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.
18 #include "player-status.h"
21 * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
23 * @param out_val 出力先文字列ポインタ
26 void cnv_stat(int val, char *out_val)
31 int bonus = (val - 18);
35 sprintf(out_val, "18/%3s", "***");
37 else if (bonus >= 100)
39 sprintf(out_val, "18/%03d", bonus);
43 sprintf(out_val, " 18/%02d", bonus);
50 sprintf(out_val, " %2d", val);
55 * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
56 * Modify a stat value by a "modifier", return new value
62 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
63 * Or even: 18/13, 18/23, 18/33, ..., 18/220
64 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
65 * Or even: 18/13, 18/03, 18, 17, ..., 3
68 s16b modify_stat_value(int value, int amount)
75 /* Apply each point */
76 for (i = 0; i < amount; i++)
78 /* One point at a time */
79 if (value < 18) value++;
81 /* Ten "points" at a time */
89 /* Apply each point */
90 for (i = 0; i < (0 - amount); i++)
92 /* Ten points at a time */
93 if (value >= 18+10) value -= 10;
95 /* Hack -- prevent weirdness */
96 else if (value > 18) value = 18;
98 /* One point at a time */
99 else if (value > 3) value--;
103 /* Return new value */
104 return (s16b)(value);
110 * @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 /
111 * Print character info at given row, column in a 13 char field
117 static void prt_field(concptr info, TERM_LEN row, TERM_LEN col)
119 /* Dump 13 spaces to clear */
120 c_put_str(TERM_WHITE, " ", row, col);
122 /* Dump the info itself */
123 c_put_str(TERM_L_BLUE, info, row, col);
127 * @brief ゲーム時刻を表示する /
135 /* Dump 13 spaces to clear */
136 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
138 extract_day_hour_min(&day, &hour, &min);
140 /* Dump the info itself */
141 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
142 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
144 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
148 * @brief 現在のマップ名を返す /
149 * @return マップ名の文字列参照ポインタ
151 concptr map_name(void)
153 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
154 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
155 return _("クエスト", "Quest");
156 else if (p_ptr->wild_mode)
157 return _("地上", "Surface");
158 else if (p_ptr->inside_arena)
159 return _("アリーナ", "Arena");
160 else if (p_ptr->inside_battle)
161 return _("闘技場", "Monster Arena");
162 else if (!dun_level && p_ptr->town_num)
163 return town[p_ptr->town_num].name;
165 return d_name+d_info[p_ptr->dungeon_idx].name;
169 * @brief 現在のマップ名を描画する / Print dungeon
172 static void prt_dungeon(void)
174 concptr dungeon_name;
177 /* Dump 13 spaces to clear */
178 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
180 dungeon_name = map_name();
182 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
183 if (col < 0) col = 0;
185 /* Dump the info itself */
186 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
192 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
193 * @param stat 描画するステータスのID
196 static void prt_stat(int stat)
200 /* Display "injured" stat */
201 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
203 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
204 cnv_stat(p_ptr->stat_use[stat], tmp);
205 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
208 /* Display "healthy" stat */
211 put_str(stat_names[stat], ROW_STAT + stat, 0);
212 cnv_stat(p_ptr->stat_use[stat], tmp);
213 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
216 /* Indicate natural maximum */
217 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
220 /* 日本語にかぶらないように表示位置を変更 */
221 put_str("!", ROW_STAT + stat, 5);
223 put_str("!", ROW_STAT + stat, 3);
231 * 画面下部に表示する状態表示定義ID / Data structure for status bar
233 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
234 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
235 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
236 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
237 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
238 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
239 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
240 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
241 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
242 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
243 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
244 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
245 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
246 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
247 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
248 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
249 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
250 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
251 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
252 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
253 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
254 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
255 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
256 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
257 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
258 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
259 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
260 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
261 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
262 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
263 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
264 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
265 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
266 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
267 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
268 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
269 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
270 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
271 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
272 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
273 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
274 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
275 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
276 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
277 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
278 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
279 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
280 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
281 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
282 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
283 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
284 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
285 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
286 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
287 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
288 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
289 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
290 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
291 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
292 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
293 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
294 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
295 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
296 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
297 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
298 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
299 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
308 {TERM_YELLOW, "つ", "つよし"},
309 {TERM_VIOLET, "幻", "幻覚"},
310 {TERM_L_DARK, "盲", "盲目"},
311 {TERM_RED, "痺", "麻痺"},
312 {TERM_VIOLET, "乱", "混乱"},
313 {TERM_GREEN, "毒", "毒"},
314 {TERM_BLUE, "恐", "恐怖"},
315 {TERM_L_BLUE, "浮", "浮遊"},
316 {TERM_SLATE, "反", "反射"},
317 {TERM_SLATE, "壁", "壁抜け"},
318 {TERM_L_DARK, "幽", "幽体"},
319 {TERM_SLATE, "邪", "防邪"},
320 {TERM_VIOLET, "変", "変わり身"},
321 {TERM_YELLOW, "魔", "魔法鎧"},
322 {TERM_L_UMBER, "伸", "伸び"},
323 {TERM_WHITE, "石", "石肌"},
324 {TERM_L_BLUE, "分", "分身"},
325 {TERM_SLATE, "防", "魔法防御"},
326 {TERM_YELLOW, "究", "究極"},
327 {TERM_YELLOW, "無", "無敵"},
328 {TERM_L_GREEN, "酸", "酸免疫"},
329 {TERM_GREEN, "酸", "耐酸"},
330 {TERM_L_BLUE, "電", "電免疫"},
331 {TERM_BLUE, "電", "耐電"},
332 {TERM_L_RED, "火", "火免疫"},
333 {TERM_RED, "火", "耐火"},
334 {TERM_WHITE, "冷", "冷免疫"},
335 {TERM_SLATE, "冷", "耐冷"},
336 {TERM_GREEN, "毒", "耐毒"},
337 {TERM_L_DARK, "獄", "耐地獄"},
338 {TERM_L_BLUE, "時", "耐時間"},
339 {TERM_L_DARK, "鏡", "鏡オーラ"},
340 {TERM_L_RED, "オ", "火オーラ"},
341 {TERM_WHITE, "闘", "闘気"},
342 {TERM_WHITE, "聖", "聖オーラ"},
343 {TERM_VIOLET, "目", "目には目"},
344 {TERM_WHITE, "祝", "祝福"},
345 {TERM_WHITE, "勇", "勇"},
346 {TERM_RED, "狂", "狂乱"},
347 {TERM_L_RED, "火", "魔剣火"},
348 {TERM_WHITE, "冷", "魔剣冷"},
349 {TERM_L_BLUE, "電", "魔剣電"},
350 {TERM_SLATE, "酸", "魔剣酸"},
351 {TERM_L_GREEN, "毒", "魔剣毒"},
352 {TERM_RED, "乱", "混乱打撃"},
353 {TERM_L_BLUE, "視", "透明視"},
354 {TERM_ORANGE, "テ", "テレパシ"},
355 {TERM_L_BLUE, "回", "回復"},
356 {TERM_L_RED, "赤", "赤外"},
357 {TERM_UMBER, "隠", "隠密"},
358 {TERM_YELLOW, "隠", "超隠密"},
359 {TERM_WHITE, "帰", "帰還"},
360 {TERM_WHITE, "現", "現実変容"},
362 {TERM_WHITE, "オ", "氷オーラ"},
363 {TERM_BLUE, "オ", "電オーラ"},
364 {TERM_L_DARK, "オ", "影オーラ"},
365 {TERM_YELLOW, "腕", "腕力強化"},
366 {TERM_RED, "肉", "肉体強化"},
367 {TERM_L_DARK, "殖", "反増殖"},
368 {TERM_ORANGE, "テ", "反テレポ"},
369 {TERM_RED, "魔", "反魔法"},
370 {TERM_SLATE, "我", "我慢"},
371 {TERM_SLATE, "宣", "宣告"},
372 {TERM_L_DARK, "剣", "魔剣化"},
373 {TERM_RED, "吸", "吸血打撃"},
374 {TERM_WHITE, "回", "回復"},
375 {TERM_L_DARK, "感", "邪悪感知"},
380 {TERM_YELLOW, "Ts", "Tsuyoshi"},
381 {TERM_VIOLET, "Ha", "Halluc"},
382 {TERM_L_DARK, "Bl", "Blind"},
383 {TERM_RED, "Pa", "Paralyzed"},
384 {TERM_VIOLET, "Cf", "Confused"},
385 {TERM_GREEN, "Po", "Poisoned"},
386 {TERM_BLUE, "Af", "Afraid"},
387 {TERM_L_BLUE, "Lv", "Levit"},
388 {TERM_SLATE, "Rf", "Reflect"},
389 {TERM_SLATE, "Pw", "PassWall"},
390 {TERM_L_DARK, "Wr", "Wraith"},
391 {TERM_SLATE, "Ev", "PrtEvl"},
392 {TERM_VIOLET, "Kw", "Kawarimi"},
393 {TERM_YELLOW, "Md", "MgcArm"},
394 {TERM_L_UMBER, "Eh", "Expand"},
395 {TERM_WHITE, "Ss", "StnSkn"},
396 {TERM_L_BLUE, "Ms", "MltShdw"},
397 {TERM_SLATE, "Rm", "ResMag"},
398 {TERM_YELLOW, "Ul", "Ultima"},
399 {TERM_YELLOW, "Iv", "Invuln"},
400 {TERM_L_GREEN, "IAc", "ImmAcid"},
401 {TERM_GREEN, "Ac", "Acid"},
402 {TERM_L_BLUE, "IEl", "ImmElec"},
403 {TERM_BLUE, "El", "Elec"},
404 {TERM_L_RED, "IFi", "ImmFire"},
405 {TERM_RED, "Fi", "Fire"},
406 {TERM_WHITE, "ICo", "ImmCold"},
407 {TERM_SLATE, "Co", "Cold"},
408 {TERM_GREEN, "Po", "Pois"},
409 {TERM_L_DARK, "Nt", "Nthr"},
410 {TERM_L_BLUE, "Ti", "Time"},
411 {TERM_L_DARK, "Mr", "Mirr"},
412 {TERM_L_RED, "SFi", "SFire"},
413 {TERM_WHITE, "Fo", "Force"},
414 {TERM_WHITE, "Ho", "Holy"},
415 {TERM_VIOLET, "Ee", "EyeEye"},
416 {TERM_WHITE, "Bs", "Bless"},
417 {TERM_WHITE, "He", "Hero"},
418 {TERM_RED, "Br", "Berserk"},
419 {TERM_L_RED, "BFi", "BFire"},
420 {TERM_WHITE, "BCo", "BCold"},
421 {TERM_L_BLUE, "BEl", "BElec"},
422 {TERM_SLATE, "BAc", "BAcid"},
423 {TERM_L_GREEN, "BPo", "BPois"},
424 {TERM_RED, "TCf", "TchCnf"},
425 {TERM_L_BLUE, "Se", "SInv"},
426 {TERM_ORANGE, "Te", "Telepa"},
427 {TERM_L_BLUE, "Rg", "Regen"},
428 {TERM_L_RED, "If", "Infr"},
429 {TERM_UMBER, "Sl", "Stealth"},
430 {TERM_YELLOW, "Stlt", "Stealth"},
431 {TERM_WHITE, "Rc", "Recall"},
432 {TERM_WHITE, "Al", "Alter"},
434 {TERM_WHITE, "SCo", "SCold"},
435 {TERM_BLUE, "SEl", "SElec"},
436 {TERM_L_DARK, "SSh", "SShadow"},
437 {TERM_YELLOW, "EMi", "ExMight"},
438 {TERM_RED, "Bu", "BuildUp"},
439 {TERM_L_DARK, "AMl", "AntiMulti"},
440 {TERM_ORANGE, "AT", "AntiTele"},
441 {TERM_RED, "AM", "AntiMagic"},
442 {TERM_SLATE, "Pa", "Patience"},
443 {TERM_SLATE, "Rv", "Revenge"},
444 {TERM_L_DARK, "Rs", "RuneSword"},
445 {TERM_RED, "Vm", "Vampiric"},
446 {TERM_WHITE, "Cu", "Cure"},
447 {TERM_L_DARK, "ET", "EvilTele"},
453 * @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。
454 * @param FLG フラグ位置(ビット)
457 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
460 * @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。
461 * @param FLG フラグ位置(ビット)
464 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
468 * @brief 下部に状態表示を行う / Show status bar
471 static void prt_status(void)
473 BIT_FLAGS bar_flags[3];
474 TERM_LEN wid, hgt, row_statbar, max_col_statbar;
476 TERM_LEN col = 0, num = 0;
479 Term_get_size(&wid, &hgt);
480 row_statbar = hgt + ROW_STATBAR;
481 max_col_statbar = wid + MAX_COL_STATBAR;
483 Term_erase(0, row_statbar, max_col_statbar);
485 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
488 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
491 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
494 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
497 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
500 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
503 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
505 /* Times see-invisible */
506 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
509 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
511 /* Timed regenerate */
512 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
514 /* Timed infra-vision */
515 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
517 /* Protection from evil */
518 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
520 /* Invulnerability */
521 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
524 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
527 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
529 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
532 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
534 /* Super Heroism / berserk */
535 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
538 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
541 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
543 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
545 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
547 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
550 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
551 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
553 /* Oppose Lightning */
554 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
555 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
558 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
559 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
562 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
563 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
566 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
569 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
572 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
575 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
578 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
580 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
582 /* Confusing Hands */
583 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
585 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
587 /* Ultimate-resistance */
588 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
591 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
593 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
595 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
598 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
599 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
600 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
601 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
602 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
603 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
605 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
608 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
610 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
613 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
615 /* An Eye for an Eye */
616 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
619 if (p_ptr->realm1 == REALM_HEX)
621 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
622 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
623 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
624 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
625 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
626 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
627 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
628 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
629 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
630 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
631 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
632 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
633 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
634 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
635 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
636 if (hex_spelling(HEX_CURE_LIGHT) ||
637 hex_spelling(HEX_CURE_SERIOUS) ||
638 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
640 if (HEX_REVENGE_TURN(p_ptr))
642 if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
643 if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
647 /* Calcurate length */
648 for (i = 0; bar[i].sstr; i++)
652 col += strlen(bar[i].lstr) + 1;
657 /* If there are not excess spaces for long strings, use short one */
658 if (col - 1 > max_col_statbar)
663 for (i = 0; bar[i].sstr; i++)
667 col += strlen(bar[i].sstr);
671 /* If there are excess spaces for short string, use more */
672 if (col - 1 <= max_col_statbar - (num-1))
680 /* Centering display column */
681 col = (max_col_statbar - col) / 2;
683 /* Display status bar */
684 for (i = 0; bar[i].sstr; i++)
689 if (space == 2) str = bar[i].lstr;
690 else str = bar[i].sstr;
692 c_put_str(bar[i].attr, str, row_statbar, col);
694 if (space > 0) col++;
695 if (col > max_col_statbar) break;
702 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
705 static void prt_title(void)
712 p = _("[ウィザード]", "[=-WIZARD-=]");
714 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
716 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
718 p = _("*真・勝利者*", "*TRUEWINNER*");
722 p = _("***勝利者***", "***WINNER***");
729 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
733 prt_field(p, ROW_TITLE, COL_TITLE);
738 * @brief プレイヤーのレベルを表示する / Prints level
741 static void prt_level(void)
745 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
747 if (p_ptr->lev >= p_ptr->max_plv)
749 put_str(_("レベル ", "LEVEL "), ROW_LEVEL, 0);
750 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
754 put_str(_("xレベル", "Level "), ROW_LEVEL, 0);
755 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
761 * @brief プレイヤーの経験値を表示する / Display the experience
764 static void prt_exp(void)
768 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
770 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
774 if (p_ptr->lev >= PY_MAX_LEVEL)
776 (void)sprintf(out_val, "********");
780 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
784 if (p_ptr->exp >= p_ptr->max_exp)
786 if (p_ptr->prace == RACE_ANDROID) put_str(_("強化 ", "Cst "), ROW_EXP, 0);
787 else put_str(_("経験 ", "EXP "), ROW_EXP, 0);
788 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
792 put_str(_("x経験", "Exp "), ROW_EXP, 0);
793 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
798 * @brief プレイヤーの所持金を表示する / Prints current gold
801 static void prt_gold(void)
804 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
805 sprintf(tmp, "%9ld", (long)p_ptr->au);
806 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
811 * @brief プレイヤーのACを表示する / Prints current AC
814 static void prt_ac(void)
819 /* AC の表示方式を変更している */
820 put_str(" AC( )", ROW_AC, COL_AC);
821 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
822 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
824 put_str("Cur AC ", ROW_AC, COL_AC);
825 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
826 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
833 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
836 static void prt_hp(void)
838 /* ヒットポイントの表示方法を変更 */
844 put_str("HP", ROW_CURHP, COL_CURHP);
847 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
849 if (p_ptr->chp >= p_ptr->mhp)
851 color = TERM_L_GREEN;
853 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
862 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
865 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
868 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
869 color = TERM_L_GREEN;
871 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
876 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
879 static void prt_sp(void)
881 /* マジックポイントの表示方法を変更している */
886 /* Do not show mana unless it matters */
887 if (!mp_ptr->spell_book) return;
890 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
893 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
895 if (p_ptr->csp >= p_ptr->msp)
897 color = TERM_L_GREEN;
899 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
908 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
911 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
914 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
915 color = TERM_L_GREEN;
917 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
922 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
925 static void prt_depth(void)
928 TERM_LEN wid, hgt, row_depth, col_depth;
929 TERM_COLOR attr = TERM_WHITE;
931 Term_get_size(&wid, &hgt);
932 col_depth = wid + COL_DEPTH;
933 row_depth = hgt + ROW_DEPTH;
937 strcpy(depths, _("地上", "Surf."));
939 else if (p_ptr->inside_quest && !p_ptr->dungeon_idx)
941 strcpy(depths, _("地上", "Quest"));
945 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
946 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
948 /* Get color of level based on feeling -JSV- */
949 switch (p_ptr->feeling)
951 case 0: attr = TERM_SLATE; break; /* Unknown */
952 case 1: attr = TERM_L_BLUE; break; /* Special */
953 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
954 case 3: attr = TERM_RED; break; /* Very dangerous */
955 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
956 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
957 case 6: attr = TERM_YELLOW; break; /* Nervous */
958 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
959 case 8: attr = TERM_L_WHITE; break; /* Don't like */
960 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
961 case 10: attr = TERM_WHITE; break; /* Boring place */
965 /* Right-Adjust the "depth", and clear old values */
966 c_prt(attr, format("%7s", depths), row_depth, col_depth);
971 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
974 static void prt_hunger(void)
976 if(p_ptr->wizard && p_ptr->inside_arena) return;
978 /* Fainting / Starving */
979 if (p_ptr->food < PY_FOOD_FAINT)
981 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
985 else if (p_ptr->food < PY_FOOD_WEAK)
987 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
991 else if (p_ptr->food < PY_FOOD_ALERT)
993 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
997 else if (p_ptr->food < PY_FOOD_FULL)
999 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1003 else if (p_ptr->food < PY_FOOD_MAX)
1005 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1011 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1017 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1020 * Display is always exactly 10 characters wide (see below)
1021 * This function was a major bottleneck when resting, so a lot of
1022 * the text formatting code was optimized in place below.
1024 static void prt_state(void)
1026 TERM_COLOR attr = TERM_WHITE;
1032 if (command_rep > 999)
1034 (void)sprintf(text, "%2d00", command_rep / 100);
1038 (void)sprintf(text, " %2d", command_rep);
1045 switch(p_ptr->action)
1049 strcpy(text, _("探索", "Sear"));
1056 /* Start with "Rest" */
1057 strcpy(text, _(" ", " "));
1059 /* Extensive (timed) rest */
1060 if (resting >= 1000)
1065 text[1] = '0' + (i % 10);
1066 text[0] = '0' + (i / 10);
1069 /* Long (timed) rest */
1070 else if (resting >= 100)
1073 text[3] = '0' + (i % 10);
1075 text[2] = '0' + (i % 10);
1076 text[1] = '0' + (i / 10);
1079 /* Medium (timed) rest */
1080 else if (resting >= 10)
1083 text[3] = '0' + (i % 10);
1084 text[2] = '0' + (i / 10);
1087 /* Short (timed) rest */
1088 else if (resting > 0)
1091 text[3] = '0' + (i);
1094 /* Rest until healed */
1095 else if (resting == COMMAND_ARG_REST_FULL_HEALING)
1097 text[0] = text[1] = text[2] = text[3] = '*';
1100 /* Rest until done */
1101 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
1103 text[0] = text[1] = text[2] = text[3] = '&';
1109 strcpy(text, _("学習", "lear"));
1110 if (new_mane) attr = TERM_L_RED;
1115 strcpy(text, _("釣り", "fish"));
1121 for (i = 0; i < MAX_KAMAE; i++)
1122 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1125 case 0: attr = TERM_GREEN;break;
1126 case 1: attr = TERM_WHITE;break;
1127 case 2: attr = TERM_L_BLUE;break;
1128 case 3: attr = TERM_L_RED;break;
1130 strcpy(text, kamae_shurui[i].desc);
1136 for (i = 0; i < MAX_KATA; i++)
1137 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1138 strcpy(text, kata_shurui[i].desc);
1143 strcpy(text, _("歌 ", "Sing"));
1146 case ACTION_HAYAGAKE:
1148 strcpy(text, _("速駆", "Fast"));
1153 strcpy(text, _("詠唱", "Spel"));
1164 /* Display the info (or blanks) */
1165 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1170 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1173 static void prt_speed(void)
1175 int i = p_ptr->pspeed;
1176 bool is_fast = IS_FAST();
1178 TERM_COLOR attr = TERM_WHITE;
1180 TERM_LEN wid, hgt, row_speed, col_speed;
1182 Term_get_size(&wid, &hgt);
1183 col_speed = wid + COL_SPEED;
1184 row_speed = hgt + ROW_SPEED;
1186 /* Hack -- Visually "undo" the Search Mode Slowdown */
1187 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1194 monster_type *m_ptr = &m_list[p_ptr->riding];
1195 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1196 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1197 else attr = TERM_GREEN;
1199 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1200 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1201 else attr = TERM_L_GREEN;
1203 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1205 sprintf(buf, "Fast(+%d)", (i - 110));
1215 monster_type *m_ptr = &m_list[p_ptr->riding];
1216 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1217 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1218 else attr = TERM_RED;
1220 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1221 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1222 else attr = TERM_L_UMBER;
1224 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1226 sprintf(buf, "Slow(-%d)", (110 - i));
1229 else if (p_ptr->riding)
1232 strcpy(buf, _("乗馬中", "Riding"));
1235 /* Display the speed */
1236 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1241 * @brief プレイヤーの呪文学習可能状態を表示する
1244 static void prt_study(void)
1246 TERM_LEN wid, hgt, row_study, col_study;
1248 Term_get_size(&wid, &hgt);
1249 col_study = wid + COL_STUDY;
1250 row_study = hgt + ROW_STUDY;
1252 if (p_ptr->new_spells)
1254 put_str(_("学習", "Stud"), row_study, col_study);
1258 put_str(" ", row_study, col_study);
1264 * @brief プレイヤーのものまね可能状態を表示する
1267 static void prt_imitation(void)
1269 TERM_LEN wid, hgt, row_study, col_study;
1271 Term_get_size(&wid, &hgt);
1272 col_study = wid + COL_STUDY;
1273 row_study = hgt + ROW_STUDY;
1275 if (p_ptr->pclass == CLASS_IMITATOR)
1277 if (p_ptr->mane_num)
1280 if (new_mane) attr = TERM_L_RED;
1281 else attr = TERM_WHITE;
1282 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1286 put_str(" ", row_study, col_study);
1292 * @brief プレイヤーの負傷状態を表示する
1295 static void prt_cut(void)
1301 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1305 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1309 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1313 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1317 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1321 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1325 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1329 put_str(" ", ROW_CUT, COL_CUT);
1335 * @brief プレイヤーの朦朧状態を表示する
1338 static void prt_stun(void)
1340 int s = p_ptr->stun;
1344 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1348 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);
1363 * @brief モンスターの体力ゲージを表示する
1364 * @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。
1368 * Redraw the "monster health bar" -DRS-
1369 * Rather extensive modifications by -BEN-
1371 * The "monster health bar" provides visual feedback on the "health"
1372 * of the monster currently being "tracked". There are several ways
1373 * to "track" a monster, including targetting it, attacking it, and
1374 * affecting it (and nobody else) with a ranged attack.
1376 * Display the monster health bar (affectionately known as the
1377 * "health-o-meter"). Clear health bar if nothing is being tracked.
1378 * Auto-track current target monster when bored. Note that the
1379 * health-bar stops tracking any monster that "disappears".
1382 static void health_redraw(bool riding)
1386 monster_type *m_ptr;
1390 health_who = p_ptr->riding;
1391 row = ROW_RIDING_INFO;
1392 col = COL_RIDING_INFO;
1396 health_who = p_ptr->health_who;
1401 m_ptr = &m_list[health_who];
1403 if (p_ptr->wizard && p_ptr->inside_battle)
1408 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1409 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1410 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1411 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1415 Term_putstr(col - 2, row, 2, r_info[m_list[1].r_idx].x_attr, format("%c", r_info[m_list[1].r_idx].x_char));
1416 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1417 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1422 Term_putstr(col - 2, row + 1, 2, r_info[m_list[2].r_idx].x_attr, format("%c", r_info[m_list[2].r_idx].x_char));
1423 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1424 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1429 Term_putstr(col - 2, row + 2, 2, r_info[m_list[3].r_idx].x_attr, format("%c", r_info[m_list[3].r_idx].x_char));
1430 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1431 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1436 Term_putstr(col - 2, row + 3, 2, r_info[m_list[4].r_idx].x_attr, format("%c", r_info[m_list[4].r_idx].x_char));
1437 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1438 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1447 /* Erase the health bar */
1448 Term_erase(col, row, 12);
1451 /* Tracking an unseen monster */
1452 else if (!m_ptr->ml)
1454 /* Indicate that the monster health is "unknown" */
1455 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1458 /* Tracking a hallucinatory monster */
1459 else if (p_ptr->image)
1461 /* Indicate that the monster health is "unknown" */
1462 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1465 /* Tracking a dead monster (???) */
1466 else if (m_ptr->hp < 0)
1468 /* Indicate that the monster health is "unknown" */
1469 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1472 /* 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, "**********");
1518 * @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)
1521 static void prt_frame_basic(void)
1525 /* Race and Class */
1526 if (p_ptr->mimic_form)
1527 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1531 my_strcpy(str, rp_ptr->title, sizeof(str));
1532 prt_field(str, ROW_RACE, COL_RACE);
1534 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1535 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1541 /* Level/Experience */
1546 for (i = 0; i < A_MAX; i++) prt_stat(i);
1564 health_redraw(FALSE);
1565 health_redraw(TRUE);
1570 * @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)
1573 static void prt_frame_extra(void)
1598 * @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
1601 static void fix_inven(void)
1606 for (j = 0; j < 8; j++)
1611 if (!angband_term[j]) continue;
1613 /* No relevant flags */
1614 if (!(window_flag[j] & (PW_INVEN))) continue;
1617 Term_activate(angband_term[j]);
1619 /* Display inventory */
1628 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1631 * @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
1632 * @param n_same モンスターの数の現在数
1636 * nnn : number or unique(U) or wanted unique(W)
1637 * X : symbol of monster
1638 * LV : monster lv if known
1639 * name: name of monster
1643 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1646 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1647 monster_race* r_ptr = &r_info[r_idx];
1651 //Number of 'U'nique
1652 if(r_ptr->flags1&RF1_UNIQUE){//unique
1653 bool is_kubi = FALSE;
1654 for(i=0;i<MAX_KUBI;i++){
1655 if(kubi_r_idx[i] == r_idx){
1660 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1662 sprintf(buf, "%3d", n_same);
1663 Term_addstr(-1, TERM_WHITE, buf);
1666 Term_addstr(-1, TERM_WHITE, " ");
1667 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1668 //Term_addstr(-1, TERM_WHITE, "/");
1669 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1671 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1672 sprintf(buf, " %2d", (int)r_ptr->level);
1676 Term_addstr(-1, TERM_WHITE, buf);
1678 sprintf(buf, " %s ", r_name+r_ptr->name);
1679 Term_addstr(-1, TERM_WHITE, buf);
1681 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1685 * @brief モンスターの出現リストを表示する / Print monster info in line
1688 * @param max_lines 最大何行描画するか
1690 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1692 monster_type* last_mons = NULL;
1693 monster_type* m_ptr = NULL;
1697 for(i=0;i<temp_n;i++){
1698 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1699 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1700 m_ptr = &m_list[c_ptr->m_idx];
1701 if(is_pet(m_ptr))continue;//pet
1702 if(!m_ptr->r_idx)continue;//dead?
1705 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1706 monster_race* r_ptr = &r_info[r_idx];
1707 concptr name = (r_name + r_ptr->name);
1708 concptr ename = (r_name + r_ptr->name);
1709 //ミミック類や「それ」等は、一覧に出てはいけない
1710 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1711 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1713 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1714 (strcmp(ename, "Null the Living Void")==0))continue;
1715 //"金無垢の指輪"は、一覧に出てはいけない
1716 if((strcmp(name, "金無垢の指輪")==0)||
1717 (strcmp(ename, "Plain Gold Ring")==0))continue;
1721 //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.
1722 if(!last_mons){//先頭モンスター
1728 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1730 continue;//表示処理を次に回す
1732 //print last mons info
1733 print_monster_line(x, line++, last_mons, n_same);
1736 if(line-y-1==max_lines){//残り1行
1740 if(line-y-1==max_lines && i!=temp_n){
1741 Term_gotoxy(x, line);
1742 Term_addstr(-1, TERM_WHITE, "-- and more --");
1744 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1749 * @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
1752 static void fix_monster_list(void)
1758 for (j = 0; j < 8; j++)
1763 if (!angband_term[j]) continue;
1765 /* No relevant flags */
1766 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1769 Term_activate(angband_term[j]);
1770 Term_get_size(&w, &h);
1774 target_set_prepare_look();//モンスター一覧を生成,ソート
1775 print_monster_list(0, 0, h);
1784 * @brief 現在の装備品をサブウィンドウに表示する /
1785 * Hack -- display equipment in sub-windows
1788 static void fix_equip(void)
1793 for (j = 0; j < 8; j++)
1798 if (!angband_term[j]) continue;
1800 /* No relevant flags */
1801 if (!(window_flag[j] & (PW_EQUIP))) continue;
1804 Term_activate(angband_term[j]);
1806 /* Display equipment */
1815 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1816 * Hack -- display spells in sub-windows
1819 static void fix_spell(void)
1824 for (j = 0; j < 8; j++)
1829 if (!angband_term[j]) continue;
1831 /* No relevant flags */
1832 if (!(window_flag[j] & (PW_SPELL))) continue;
1835 Term_activate(angband_term[j]);
1837 /* Display spell list */
1838 display_spell_list();
1846 * @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 /
1847 * Hack -- display character in sub-windows
1850 static void fix_player(void)
1855 for (j = 0; j < 8; j++)
1860 if (!angband_term[j]) continue;
1862 /* No relevant flags */
1863 if (!(window_flag[j] & (PW_PLAYER))) continue;
1866 Term_activate(angband_term[j]);
1876 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1877 * Hack -- display recent messages in sub-windows
1878 * Adjust for width and split messages
1881 static void fix_message(void)
1888 for (j = 0; j < 8; j++)
1893 if (!angband_term[j]) continue;
1895 /* No relevant flags */
1896 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1899 Term_activate(angband_term[j]);
1901 Term_get_size(&w, &h);
1904 for (i = 0; i < h; i++)
1906 /* Dump the message on the appropriate line */
1907 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1910 Term_locate(&x, &y);
1912 /* Clear to end of line */
1913 Term_erase(x, y, 255);
1922 * @brief 簡易マップをサブウィンドウに表示する /
1923 * Hack -- display overhead view in sub-windows
1924 * Adjust for width and split messages
1927 * Note that the "player" symbol does NOT appear on the map.
1929 static void fix_overhead(void)
1935 for (j = 0; j < 8; j++)
1941 if (!angband_term[j]) continue;
1943 /* No relevant flags */
1944 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1947 Term_activate(angband_term[j]);
1949 /* Full map in too small window is useless */
1950 Term_get_size(&wid, &hgt);
1951 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1954 display_map(&cy, &cx);
1963 * @brief ダンジョンの地形をサブウィンドウに表示する /
1964 * Hack -- display dungeon view in sub-windows
1967 static void fix_dungeon(void)
1972 for (j = 0; j < 8; j++)
1977 if (!angband_term[j]) continue;
1979 /* No relevant flags */
1980 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1983 Term_activate(angband_term[j]);
1985 /* Redraw dungeon view */
1994 * @brief モンスターの思い出をサブウィンドウに表示する /
1995 * Hack -- display dungeon view in sub-windows
1998 static void fix_monster(void)
2003 for (j = 0; j < 8; j++)
2008 if (!angband_term[j]) continue;
2010 /* No relevant flags */
2011 if (!(window_flag[j] & (PW_MONSTER))) continue;
2014 Term_activate(angband_term[j]);
2016 /* Display monster race info */
2017 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2025 * @brief ベースアイテム情報をサブウィンドウに表示する /
2026 * Hack -- display object recall in sub-windows
2029 static void fix_object(void)
2034 for (j = 0; j < 8; j++)
2039 if (!angband_term[j]) continue;
2041 /* No relevant flags */
2042 if (!(window_flag[j] & (PW_OBJECT))) continue;
2045 Term_activate(angband_term[j]);
2047 /* Display monster race info */
2048 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2057 * @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 /
2058 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2059 * @return 重すぎるならばTRUE
2061 bool is_heavy_shoot(object_type *o_ptr)
2063 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2064 /* It is hard to carholdry a heavy bow */
2065 return (hold < o_ptr->weight / 10);
2069 * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
2070 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2071 * @return 対応する矢/弾薬のベースアイテムID
2073 int bow_tval_ammo(object_type *o_ptr)
2075 /* Analyze the launcher */
2076 switch (o_ptr->sval)
2107 * @brief p_ptr->redraw のフラグに応じた更新をまとめて行う / Handle "p_ptr->redraw"
2109 * @details 更新処理の対象はゲーム中の全描画処理
2111 static void redraw_stuff(void)
2113 if (!p_ptr->redraw) return;
2115 /* Character is not ready yet, no screen updates */
2116 if (!character_generated) return;
2118 /* Character is in "icky" mode, no screen updates */
2119 if (character_icky) return;
2121 /* Hack -- clear the screen */
2122 if (p_ptr->redraw & (PR_WIPE))
2124 p_ptr->redraw &= ~(PR_WIPE);
2129 if (p_ptr->redraw & (PR_MAP))
2131 p_ptr->redraw &= ~(PR_MAP);
2135 if (p_ptr->redraw & (PR_BASIC))
2137 p_ptr->redraw &= ~(PR_BASIC);
2138 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
2139 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
2140 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
2141 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
2147 if (p_ptr->redraw & (PR_EQUIPPY))
2149 p_ptr->redraw &= ~(PR_EQUIPPY);
2150 print_equippy(); /* To draw / delete equippy chars */
2153 if (p_ptr->redraw & (PR_MISC))
2155 p_ptr->redraw &= ~(PR_MISC);
2156 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
2157 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
2160 if (p_ptr->redraw & (PR_TITLE))
2162 p_ptr->redraw &= ~(PR_TITLE);
2166 if (p_ptr->redraw & (PR_LEV))
2168 p_ptr->redraw &= ~(PR_LEV);
2172 if (p_ptr->redraw & (PR_EXP))
2174 p_ptr->redraw &= ~(PR_EXP);
2178 if (p_ptr->redraw & (PR_STATS))
2180 p_ptr->redraw &= ~(PR_STATS);
2189 if (p_ptr->redraw & (PR_STATUS))
2191 p_ptr->redraw &= ~(PR_STATUS);
2195 if (p_ptr->redraw & (PR_ARMOR))
2197 p_ptr->redraw &= ~(PR_ARMOR);
2201 if (p_ptr->redraw & (PR_HP))
2203 p_ptr->redraw &= ~(PR_HP);
2207 if (p_ptr->redraw & (PR_MANA))
2209 p_ptr->redraw &= ~(PR_MANA);
2213 if (p_ptr->redraw & (PR_GOLD))
2215 p_ptr->redraw &= ~(PR_GOLD);
2219 if (p_ptr->redraw & (PR_DEPTH))
2221 p_ptr->redraw &= ~(PR_DEPTH);
2225 if (p_ptr->redraw & (PR_HEALTH))
2227 p_ptr->redraw &= ~(PR_HEALTH);
2228 health_redraw(FALSE);
2231 if (p_ptr->redraw & (PR_UHEALTH))
2233 p_ptr->redraw &= ~(PR_UHEALTH);
2234 health_redraw(TRUE);
2237 if (p_ptr->redraw & (PR_EXTRA))
2239 p_ptr->redraw &= ~(PR_EXTRA);
2240 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
2241 p_ptr->redraw &= ~(PR_HUNGER);
2242 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
2246 if (p_ptr->redraw & (PR_CUT))
2248 p_ptr->redraw &= ~(PR_CUT);
2252 if (p_ptr->redraw & (PR_STUN))
2254 p_ptr->redraw &= ~(PR_STUN);
2258 if (p_ptr->redraw & (PR_HUNGER))
2260 p_ptr->redraw &= ~(PR_HUNGER);
2264 if (p_ptr->redraw & (PR_STATE))
2266 p_ptr->redraw &= ~(PR_STATE);
2270 if (p_ptr->redraw & (PR_SPEED))
2272 p_ptr->redraw &= ~(PR_SPEED);
2276 if (p_ptr->pclass == CLASS_IMITATOR)
2278 if (p_ptr->redraw & (PR_IMITATION))
2280 p_ptr->redraw &= ~(PR_IMITATION);
2284 else if (p_ptr->redraw & (PR_STUDY))
2286 p_ptr->redraw &= ~(PR_STUDY);
2292 * @brief p_ptr->window のフラグに応じた更新をまとめて行う / Handle "p_ptr->window"
2294 * @details 更新処理の対象はサブウィンドウ全般
2296 static void window_stuff(void)
2299 BIT_FLAGS mask = 0L;
2302 if (!p_ptr->window) return;
2305 for (j = 0; j < 8; j++)
2307 /* Save usable flags */
2308 if (angband_term[j]) mask |= window_flag[j];
2311 /* Apply usable flags */
2312 p_ptr->window &= mask;
2315 if (!p_ptr->window) return;
2317 /* Display inventory */
2318 if (p_ptr->window & (PW_INVEN))
2320 p_ptr->window &= ~(PW_INVEN);
2324 /* Display equipment */
2325 if (p_ptr->window & (PW_EQUIP))
2327 p_ptr->window &= ~(PW_EQUIP);
2331 /* Display spell list */
2332 if (p_ptr->window & (PW_SPELL))
2334 p_ptr->window &= ~(PW_SPELL);
2338 /* Display player */
2339 if (p_ptr->window & (PW_PLAYER))
2341 p_ptr->window &= ~(PW_PLAYER);
2345 /* Display monster list */
2346 if (p_ptr->window & (PW_MONSTER_LIST))
2348 p_ptr->window &= ~(PW_MONSTER_LIST);
2352 /* Display overhead view */
2353 if (p_ptr->window & (PW_MESSAGE))
2355 p_ptr->window &= ~(PW_MESSAGE);
2359 /* Display overhead view */
2360 if (p_ptr->window & (PW_OVERHEAD))
2362 p_ptr->window &= ~(PW_OVERHEAD);
2366 /* Display overhead view */
2367 if (p_ptr->window & (PW_DUNGEON))
2369 p_ptr->window &= ~(PW_DUNGEON);
2373 /* Display monster recall */
2374 if (p_ptr->window & (PW_MONSTER))
2376 p_ptr->window &= ~(PW_MONSTER);
2380 /* Display object recall */
2381 if (p_ptr->window & (PW_OBJECT))
2383 p_ptr->window &= ~(PW_OBJECT);
2390 * @brief 全更新処理をチェックして処理していく
2391 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
2394 void handle_stuff(void)
2396 if (p_ptr->update) update_creature(p_ptr);
2397 if (p_ptr->redraw) redraw_stuff();
2398 if (p_ptr->window) window_stuff();
2401 void update_output(void)
2403 if (p_ptr->redraw) redraw_stuff();
2404 if (p_ptr->window) window_stuff();
2408 * @brief 実ゲームプレイ時間を更新する
2410 void update_playtime(void)
2412 /* Check if the game has started */
2413 if (start_time != 0)
2415 u32b tmp = (u32b)time(NULL);
2416 playtime += (tmp - start_time);
2424 * @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 /
2425 * Map resizing whenever the main term changes size
2428 void resize_map(void)
2430 /* Only if the dungeon exists */
2431 if (!character_dungeon) return;
2433 /* Mega-Hack -- no panel yet */
2437 /* Reset the panels */
2438 panel_row_min = cur_hgt;
2439 panel_col_min = cur_wid;
2443 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2444 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2445 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2446 p_ptr->update |= (PU_MONSTERS);
2447 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2454 * Place the cursor on the player
2456 if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
2462 * @brief コンソールを再描画する /
2463 * Redraw a term when it is resized
2466 void redraw_window(void)
2468 /* Only if the dungeon exists */
2469 if (!character_dungeon) return;
2471 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2472 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2480 * @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)
2481 * @param dy 変更先のフロアY座標
2482 * @param dx 変更先のフロアX座標
2483 * Handle a request to change the current panel
2484 * Return TRUE if the panel was changed.
2485 * Also used in do_cmd_locate
2486 * @return 実際に再描画が必要だった場合TRUEを返す
2488 bool change_panel(POSITION dy, POSITION dx)
2493 get_screen_size(&wid, &hgt);
2495 /* Apply the motion */
2496 y = panel_row_min + dy * hgt / 2;
2497 x = panel_col_min + dx * wid / 2;
2499 /* Verify the row */
2500 if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2503 /* Verify the col */
2504 if (x > cur_wid - wid) x = cur_wid - wid;
2507 /* Handle "changes" */
2508 if ((y != panel_row_min) || (x != panel_col_min))
2510 /* Save the new panel info */
2514 /* Recalculate the boundaries */
2515 panel_bounds_center();
2517 p_ptr->update |= (PU_MONSTERS);
2518 p_ptr->redraw |= (PR_MAP);