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 "player-status.h"
26 #include "player-class.h"
27 #include "player-race.h"
28 #include "player-effects.h"
29 #include "player-inventory.h"
31 #include "view-mainwindow.h"
34 #include "realm-hex.h"
35 #include "realm-song.h"
37 #include "object-flavor.h"
42 #include "floor-town.h"
44 #include "objectkind.h"
45 #include "targeting.h"
48 * Not using graphical tiles for this feature?
50 #define IS_ASCII_GRAPHICS(A) (!((A) & 0x80))
52 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 */
53 static byte display_autopick; /*!< 自動拾い状態の設定フラグ */
54 static int match_autopick;
55 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 */
60 POSITION panel_row_min, panel_row_max;
61 POSITION panel_col_min, panel_col_max;
62 POSITION panel_col_prt, panel_row_prt;
65 * Some screen locations for various display routines
66 * Currently, row 8 and 15 are the only "blank" rows.
67 * That leaves a "border" around the "stat" values.
71 #define COL_RACE 0 /* <race name> */
73 /*#define ROW_CLASS 2 */
74 /*#define COL_CLASS 0 */ /* <class name> */
77 #define COL_TITLE 0 /* <title> or <mode> */
79 /*#define ROW_SEIKAKU 4 */
80 /*#define COL_SEIKAKU 0*/ /* <seikaku> */
83 #define COL_DAY 0 /* day */
85 #define ROW_DUNGEON 22
86 #define COL_DUNGEON 0 /* dungeon */
89 #define COL_LEVEL 0 /* "LEVEL xxxxxx" */
92 #define COL_EXP 0 /* "EXP xxxxxxxx" */
95 #define COL_GOLD 0 /* "AU xxxxxxxxx" */
98 #define COL_EQUIPPY 0 /* equippy chars */
101 #define COL_STAT 0 /* "xxx xxxxxx" */
104 #define COL_AC 0 /* "Cur AC xxxxx" */
110 #define COL_CURHP 0 /* "Cur HP xxxxx" */
113 #define COL_CURSP 0 /* "Cur SP xxxxx" */
115 #define ROW_RIDING_INFO 16
116 #define COL_RIDING_INFO 0 /* "xxxxxxxxxxxx" */
119 #define COL_INFO 0 /* "xxxxxxxxxxxx" */
122 #define COL_CUT 0 /* <cut> */
125 #define COL_STUN 0 /* <stun> */
127 #define ROW_HUNGRY 20
128 #define COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */
131 #define COL_STATE 7 /* <state> */
133 #define ROW_SPEED (-1)
134 #define COL_SPEED (-24) /* "Slow (-NN)" or "Fast (+NN)" */
136 #define ROW_STUDY (-1)
137 #define COL_STUDY (-13) /* "Study" */
139 #define ROW_DEPTH (-1)
140 #define COL_DEPTH (-8) /* "Lev NNN" / "NNNN ft" */
142 #define ROW_STATBAR (-1)
143 #define COL_STATBAR 0
144 #define MAX_COL_STATBAR (-26)
146 void print_equippy(player_type *creature_ptr);
149 * @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 /
150 * Print character info at given row, column in a 13 char field
156 static void print_field(concptr info, TERM_LEN row, TERM_LEN col)
158 /* Dump 13 spaces to clear */
159 c_put_str(TERM_WHITE, " ", row, col);
161 /* Dump the info itself */
162 c_put_str(TERM_L_BLUE, info, row, col);
166 * @brief ゲーム時刻を表示する /
170 void print_time(void)
174 /* Dump 13 spaces to clear */
175 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
177 extract_day_hour_min(&day, &hour, &min);
179 /* Dump the info itself */
180 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
181 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
183 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
187 * @brief 現在のマップ名を返す /
188 * @param creature_ptr プレーヤーへの参照ポインタ
189 * @return マップ名の文字列参照ポインタ
191 concptr map_name(player_type *creature_ptr)
193 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
194 if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest)
195 && (quest[floor_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
196 return _("クエスト", "Quest");
197 else if (creature_ptr->wild_mode)
198 return _("地上", "Surface");
199 else if (creature_ptr->current_floor_ptr->inside_arena)
200 return _("アリーナ", "Arena");
201 else if (creature_ptr->phase_out)
202 return _("闘技場", "Monster Arena");
203 else if (!floor_ptr->dun_level && creature_ptr->town_num)
204 return town_info[creature_ptr->town_num].name;
206 return d_name+d_info[creature_ptr->dungeon_idx].name;
210 * @brief 現在のマップ名を描画する / Print dungeon
211 * @param creature_ptr プレーヤーへの参照ポインタ
214 static void print_dungeon(player_type *creature_ptr)
216 concptr dungeon_name;
219 /* Dump 13 spaces to clear */
220 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
222 dungeon_name = map_name(creature_ptr);
224 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
225 if (col < 0) col = 0;
227 /* Dump the info itself */
228 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
234 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
235 * @param stat 描画するステータスのID
238 static void print_stat(player_type *creature_ptr, int stat)
242 /* Display "injured" stat */
243 if (creature_ptr->stat_cur[stat] < creature_ptr->stat_max[stat])
245 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
246 cnv_stat(creature_ptr->stat_use[stat], tmp);
247 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
250 /* Display "healthy" stat */
253 put_str(stat_names[stat], ROW_STAT + stat, 0);
254 cnv_stat(creature_ptr->stat_use[stat], tmp);
255 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
258 /* Indicate natural maximum */
259 if (creature_ptr->stat_max[stat] == creature_ptr->stat_max_max[stat])
262 /* 日本語にかぶらないように表示位置を変更 */
263 put_str("!", ROW_STAT + stat, 5);
265 put_str("!", ROW_STAT + stat, 3);
273 * 画面下部に表示する状態表示定義ID / Data structure for status bar
275 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
276 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
277 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
278 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
279 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
280 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
281 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
282 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
283 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
284 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
285 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
286 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
287 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
288 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
289 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
290 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
291 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
292 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
293 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
294 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
295 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
296 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
297 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
298 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
299 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
300 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
301 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
302 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
303 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
304 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
305 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
306 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
307 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
308 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
309 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
310 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
311 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
312 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
313 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
314 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
315 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
316 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
317 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
318 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
319 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
320 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
321 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
322 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
323 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
324 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
325 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
326 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
327 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
328 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
329 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
330 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
331 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
332 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
333 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
334 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
335 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
336 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
337 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
338 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
339 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
340 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
341 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
350 {TERM_YELLOW, "つ", "つよし"},
351 {TERM_VIOLET, "幻", "幻覚"},
352 {TERM_L_DARK, "盲", "盲目"},
353 {TERM_RED, "痺", "麻痺"},
354 {TERM_VIOLET, "乱", "混乱"},
355 {TERM_GREEN, "毒", "毒"},
356 {TERM_BLUE, "恐", "恐怖"},
357 {TERM_L_BLUE, "浮", "浮遊"},
358 {TERM_SLATE, "反", "反射"},
359 {TERM_SLATE, "壁", "壁抜け"},
360 {TERM_L_DARK, "幽", "幽体"},
361 {TERM_SLATE, "邪", "防邪"},
362 {TERM_VIOLET, "変", "変わり身"},
363 {TERM_YELLOW, "魔", "魔法鎧"},
364 {TERM_L_UMBER, "伸", "伸び"},
365 {TERM_WHITE, "石", "石肌"},
366 {TERM_L_BLUE, "分", "分身"},
367 {TERM_SLATE, "防", "魔法防御"},
368 {TERM_YELLOW, "究", "究極"},
369 {TERM_YELLOW, "無", "無敵"},
370 {TERM_L_GREEN, "酸", "酸免疫"},
371 {TERM_GREEN, "酸", "耐酸"},
372 {TERM_L_BLUE, "電", "電免疫"},
373 {TERM_BLUE, "電", "耐電"},
374 {TERM_L_RED, "火", "火免疫"},
375 {TERM_RED, "火", "耐火"},
376 {TERM_WHITE, "冷", "冷免疫"},
377 {TERM_SLATE, "冷", "耐冷"},
378 {TERM_GREEN, "毒", "耐毒"},
379 {TERM_L_DARK, "獄", "耐地獄"},
380 {TERM_L_BLUE, "時", "耐時間"},
381 {TERM_L_DARK, "鏡", "鏡オーラ"},
382 {TERM_L_RED, "オ", "火オーラ"},
383 {TERM_WHITE, "闘", "闘気"},
384 {TERM_WHITE, "聖", "聖オーラ"},
385 {TERM_VIOLET, "目", "目には目"},
386 {TERM_WHITE, "祝", "祝福"},
387 {TERM_WHITE, "勇", "勇"},
388 {TERM_RED, "狂", "狂乱"},
389 {TERM_L_RED, "火", "魔剣火"},
390 {TERM_WHITE, "冷", "魔剣冷"},
391 {TERM_L_BLUE, "電", "魔剣電"},
392 {TERM_SLATE, "酸", "魔剣酸"},
393 {TERM_L_GREEN, "毒", "魔剣毒"},
394 {TERM_RED, "乱", "混乱打撃"},
395 {TERM_L_BLUE, "視", "透明視"},
396 {TERM_ORANGE, "テ", "テレパシ"},
397 {TERM_L_BLUE, "回", "回復"},
398 {TERM_L_RED, "赤", "赤外"},
399 {TERM_UMBER, "隠", "隠密"},
400 {TERM_YELLOW, "隠", "超隠密"},
401 {TERM_WHITE, "帰", "帰還"},
402 {TERM_WHITE, "現", "現実変容"},
403 {TERM_WHITE, "オ", "氷オーラ"},
404 {TERM_BLUE, "オ", "電オーラ"},
405 {TERM_L_DARK, "オ", "影オーラ"},
406 {TERM_YELLOW, "腕", "腕力強化"},
407 {TERM_RED, "肉", "肉体強化"},
408 {TERM_L_DARK, "殖", "反増殖"},
409 {TERM_ORANGE, "テ", "反テレポ"},
410 {TERM_RED, "魔", "反魔法"},
411 {TERM_SLATE, "我", "我慢"},
412 {TERM_SLATE, "宣", "宣告"},
413 {TERM_L_DARK, "剣", "魔剣化"},
414 {TERM_RED, "吸", "吸血打撃"},
415 {TERM_WHITE, "回", "回復"},
416 {TERM_L_DARK, "感", "邪悪感知"},
421 {TERM_YELLOW, "Ts", "Tsuyoshi"},
422 {TERM_VIOLET, "Ha", "Halluc"},
423 {TERM_L_DARK, "Bl", "Blind"},
424 {TERM_RED, "Pa", "Paralyzed"},
425 {TERM_VIOLET, "Cf", "Confused"},
426 {TERM_GREEN, "Po", "Poisoned"},
427 {TERM_BLUE, "Af", "Afraid"},
428 {TERM_L_BLUE, "Lv", "Levit"},
429 {TERM_SLATE, "Rf", "Reflect"},
430 {TERM_SLATE, "Pw", "PassWall"},
431 {TERM_L_DARK, "Wr", "Wraith"},
432 {TERM_SLATE, "Ev", "PrtEvl"},
433 {TERM_VIOLET, "Kw", "Kawarimi"},
434 {TERM_YELLOW, "Md", "MgcArm"},
435 {TERM_L_UMBER, "Eh", "Expand"},
436 {TERM_WHITE, "Ss", "StnSkn"},
437 {TERM_L_BLUE, "Ms", "MltShdw"},
438 {TERM_SLATE, "Rm", "ResMag"},
439 {TERM_YELLOW, "Ul", "Ultima"},
440 {TERM_YELLOW, "Iv", "Invuln"},
441 {TERM_L_GREEN, "IAc", "ImmAcid"},
442 {TERM_GREEN, "Ac", "Acid"},
443 {TERM_L_BLUE, "IEl", "ImmElec"},
444 {TERM_BLUE, "El", "Elec"},
445 {TERM_L_RED, "IFi", "ImmFire"},
446 {TERM_RED, "Fi", "Fire"},
447 {TERM_WHITE, "ICo", "ImmCold"},
448 {TERM_SLATE, "Co", "Cold"},
449 {TERM_GREEN, "Po", "Pois"},
450 {TERM_L_DARK, "Nt", "Nthr"},
451 {TERM_L_BLUE, "Ti", "Time"},
452 {TERM_L_DARK, "Mr", "Mirr"},
453 {TERM_L_RED, "SFi", "SFire"},
454 {TERM_WHITE, "Fo", "Force"},
455 {TERM_WHITE, "Ho", "Holy"},
456 {TERM_VIOLET, "Ee", "EyeEye"},
457 {TERM_WHITE, "Bs", "Bless"},
458 {TERM_WHITE, "He", "Hero"},
459 {TERM_RED, "Br", "Berserk"},
460 {TERM_L_RED, "BFi", "BFire"},
461 {TERM_WHITE, "BCo", "BCold"},
462 {TERM_L_BLUE, "BEl", "BElec"},
463 {TERM_SLATE, "BAc", "BAcid"},
464 {TERM_L_GREEN, "BPo", "BPois"},
465 {TERM_RED, "TCf", "TchCnf"},
466 {TERM_L_BLUE, "Se", "SInv"},
467 {TERM_ORANGE, "Te", "Telepa"},
468 {TERM_L_BLUE, "Rg", "Regen"},
469 {TERM_L_RED, "If", "Infr"},
470 {TERM_UMBER, "Sl", "Stealth"},
471 {TERM_YELLOW, "Stlt", "Stealth"},
472 {TERM_WHITE, "Rc", "Recall"},
473 {TERM_WHITE, "Al", "Alter"},
474 {TERM_WHITE, "SCo", "SCold"},
475 {TERM_BLUE, "SEl", "SElec"},
476 {TERM_L_DARK, "SSh", "SShadow"},
477 {TERM_YELLOW, "EMi", "ExMight"},
478 {TERM_RED, "Bu", "BuildUp"},
479 {TERM_L_DARK, "AMl", "AntiMulti"},
480 {TERM_ORANGE, "AT", "AntiTele"},
481 {TERM_RED, "AM", "AntiMagic"},
482 {TERM_SLATE, "Pa", "Patience"},
483 {TERM_SLATE, "Rv", "Revenge"},
484 {TERM_L_DARK, "Rs", "RuneSword"},
485 {TERM_RED, "Vm", "Vampiric"},
486 {TERM_WHITE, "Cu", "Cure"},
487 {TERM_L_DARK, "ET", "EvilTele"},
493 * @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。
494 * @param FLG フラグ位置(ビット)
497 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
500 * @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。
501 * @param FLG フラグ位置(ビット)
504 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
508 * @brief 下部に状態表示を行う / Show status bar
511 static void print_status(player_type *creature_ptr)
513 BIT_FLAGS bar_flags[3];
514 TERM_LEN wid, hgt, row_statbar, max_col_statbar;
516 TERM_LEN col = 0, num = 0;
519 Term_get_size(&wid, &hgt);
520 row_statbar = hgt + ROW_STATBAR;
521 max_col_statbar = wid + MAX_COL_STATBAR;
523 Term_erase(0, row_statbar, max_col_statbar);
525 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
528 if (creature_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
531 if (creature_ptr->image) ADD_FLG(BAR_HALLUCINATION);
534 if (creature_ptr->blind) ADD_FLG(BAR_BLINDNESS);
537 if (creature_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
540 if (creature_ptr->confused) ADD_FLG(BAR_CONFUSE);
543 if (creature_ptr->poisoned) ADD_FLG(BAR_POISONED);
545 /* Times see-invisible */
546 if (creature_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
549 if (is_time_limit_esp(creature_ptr)) ADD_FLG(BAR_TELEPATHY);
551 /* Timed regenerate */
552 if (creature_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
554 /* Timed infra-vision */
555 if (creature_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
557 /* Protection from evil */
558 if (creature_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
560 /* Invulnerability */
561 if (IS_INVULN(creature_ptr)) ADD_FLG(BAR_INVULN);
564 if (creature_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
567 if (creature_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
569 if (creature_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
572 if (IS_HERO(creature_ptr)) ADD_FLG(BAR_HEROISM);
574 /* Super Heroism / berserk */
575 if (creature_ptr->shero) ADD_FLG(BAR_BERSERK);
578 if (is_blessed(creature_ptr)) ADD_FLG(BAR_BLESSED);
581 if (creature_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
583 if (creature_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
585 if (creature_ptr->shield) ADD_FLG(BAR_STONESKIN);
587 if (creature_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
590 if (creature_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
591 if (is_oppose_acid(creature_ptr)) ADD_FLG(BAR_RESACID);
593 /* Oppose Lightning */
594 if (creature_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
595 if (is_oppose_elec (creature_ptr)) ADD_FLG(BAR_RESELEC);
598 if (creature_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
599 if (is_oppose_fire(creature_ptr)) ADD_FLG(BAR_RESFIRE);
602 if (creature_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
603 if (is_oppose_cold(creature_ptr)) ADD_FLG(BAR_RESCOLD);
606 if (is_oppose_pois(creature_ptr)) ADD_FLG(BAR_RESPOIS);
609 if (creature_ptr->word_recall) ADD_FLG(BAR_RECALL);
612 if (creature_ptr->alter_reality) ADD_FLG(BAR_ALTER);
615 if (creature_ptr->afraid) ADD_FLG(BAR_AFRAID);
618 if (creature_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
620 if (creature_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
622 /* Confusing Hands */
623 if (creature_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
625 if (creature_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
627 /* Ultimate-resistance */
628 if (creature_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
631 if (creature_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
633 if (creature_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
635 if (creature_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
638 if (creature_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
639 if (creature_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
640 if (creature_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
641 if (creature_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
642 if (creature_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
643 if (creature_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
645 if (creature_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
648 if (is_time_limit_stealth(creature_ptr)) ADD_FLG(BAR_STEALTH);
650 if (creature_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
653 if (creature_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
655 /* An Eye for an Eye */
656 if (creature_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
659 if (creature_ptr->realm1 == REALM_HEX)
661 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
662 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
663 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
664 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
665 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
666 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
667 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
668 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
669 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
670 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
671 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
672 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
673 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
674 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
675 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
676 if (hex_spelling(HEX_CURE_LIGHT) ||
677 hex_spelling(HEX_CURE_SERIOUS) ||
678 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
680 if (HEX_REVENGE_TURN(creature_ptr))
682 if (HEX_REVENGE_TYPE(creature_ptr) == 1) ADD_FLG(BAR_PATIENCE);
683 if (HEX_REVENGE_TYPE(creature_ptr) == 2) ADD_FLG(BAR_REVENGE);
687 /* Calcurate length */
688 for (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 */
698 if (col - 1 > max_col_statbar)
703 for (i = 0; bar[i].sstr; i++)
707 col += strlen(bar[i].sstr);
711 /* If there are excess spaces for short string, use more */
712 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 (i = 0; bar[i].sstr; i++)
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;
742 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
745 static void print_title(player_type *creature_ptr)
750 if (current_world_ptr->wizard)
752 p = _("[ウィザード]", "[=-WIZARD-=]");
754 else if (current_world_ptr->total_winner || (creature_ptr->lev > PY_MAX_LEVEL))
756 if (creature_ptr->arena_number > MAX_ARENA_MONS + 2)
758 p = _("*真・勝利者*", "*TRUEWINNER*");
762 p = _("***勝利者***", "***WINNER***");
769 my_strcpy(str, player_title[creature_ptr->pclass][(creature_ptr->lev - 1) / 5], sizeof(str));
773 print_field(p, ROW_TITLE, COL_TITLE);
778 * @brief プレイヤーのレベルを表示する / Prints level
781 static void print_level(player_type *creature_ptr)
784 sprintf(tmp, "%5d", creature_ptr->lev);
785 if (creature_ptr->lev >= creature_ptr->max_plv)
787 put_str(_("レベル ", "LEVEL "), ROW_LEVEL, 0);
788 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
792 put_str(_("xレベル", "Level "), ROW_LEVEL, 0);
793 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
799 * @brief プレイヤーの経験値を表示する / Display the experience
802 static void print_exp(player_type *creature_ptr)
806 if ((!exp_need)||(creature_ptr->prace == RACE_ANDROID))
808 (void)sprintf(out_val, "%8ld", (long)creature_ptr->exp);
812 if (creature_ptr->lev >= PY_MAX_LEVEL)
814 (void)sprintf(out_val, "********");
818 (void)sprintf(out_val, "%8ld", (long)(player_exp [creature_ptr->lev - 1] * creature_ptr->expfact / 100L) - creature_ptr->exp);
822 if (creature_ptr->exp >= creature_ptr->max_exp)
824 if (creature_ptr->prace == RACE_ANDROID) put_str(_("強化 ", "Cst "), ROW_EXP, 0);
825 else put_str(_("経験 ", "EXP "), ROW_EXP, 0);
826 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
830 put_str(_("x経験", "Exp "), ROW_EXP, 0);
831 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
837 * @brief プレイヤーの所持金を表示する / Prints current gold
838 * @param creature_ptr プレーヤーへの参照ポインタ
841 static void print_gold(player_type *creature_ptr)
844 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
845 sprintf(tmp, "%9ld", (long)creature_ptr->au);
846 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
851 * @brief プレイヤーのACを表示する / Prints current AC
854 static void print_ac(player_type *creature_ptr)
859 /* AC の表示方式を変更している */
860 put_str(" AC( )", ROW_AC, COL_AC);
861 sprintf(tmp, "%5d", creature_ptr->dis_ac + creature_ptr->dis_to_a);
862 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
864 put_str("Cur AC ", ROW_AC, COL_AC);
865 sprintf(tmp, "%5d", creature_ptr->dis_ac + creature_ptr->dis_to_a);
866 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
873 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
876 static void print_hp(player_type *creature_ptr)
878 /* ヒットポイントの表示方法を変更 */
884 put_str("HP", ROW_CURHP, COL_CURHP);
887 sprintf(tmp, "%4ld", (long int)creature_ptr->chp);
889 if (creature_ptr->chp >= creature_ptr->mhp)
891 color = TERM_L_GREEN;
893 else if (creature_ptr->chp > (creature_ptr->mhp * hitpoint_warn) / 10)
902 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
905 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
908 sprintf(tmp, "%4ld", (long int)creature_ptr->mhp);
909 color = TERM_L_GREEN;
911 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
916 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
919 static void print_sp(player_type *creature_ptr)
921 /* マジックポイントの表示方法を変更している */
926 /* Do not show mana unless it matters */
927 if (!mp_ptr->spell_book) return;
930 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
933 sprintf(tmp, "%4ld", (long int)creature_ptr->csp);
935 if (creature_ptr->csp >= creature_ptr->msp)
937 color = TERM_L_GREEN;
939 else if (creature_ptr->csp > (creature_ptr->msp * mana_warn) / 10)
948 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
951 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
954 sprintf(tmp, "%4ld", (long int)creature_ptr->msp);
955 color = TERM_L_GREEN;
957 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
962 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
963 * @param creature_ptr プレーヤーへの参照ポインタ
966 static void print_depth(player_type *creature_ptr)
969 TERM_LEN wid, hgt, row_depth, col_depth;
970 TERM_COLOR attr = TERM_WHITE;
972 Term_get_size(&wid, &hgt);
973 col_depth = wid + COL_DEPTH;
974 row_depth = hgt + ROW_DEPTH;
976 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
977 if (!floor_ptr->dun_level)
979 strcpy(depths, _("地上", "Surf."));
981 else if (floor_ptr->inside_quest && !creature_ptr->dungeon_idx)
983 strcpy(depths, _("地上", "Quest"));
987 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)floor_ptr->dun_level * 50);
988 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)floor_ptr->dun_level);
990 /* Get color of level based on feeling -JSV- */
991 switch (creature_ptr->feeling)
993 case 0: attr = TERM_SLATE; break; /* Unknown */
994 case 1: attr = TERM_L_BLUE; break; /* Special */
995 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
996 case 3: attr = TERM_RED; break; /* Very dangerous */
997 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
998 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
999 case 6: attr = TERM_YELLOW; break; /* Nervous */
1000 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
1001 case 8: attr = TERM_L_WHITE; break; /* Don't like */
1002 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
1003 case 10: attr = TERM_WHITE; break; /* Boring place */
1007 /* Right-Adjust the "depth", and clear old values */
1008 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1013 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1014 * @param player_ptr プレーヤーへの参照ポインタ
1017 static void print_hunger(player_type *player_ptr)
1019 if(current_world_ptr->wizard && player_ptr->current_floor_ptr->inside_arena) return;
1021 /* Fainting / Starving */
1022 if (player_ptr->food < PY_FOOD_FAINT)
1024 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1028 else if (player_ptr->food < PY_FOOD_WEAK)
1030 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1034 else if (player_ptr->food < PY_FOOD_ALERT)
1036 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1040 else if (player_ptr->food < PY_FOOD_FULL)
1042 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1046 else if (player_ptr->food < PY_FOOD_MAX)
1048 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1054 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1060 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1061 * @param player_ptr プレーヤーへの参照ポインタ
1064 * Display is always exactly 10 characters wide (see below)
1065 * This function was a major bottleneck when resting, so a lot of
1066 * the text formatting code was optimized in place below.
1068 static void print_state(player_type *player_ptr)
1070 TERM_COLOR attr = TERM_WHITE;
1076 if (command_rep > 999)
1078 (void)sprintf(text, "%2d00", command_rep / 100);
1082 (void)sprintf(text, " %2d", command_rep);
1089 switch(player_ptr->action)
1093 strcpy(text, _("探索", "Sear"));
1097 /* Start with "Rest" */
1098 strcpy(text, _(" ", " "));
1100 if (player_ptr->resting > 0)
1102 sprintf(text, "%4d", player_ptr->resting);
1104 else if (player_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
1106 text[0] = text[1] = text[2] = text[3] = '*';
1108 else if (player_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
1110 text[0] = text[1] = text[2] = text[3] = '&';
1116 strcpy(text, _("学習", "lear"));
1117 if (player_ptr->new_mane) attr = TERM_L_RED;
1122 strcpy(text, _("釣り", "fish"));
1128 for (i = 0; i < MAX_KAMAE; i++)
1129 if (player_ptr->special_defense & (KAMAE_GENBU << i)) break;
1132 case 0: attr = TERM_GREEN;break;
1133 case 1: attr = TERM_WHITE;break;
1134 case 2: attr = TERM_L_BLUE;break;
1135 case 3: attr = TERM_L_RED;break;
1137 strcpy(text, kamae_shurui[i].desc);
1143 for (i = 0; i < MAX_KATA; i++)
1144 if (player_ptr->special_defense & (KATA_IAI << i)) break;
1145 strcpy(text, kata_shurui[i].desc);
1150 strcpy(text, _("歌 ", "Sing"));
1153 case ACTION_HAYAGAKE:
1155 strcpy(text, _("速駆", "Fast"));
1160 strcpy(text, _("詠唱", "Spel"));
1171 /* Display the info (or blanks) */
1172 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1177 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1180 static void print_speed(void)
1182 int i = p_ptr->pspeed;
1183 bool is_fast = IS_FAST(p_ptr);
1185 TERM_COLOR attr = TERM_WHITE;
1187 TERM_LEN wid, hgt, row_speed, col_speed;
1189 Term_get_size(&wid, &hgt);
1190 col_speed = wid + COL_SPEED;
1191 row_speed = hgt + ROW_SPEED;
1193 /* Hack -- Visually "undo" the Search Mode Slowdown */
1194 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1201 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->riding];
1202 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1203 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1204 else attr = TERM_GREEN;
1206 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1207 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1208 else attr = TERM_L_GREEN;
1209 sprintf(buf, "%s(+%d)", (p_ptr->riding ? _("乗馬", "Ride") : _("加速", "Fast")), (i - 110));
1217 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->riding];
1218 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1219 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1220 else attr = TERM_RED;
1222 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1223 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1224 else attr = TERM_L_UMBER;
1225 sprintf(buf, "%s(-%d)", (p_ptr->riding ? _("乗馬", "Ride") : _("減速", "Slow")), (110 - i));
1227 else if (p_ptr->riding)
1230 strcpy(buf, _("乗馬中", "Riding"));
1233 /* Display the speed */
1234 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1239 * @brief プレイヤーの呪文学習可能状態を表示する
1242 static void print_study(void)
1244 TERM_LEN wid, hgt, row_study, col_study;
1246 Term_get_size(&wid, &hgt);
1247 col_study = wid + COL_STUDY;
1248 row_study = hgt + ROW_STUDY;
1250 if (p_ptr->new_spells)
1252 put_str(_("学習", "Stud"), row_study, col_study);
1256 put_str(" ", row_study, col_study);
1262 * @brief プレイヤーのものまね可能状態を表示する
1265 static void print_imitation(void)
1267 TERM_LEN wid, hgt, row_study, col_study;
1269 Term_get_size(&wid, &hgt);
1270 col_study = wid + COL_STUDY;
1271 row_study = hgt + ROW_STUDY;
1273 if (p_ptr->pclass == CLASS_IMITATOR)
1275 if (p_ptr->mane_num)
1278 if (p_ptr->new_mane) attr = TERM_L_RED;
1279 else attr = TERM_WHITE;
1280 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1284 put_str(" ", row_study, col_study);
1290 * @brief プレイヤーの負傷状態を表示する
1293 static void print_cut(player_type *creature_ptr)
1295 int c = creature_ptr->cut;
1299 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1303 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1307 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1311 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1315 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1319 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);
1333 * @brief プレイヤーの朦朧状態を表示する
1336 static void print_stun(player_type *creature_ptr)
1338 int s = creature_ptr->stun;
1342 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);
1350 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1354 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)
1384 monster_type *m_ptr;
1388 health_who = creature_ptr->riding;
1389 row = ROW_RIDING_INFO;
1390 col = COL_RIDING_INFO;
1394 health_who = creature_ptr->health_who;
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);
1449 /* Tracking an unseen monster */
1450 else if (!m_ptr->ml)
1452 /* Indicate that the monster health is "unknown" */
1453 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1456 /* Tracking a hallucinatory monster */
1457 else if (creature_ptr->image)
1459 /* Indicate that the monster health is "unknown" */
1460 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1463 /* Tracking a dead monster (???) */
1464 else if (m_ptr->hp < 0)
1466 /* Indicate that the monster health is "unknown" */
1467 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1470 /* Tracking a visible monster */
1473 /* Extract the "percent" of health */
1474 int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
1475 int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp: 0;
1477 /* Convert percent into "health" */
1478 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1480 /* Default to almost dead */
1481 TERM_COLOR attr = TERM_RED;
1484 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1487 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1490 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1493 else if (pct >= 100) attr = TERM_L_GREEN;
1495 /* Somewhat Wounded */
1496 else if (pct >= 60) attr = TERM_YELLOW;
1499 else if (pct >= 25) attr = TERM_ORANGE;
1502 else if (pct >= 10) attr = TERM_L_RED;
1504 /* Default to "unknown" */
1505 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1507 /* Dump the current "health" (use '*' symbols) */
1508 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)
1523 if (creature_ptr->mimic_form)
1524 print_field(mimic_info[creature_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1528 my_strcpy(str, rp_ptr->title, sizeof(str));
1529 print_field(str, ROW_RACE, COL_RACE);
1532 print_title(creature_ptr);
1533 print_level(creature_ptr);
1534 print_exp(creature_ptr);
1535 for (i = 0; i < A_MAX; i++) print_stat(creature_ptr, i);
1536 print_ac(creature_ptr);
1537 print_hp(creature_ptr);
1538 print_sp(creature_ptr);
1539 print_gold(creature_ptr);
1540 print_depth(creature_ptr);
1541 health_redraw(creature_ptr, FALSE);
1542 health_redraw(creature_ptr, TRUE);
1547 * @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)
1548 * @param player_ptr プレーヤーへの参照ポインタ
1551 static void print_frame_extra(player_type *player_ptr)
1553 print_cut(player_ptr);
1554 print_stun(player_ptr);
1555 print_hunger(player_ptr);
1556 print_state(player_ptr);
1560 print_status(player_ptr);
1565 * @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 static void fix_inven(void)
1573 for (j = 0; j < 8; j++)
1578 if (!angband_term[j]) continue;
1580 /* No relevant flags */
1581 if (!(window_flag[j] & (PW_INVEN))) continue;
1584 Term_activate(angband_term[j]);
1586 display_inven(p_ptr, item_tester_tval);
1594 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1597 * @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
1598 * @param n_same モンスターの数の現在数
1602 * nnn : number or unique(U) or wanted unique(W)
1603 * X : symbol of monster
1604 * LV : monster lv if known
1605 * name: name of monster
1609 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
1618 if(r_ptr->flags1&RF1_UNIQUE){//unique
1619 bool is_bounty = FALSE;
1620 for(i=0;i<MAX_BOUNTY;i++){
1621 if(current_world_ptr->bounty_r_idx[i] == r_idx){
1626 Term_addstr(-1, TERM_WHITE, is_bounty?" W":" U");
1628 sprintf(buf, "%3d", n_same);
1629 Term_addstr(-1, TERM_WHITE, buf);
1632 Term_addstr(-1, TERM_WHITE, " ");
1633 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1634 //Term_addstr(-1, TERM_WHITE, "/");
1635 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1637 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1638 sprintf(buf, " %2d", (int)r_ptr->level);
1642 Term_addstr(-1, TERM_WHITE, buf);
1644 sprintf(buf, " %s ", r_name+r_ptr->name);
1645 Term_addstr(-1, TERM_WHITE, buf);
1647 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1651 * @brief モンスターの出現リストを表示する / Print monster info in line
1654 * @param max_lines 最大何行描画するか
1656 void print_monster_list(floor_type *floor_ptr, TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1658 monster_type* last_mons = NULL;
1659 monster_type* m_ptr = NULL;
1663 for(i=0;i<tmp_pos.n;i++){
1664 grid_type* g_ptr = &floor_ptr->grid_array[tmp_pos.y[i]][tmp_pos.x[i]];
1665 if(!g_ptr->m_idx || !floor_ptr->m_list[g_ptr->m_idx].ml)continue;//no mons or cannot look
1666 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1667 if(is_pet(m_ptr))continue;//pet
1668 if(!m_ptr->r_idx)continue;//dead?
1671 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1672 monster_race* r_ptr = &r_info[r_idx];
1673 concptr name = (r_name + r_ptr->name);
1674 concptr ename = (r_name + r_ptr->name);
1675 //ミミック類や「それ」等は、一覧に出てはいけない
1676 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1677 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1679 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1680 (strcmp(ename, "Null the Living Void")==0))continue;
1681 //"金無垢の指輪"は、一覧に出てはいけない
1682 if((strcmp(name, "金無垢の指輪")==0)||
1683 (strcmp(ename, "Plain Gold Ring")==0))continue;
1687 //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.
1688 if(!last_mons){//先頭モンスター
1694 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1696 continue;//表示処理を次に回す
1698 //print last mons info
1699 print_monster_line(x, line++, last_mons, n_same);
1702 if(line-y-1==max_lines){//残り1行
1706 if(line-y-1==max_lines && i!=tmp_pos.n){
1707 Term_gotoxy(x, line);
1708 Term_addstr(-1, TERM_WHITE, "-- and more --");
1710 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1715 * @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
1718 static void fix_monster_list(void)
1724 for (j = 0; j < 8; j++)
1729 if (!angband_term[j]) continue;
1731 /* No relevant flags */
1732 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1735 Term_activate(angband_term[j]);
1736 Term_get_size(&w, &h);
1740 target_set_prepare_look();//モンスター一覧を生成,ソート
1741 print_monster_list(p_ptr->current_floor_ptr, 0, 0, h);
1750 * @brief 現在の装備品をサブウィンドウに表示する /
1751 * Hack -- display equipment in sub-windows
1754 static void fix_equip(void)
1759 for (j = 0; j < 8; j++)
1764 if (!angband_term[j]) continue;
1766 /* No relevant flags */
1767 if (!(window_flag[j] & (PW_EQUIP))) continue;
1770 Term_activate(angband_term[j]);
1772 /* Display equipment */
1773 display_equip(p_ptr, item_tester_tval);
1781 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1782 * Hack -- display spells in sub-windows
1785 static void fix_spell(void)
1790 for (j = 0; j < 8; j++)
1795 if (!angband_term[j]) continue;
1797 /* No relevant flags */
1798 if (!(window_flag[j] & (PW_SPELL))) continue;
1801 Term_activate(angband_term[j]);
1803 /* Display spell list */
1804 display_spell_list(p_ptr);
1812 * @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 /
1813 * Hack -- display character in sub-windows
1816 static void fix_player(void)
1821 for (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(p_ptr, 0);
1842 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1843 * Hack -- display recent messages in sub-windows
1844 * Adjust for width and split messages
1847 static void fix_message(void)
1854 for (j = 0; j < 8; j++)
1859 if (!angband_term[j]) continue;
1861 /* No relevant flags */
1862 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1865 Term_activate(angband_term[j]);
1867 Term_get_size(&w, &h);
1870 for (i = 0; i < h; i++)
1872 /* Dump the message on the appropriate line */
1873 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1876 Term_locate(&x, &y);
1878 /* Clear to end of line */
1879 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
1893 * Note that the "player" symbol does NOT appear on the map.
1895 static void fix_overhead(void)
1901 for (j = 0; j < 8; j++)
1907 if (!angband_term[j]) continue;
1909 /* No relevant flags */
1910 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1913 Term_activate(angband_term[j]);
1915 /* Full map in too small window is useless */
1916 Term_get_size(&wid, &hgt);
1917 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1920 display_map(p_ptr->current_floor_ptr, &cy, &cx);
1927 static void display_dungeon(void)
1934 SYMBOL_CODE tc = '\0';
1936 for (x = p_ptr->x - Term->wid / 2 + 1; x <= p_ptr->x + Term->wid / 2; x++)
1938 for (y = p_ptr->y - Term->hgt / 2 + 1; y <= p_ptr->y + Term->hgt / 2; y++)
1940 if (in_bounds2(p_ptr->current_floor_ptr, y, x))
1942 map_info(y, x, &a, &c, &ta, &tc);
1944 /* Hack -- fake monochrome */
1947 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1948 else if (IS_INVULN(p_ptr) || p_ptr->timewalk) a = TERM_WHITE;
1949 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1952 /* Hack -- Queue it */
1953 Term_queue_char(x - p_ptr->x + Term->wid / 2 - 1, y - p_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1957 /* Clear out-of-bound tiles */
1959 /* Access darkness */
1960 feature_type *f_ptr = &f_info[feat_none];
1963 a = f_ptr->x_attr[F_LIT_STANDARD];
1966 c = f_ptr->x_char[F_LIT_STANDARD];
1968 /* Hack -- Queue it */
1969 Term_queue_char(x - p_ptr->x + Term->wid / 2 - 1, y - p_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1976 * @brief ダンジョンの地形をサブウィンドウに表示する /
1977 * Hack -- display dungeon view in sub-windows
1980 static void fix_dungeon(void)
1985 for (j = 0; j < 8; j++)
1990 if (!angband_term[j]) continue;
1992 /* No relevant flags */
1993 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1996 Term_activate(angband_term[j]);
1998 /* Redraw dungeon view */
2007 * @brief モンスターの思い出をサブウィンドウに表示する /
2008 * Hack -- display dungeon view in sub-windows
2011 static void fix_monster(void)
2016 for (j = 0; j < 8; j++)
2021 if (!angband_term[j]) continue;
2023 /* No relevant flags */
2024 if (!(window_flag[j] & (PW_MONSTER))) continue;
2027 Term_activate(angband_term[j]);
2029 /* Display monster race info */
2030 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2038 * @brief ベースアイテム情報をサブウィンドウに表示する /
2039 * Hack -- display object recall in sub-windows
2040 * @param player_ptr プレーヤーへの参照ポインタ
2043 static void fix_object(player_type *player_ptr)
2048 for (j = 0; j < 8; j++)
2053 if (!angband_term[j]) continue;
2055 /* No relevant flags */
2056 if (!(window_flag[j] & (PW_OBJECT))) continue;
2059 Term_activate(angband_term[j]);
2061 /* Display monster race info */
2062 if (player_ptr->object_kind_idx) display_koff(player_ptr, player_ptr->object_kind_idx);
2071 * @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 /
2072 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2073 * @return 重すぎるならばTRUE
2075 bool is_heavy_shoot(player_type *creature_ptr, object_type *o_ptr)
2077 int hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
2078 /* It is hard to carholdry a heavy bow */
2079 return (hold < o_ptr->weight / 10);
2084 * @brief redraw のフラグに応じた更新をまとめて行う / Handle "redraw"
2086 * @details 更新処理の対象はゲーム中の全描画処理
2088 void redraw_stuff(player_type *creature_ptr)
2090 if (!creature_ptr->redraw) return;
2092 /* Character is not ready yet, no screen updates */
2093 if (!current_world_ptr->character_generated) return;
2095 /* Character is in "icky" mode, no screen updates */
2096 if (current_world_ptr->character_icky) return;
2098 /* Hack -- clear the screen */
2099 if (creature_ptr->redraw & (PR_WIPE))
2101 creature_ptr->redraw &= ~(PR_WIPE);
2106 if (creature_ptr->redraw & (PR_MAP))
2108 creature_ptr->redraw &= ~(PR_MAP);
2112 if (creature_ptr->redraw & (PR_BASIC))
2114 creature_ptr->redraw &= ~(PR_BASIC);
2115 creature_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
2116 creature_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
2117 creature_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
2118 creature_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
2119 print_frame_basic(creature_ptr);
2121 print_dungeon(creature_ptr);
2124 if (creature_ptr->redraw & (PR_EQUIPPY))
2126 creature_ptr->redraw &= ~(PR_EQUIPPY);
2127 print_equippy(creature_ptr); /* To draw / delete equippy chars */
2130 if (creature_ptr->redraw & (PR_MISC))
2132 creature_ptr->redraw &= ~(PR_MISC);
2133 print_field(rp_ptr->title, ROW_RACE, COL_RACE);
2136 if (creature_ptr->redraw & (PR_TITLE))
2138 creature_ptr->redraw &= ~(PR_TITLE);
2139 print_title(creature_ptr);
2142 if (creature_ptr->redraw & (PR_LEV))
2144 creature_ptr->redraw &= ~(PR_LEV);
2145 print_level(creature_ptr);
2148 if (creature_ptr->redraw & (PR_EXP))
2150 creature_ptr->redraw &= ~(PR_EXP);
2151 print_exp(creature_ptr);
2154 if (creature_ptr->redraw & (PR_STATS))
2156 creature_ptr->redraw &= ~(PR_STATS);
2157 print_stat(creature_ptr, A_STR);
2158 print_stat(creature_ptr, A_INT);
2159 print_stat(creature_ptr, A_WIS);
2160 print_stat(creature_ptr, A_DEX);
2161 print_stat(creature_ptr, A_CON);
2162 print_stat(creature_ptr, A_CHR);
2165 if (creature_ptr->redraw & (PR_STATUS))
2167 creature_ptr->redraw &= ~(PR_STATUS);
2168 print_status(creature_ptr);
2171 if (creature_ptr->redraw & (PR_ARMOR))
2173 creature_ptr->redraw &= ~(PR_ARMOR);
2174 print_ac(creature_ptr);
2177 if (creature_ptr->redraw & (PR_HP))
2179 creature_ptr->redraw &= ~(PR_HP);
2180 print_hp(creature_ptr);
2183 if (creature_ptr->redraw & (PR_MANA))
2185 creature_ptr->redraw &= ~(PR_MANA);
2186 print_sp(creature_ptr);
2189 if (creature_ptr->redraw & (PR_GOLD))
2191 creature_ptr->redraw &= ~(PR_GOLD);
2192 print_gold(creature_ptr);
2195 if (creature_ptr->redraw & (PR_DEPTH))
2197 creature_ptr->redraw &= ~(PR_DEPTH);
2198 print_depth(creature_ptr);
2201 if (creature_ptr->redraw & (PR_HEALTH))
2203 creature_ptr->redraw &= ~(PR_HEALTH);
2204 health_redraw(creature_ptr, FALSE);
2207 if (creature_ptr->redraw & (PR_UHEALTH))
2209 creature_ptr->redraw &= ~(PR_UHEALTH);
2210 health_redraw(creature_ptr, TRUE);
2213 if (creature_ptr->redraw & (PR_EXTRA))
2215 creature_ptr->redraw &= ~(PR_EXTRA);
2216 creature_ptr->redraw &= ~(PR_CUT | PR_STUN);
2217 creature_ptr->redraw &= ~(PR_HUNGER);
2218 creature_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
2219 print_frame_extra(creature_ptr);
2222 if (creature_ptr->redraw & (PR_CUT))
2224 creature_ptr->redraw &= ~(PR_CUT);
2225 print_cut(creature_ptr);
2228 if (creature_ptr->redraw & (PR_STUN))
2230 creature_ptr->redraw &= ~(PR_STUN);
2231 print_stun(creature_ptr);
2234 if (creature_ptr->redraw & (PR_HUNGER))
2236 creature_ptr->redraw &= ~(PR_HUNGER);
2237 print_hunger(creature_ptr);
2240 if (creature_ptr->redraw & (PR_STATE))
2242 creature_ptr->redraw &= ~(PR_STATE);
2243 print_state(creature_ptr);
2246 if (creature_ptr->redraw & (PR_SPEED))
2248 creature_ptr->redraw &= ~(PR_SPEED);
2252 if (creature_ptr->pclass == CLASS_IMITATOR)
2254 if (creature_ptr->redraw & (PR_IMITATION))
2256 creature_ptr->redraw &= ~(PR_IMITATION);
2260 else if (creature_ptr->redraw & (PR_STUDY))
2262 creature_ptr->redraw &= ~(PR_STUDY);
2268 * @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"
2269 * @param player_ptr プレーヤーへの参照ポインタ
2271 * @details 更新処理の対象はサブウィンドウ全般
2273 void window_stuff(player_type *player_ptr)
2276 BIT_FLAGS mask = 0L;
2279 if (!player_ptr->window) return;
2282 for (j = 0; j < 8; j++)
2284 /* Save usable flags */
2285 if (angband_term[j]) mask |= window_flag[j];
2288 /* Apply usable flags */
2289 player_ptr->window &= mask;
2292 if (!player_ptr->window) return;
2294 if (player_ptr->window & (PW_INVEN))
2296 player_ptr->window &= ~(PW_INVEN);
2300 /* Display equipment */
2301 if (player_ptr->window & (PW_EQUIP))
2303 player_ptr->window &= ~(PW_EQUIP);
2307 /* Display spell list */
2308 if (player_ptr->window & (PW_SPELL))
2310 player_ptr->window &= ~(PW_SPELL);
2314 /* Display player */
2315 if (player_ptr->window & (PW_PLAYER))
2317 player_ptr->window &= ~(PW_PLAYER);
2321 /* Display monster list */
2322 if (player_ptr->window & (PW_MONSTER_LIST))
2324 player_ptr->window &= ~(PW_MONSTER_LIST);
2328 /* Display overhead view */
2329 if (player_ptr->window & (PW_MESSAGE))
2331 player_ptr->window &= ~(PW_MESSAGE);
2335 /* Display overhead view */
2336 if (player_ptr->window & (PW_OVERHEAD))
2338 player_ptr->window &= ~(PW_OVERHEAD);
2342 /* Display overhead view */
2343 if (player_ptr->window & (PW_DUNGEON))
2345 player_ptr->window &= ~(PW_DUNGEON);
2349 /* Display monster recall */
2350 if (player_ptr->window & (PW_MONSTER))
2352 player_ptr->window &= ~(PW_MONSTER);
2356 /* Display object recall */
2357 if (player_ptr->window & (PW_OBJECT))
2359 player_ptr->window &= ~(PW_OBJECT);
2360 fix_object(player_ptr);
2366 * todo ここにplayer_type を追加するとz-termに影響が行くので保留
2367 * @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 /
2368 * Map resizing whenever the main term changes size
2371 void resize_map(void)
2373 /* Only if the dungeon exists */
2374 if (!current_world_ptr->character_dungeon) return;
2376 /* Mega-Hack -- no panel yet */
2380 /* Reset the panels */
2381 panel_row_min = p_ptr->current_floor_ptr->height;
2382 panel_col_min = p_ptr->current_floor_ptr->width;
2386 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2387 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2388 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2389 p_ptr->update |= (PU_MONSTERS);
2390 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2392 handle_stuff(p_ptr);
2397 * Place the cursor on the player
2399 if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
2406 * todo ここにplayer_type を追加するとz-termに影響が行くので保留
2407 * @brief コンソールを再描画する /
2408 * Redraw a term when it is resized
2411 void redraw_window(void)
2413 /* Only if the dungeon exists */
2414 if (!current_world_ptr->character_dungeon) return;
2416 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2417 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2419 handle_stuff(p_ptr);
2425 * @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)
2426 * @param creature_ptr プレーヤーへの参照ポインタ
2427 * @param dy 変更先のフロアY座標
2428 * @param dx 変更先のフロアX座標
2429 * Handle a request to change the current panel
2430 * Return TRUE if the panel was changed.
2431 * Also used in do_cmd_locate
2432 * @return 実際に再描画が必要だった場合TRUEを返す
2434 bool change_panel(player_type *player_ptr, POSITION dy, POSITION dx)
2439 get_screen_size(&wid, &hgt);
2441 /* Apply the motion */
2442 y = panel_row_min + dy * hgt / 2;
2443 x = panel_col_min + dx * wid / 2;
2445 /* Verify the row */
2446 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2447 if (y > floor_ptr->height - hgt) y = floor_ptr->height - hgt;
2450 /* Verify the col */
2451 if (x > floor_ptr->width - wid) x = floor_ptr->width - wid;
2454 /* Handle "changes" */
2455 if ((y != panel_row_min) || (x != panel_col_min))
2457 /* Save the new panel info */
2461 panel_bounds_center();
2463 player_ptr->update |= (PU_MONSTERS);
2464 player_ptr->redraw |= (PR_MAP);
2465 handle_stuff(player_ptr);
2476 * @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
2477 * @param creature_ptr プレーヤーへの参照ポインタ
2480 void print_equippy(player_type *creature_ptr)
2482 display_player_equippy(creature_ptr, ROW_EQUIPPY, COL_EQUIPPY, 0);
2486 * @brief 現在のコンソール表示の縦横を返す。 /
2487 * Get term size and calculate screen size
2488 * @param wid_p コンソールの表示幅文字数を返す
2489 * @param hgt_p コンソールの表示行数を返す
2492 void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
2494 Term_get_size(wid_p, hgt_p);
2495 *hgt_p -= ROW_MAP + 2;
2496 *wid_p -= COL_MAP + 2;
2497 if (use_bigtile) *wid_p /= 2;
2501 * Calculate panel colum of a location in the map
2503 int panel_col_of(int col)
2505 col -= panel_col_min;
2506 if (use_bigtile) col *= 2;
2511 * Prints the map of the dungeon
2513 * Note that, for efficiency, we contain an "optimized" version
2514 * of both "lite_spot()" and "print_rel()", and that we use the
2515 * "lite_spot()" function to display the player grid, if needed.
2517 void print_map(void)
2523 POSITION xmin, xmax, ymin, ymax;
2527 Term_get_size(&wid, &hgt);
2529 /* Remove map offset */
2533 /* Access the cursor state */
2534 (void)Term_get_cursor(&v);
2536 /* Hide the cursor */
2537 (void)Term_set_cursor(0);
2540 xmin = (0 < panel_col_min) ? panel_col_min : 0;
2541 xmax = (p_ptr->current_floor_ptr->width - 1 > panel_col_max) ? panel_col_max : p_ptr->current_floor_ptr->width - 1;
2542 ymin = (0 < panel_row_min) ? panel_row_min : 0;
2543 ymax = (p_ptr->current_floor_ptr->height - 1 > panel_row_max) ? panel_row_max : p_ptr->current_floor_ptr->height - 1;
2545 /* Bottom section of screen */
2546 for (y = 1; y <= ymin - panel_row_prt; y++)
2548 /* Erase the section */
2549 Term_erase(COL_MAP, y, wid);
2552 /* Top section of screen */
2553 for (y = ymax - panel_row_prt; y <= hgt; y++)
2555 /* Erase the section */
2556 Term_erase(COL_MAP, y, wid);
2560 for (y = ymin; y <= ymax; y++)
2562 /* Scan the columns of row "y" */
2563 for (x = xmin; x <= xmax; x++)
2571 /* Determine what is there */
2572 map_info(y, x, &a, &c, &ta, &tc);
2574 /* Hack -- fake monochrome */
2577 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
2578 else if (IS_INVULN(p_ptr) || p_ptr->timewalk) a = TERM_WHITE;
2579 else if (p_ptr->wraith_form) a = TERM_L_DARK;
2582 /* Efficiency -- Redraw that grid of the map */
2583 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
2587 /* Display player */
2588 lite_spot(p_ptr->y, p_ptr->x);
2590 /* Restore the cursor */
2591 (void)Term_set_cursor(v);
2597 * 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
2599 static char image_monster_hack[] = \
2600 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2603 * 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
2605 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
2608 * @brief モンスターの表示を幻覚状態に差し替える / Mega-Hack -- Hallucinatory monster
2613 static void image_monster(TERM_COLOR *ap, SYMBOL_CODE *cp)
2615 /* Random symbol from set above */
2618 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
2620 *cp = r_ptr->x_char;
2621 *ap = r_ptr->x_attr;
2626 *cp = (one_in_(25) ?
2627 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
2628 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
2636 * @brief オブジェクトの表示を幻覚状態に差し替える / Hallucinatory object
2641 static void image_object(TERM_COLOR *ap, SYMBOL_CODE *cp)
2645 object_kind *k_ptr = &k_info[randint1(max_k_idx - 1)];
2647 *cp = k_ptr->x_char;
2648 *ap = k_ptr->x_attr;
2652 int n = sizeof(image_object_hack) - 1;
2654 *cp = image_object_hack[randint0(n)];
2663 * @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
2668 static void image_random(TERM_COLOR *ap, SYMBOL_CODE *cp)
2670 /* Normally, assume monsters */
2671 if (randint0(100) < 75)
2673 image_monster(ap, cp);
2676 /* Otherwise, assume objects */
2679 image_object(ap, cp);
2684 * 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 /
2685 * This array lists the effects of "brightness" on various "base" colours.\n
2687 * This is used to do dynamic lighting effects in ascii :-)\n
2688 * At the moment, only the various "floor" tiles are affected.\n
2690 * The layout of the array is [x][0] = light and [x][1] = dark.\n
2692 static TERM_COLOR lighting_colours[16][2] =
2695 {TERM_L_DARK, TERM_DARK},
2698 {TERM_YELLOW, TERM_SLATE},
2701 {TERM_WHITE, TERM_L_DARK},
2704 {TERM_L_UMBER, TERM_UMBER},
2707 {TERM_RED, TERM_RED},
2710 {TERM_L_GREEN, TERM_GREEN},
2713 {TERM_BLUE, TERM_BLUE},
2716 {TERM_L_UMBER, TERM_RED},
2719 {TERM_SLATE, TERM_L_DARK},
2722 {TERM_WHITE, TERM_SLATE},
2725 {TERM_L_RED, TERM_BLUE},
2728 {TERM_YELLOW, TERM_ORANGE},
2731 {TERM_L_RED, TERM_L_RED},
2734 {TERM_L_GREEN, TERM_GREEN},
2737 {TERM_L_BLUE, TERM_L_BLUE},
2740 {TERM_L_UMBER, TERM_UMBER}
2748 void apply_default_feat_lighting(TERM_COLOR f_attr[F_LIT_MAX], SYMBOL_CODE f_char[F_LIT_MAX])
2750 TERM_COLOR s_attr = f_attr[F_LIT_STANDARD];
2751 SYMBOL_CODE s_char = f_char[F_LIT_STANDARD];
2754 if (IS_ASCII_GRAPHICS(s_attr)) /* For ASCII */
2756 f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
2757 f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
2758 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
2760 else /* For tile graphics */
2762 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
2763 f_char[F_LIT_LITE] = s_char + 2;
2764 f_char[F_LIT_DARK] = s_char + 1;
2770 * @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
2772 * Basically, we "paint" the chosen attr/char in several passes, starting\n
2773 * with any known "terrain features" (defaulting to darkness), then adding\n
2774 * any known "objects", and finally, adding any known "monsters". This\n
2775 * is not the fastest method but since most of the calls to this function\n
2776 * are made for grids with no monsters or objects, it is fast enough.\n
2778 * Note that this function, if used on the grid containing the "player",\n
2779 * will return the attr/char of the grid underneath the player, and not\n
2780 * the actual player attr/char itself, allowing a lot of optimization\n
2781 * in various "display" functions.\n
2783 * Note that the "zero" entry in the feature/object/monster arrays are\n
2784 * used to provide "special" attr/char codes, with "monster zero" being\n
2785 * used for the player attr/char, "object zero" being used for the "stack"\n
2786 * attr/char, and "feature zero" being used for the "nothing" attr/char,\n
2787 * though this function makes use of only "feature zero".\n
2789 * Note that monsters can have some "special" flags, including "ATTR_MULTI",\n
2790 * which means their color changes, and "ATTR_CLEAR", which means they take\n
2791 * the color of whatever is under them, and "CHAR_CLEAR", which means that\n
2792 * they take the symbol of whatever is under them. Technically, the flag\n
2793 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when\n
2794 * examined, but this flag is currently ignored.\n
2796 * Currently, we do nothing with multi-hued objects, because there are\n
2797 * not any. If there were, they would have to set "shimmer_objects"\n
2798 * when they were created, and then new "shimmer" code in "dungeon.c"\n
2799 * would have to be created handle the "shimmer" effect, and the code\n
2800 * in floor would have to be updated to create the shimmer effect.\n
2802 * Note the effects of hallucination. Objects always appear as random\n
2803 * "objects", monsters as random "monsters", and normal grids occasionally\n
2804 * appear as random "monsters" or "objects", but note that these random\n
2805 * "monsters" and "objects" are really just "colored ascii symbols".\n
2807 * Note that "floors" and "invisible traps" (and "zero" features) are\n
2808 * drawn as "floors" using a special check for optimization purposes,\n
2809 * and these are the only features which get drawn using the special\n
2810 * lighting effects activated by "view_special_lite".\n
2812 * Note the use of the "mimic" field in the "terrain feature" processing,\n
2813 * which allows any feature to "pretend" to be another feature. This is\n
2814 * used to "hide" secret doors, and to make all "doors" appear the same,\n
2815 * and all "walls" appear the same, and "hidden" treasure stay hidden.\n
2816 * It is possible to use this field to make a feature "look" like a floor,\n
2817 * but the "special lighting effects" for floors will not be used.\n
2819 * Note the use of the new "terrain feature" information. Note that the\n
2820 * assumption that all interesting "objects" and "terrain features" are\n
2821 * memorized allows extremely optimized processing below. Note the use\n
2822 * of separate flags on objects to mark them as memorized allows a grid\n
2823 * to have memorized "terrain" without granting knowledge of any object\n
2824 * which may appear in that grid.\n
2826 * Note the efficient code used to determine if a "floor" grid is\n
2827 * "memorized" or "viewable" by the player, where the test for the\n
2828 * grid being "viewable" is based on the facts that (1) the grid\n
2829 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in\n
2830 * line of sight, and (3) the player must not be blind, and uses the\n
2831 * assumption that all torch-lit grids are in line of sight.\n
2833 * Note that floors (and invisible traps) are the only grids which are\n
2834 * not memorized when seen, so only these grids need to check to see if\n
2835 * the grid is "viewable" to the player (if it is not memorized). Since\n
2836 * most non-memorized grids are in fact walls, this induces *massive*\n
2837 * efficiency, at the cost of *forcing* the memorization of non-floor\n
2838 * grids when they are first seen. Note that "invisible traps" are\n
2839 * always treated exactly like "floors", which prevents "cheating".\n
2841 * Note the "special lighting effects" which can be activated for floor\n
2842 * grids using the "view_special_lite" option (for "white" floor grids),\n
2843 * causing certain grids to be displayed using special colors. If the\n
2844 * player is "blind", we will use "dark gray", else if the grid is lit\n
2845 * by the torch, and the "view_yellow_lite" option is set, we will use\n
2846 * "yellow", else if the grid is "dark", we will use "dark gray", else\n
2847 * if the grid is not "viewable", and the "view_bright_lite" option is\n
2848 * set, and the we will use "slate" (gray). We will use "white" for all\n
2849 * other cases, in particular, for illuminated viewable floor grids.\n
2851 * Note the "special lighting effects" which can be activated for wall\n
2852 * grids using the "view_granite_lite" option (for "white" wall grids),\n
2853 * causing certain grids to be displayed using special colors. If the\n
2854 * player is "blind", we will use "dark gray", else if the grid is lit\n
2855 * by the torch, and the "view_yellow_lite" option is set, we will use\n
2856 * "yellow", else if the "view_bright_lite" option is set, and the grid\n
2857 * is not "viewable", or is "dark", or is glowing, but not when viewed\n
2858 * from the player's current location, we will use "slate" (gray). We\n
2859 * will use "white" for all other cases, in particular, for correctly\n
2860 * illuminated viewable wall grids.\n
2862 * Note that, when "view_granite_lite" is set, we use an inline version\n
2863 * of the "player_can_see_bold()" function to check the "viewability" of\n
2864 * grids when the "view_bright_lite" option is set, and we do NOT use\n
2865 * any special colors for "dark" wall grids, since this would allow the\n
2866 * player to notice the walls of illuminated rooms from a hallway that\n
2867 * happened to run beside the room. The alternative, by the way, would\n
2868 * be to prevent the generation of hallways next to rooms, but this\n
2869 * would still allow problems when digging towards a room.\n
2871 * Note that bizarre things must be done when the "attr" and/or "char"\n
2872 * codes have the "high-bit" set, since these values are used to encode\n
2873 * various "special" pictures in some versions, and certain situations,\n
2874 * such as "multi-hued" or "clear" monsters, cause the attr/char codes\n
2875 * to be "scrambled" in various ways.\n
2877 * Note that eventually we may use the "&" symbol for embedded treasure,\n
2878 * and use the "*" symbol to indicate multiple objects, though this will\n
2879 * have to wait for Angband 2.8.0 or later. Note that currently, this\n
2880 * is not important, since only one object or terrain feature is allowed\n
2881 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.\n
2883 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of\n
2884 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect\n
2885 * then a whole lot of code should be changed... XXX XXX\n
2887 void map_info(POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp, TERM_COLOR *tap, SYMBOL_CODE *tcp)
2889 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
2891 OBJECT_IDX this_o_idx, next_o_idx = 0;
2893 /* Feature code (applying "mimic" field) */
2894 FEAT_IDX feat = get_feat_mimic(g_ptr);
2897 feature_type *f_ptr = &f_info[feat];
2902 /* Boring grids (floors, etc) */
2903 if (!have_flag(f_ptr->flags, FF_REMEMBER))
2906 * Handle Memorized or visible floor
2908 * No visual when blinded.
2909 * (to prevent strange effects on darkness breath)
2911 * - Can see grids with CAVE_MARK.
2912 * - Can see grids with CAVE_LITE or CAVE_MNLT.
2913 * (Such grids also have CAVE_VIEW)
2914 * - Can see grids with CAVE_VIEW unless darkened by monsters.
2916 if (!p_ptr->blind &&
2917 ((g_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
2918 ((g_ptr->info & CAVE_VIEW) && (((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))))
2920 /* Normal attr/char */
2921 a = f_ptr->x_attr[F_LIT_STANDARD];
2922 c = f_ptr->x_char[F_LIT_STANDARD];
2924 if (p_ptr->wild_mode)
2926 /* Special lighting effects */
2927 /* Handle "night" */
2928 if (view_special_lite && !is_daytime())
2930 /* Use a darkened colour/tile */
2931 a = f_ptr->x_attr[F_LIT_DARK];
2932 c = f_ptr->x_char[F_LIT_DARK];
2936 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
2937 else if (darkened_grid(g_ptr))
2939 /* Unsafe grid -- idea borrowed from Unangband */
2940 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
2942 /* Access darkness */
2943 f_ptr = &f_info[feat];
2945 /* Char and attr of darkness */
2946 a = f_ptr->x_attr[F_LIT_STANDARD];
2947 c = f_ptr->x_char[F_LIT_STANDARD];
2950 /* Special lighting effects */
2951 else if (view_special_lite)
2953 /* Handle "torch-lit" grids */
2954 if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
2957 if (view_yellow_lite)
2959 /* Use a brightly lit colour/tile */
2960 a = f_ptr->x_attr[F_LIT_LITE];
2961 c = f_ptr->x_char[F_LIT_LITE];
2965 /* Handle "dark" grids */
2966 else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
2968 /* Use a darkened colour/tile */
2969 a = f_ptr->x_attr[F_LIT_DARK];
2970 c = f_ptr->x_char[F_LIT_DARK];
2973 /* Handle "out-of-sight" grids */
2974 else if (!(g_ptr->info & CAVE_VIEW))
2977 if (view_bright_lite)
2979 /* Use a darkened colour/tile */
2980 a = f_ptr->x_attr[F_LIT_DARK];
2981 c = f_ptr->x_char[F_LIT_DARK];
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 /* Normal attr/char */
2997 a = f_ptr->x_attr[F_LIT_STANDARD];
2998 c = f_ptr->x_char[F_LIT_STANDARD];
3002 /* Interesting grids (non-floors) */
3005 /* Memorized grids */
3006 if (g_ptr->info & CAVE_MARK)
3008 /* Normal attr/char */
3009 a = f_ptr->x_attr[F_LIT_STANDARD];
3010 c = f_ptr->x_char[F_LIT_STANDARD];
3012 if (p_ptr->wild_mode)
3014 /* Special lighting effects */
3015 /* Handle "blind" or "night" */
3016 if (view_granite_lite && (p_ptr->blind || !is_daytime()))
3018 /* Use a darkened colour/tile */
3019 a = f_ptr->x_attr[F_LIT_DARK];
3020 c = f_ptr->x_char[F_LIT_DARK];
3024 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
3025 else if (darkened_grid(g_ptr) && !p_ptr->blind)
3027 if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
3029 /* Unsafe grid -- idea borrowed from Unangband */
3030 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
3032 /* Access darkness */
3033 f_ptr = &f_info[feat];
3035 /* Char and attr of darkness */
3036 a = f_ptr->x_attr[F_LIT_STANDARD];
3037 c = f_ptr->x_char[F_LIT_STANDARD];
3039 else if (view_granite_lite && view_bright_lite)
3041 /* Use a darkened colour/tile */
3042 a = f_ptr->x_attr[F_LIT_DARK];
3043 c = f_ptr->x_char[F_LIT_DARK];
3047 /* Special lighting effects */
3048 else if (view_granite_lite)
3050 /* Handle "blind" */
3053 /* Use a darkened colour/tile */
3054 a = f_ptr->x_attr[F_LIT_DARK];
3055 c = f_ptr->x_char[F_LIT_DARK];
3058 /* Handle "torch-lit" grids */
3059 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
3062 if (view_yellow_lite)
3064 /* Use a brightly lit colour/tile */
3065 a = f_ptr->x_attr[F_LIT_LITE];
3066 c = f_ptr->x_char[F_LIT_LITE];
3070 /* Handle "view_bright_lite" */
3071 else if (view_bright_lite)
3074 if (!(g_ptr->info & CAVE_VIEW))
3076 /* Use a darkened colour/tile */
3077 a = f_ptr->x_attr[F_LIT_DARK];
3078 c = f_ptr->x_char[F_LIT_DARK];
3082 else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
3084 /* Use a darkened colour/tile */
3085 a = f_ptr->x_attr[F_LIT_DARK];
3086 c = f_ptr->x_char[F_LIT_DARK];
3089 /* Not glowing correctly */
3090 else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(p_ptr, y, x))
3092 /* Use a darkened colour/tile */
3093 a = f_ptr->x_attr[F_LIT_DARK];
3094 c = f_ptr->x_char[F_LIT_DARK];
3103 /* Unsafe grid -- idea borrowed from Unangband */
3104 feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
3106 /* Access feature */
3107 f_ptr = &f_info[feat];
3109 /* Normal attr/char */
3110 a = f_ptr->x_attr[F_LIT_STANDARD];
3111 c = f_ptr->x_char[F_LIT_STANDARD];
3115 if (feat_priority == -1) feat_priority = f_ptr->priority;
3117 /* Save the terrain info for the transparency effects */
3125 /* Hack -- rare random hallucination, except on outer dungeon walls */
3130 image_random(ap, cp);
3135 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3138 o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
3139 next_o_idx = o_ptr->next_o_idx;
3141 /* Memorized objects */
3142 if (o_ptr->marked & OM_FOUND)
3144 if (display_autopick)
3148 match_autopick = is_autopick(p_ptr, o_ptr);
3149 if (match_autopick == -1)
3152 act = autopick_list[match_autopick].action;
3154 if ((act & DO_DISPLAY) && (act & display_autopick))
3156 autopick_obj = o_ptr;
3160 match_autopick = -1;
3165 (*cp) = object_char(o_ptr);
3168 (*ap) = object_attr(o_ptr);
3172 /* Hack -- hallucination */
3173 if (p_ptr->image) image_object(ap, cp);
3180 /* Handle monsters */
3181 if (g_ptr->m_idx && display_autopick == 0)
3183 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
3185 /* Visible monster */
3188 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3196 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
3197 * flags are always unseen.
3199 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
3205 image_monster(ap, cp);
3210 /* Monster attr/char */
3214 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
3215 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
3217 /* Desired monster attr/char */
3223 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
3224 * flags are always unseen.
3226 else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
3233 /*** Monster's attr ***/
3234 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
3239 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
3241 /* Multi-hued attr */
3242 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
3243 else switch (randint1(7))
3245 case 1: *ap = TERM_RED; break;
3246 case 2: *ap = TERM_L_RED; break;
3247 case 3: *ap = TERM_WHITE; break;
3248 case 4: *ap = TERM_L_GREEN; break;
3249 case 5: *ap = TERM_BLUE; break;
3250 case 6: *ap = TERM_L_DARK; break;
3251 case 7: *ap = TERM_GREEN; break;
3254 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
3256 /* Use semi-random attr (usually mimics' colors vary) */
3257 *ap = g_ptr->m_idx % 15 + 1;
3265 /*** Monster's char ***/
3266 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
3271 else if (r_ptr->flags1 & RF1_SHAPECHANGER)
3275 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
3276 *cp = tmp_r_ptr->x_char;
3277 *ap = tmp_r_ptr->x_attr;
3281 *cp = (one_in_(25) ?
3282 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
3283 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
3296 /* Handle "player" */
3297 if (player_bold(p_ptr, y, x))
3299 monster_race *r_ptr = &r_info[0];
3300 *ap = r_ptr->x_attr;
3301 *cp = r_ptr->x_char;
3307 static concptr simplify_list[][2] =
3314 {"^Amulet of ", "\""},
3315 {"^Scroll of ", "?"},
3316 {"^Scroll titled ", "?"},
3317 {"^Wand of " , "-"},
3319 {"^Staff of " , "_"},
3320 {"^Potion of ", "!"},
3333 static void display_shortened_item_name(object_type *o_ptr, int y)
3340 object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
3341 attr = tval_to_attr[o_ptr->tval % 128];
3346 strcpy(buf, _("何か奇妙な物", "something strange"));
3349 for (c = buf; *c; c++)
3352 for (i = 0; simplify_list[i][1]; i++)
3354 concptr org_w = simplify_list[i][0];
3364 if (!strncmp(c, org_w, strlen(org_w)))
3367 concptr tmp = simplify_list[i][1];
3370 tmp = c + strlen(org_w);
3386 if (len + 2 > 12) break;
3393 if (len + 1 > 12) break;
3399 Term_putstr(0, y, 12, attr, buf);
3403 * Display a "small-scale" map of the dungeon in the active Term
3405 void display_map(floor_type *floor_ptr, int *cy, int *cx)
3415 SYMBOL_CODE **bigmc;
3422 /* Save lighting effects */
3423 bool old_view_special_lite = view_special_lite;
3424 bool old_view_granite_lite = view_granite_lite;
3426 TERM_LEN hgt, wid, yrat, xrat;
3428 int **match_autopick_yx;
3429 object_type ***object_autopick_yx;
3431 Term_get_size(&wid, &hgt);
3434 if (use_bigtile) wid /= 2;
3436 yrat = (floor_ptr->height + hgt - 1) / hgt;
3437 xrat = (floor_ptr->width + wid - 1) / wid;
3439 /* Disable lighting effects */
3440 view_special_lite = FALSE;
3441 view_granite_lite = FALSE;
3443 /* Allocate the maps */
3444 C_MAKE(ma, (hgt + 2), TERM_COLOR *);
3445 C_MAKE(mc, (hgt + 2), char_ptr);
3446 C_MAKE(mp, (hgt + 2), byte_ptr);
3447 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
3448 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
3450 /* Allocate and wipe each line map */
3451 for (y = 0; y < (hgt + 2); y++)
3453 /* Allocate one row each array */
3454 C_MAKE(ma[y], (wid + 2), TERM_COLOR);
3455 C_MAKE(mc[y], (wid + 2), char);
3456 C_MAKE(mp[y], (wid + 2), byte);
3457 C_MAKE(match_autopick_yx[y], (wid + 2), int);
3458 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
3460 for (x = 0; x < wid + 2; ++x)
3462 match_autopick_yx[y][x] = -1;
3463 object_autopick_yx[y][x] = NULL;
3466 ma[y][x] = TERM_WHITE;
3474 /* Allocate the maps */
3475 C_MAKE(bigma, (floor_ptr->height + 2), TERM_COLOR *);
3476 C_MAKE(bigmc, (floor_ptr->height + 2), char_ptr);
3477 C_MAKE(bigmp, (floor_ptr->height + 2), byte_ptr);
3479 /* Allocate and wipe each line map */
3480 for (y = 0; y < (floor_ptr->height + 2); y++)
3482 /* Allocate one row each array */
3483 C_MAKE(bigma[y], (floor_ptr->width + 2), TERM_COLOR);
3484 C_MAKE(bigmc[y], (floor_ptr->width + 2), char);
3485 C_MAKE(bigmp[y], (floor_ptr->width + 2), byte);
3487 for (x = 0; x < floor_ptr->width + 2; ++x)
3490 bigma[y][x] = TERM_WHITE;
3498 /* Fill in the map */
3499 for (i = 0; i < floor_ptr->width; ++i)
3501 for (j = 0; j < floor_ptr->height; ++j)
3506 match_autopick = -1;
3507 autopick_obj = NULL;
3510 /* Extract the current attr/char at that map location */
3511 map_info(j, i, &ta, &tc, &ta, &tc);
3513 /* Extract the priority */
3514 tp = (byte_hack)feat_priority;
3516 if (match_autopick != -1
3517 && (match_autopick_yx[y][x] == -1
3518 || match_autopick_yx[y][x] > match_autopick))
3520 match_autopick_yx[y][x] = match_autopick;
3521 object_autopick_yx[y][x] = autopick_obj;
3525 /* Save the char, attr and priority */
3526 bigmc[j + 1][i + 1] = tc;
3527 bigma[j + 1][i + 1] = ta;
3528 bigmp[j + 1][i + 1] = tp;
3532 for (j = 0; j < floor_ptr->height; ++j)
3534 for (i = 0; i < floor_ptr->width; ++i)
3539 tc = bigmc[j + 1][i + 1];
3540 ta = bigma[j + 1][i + 1];
3541 tp = bigmp[j + 1][i + 1];
3543 /* rare feature has more priority */
3549 for (t = 0; t < 8; t++)
3551 if (tc == bigmc[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]] &&
3552 ta == bigma[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]])
3562 /* Save the char, attr and priority */
3575 /* Draw the corners */
3576 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
3578 /* Draw the horizontal edges */
3579 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
3581 /* Draw the vertical edges */
3582 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
3585 /* Display each map line in order */
3586 for (y = 0; y < hgt + 2; ++y)
3588 /* Start a new line */
3589 Term_gotoxy(COL_MAP, y);
3591 /* Display the line */
3592 for (x = 0; x < wid + 2; ++x)
3597 /* Hack -- fake monochrome */
3600 if (current_world_ptr->timewalk_m_idx) ta = TERM_DARK;
3601 else if (IS_INVULN(p_ptr) || p_ptr->timewalk) ta = TERM_WHITE;
3602 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
3605 /* Add the character */
3606 Term_add_bigch(ta, tc);
3611 for (y = 1; y < hgt + 1; ++y)
3613 match_autopick = -1;
3614 for (x = 1; x <= wid; x++) {
3615 if (match_autopick_yx[y][x] != -1 &&
3616 (match_autopick > match_autopick_yx[y][x] ||
3617 match_autopick == -1)) {
3618 match_autopick = match_autopick_yx[y][x];
3619 autopick_obj = object_autopick_yx[y][x];
3623 /* Clear old display */
3624 Term_putstr(0, y, 12, 0, " ");
3626 if (match_autopick != -1)
3628 display_shortened_item_name(autopick_obj, y);
3631 char buf[13] = "\0";
3632 strncpy(buf, autopick_list[match_autopick].name, 12);
3640 /* Player location */
3641 (*cy) = p_ptr->y / yrat + 1 + ROW_MAP;
3643 (*cx) = p_ptr->x / xrat + 1 + COL_MAP;
3645 (*cx) = (p_ptr->x / xrat + 1) * 2 + COL_MAP;
3647 /* Restore lighting effects */
3648 view_special_lite = old_view_special_lite;
3649 view_granite_lite = old_view_granite_lite;
3651 /* Free each line map */
3652 for (y = 0; y < (hgt + 2); y++)
3654 /* Free one row each array */
3655 C_KILL(ma[y], (wid + 2), TERM_COLOR);
3656 C_KILL(mc[y], (wid + 2), SYMBOL_CODE);
3657 C_KILL(mp[y], (wid + 2), byte);
3658 C_KILL(match_autopick_yx[y], (wid + 2), int);
3659 C_KILL(object_autopick_yx[y], (wid + 2), object_type *);
3662 /* Free each line map */
3663 C_KILL(ma, (hgt + 2), TERM_COLOR *);
3664 C_KILL(mc, (hgt + 2), char_ptr);
3665 C_KILL(mp, (hgt + 2), byte_ptr);
3666 C_KILL(match_autopick_yx, (hgt + 2), sint_ptr);
3667 C_KILL(object_autopick_yx, (hgt + 2), object_type **);
3669 /* Free each line map */
3670 for (y = 0; y < (floor_ptr->height + 2); y++)
3672 /* Free one row each array */
3673 C_KILL(bigma[y], (floor_ptr->width + 2), TERM_COLOR);
3674 C_KILL(bigmc[y], (floor_ptr->width + 2), SYMBOL_CODE);
3675 C_KILL(bigmp[y], (floor_ptr->width + 2), byte);
3678 /* Free each line map */
3679 C_KILL(bigma, (floor_ptr->height + 2), TERM_COLOR *);
3680 C_KILL(bigmc, (floor_ptr->height + 2), char_ptr);
3681 C_KILL(bigmp, (floor_ptr->height + 2), byte_ptr);
3686 * Display a "small-scale" map of the dungeon for the player
3688 * Currently, the "player" is displayed on the map.
3690 void do_cmd_view_map(void)
3696 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
3701 display_autopick = 0;
3703 /* Display the map */
3704 display_map(p_ptr->current_floor_ptr, &cy, &cx);
3707 if (max_autopick && !p_ptr->wild_mode)
3709 display_autopick = ITEM_DISPLAY;
3716 int wid, hgt, row_message;
3718 Term_get_size(&wid, &hgt);
3719 row_message = hgt - 1;
3721 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)",
3722 " Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items."), row_message, 1);
3724 /* Hilite the player */
3725 move_cursor(cy, cx);
3730 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
3732 flag = DONT_AUTOPICK;
3734 flag = DO_AUTODESTROY;
3736 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
3742 if (~display_autopick & flag)
3743 display_autopick |= flag;
3745 display_autopick &= ~flag;
3746 /* Display the map */
3747 display_map(p_ptr->current_floor_ptr, &cy, &cx);
3750 display_autopick = 0;
3755 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);
3756 /* Hilite the player */
3757 move_cursor(cy, cx);
3765 * Track a new monster
3767 void health_track(MONSTER_IDX m_idx)
3769 /* Mount monster is already tracked */
3770 if (m_idx && m_idx == p_ptr->riding) return;
3772 /* Track a new guy */
3773 p_ptr->health_who = m_idx;
3775 /* Redraw (later) */
3776 p_ptr->redraw |= (PR_HEALTH);
3781 * Moves the cursor to a given MAP (y,x) location
3783 void move_cursor_relative(int row, int col)
3785 /* Real co-ords convert to screen positions */
3786 row -= panel_row_prt;
3789 Term_gotoxy(panel_col_of(col), row);
3794 * print project path
3796 void print_path(floor_type *floor_ptr, POSITION y, POSITION x)
3801 byte_hack default_color = TERM_SLATE;
3803 if (!display_path) return;
3804 if (-1 == project_length)
3807 /* Get projection path */
3808 path_n = project_path(floor_ptr, path_g, (project_length ? project_length : MAX_RANGE), p_ptr->y, p_ptr->x, y, x, PROJECT_PATH | PROJECT_THRU);
3810 p_ptr->redraw |= (PR_MAP);
3811 handle_stuff(p_ptr);
3814 for (i = 0; i < path_n; i++)
3816 POSITION ny = GRID_Y(path_g[i]);
3817 POSITION nx = GRID_X(path_g[i]);
3818 grid_type *g_ptr = &floor_ptr->grid_array[ny][nx];
3820 if (panel_contains(ny, nx))
3822 TERM_COLOR a = default_color;
3825 TERM_COLOR ta = default_color;
3828 if (g_ptr->m_idx && floor_ptr->m_list[g_ptr->m_idx].ml)
3830 /* Determine what is there */
3831 map_info(ny, nx, &a, &c, &ta, &tc);
3833 if (!IS_ASCII_GRAPHICS(a))
3835 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
3837 else if (a == default_color)
3843 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
3844 else if (IS_INVULN(p_ptr) || p_ptr->timewalk) a = TERM_WHITE;
3845 else if (p_ptr->wraith_form) a = TERM_L_DARK;
3850 /* Hack -- Queue it */
3851 Term_queue_bigchar(panel_col_of(nx), ny - panel_row_prt, a, c, ta, tc);
3855 if ((g_ptr->info & CAVE_MARK) && !cave_have_flag_grid(g_ptr, FF_PROJECT)) break;
3858 if (nx == x && ny == y) default_color = TERM_L_DARK;
3864 * Hack -- track the given monster race
3866 void monster_race_track(MONRACE_IDX r_idx)
3868 /* Save this monster ID */
3869 p_ptr->monster_race_idx = r_idx;
3871 p_ptr->window |= (PW_MONSTER);
3875 * Hack -- track the given object kind
3877 void object_kind_track(KIND_OBJECT_IDX k_idx)
3879 /* Save this monster ID */
3880 p_ptr->object_kind_idx = k_idx;
3882 p_ptr->window |= (PW_OBJECT);
3887 * @brief 実ゲームプレイ時間を更新する
3889 void update_playtime(void)
3891 /* Check if the game has started */
3892 if (current_world_ptr->start_time != 0)
3894 u32b tmp = (u32b)time(NULL);
3895 current_world_ptr->play_time += (tmp - current_world_ptr->start_time);
3896 current_world_ptr->start_time = tmp;
3901 * Mega-Hack -- Delayed visual update
3902 * Only used if update_view(), update_lite() or update_mon_lite() was called
3904 void delayed_visual_update(floor_type *floor_ptr)
3910 /* Update needed grids */
3911 for (i = 0; i < floor_ptr->redraw_n; i++)
3913 y = floor_ptr->redraw_y[i];
3914 x = floor_ptr->redraw_x[i];
3915 g_ptr = &floor_ptr->grid_array[y][x];
3917 /* Update only needed grids (prevent multiple updating) */
3918 if (!(g_ptr->info & CAVE_REDRAW)) continue;
3920 /* If required, note */
3921 if (g_ptr->info & CAVE_NOTE) note_spot(y, x);
3925 /* Hack -- Visual update of monster on this grid */
3926 if (g_ptr->m_idx) update_monster(p_ptr, g_ptr->m_idx, FALSE);
3928 /* No longer in the array */
3929 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
3933 floor_ptr->redraw_n = 0;