the panels */
2362 panel_row_min = p_ptr->current_floor_ptr->height;
2363 panel_col_min = p_ptr->current_floor_ptr->width;
2365 verify_panel(p_ptr);
2367 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2368 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2369 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2370 p_ptr->update |= (PU_MONSTERS);
2371 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2373 handle_stuff(p_ptr);
2378 * Place the cursor on the player
2380 if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
2387 * todo ここにplayer_type を追加するとz-termに影響が行くので保留
2388 * @brief コンソールを再描画する /
2389 * Redraw a term when it is resized
2392 void redraw_window(void)
2394 /* Only if the dungeon exists */
2395 if (!current_world_ptr->character_dungeon) return;
2397 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2398 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2400 handle_stuff(p_ptr);
2406 * @brief フォーカスを当てるべきマップ描画の基準座標を指定する(サブルーチン)
2407 * @param creature_ptr プレーヤーへの参照ポインタ
2408 * @param dy 変更先のフロアY座標
2409 * @param dx 変更先のフロアX座標
2410 * Handle a request to change the current panel
2411 * Return TRUE if the panel was changed.
2412 * Also used in do_cmd_locate
2413 * @return 実際に再描画が必要だった場合TRUEを返す
2415 bool change_panel(player_type *player_ptr, POSITION dy, POSITION dx)
2418 get_screen_size(&wid, &hgt);
2420 /* Apply the motion */
2421 POSITION y = panel_row_min + dy * hgt / 2;
2422 POSITION x = panel_col_min + dx * wid / 2;
2424 /* Verify the row */
2425 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2426 if (y > floor_ptr->height - hgt) y = floor_ptr->height - hgt;
2429 /* Verify the col */
2430 if (x > floor_ptr->width - wid) x = floor_ptr->width - wid;
2433 if ((y == panel_row_min) && (x == panel_col_min))
2438 panel_bounds_center();
2440 player_ptr->update |= (PU_MONSTERS);
2441 player_ptr->redraw |= (PR_MAP);
2442 handle_stuff(player_ptr);
2448 * @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
2449 * @param creature_ptr プレーヤーへの参照ポインタ
2452 void print_equippy(player_type *creature_ptr)
2454 display_player_equippy(creature_ptr, ROW_EQUIPPY, COL_EQUIPPY, 0);
2459 * @brief 現在のコンソール表示の縦横を返す。 /
2460 * Get term size and calculate screen size
2461 * @param wid_p コンソールの表示幅文字数を返す
2462 * @param hgt_p コンソールの表示行数を返す
2465 void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
2467 Term_get_size(wid_p, hgt_p);
2468 *hgt_p -= ROW_MAP + 2;
2469 *wid_p -= COL_MAP + 2;
2470 if (use_bigtile) *wid_p /= 2;
2475 * Calculate panel colum of a location in the map
2477 int panel_col_of(int col)
2479 col -= panel_col_min;
2480 if (use_bigtile) col *= 2;
2486 * Prints the map of the dungeon
2488 * Note that, for efficiency, we contain an "optimized" version
2489 * of both "lite_spot()" and "print_rel()", and that we use the
2490 * "lite_spot()" function to display the player grid, if needed.
2492 void print_map(player_type *player_ptr)
2495 Term_get_size(&wid, &hgt);
2497 /* Remove map offset */
2501 /* Access the cursor state */
2503 (void)Term_get_cursor(&v);
2505 /* Hide the cursor */
2506 (void)Term_set_cursor(0);
2509 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2510 POSITION xmin = (0 < panel_col_min) ? panel_col_min : 0;
2511 POSITION xmax = (floor_ptr->width - 1 > panel_col_max) ? panel_col_max : floor_ptr->width - 1;
2512 POSITION ymin = (0 < panel_row_min) ? panel_row_min : 0;
2513 POSITION ymax = (floor_ptr->height - 1 > panel_row_max) ? panel_row_max : floor_ptr->height - 1;
2515 /* Bottom section of screen */
2516 for (POSITION y = 1; y <= ymin - panel_row_prt; y++)
2518 /* Erase the section */
2519 Term_erase(COL_MAP, y, wid);
2522 /* Top section of screen */
2523 for (POSITION y = ymax - panel_row_prt; y <= hgt; y++)
2525 /* Erase the section */
2526 Term_erase(COL_MAP, y, wid);
2530 for (POSITION y = ymin; y <= ymax; y++)
2532 /* Scan the columns of row "y" */
2533 for (POSITION x = xmin; x <= xmax; x++)
2541 /* Determine what is there */
2542 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
2544 /* Hack -- fake monochrome */
2547 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
2548 else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
2549 else if (player_ptr->wraith_form) a = TERM_L_DARK;
2552 /* Efficiency -- Redraw that grid of the map */
2553 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
2557 /* Display player */
2558 lite_spot(player_ptr, player_ptr->y, player_ptr->x);
2560 /* Restore the cursor */
2561 (void)Term_set_cursor(v);
2566 * 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
2568 static char image_monster_hack[] = \
2569 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2573 * 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
2575 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
2579 * @brief モンスターの表示を幻覚状態に差し替える / Mega-Hack -- Hallucinatory monster
2584 static void image_monster(TERM_COLOR *ap, SYMBOL_CODE *cp)
2588 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
2589 *cp = r_ptr->x_char;
2590 *ap = r_ptr->x_attr;
2594 *cp = (one_in_(25) ?
2595 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
2596 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
2602 * @brief オブジェクトの表示を幻覚状態に差し替える / Hallucinatory object
2607 static void image_object(TERM_COLOR *ap, SYMBOL_CODE *cp)
2611 object_kind *k_ptr = &k_info[randint1(max_k_idx - 1)];
2612 *cp = k_ptr->x_char;
2613 *ap = k_ptr->x_attr;
2617 int n = sizeof(image_object_hack) - 1;
2618 *cp = image_object_hack[randint0(n)];
2624 * @brief オブジェクト&モンスターの表示を幻覚状態に差し替える / Hack -- Random hallucination
2629 static void image_random(TERM_COLOR *ap, SYMBOL_CODE *cp)
2631 /* Normally, assume monsters */
2632 if (randint0(100) < 75)
2634 image_monster(ap, cp);
2637 /* Otherwise, assume objects */
2640 image_object(ap, cp);
2645 * 照明の表現を行うための色合いの関係を{暗闇時, 照明時} で定義する /
2646 * This array lists the effects of "brightness" on various "base" colours.\n
2648 * This is used to do dynamic lighting effects in ascii :-)\n
2649 * At the moment, only the various "floor" tiles are affected.\n
2651 * The layout of the array is [x][0] = light and [x][1] = dark.\n
2653 static TERM_COLOR lighting_colours[16][2] =
2656 {TERM_L_DARK, TERM_DARK},
2659 {TERM_YELLOW, TERM_SLATE},
2662 {TERM_WHITE, TERM_L_DARK},
2665 {TERM_L_UMBER, TERM_UMBER},
2668 {TERM_RED, TERM_RED},
2671 {TERM_L_GREEN, TERM_GREEN},
2674 {TERM_BLUE, TERM_BLUE},
2677 {TERM_L_UMBER, TERM_RED},
2680 {TERM_SLATE, TERM_L_DARK},
2683 {TERM_WHITE, TERM_SLATE},
2686 {TERM_L_RED, TERM_BLUE},
2689 {TERM_YELLOW, TERM_ORANGE},
2692 {TERM_L_RED, TERM_L_RED},
2695 {TERM_L_GREEN, TERM_GREEN},
2698 {TERM_L_BLUE, TERM_L_BLUE},
2701 {TERM_L_UMBER, TERM_UMBER}
2709 void apply_default_feat_lighting(TERM_COLOR f_attr[F_LIT_MAX], SYMBOL_CODE f_char[F_LIT_MAX])
2711 TERM_COLOR s_attr = f_attr[F_LIT_STANDARD];
2712 SYMBOL_CODE s_char = f_char[F_LIT_STANDARD];
2714 if (IS_ASCII_GRAPHICS(s_attr)) /* For ASCII */
2716 f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
2717 f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
2718 for (int i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
2720 else /* For tile graphics */
2722 for (int i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
2723 f_char[F_LIT_LITE] = s_char + 2;
2724 f_char[F_LIT_DARK] = s_char + 1;
2730 * @brief Mコマンドによる縮小マップの表示を行う / Extract the attr/char to display at the given (legal) map location
2732 * Basically, we "paint" the chosen attr/char in several passes, starting\n
2733 * with any known "terrain features" (defaulting to darkness), then adding\n
2734 * any known "objects", and finally, adding any known "monsters". This\n
2735 * is not the fastest method but since most of the calls to this function\n
2736 * are made for grids with no monsters or objects, it is fast enough.\n
2738 * Note that this function, if used on the grid containing the "player",\n
2739 * will return the attr/char of the grid underneath the player, and not\n
2740 * the actual player attr/char itself, allowing a lot of optimization\n
2741 * in various "display" functions.\n
2743 * Note that the "zero" entry in the feature/object/monster arrays are\n
2744 * used to provide "special" attr/char codes, with "monster zero" being\n
2745 * used for the player attr/char, "object zero" being used for the "stack"\n
2746 * attr/char, and "feature zero" being used for the "nothing" attr/char,\n
2747 * though this function makes use of only "feature zero".\n
2749 * Note that monsters can have some "special" flags, including "ATTR_MULTI",\n
2750 * which means their color changes, and "ATTR_CLEAR", which means they take\n
2751 * the color of whatever is under them, and "CHAR_CLEAR", which means that\n
2752 * they take the symbol of whatever is under them. Technically, the flag\n
2753 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when\n
2754 * examined, but this flag is currently ignored.\n
2756 * Currently, we do nothing with multi-hued objects, because there are\n
2757 * not any. If there were, they would have to set "shimmer_objects"\n
2758 * when they were created, and then new "shimmer" code in "dungeon.c"\n
2759 * would have to be created handle the "shimmer" effect, and the code\n
2760 * in floor would have to be updated to create the shimmer effect.\n
2762 * Note the effects of hallucination. Objects always appear as random\n
2763 * "objects", monsters as random "monsters", and normal grids occasionally\n
2764 * appear as random "monsters" or "objects", but note that these random\n
2765 * "monsters" and "objects" are really just "colored ascii symbols".\n
2767 * Note that "floors" and "invisible traps" (and "zero" features) are\n
2768 * drawn as "floors" using a special check for optimization purposes,\n
2769 * and these are the only features which get drawn using the special\n
2770 * lighting effects activated by "view_special_lite".\n
2772 * Note the use of the "mimic" field in the "terrain feature" processing,\n
2773 * which allows any feature to "pretend" to be another feature. This is\n
2774 * used to "hide" secret doors, and to make all "doors" appear the same,\n
2775 * and all "walls" appear the same, and "hidden" treasure stay hidden.\n
2776 * It is possible to use this field to make a feature "look" like a floor,\n
2777 * but the "special lighting effects" for floors will not be used.\n
2779 * Note the use of the new "terrain feature" information. Note that the\n
2780 * assumption that all interesting "objects" and "terrain features" are\n
2781 * memorized allows extremely optimized processing below. Note the use\n
2782 * of separate flags on objects to mark them as memorized allows a grid\n
2783 * to have memorized "terrain" without granting knowledge of any object\n
2784 * which may appear in that grid.\n
2786 * Note the efficient code used to determine if a "floor" grid is\n
2787 * "memorized" or "viewable" by the player, where the test for the\n
2788 * grid being "viewable" is based on the facts that (1) the grid\n
2789 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in\n
2790 * line of sight, and (3) the player must not be blind, and uses the\n
2791 * assumption that all torch-lit grids are in line of sight.\n
2793 * Note that floors (and invisible traps) are the only grids which are\n
2794 * not memorized when seen, so only these grids need to check to see if\n
2795 * the grid is "viewable" to the player (if it is not memorized). Since\n
2796 * most non-memorized grids are in fact walls, this induces *massive*\n
2797 * efficiency, at the cost of *forcing* the memorization of non-floor\n
2798 * grids when they are first seen. Note that "invisible traps" are\n
2799 * always treated exactly like "floors", which prevents "cheating".\n
2801 * Note the "special lighting effects" which can be activated for floor\n
2802 * grids using the "view_special_lite" option (for "white" floor grids),\n
2803 * causing certain grids to be displayed using special colors. If the\n
2804 * player is "blind", we will use "dark gray", else if the grid is lit\n
2805 * by the torch, and the "view_yellow_lite" option is set, we will use\n
2806 * "yellow", else if the grid is "dark", we will use "dark gray", else\n
2807 * if the grid is not "viewable", and the "view_bright_lite" option is\n
2808 * set, and the we will use "slate" (gray). We will use "white" for all\n
2809 * other cases, in particular, for illuminated viewable floor grids.\n
2811 * Note the "special lighting effects" which can be activated for wall\n
2812 * grids using the "view_granite_lite" option (for "white" wall grids),\n
2813 * causing certain grids to be displayed using special colors. If the\n
2814 * player is "blind", we will use "dark gray", else if the grid is lit\n
2815 * by the torch, and the "view_yellow_lite" option is set, we will use\n
2816 * "yellow", else if the "view_bright_lite" option is set, and the grid\n
2817 * is not "viewable", or is "dark", or is glowing, but not when viewed\n
2818 * from the player's current location, we will use "slate" (gray). We\n
2819 * will use "white" for all other cases, in particular, for correctly\n
2820 * illuminated viewable wall grids.\n
2822 * Note that, when "view_granite_lite" is set, we use an inline version\n
2823 * of the "player_can_see_bold()" function to check the "viewability" of\n
2824 * grids when the "view_bright_lite" option is set, and we do NOT use\n
2825 * any special colors for "dark" wall grids, since this would allow the\n
2826 * player to notice the walls of illuminated rooms from a hallway that\n
2827 * happened to run beside the room. The alternative, by the way, would\n
2828 * be to prevent the generation of hallways next to rooms, but this\n
2829 * would still allow problems when digging towards a room.\n
2831 * Note that bizarre things must be done when the "attr" and/or "char"\n
2832 * codes have the "high-bit" set, since these values are used to encode\n
2833 * various "special" pictures in some versions, and certain situations,\n
2834 * such as "multi-hued" or "clear" monsters, cause the attr/char codes\n
2835 * to be "scrambled" in various ways.\n
2837 * Note that eventually we may use the "&" symbol for embedded treasure,\n
2838 * and use the "*" symbol to indicate multiple objects, though this will\n
2839 * have to wait for Angband 2.8.0 or later. Note that currently, this\n
2840 * is not important, since only one object or terrain feature is allowed\n
2841 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.\n
2843 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of\n
2844 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect\n
2845 * then a whole lot of code should be changed... XXX XXX\n
2847 void map_info(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp, TERM_COLOR *tap, SYMBOL_CODE *tcp)
2849 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2850 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2852 OBJECT_IDX this_o_idx, next_o_idx = 0;
2854 /* Feature code (applying "mimic" field) */
2855 FEAT_IDX feat = get_feat_mimic(g_ptr);
2858 feature_type *f_ptr = &f_info[feat];
2863 /* Boring grids (floors, etc) */
2864 if (!have_flag(f_ptr->flags, FF_REMEMBER))
2867 * Handle Memorized or visible floor
2869 * No visual when blinded.
2870 * (to prevent strange effects on darkness breath)
2872 * - Can see grids with CAVE_MARK.
2873 * - Can see grids with CAVE_LITE or CAVE_MNLT.
2874 * (Such grids also have CAVE_VIEW)
2875 * - Can see grids with CAVE_VIEW unless darkened by monsters.
2877 if (!player_ptr->blind &&
2878 ((g_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
2879 ((g_ptr->info & CAVE_VIEW) && (((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || player_ptr->see_nocto))))
2881 /* Normal attr/char */
2882 a = f_ptr->x_attr[F_LIT_STANDARD];
2883 c = f_ptr->x_char[F_LIT_STANDARD];
2885 if (player_ptr->wild_mode)
2887 /* Special lighting effects */
2888 /* Handle "night" */
2889 if (view_special_lite && !is_daytime())
2891 /* Use a darkened colour/tile */
2892 a = f_ptr->x_attr[F_LIT_DARK];
2893 c = f_ptr->x_char[F_LIT_DARK];
2897 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
2898 else if (darkened_grid(player_ptr, g_ptr))
2900 /* Unsafe grid -- idea borrowed from Unangband */
2901 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2903 /* Access darkness */
2904 f_ptr = &f_info[feat];
2906 /* Char and attr of darkness */
2907 a = f_ptr->x_attr[F_LIT_STANDARD];
2908 c = f_ptr->x_char[F_LIT_STANDARD];
2911 /* Special lighting effects */
2912 else if (view_special_lite)
2914 /* Handle "torch-lit" grids */
2915 if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
2918 if (view_yellow_lite)
2920 /* Use a brightly lit colour/tile */
2921 a = f_ptr->x_attr[F_LIT_LITE];
2922 c = f_ptr->x_char[F_LIT_LITE];
2926 /* Handle "dark" grids */
2927 else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
2929 /* Use a darkened colour/tile */
2930 a = f_ptr->x_attr[F_LIT_DARK];
2931 c = f_ptr->x_char[F_LIT_DARK];
2934 /* Handle "out-of-sight" grids */
2935 else if (!(g_ptr->info & CAVE_VIEW))
2938 if (view_bright_lite)
2940 /* Use a darkened colour/tile */
2941 a = f_ptr->x_attr[F_LIT_DARK];
2942 c = f_ptr->x_char[F_LIT_DARK];
2951 /* Unsafe grid -- idea borrowed from Unangband */
2952 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2954 /* Access darkness */
2955 f_ptr = &f_info[feat];
2957 /* Normal attr/char */
2958 a = f_ptr->x_attr[F_LIT_STANDARD];
2959 c = f_ptr->x_char[F_LIT_STANDARD];
2963 /* Interesting grids (non-floors) */
2966 /* Memorized grids */
2967 if (g_ptr->info & CAVE_MARK)
2969 /* Normal attr/char */
2970 a = f_ptr->x_attr[F_LIT_STANDARD];
2971 c = f_ptr->x_char[F_LIT_STANDARD];
2973 if (player_ptr->wild_mode)
2975 /* Special lighting effects */
2976 /* Handle "blind" or "night" */
2977 if (view_granite_lite && (player_ptr->blind || !is_daytime()))
2979 /* Use a darkened colour/tile */
2980 a = f_ptr->x_attr[F_LIT_DARK];
2981 c = f_ptr->x_char[F_LIT_DARK];
2985 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
2986 else if (darkened_grid(player_ptr, g_ptr) && !player_ptr->blind)
2988 if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
2990 /* Unsafe grid -- idea borrowed from Unangband */
2991 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2993 /* Access darkness */
2994 f_ptr = &f_info[feat];
2996 /* Char and attr of darkness */
2997 a = f_ptr->x_attr[F_LIT_STANDARD];
2998 c = f_ptr->x_char[F_LIT_STANDARD];
3000 else if (view_granite_lite && view_bright_lite)
3002 /* Use a darkened colour/tile */
3003 a = f_ptr->x_attr[F_LIT_DARK];
3004 c = f_ptr->x_char[F_LIT_DARK];
3008 /* Special lighting effects */
3009 else if (view_granite_lite)
3011 /* Handle "blind" */
3012 if (player_ptr->blind)
3014 /* Use a darkened colour/tile */
3015 a = f_ptr->x_attr[F_LIT_DARK];
3016 c = f_ptr->x_char[F_LIT_DARK];
3019 /* Handle "torch-lit" grids */
3020 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
3023 if (view_yellow_lite)
3025 /* Use a brightly lit colour/tile */
3026 a = f_ptr->x_attr[F_LIT_LITE];
3027 c = f_ptr->x_char[F_LIT_LITE];
3031 /* Handle "view_bright_lite" */
3032 else if (view_bright_lite)
3035 if (!(g_ptr->info & CAVE_VIEW))
3037 /* Use a darkened colour/tile */
3038 a = f_ptr->x_attr[F_LIT_DARK];
3039 c = f_ptr->x_char[F_LIT_DARK];
3043 else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
3045 /* Use a darkened colour/tile */
3046 a = f_ptr->x_attr[F_LIT_DARK];
3047 c = f_ptr->x_char[F_LIT_DARK];
3050 /* Not glowing correctly */
3051 else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(player_ptr, y, x))
3053 /* Use a darkened colour/tile */
3054 a = f_ptr->x_attr[F_LIT_DARK];
3055 c = f_ptr->x_char[F_LIT_DARK];
3064 /* Unsafe grid -- idea borrowed from Unangband */
3065 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
3067 /* Access feature */
3068 f_ptr = &f_info[feat];
3070 /* Normal attr/char */
3071 a = f_ptr->x_attr[F_LIT_STANDARD];
3072 c = f_ptr->x_char[F_LIT_STANDARD];
3076 if (feat_priority == -1) feat_priority = f_ptr->priority;
3078 /* Save the terrain info for the transparency effects */
3086 /* Hack -- rare random hallucination, except on outer dungeon walls */
3087 if (player_ptr->image && one_in_(256))
3088 image_random(ap, cp);
3091 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3094 o_ptr = &floor_ptr->o_list[this_o_idx];
3095 next_o_idx = o_ptr->next_o_idx;
3097 /* Memorized objects */
3098 if (!(o_ptr->marked & OM_FOUND)) continue;
3100 if (display_autopick)
3104 match_autopick = is_autopick(player_ptr, o_ptr);
3105 if (match_autopick == -1)
3108 act = autopick_list[match_autopick].action;
3110 if ((act & DO_DISPLAY) && (act & display_autopick))
3112 autopick_obj = o_ptr;
3116 match_autopick = -1;
3122 (*cp) = object_char(o_ptr);
3125 (*ap) = object_attr(o_ptr);
3129 /* Hack -- hallucination */
3130 if (player_ptr->image) image_object(ap, cp);
3135 /* Handle monsters */
3136 if (g_ptr->m_idx && display_autopick != 0)
3138 set_term_color(player_ptr, y, x, ap, cp);
3142 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
3144 /* Visible monster */
3147 set_term_color(player_ptr, y, x, ap, cp);
3152 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3157 if (player_ptr->image)
3160 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
3161 * flags are always unseen.
3163 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
3169 image_monster(ap, cp);
3172 set_term_color(player_ptr, y, x, ap, cp);
3176 /* Monster attr/char */
3180 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
3181 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
3183 /* Desired monster attr/char */
3186 set_term_color(player_ptr, y, x, ap, cp);
3191 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
3192 * flags are always unseen.
3194 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
3196 set_term_color(player_ptr, y, x, ap, cp);
3200 /*** Monster's attr ***/
3201 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
3206 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
3208 /* Multi-hued attr */
3209 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
3210 else switch (randint1(7))
3212 case 1: *ap = TERM_RED; break;
3213 case 2: *ap = TERM_L_RED; break;
3214 case 3: *ap = TERM_WHITE; break;
3215 case 4: *ap = TERM_L_GREEN; break;
3216 case 5: *ap = TERM_BLUE; break;
3217 case 6: *ap = TERM_L_DARK; break;
3218 case 7: *ap = TERM_GREEN; break;
3221 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
3223 /* Use semi-random attr (usually mimics' colors vary) */
3224 *ap = g_ptr->m_idx % 15 + 1;
3232 /*** Monster's char ***/
3233 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
3235 set_term_color(player_ptr, y, x, ap, cp);
3239 if (r_ptr->flags1 & RF1_SHAPECHANGER)
3243 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
3244 *cp = tmp_r_ptr->x_char;
3245 *ap = tmp_r_ptr->x_attr;
3249 *cp = (one_in_(25) ?
3250 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
3251 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
3254 set_term_color(player_ptr, y, x, ap, cp);
3259 set_term_color(player_ptr, y, x, ap, cp);
3263 void set_term_color(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp)
3265 if (!player_bold(player_ptr, y, x)) return;
3267 monster_race *r_ptr = &r_info[0];
3268 *ap = r_ptr->x_attr;
3269 *cp = r_ptr->x_char;
3274 static concptr simplify_list[][2] =
3281 {"^Amulet of ", "\""},
3282 {"^Scroll of ", "?"},
3283 {"^Scroll titled ", "?"},
3284 {"^Wand of " , "-"},
3286 {"^Staff of " , "_"},
3287 {"^Potion of ", "!"},
3300 static void display_shortened_item_name(player_type *player_ptr, object_type *o_ptr, int y)
3303 object_desc(player_ptr, buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
3304 TERM_COLOR attr = tval_to_attr[o_ptr->tval % 128];
3306 if (player_ptr->image)
3309 strcpy(buf, _("何か奇妙な物", "something strange"));
3313 for (c = buf; *c; c++)
3315 for (int i = 0; simplify_list[i][1]; i++)
3317 concptr org_w = simplify_list[i][0];
3327 if (strncmp(c, org_w, strlen(org_w))) continue;
3330 concptr tmp = simplify_list[i][1];
3333 tmp = c + strlen(org_w);
3348 if (len + 2 > 12) break;
3355 if (len + 1 > 12) break;
3362 Term_putstr(0, y, 12, attr, buf);
3367 * Display a "small-scale" map of the dungeon in the active Term
3369 void display_map(player_type *player_ptr, int *cy, int *cx)
3379 SYMBOL_CODE **bigmc;
3386 /* Save lighting effects */
3387 bool old_view_special_lite = view_special_lite;
3388 bool old_view_granite_lite = view_granite_lite;
3390 TERM_LEN hgt, wid, yrat, xrat;
3392 int **match_autopick_yx;
3393 object_type ***object_autopick_yx;
3395 Term_get_size(&wid, &hgt);
3398 if (use_bigtile) wid /= 2;
3400 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3401 yrat = (floor_ptr->height + hgt - 1) / hgt;
3402 xrat = (floor_ptr->width + wid - 1) / wid;
3404 /* Disable lighting effects */
3405 view_special_lite = FALSE;
3406 view_granite_lite = FALSE;
3408 /* Allocate the maps */
3409 C_MAKE(ma, (hgt + 2), TERM_COLOR *);
3410 C_MAKE(mc, (hgt + 2), char_ptr);
3411 C_MAKE(mp, (hgt + 2), byte_ptr);
3412 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
3413 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
3415 /* Allocate and wipe each line map */
3416 for (y = 0; y < (hgt + 2); y++)
3418 /* Allocate one row each array */
3419 C_MAKE(ma[y], (wid + 2), TERM_COLOR);
3420 C_MAKE(mc[y], (wid + 2), char);
3421 C_MAKE(mp[y], (wid + 2), byte);
3422 C_MAKE(match_autopick_yx[y], (wid + 2), int);
3423 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
3425 for (x = 0; x < wid + 2; ++x)
3427 match_autopick_yx[y][x] = -1;
3428 object_autopick_yx[y][x] = NULL;
3431 ma[y][x] = TERM_WHITE;
3439 /* Allocate the maps */
3440 C_MAKE(bigma, (floor_ptr->height + 2), TERM_COLOR *);
3441 C_MAKE(bigmc, (floor_ptr->height + 2), char_ptr);
3442 C_MAKE(bigmp, (floor_ptr->height + 2), byte_ptr);
3444 /* Allocate and wipe each line map */
3445 for (y = 0; y < (floor_ptr->height + 2); y++)
3447 /* Allocate one row each array */
3448 C_MAKE(bigma[y], (floor_ptr->width + 2), TERM_COLOR);
3449 C_MAKE(bigmc[y], (floor_ptr->width + 2), char);
3450 C_MAKE(bigmp[y], (floor_ptr->width + 2), byte);
3452 for (x = 0; x < floor_ptr->width + 2; ++x)
3455 bigma[y][x] = TERM_WHITE;
3463 /* Fill in the map */
3464 for (i = 0; i < floor_ptr->width; ++i)
3466 for (j = 0; j < floor_ptr->height; ++j)
3471 match_autopick = -1;
3472 autopick_obj = NULL;
3475 /* Extract the current attr/char at that map location */
3476 map_info(player_ptr, j, i, &ta, &tc, &ta, &tc);
3478 /* Extract the priority */
3479 tp = (byte)feat_priority;
3481 if (match_autopick != -1
3482 && (match_autopick_yx[y][x] == -1
3483 || match_autopick_yx[y][x] > match_autopick))
3485 match_autopick_yx[y][x] = match_autopick;
3486 object_autopick_yx[y][x] = autopick_obj;
3490 /* Save the char, attr and priority */
3491 bigmc[j + 1][i + 1] = tc;
3492 bigma[j + 1][i + 1] = ta;
3493 bigmp[j + 1][i + 1] = tp;
3497 for (j = 0; j < floor_ptr->height; ++j)
3499 for (i = 0; i < floor_ptr->width; ++i)
3504 tc = bigmc[j + 1][i + 1];
3505 ta = bigma[j + 1][i + 1];
3506 tp = bigmp[j + 1][i + 1];
3508 /* rare feature has more priority */
3514 for (t = 0; t < 8; t++)
3516 if (tc == bigmc[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]] &&
3517 ta == bigma[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]])
3527 /* Save the char, attr and priority */
3539 /* Draw the corners */
3540 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
3542 /* Draw the horizontal edges */
3543 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
3545 /* Draw the vertical edges */
3546 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
3548 /* Display each map line in order */
3549 for (y = 0; y < hgt + 2; ++y)
3551 /* Start a new line */
3552 Term_gotoxy(COL_MAP, y);
3554 /* Display the line */
3555 for (x = 0; x < wid + 2; ++x)
3560 /* Hack -- fake monochrome */
3563 if (current_world_ptr->timewalk_m_idx) ta = TERM_DARK;
3564 else if (IS_INVULN(player_ptr) || player_ptr->timewalk) ta = TERM_WHITE;
3565 else if (player_ptr->wraith_form) ta = TERM_L_DARK;
3568 /* Add the character */
3569 Term_add_bigch(ta, tc);
3573 for (y = 1; y < hgt + 1; ++y)
3575 match_autopick = -1;
3576 for (x = 1; x <= wid; x++) {
3577 if (match_autopick_yx[y][x] != -1 &&
3578 (match_autopick > match_autopick_yx[y][x] ||
3579 match_autopick == -1)) {
3580 match_autopick = match_autopick_yx[y][x];
3581 autopick_obj = object_autopick_yx[y][x];
3585 /* Clear old display */
3586 Term_putstr(0, y, 12, 0, " ");
3588 if (match_autopick != -1)
3589 display_shortened_item_name(player_ptr, autopick_obj, y);
3592 /* Player location */
3593 (*cy) = player_ptr->y / yrat + 1 + ROW_MAP;
3595 (*cx) = player_ptr->x / xrat + 1 + COL_MAP;
3597 (*cx) = (player_ptr->x / xrat + 1) * 2 + COL_MAP;
3599 /* Restore lighting effects */
3600 view_special_lite = old_view_special_lite;
3601 view_granite_lite = old_view_granite_lite;
3603 /* Free each line map */
3604 for (y = 0; y < (hgt + 2); y++)
3606 /* Free one row each array */
3607 C_KILL(ma[y], (wid + 2), TERM_COLOR);
3608 C_KILL(mc[y], (wid + 2), SYMBOL_CODE);
3609 C_KILL(mp[y], (wid + 2), byte);
3610 C_KILL(match_autopick_yx[y], (wid + 2), int);
3611 C_KILL(object_autopick_yx[y], (wid + 2), object_type *);
3614 /* Free each line map */
3615 C_KILL(ma, (hgt + 2), TERM_COLOR *);
3616 C_KILL(mc, (hgt + 2), char_ptr);
3617 C_KILL(mp, (hgt + 2), byte_ptr);
3618 C_KILL(match_autopick_yx, (hgt + 2), sint_ptr);
3619 C_KILL(object_autopick_yx, (hgt + 2), object_type **);
3621 /* Free each line map */
3622 for (y = 0; y < (floor_ptr->height + 2); y++)
3624 /* Free one row each array */
3625 C_KILL(bigma[y], (floor_ptr->width + 2), TERM_COLOR);
3626 C_KILL(bigmc[y], (floor_ptr->width + 2), SYMBOL_CODE);
3627 C_KILL(bigmp[y], (floor_ptr->width + 2), byte);
3630 /* Free each line map */
3631 C_KILL(bigma, (floor_ptr->height + 2), TERM_COLOR *);
3632 C_KILL(bigmc, (floor_ptr->height + 2), char_ptr);
3633 C_KILL(bigmp, (floor_ptr->height + 2), byte_ptr);
3638 * Display a "small-scale" map of the dungeon for the player
3640 * Currently, the "player" is displayed on the map.
3642 void do_cmd_view_map(player_type *player_ptr)
3645 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
3650 display_autopick = 0;
3652 /* Display the map */
3654 display_map(player_ptr, &cy, &cx);
3656 if ((max_autopick == 0) || player_ptr->wild_mode)
3658 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);
3659 /* Hilite the player */
3660 move_cursor(cy, cx);
3667 display_autopick = ITEM_DISPLAY;
3672 Term_get_size(&wid, &hgt);
3673 int row_message = hgt - 1;
3675 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)",
3676 " Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items."), row_message, 1);
3678 move_cursor(cy, cx);
3684 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
3686 flag = DONT_AUTOPICK;
3688 flag = DO_AUTODESTROY;
3690 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
3696 if (~display_autopick & flag)
3697 display_autopick |= flag;
3699 display_autopick &= ~flag;
3700 display_map(player_ptr, &cy, &cx);
3703 display_autopick = 0;
3709 * Track a new monster
3710 * @param player_ptr プレーヤーへの参照ポインタ
3711 * @param m_idx トラッキング対象のモンスターID。0の時キャンセル
3714 void health_track(player_type *player_ptr, MONSTER_IDX m_idx)
3716 /* Mount monster is already tracked */
3717 if (m_idx && m_idx == player_ptr->riding) return;
3719 /* Track a new guy */
3720 player_ptr->health_who = m_idx;
3722 /* Redraw (later) */
3723 player_ptr->redraw |= (PR_HEALTH);
3728 * Moves the cursor to a given MAP (y,x) location
3730 void move_cursor_relative(int row, int col)
3732 /* Real co-ords convert to screen positions */
3733 row -= panel_row_prt;
3736 Term_gotoxy(panel_col_of(col), row);
3741 * print project path
3743 void print_path(player_type *player_ptr, POSITION y, POSITION x)
3747 byte default_color = TERM_SLATE;
3749 if (!display_path) return;
3750 if (project_length == -1) return;
3752 /* Get projection path */
3753 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3754 path_n = project_path(player_ptr, path_g, (project_length ? project_length : MAX_RANGE), player_ptr->y, player_ptr->x, y, x, PROJECT_PATH | PROJECT_THRU);
3756 player_ptr->redraw |= (PR_MAP);
3757 handle_stuff(player_ptr);
3760 for (int i = 0; i < path_n; i++)
3762 POSITION ny = GRID_Y(path_g[i]);
3763 POSITION nx = GRID_X(path_g[i]);
3764 grid_type *g_ptr = &floor_ptr->grid_array[ny][nx];
3766 if (panel_contains(ny, nx))
3768 TERM_COLOR a = default_color;
3771 TERM_COLOR ta = default_color;
3772 SYMBOL_CODE tc = '*';
3774 if (g_ptr->m_idx && floor_ptr->m_list[g_ptr->m_idx].ml)
3776 /* Determine what is there */
3777 map_info(player_ptr, ny, nx, &a, &c, &ta, &tc);
3779 if (!IS_ASCII_GRAPHICS(a))
3781 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
3783 else if (a == default_color)
3789 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
3790 else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
3791 else if (player_ptr->wraith_form) a = TERM_L_DARK;
3796 /* Hack -- Queue it */
3797 Term_queue_bigchar(panel_col_of(nx), ny - panel_row_prt, a, c, ta, tc);
3801 if ((g_ptr->info & CAVE_MARK) && !cave_have_flag_grid(g_ptr, FF_PROJECT)) break;
3804 if (nx == x && ny == y) default_color = TERM_L_DARK;
3810 * Hack -- track the given monster race
3812 void monster_race_track(player_type *player_ptr, MONRACE_IDX r_idx)
3814 player_ptr->monster_race_idx = r_idx;
3815 player_ptr->window |= (PW_MONSTER);
3820 * Hack -- track the given object kind
3822 void object_kind_track(player_type *player_ptr, KIND_OBJECT_IDX k_idx)
3824 player_ptr->object_kind_idx = k_idx;
3825 player_ptr->window |= (PW_OBJECT);
3830 * @brief 実ゲームプレイ時間を更新する
3832 void update_playtime(void)
3834 /* Check if the game has started */
3835 if (current_world_ptr->start_time != 0)
3837 u32b tmp = (u32b)time(NULL);
3838 current_world_ptr->play_time += (tmp - current_world_ptr->start_time);
3839 current_world_ptr->start_time = tmp;
3845 * Mega-Hack -- Delayed visual update
3846 * Only used if update_view(), update_lite() or update_mon_lite() was called
3848 void delayed_visual_update(player_type *player_ptr)
3850 /* Update needed grids */
3851 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3852 for (int i = 0; i < floor_ptr->redraw_n; i++)
3854 POSITION y = floor_ptr->redraw_y[i];
3855 POSITION x = floor_ptr->redraw_x[i];
3857 g_ptr = &floor_ptr->grid_array[y][x];
3859 /* Update only needed grids (prevent multiple updating) */
3860 if (!(g_ptr->info & CAVE_REDRAW)) continue;
3862 /* If required, note */
3863 if (g_ptr->info & CAVE_NOTE) note_spot(player_ptr, y, x);
3865 lite_spot(player_ptr, y, x);
3867 /* Hack -- Visual update of monster on this grid */
3868 if (g_ptr->m_idx) update_monster(player_ptr, g_ptr->m_idx, FALSE);
3870 /* No longer in the array */
3871 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
3875 floor_ptr->redraw_n = 0;