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[hengband/hengband.git] / src / view-mainwindow.c
diff --git a/src/view-mainwindow.c b/src/view-mainwindow.c
deleted file mode 100644 (file)
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+++ /dev/null
@@ -1,3875 +0,0 @@
-/*!
- * @file xtra1.c
- * @brief プレイヤーのステータス処理 / status
- * @date 2018/09/25
- * @author
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
- * This software may be copied and distributed for educational, research, and\n
- * not for profit purposes provided that this copyright and statement are\n
- * included in all such copies.\n
- * 2014 Deskull rearranged comment for Doxygen.
- */
-
-#include "angband.h"
-#include "util.h"
-#include "autopick.h"
-#include "term.h"
-
-#include "bldg.h"
-#include "core.h"
-#include "files.h"
-#include "world.h"
-#include "quest.h"
-#include "artifact.h"
-#include "avatar.h"
-#include "player-status.h"
-#include "player-class.h"
-#include "player-race.h"
-#include "player-effects.h"
-#include "player-inventory.h"
-#include "monster.h"
-#include "view-mainwindow.h"
-
-#include "spells.h"
-#include "realm-hex.h"
-#include "realm-song.h"
-
-#include "object-flavor.h"
-
-#include "grid.h"
-#include "dungeon.h"
-#include "floor.h"
-#include "floor-town.h"
-#include "feature.h"
-#include "objectkind.h"
-#include "targeting.h"
-
- /*
-  * Not using graphical tiles for this feature?
-  */
-#define IS_ASCII_GRAPHICS(A) (!((A) & 0x80))
-
-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 */
-static byte display_autopick; /*!< 自動拾い状態の設定フラグ */
-static int match_autopick;
-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 */
-
-/*
- * Dungeon size info
- */
-POSITION panel_row_min, panel_row_max;
-POSITION panel_col_min, panel_col_max;
-POSITION panel_col_prt, panel_row_prt;
-
-/*
- * Some screen locations for various display routines
- * Currently, row 8 and 15 are the only "blank" rows.
- * That leaves a "border" around the "stat" values.
- */
-
-#define ROW_RACE                1
-#define COL_RACE                0       /* <race name> */
-
- /*#define ROW_CLASS               2 */
- /*#define COL_CLASS               0 */      /* <class name> */
-
-#define ROW_TITLE               2
-#define COL_TITLE               0       /* <title> or <mode> */
-
-/*#define ROW_SEIKAKU          4 */
-/*#define COL_SEIKAKU          0*/     /* <seikaku> */
-
-#define ROW_DAY                 21
-#define COL_DAY                 0       /* day */
-
-#define ROW_DUNGEON             22
-#define COL_DUNGEON             0       /* dungeon */
-
-#define ROW_LEVEL               3
-#define COL_LEVEL               0       /* "LEVEL xxxxxx" */
-
-#define ROW_EXP                 4
-#define COL_EXP                 0       /* "EXP xxxxxxxx" */
-
-#define ROW_GOLD                5
-#define COL_GOLD                0       /* "AU xxxxxxxxx" */
-
-#define ROW_EQUIPPY             6
-#define COL_EQUIPPY             0       /* equippy chars */
-
-#define ROW_STAT                7
-#define COL_STAT                0       /* "xxx   xxxxxx" */
-
-#define ROW_AC                  13
-#define COL_AC                  0       /* "Cur AC xxxxx" */
-
-#define ROW_HPMP                14
-#define COL_HPMP                0
-
-#define ROW_CURHP               14
-#define COL_CURHP               0       /* "Cur HP xxxxx" */
-
-#define ROW_CURSP               15
-#define COL_CURSP               0       /* "Cur SP xxxxx" */
-
-#define ROW_RIDING_INFO         16
-#define COL_RIDING_INFO         0       /* "xxxxxxxxxxxx" */
-
-#define ROW_INFO                17
-#define COL_INFO                0       /* "xxxxxxxxxxxx" */
-
-#define ROW_CUT                 18
-#define COL_CUT                 0       /* <cut> */
-
-#define ROW_STUN                19
-#define COL_STUN                0       /* <stun> */
-
-#define ROW_HUNGRY              20
-#define COL_HUNGRY              0       /* "Weak" / "Hungry" / "Full" / "Gorged" */
-
-#define ROW_STATE               20
-#define COL_STATE                7      /* <state> */
-
-#define ROW_SPEED               (-1)
-#define COL_SPEED               (-24)      /* "Slow (-NN)" or "Fast (+NN)" */
-
-#define ROW_STUDY               (-1)
-#define COL_STUDY               (-13)      /* "Study" */
-
-#define ROW_DEPTH               (-1)
-#define COL_DEPTH               (-8)      /* "Lev NNN" / "NNNN ft" */
-
-#define ROW_STATBAR             (-1)
-#define COL_STATBAR              0
-#define MAX_COL_STATBAR         (-26)
-
-void print_equippy(player_type *creature_ptr);
-void print_map(player_type *player_ptr);
-void display_map(player_type *player_ptr, int *cy, int *cx);
-void set_term_color(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp);
-
-/*!
- * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
- * Print character info at given row, column in a 13 char field
- * @param info 表示文字列
- * @param row 描画列
- * @param col 描画行
- * @return なし
- */
-static void print_field(concptr info, TERM_LEN row, TERM_LEN col)
-{
-       /* Dump 13 spaces to clear */
-       c_put_str(TERM_WHITE, "             ", row, col);
-
-       /* Dump the info itself */
-       c_put_str(TERM_L_BLUE, info, row, col);
-}
-
-
-/*!
- * @brief ゲーム時刻を表示する /
- * Print time
- * @return なし
- */
-void print_time(player_type *player_ptr)
-{
-       int day, hour, min;
-
-       /* Dump 13 spaces to clear */
-       c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
-
-       extract_day_hour_min(player_ptr, &day, &hour, &min);
-
-       /* Dump the info itself */
-       if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
-       else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
-
-       c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY + 7);
-}
-
-
-/*!
- * @brief 現在のマップ名を返す /
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @return マップ名の文字列参照ポインタ
- */
-concptr map_name(player_type *creature_ptr)
-{
-       floor_type *floor_ptr = creature_ptr->current_floor_ptr;
-       if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest)
-               && (quest[floor_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
-               return _("クエスト", "Quest");
-       else if (creature_ptr->wild_mode)
-               return _("地上", "Surface");
-       else if (creature_ptr->current_floor_ptr->inside_arena)
-               return _("アリーナ", "Arena");
-       else if (creature_ptr->phase_out)
-               return _("闘技場", "Monster Arena");
-       else if (!floor_ptr->dun_level && creature_ptr->town_num)
-               return town_info[creature_ptr->town_num].name;
-       else
-               return d_name + d_info[creature_ptr->dungeon_idx].name;
-}
-
-
-/*!
- * @brief 現在のマップ名を描画する / Print dungeon
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void print_dungeon(player_type *creature_ptr)
-{
-       /* Dump 13 spaces to clear */
-       c_put_str(TERM_WHITE, "             ", ROW_DUNGEON, COL_DUNGEON);
-
-       concptr dungeon_name = map_name(creature_ptr);
-
-       TERM_LEN col = COL_DUNGEON + 6 - strlen(dungeon_name) / 2;
-       if (col < 0) col = 0;
-
-       /* Dump the info itself */
-       c_put_str(TERM_L_UMBER, format("%s", dungeon_name),
-               ROW_DUNGEON, col);
-}
-
-
-/*!
- * @brief プレイヤー能力値を描画する / Print character stat in given row, column
- * @param stat 描画するステータスのID
- * @return なし
- */
-static void print_stat(player_type *creature_ptr, int stat)
-{
-       GAME_TEXT tmp[32];
-
-       /* Display "injured" stat */
-       if (creature_ptr->stat_cur[stat] < creature_ptr->stat_max[stat])
-       {
-               put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
-               cnv_stat(creature_ptr->stat_use[stat], tmp);
-               c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
-       }
-
-       /* Display "healthy" stat */
-       else
-       {
-               put_str(stat_names[stat], ROW_STAT + stat, 0);
-               cnv_stat(creature_ptr->stat_use[stat], tmp);
-               c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
-       }
-
-       /* Indicate natural maximum */
-       if (creature_ptr->stat_max[stat] != creature_ptr->stat_max_max[stat])
-               return;
-
-#ifdef JP
-       /* 日本語にかぶらないように表示位置を変更 */
-       put_str("!", ROW_STAT + stat, 5);
-#else
-       put_str("!", ROW_STAT + stat, 3);
-#endif
-}
-
-
-/*
- * 画面下部に表示する状態表示定義ID / Data structure for status bar
- */
-#define BAR_TSUYOSHI 0      /*!< 下部ステータス表示: オクレ兄さん状態 */
-#define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
-#define BAR_BLINDNESS 2     /*!< 下部ステータス表示: 盲目 */
-#define BAR_PARALYZE 3      /*!< 下部ステータス表示: 麻痺 */
-#define BAR_CONFUSE 4       /*!< 下部ステータス表示: 混乱 */
-#define BAR_POISONED 5      /*!< 下部ステータス表示: 毒 */
-#define BAR_AFRAID 6        /*!< 下部ステータス表示: 恐怖 */
-#define BAR_LEVITATE 7      /*!< 下部ステータス表示: 浮遊 */
-#define BAR_REFLECTION 8    /*!< 下部ステータス表示: 反射 */
-#define BAR_PASSWALL 9      /*!< 下部ステータス表示: 壁抜け */
-#define BAR_WRAITH 10       /*!< 下部ステータス表示: 幽体化 */
-#define BAR_PROTEVIL 11     /*!< 下部ステータス表示: 対邪悪結界 */
-#define BAR_KAWARIMI 12     /*!< 下部ステータス表示: 変わり身 */
-#define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
-#define BAR_EXPAND 14       /*!< 下部ステータス表示: 横伸び */
-#define BAR_STONESKIN 15    /*!< 下部ステータス表示: 石肌化 */
-#define BAR_MULTISHADOW 16  /*!< 下部ステータス表示: 影分身 */
-#define BAR_REGMAGIC 17     /*!< 下部ステータス表示: 魔法防御 */
-#define BAR_ULTIMATE 18     /*!< 下部ステータス表示: 究極の耐性 */
-#define BAR_INVULN 19       /*!< 下部ステータス表示: 無敵化 */
-#define BAR_IMMACID 20      /*!< 下部ステータス表示: 酸免疫 */
-#define BAR_RESACID 21      /*!< 下部ステータス表示: 酸耐性 */
-#define BAR_IMMELEC 22      /*!< 下部ステータス表示: 電撃免疫 */
-#define BAR_RESELEC 23      /*!< 下部ステータス表示: 電撃耐性 */
-#define BAR_IMMFIRE 24      /*!< 下部ステータス表示: 火炎免疫 */
-#define BAR_RESFIRE 25      /*!< 下部ステータス表示: 火炎耐性 */
-#define BAR_IMMCOLD 26      /*!< 下部ステータス表示: 冷気免疫 */
-#define BAR_RESCOLD 27      /*!< 下部ステータス表示: 冷気耐性 */
-#define BAR_RESPOIS 28      /*!< 下部ステータス表示: 毒耐性 */
-#define BAR_RESNETH 29      /*!< 下部ステータス表示: 地獄耐性 */
-#define BAR_RESTIME 30      /*!< 下部ステータス表示: 時間逆転耐性 */
-#define BAR_DUSTROBE 31     /*!< 下部ステータス表示: 破片オーラ */
-#define BAR_SHFIRE 32       /*!< 下部ステータス表示: 火炎オーラ */
-#define BAR_TOUKI 33        /*!< 下部ステータス表示: 闘気 */
-#define BAR_SHHOLY 34       /*!< 下部ステータス表示: 聖なるオーラ */
-#define BAR_EYEEYE 35       /*!< 下部ステータス表示: 目には目を */
-#define BAR_BLESSED 36      /*!< 下部ステータス表示: 祝福 */
-#define BAR_HEROISM 37      /*!< 下部ステータス表示: 士気高揚 */
-#define BAR_BERSERK 38      /*!< 下部ステータス表示: 狂戦士化 */
-#define BAR_ATTKFIRE 39     /*!< 下部ステータス表示: 焼棄スレイ */
-#define BAR_ATTKCOLD 40     /*!< 下部ステータス表示: 冷凍スレイ */
-#define BAR_ATTKELEC 41     /*!< 下部ステータス表示: 電撃スレイ */
-#define BAR_ATTKACID 42     /*!< 下部ステータス表示: 溶解スレイ */
-#define BAR_ATTKPOIS 43     /*!< 下部ステータス表示: 毒殺スレイ */
-#define BAR_ATTKCONF 44     /*!< 下部ステータス表示: 混乱打撃 */
-#define BAR_SENSEUNSEEN 45  /*!< 下部ステータス表示: 透明視 */
-#define BAR_TELEPATHY 46    /*!< 下部ステータス表示: テレパシー */
-#define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
-#define BAR_INFRAVISION 48  /*!< 下部ステータス表示: 赤外線視力 */
-#define BAR_STEALTH 49      /*!< 下部ステータス表示: 隠密 */
-#define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
-#define BAR_RECALL 51       /*!< 下部ステータス表示: 帰還待ち */
-#define BAR_ALTER 52        /*!< 下部ステータス表示: 現実変容待ち */
-#define BAR_SHCOLD 53       /*!< 下部ステータス表示: 冷気オーラ */
-#define BAR_SHELEC 54       /*!< 下部ステータス表示: 電撃オーラ */
-#define BAR_SHSHADOW 55     /*!< 下部ステータス表示: 影のオーラ */
-#define BAR_MIGHT 56        /*!< 下部ステータス表示: 腕力強化 */
-#define BAR_BUILD 57        /*!< 下部ステータス表示: 肉体強化 */
-#define BAR_ANTIMULTI 58    /*!< 下部ステータス表示: 反増殖 */
-#define BAR_ANTITELE 59     /*!< 下部ステータス表示: 反テレポート */
-#define BAR_ANTIMAGIC 60    /*!< 下部ステータス表示: 反魔法 */
-#define BAR_PATIENCE 61     /*!< 下部ステータス表示: 我慢 */
-#define BAR_REVENGE 62      /*!< 下部ステータス表示: 宣告 */
-#define BAR_RUNESWORD 63    /*!< 下部ステータス表示: 魔剣化 */
-#define BAR_VAMPILIC 64     /*!< 下部ステータス表示: 吸血 */
-#define BAR_CURE 65         /*!< 下部ステータス表示: 回復 */
-#define BAR_ESP_EVIL 66     /*!< 下部ステータス表示: 邪悪感知 */
-
-static struct {
-       TERM_COLOR attr;
-       concptr sstr;
-       concptr lstr;
-} bar[]
-#ifdef JP
-= {
-       {TERM_YELLOW, "つ", "つよし"},
-       {TERM_VIOLET, "幻", "幻覚"},
-       {TERM_L_DARK, "盲", "盲目"},
-       {TERM_RED, "痺", "麻痺"},
-       {TERM_VIOLET, "乱", "混乱"},
-       {TERM_GREEN, "毒", "毒"},
-       {TERM_BLUE, "恐", "恐怖"},
-       {TERM_L_BLUE, "浮", "浮遊"},
-       {TERM_SLATE, "反", "反射"},
-       {TERM_SLATE, "壁", "壁抜け"},
-       {TERM_L_DARK, "幽", "幽体"},
-       {TERM_SLATE, "邪", "防邪"},
-       {TERM_VIOLET, "変", "変わり身"},
-       {TERM_YELLOW, "魔", "魔法鎧"},
-       {TERM_L_UMBER, "伸", "伸び"},
-       {TERM_WHITE, "石", "石肌"},
-       {TERM_L_BLUE, "分", "分身"},
-       {TERM_SLATE, "防", "魔法防御"},
-       {TERM_YELLOW, "究", "究極"},
-       {TERM_YELLOW, "無", "無敵"},
-       {TERM_L_GREEN, "酸", "酸免疫"},
-       {TERM_GREEN, "酸", "耐酸"},
-       {TERM_L_BLUE, "電", "電免疫"},
-       {TERM_BLUE, "電", "耐電"},
-       {TERM_L_RED, "火", "火免疫"},
-       {TERM_RED, "火", "耐火"},
-       {TERM_WHITE, "冷", "冷免疫"},
-       {TERM_SLATE, "冷", "耐冷"},
-       {TERM_GREEN, "毒", "耐毒"},
-       {TERM_L_DARK, "獄", "耐地獄"},
-       {TERM_L_BLUE, "時", "耐時間"},
-       {TERM_L_DARK, "鏡", "鏡オーラ"},
-       {TERM_L_RED, "オ", "火オーラ"},
-       {TERM_WHITE, "闘", "闘気"},
-       {TERM_WHITE, "聖", "聖オーラ"},
-       {TERM_VIOLET, "目", "目には目"},
-       {TERM_WHITE, "祝", "祝福"},
-       {TERM_WHITE, "勇", "勇"},
-       {TERM_RED, "狂", "狂乱"},
-       {TERM_L_RED, "火", "魔剣火"},
-       {TERM_WHITE, "冷", "魔剣冷"},
-       {TERM_L_BLUE, "電", "魔剣電"},
-       {TERM_SLATE, "酸", "魔剣酸"},
-       {TERM_L_GREEN, "毒", "魔剣毒"},
-       {TERM_RED, "乱", "混乱打撃"},
-       {TERM_L_BLUE, "視", "透明視"},
-       {TERM_ORANGE, "テ", "テレパシ"},
-       {TERM_L_BLUE, "回", "回復"},
-       {TERM_L_RED, "赤", "赤外"},
-       {TERM_UMBER, "隠", "隠密"},
-       {TERM_YELLOW, "隠", "超隠密"},
-       {TERM_WHITE, "帰", "帰還"},
-       {TERM_WHITE, "現", "現実変容"},
-       {TERM_WHITE, "オ", "氷オーラ"},
-       {TERM_BLUE, "オ", "電オーラ"},
-       {TERM_L_DARK, "オ", "影オーラ"},
-       {TERM_YELLOW, "腕", "腕力強化"},
-       {TERM_RED, "肉", "肉体強化"},
-       {TERM_L_DARK, "殖", "反増殖"},
-       {TERM_ORANGE, "テ", "反テレポ"},
-       {TERM_RED, "魔", "反魔法"},
-       {TERM_SLATE, "我", "我慢"},
-       {TERM_SLATE, "宣", "宣告"},
-       {TERM_L_DARK, "剣", "魔剣化"},
-       {TERM_RED, "吸", "吸血打撃"},
-       {TERM_WHITE, "回", "回復"},
-       {TERM_L_DARK, "感", "邪悪感知"},
-       {0, NULL, NULL}
-};
-#else
-= {
-       {TERM_YELLOW, "Ts", "Tsuyoshi"},
-       {TERM_VIOLET, "Ha", "Halluc"},
-       {TERM_L_DARK, "Bl", "Blind"},
-       {TERM_RED, "Pa", "Paralyzed"},
-       {TERM_VIOLET, "Cf", "Confused"},
-       {TERM_GREEN, "Po", "Poisoned"},
-       {TERM_BLUE, "Af", "Afraid"},
-       {TERM_L_BLUE, "Lv", "Levit"},
-       {TERM_SLATE, "Rf", "Reflect"},
-       {TERM_SLATE, "Pw", "PassWall"},
-       {TERM_L_DARK, "Wr", "Wraith"},
-       {TERM_SLATE, "Ev", "PrtEvl"},
-       {TERM_VIOLET, "Kw", "Kawarimi"},
-       {TERM_YELLOW, "Md", "MgcArm"},
-       {TERM_L_UMBER, "Eh", "Expand"},
-       {TERM_WHITE, "Ss", "StnSkn"},
-       {TERM_L_BLUE, "Ms", "MltShdw"},
-       {TERM_SLATE, "Rm", "ResMag"},
-       {TERM_YELLOW, "Ul", "Ultima"},
-       {TERM_YELLOW, "Iv", "Invuln"},
-       {TERM_L_GREEN, "IAc", "ImmAcid"},
-       {TERM_GREEN, "Ac", "Acid"},
-       {TERM_L_BLUE, "IEl", "ImmElec"},
-       {TERM_BLUE, "El", "Elec"},
-       {TERM_L_RED, "IFi", "ImmFire"},
-       {TERM_RED, "Fi", "Fire"},
-       {TERM_WHITE, "ICo", "ImmCold"},
-       {TERM_SLATE, "Co", "Cold"},
-       {TERM_GREEN, "Po", "Pois"},
-       {TERM_L_DARK, "Nt", "Nthr"},
-       {TERM_L_BLUE, "Ti", "Time"},
-       {TERM_L_DARK, "Mr", "Mirr"},
-       {TERM_L_RED, "SFi", "SFire"},
-       {TERM_WHITE, "Fo", "Force"},
-       {TERM_WHITE, "Ho", "Holy"},
-       {TERM_VIOLET, "Ee", "EyeEye"},
-       {TERM_WHITE, "Bs", "Bless"},
-       {TERM_WHITE, "He", "Hero"},
-       {TERM_RED, "Br", "Berserk"},
-       {TERM_L_RED, "BFi", "BFire"},
-       {TERM_WHITE, "BCo", "BCold"},
-       {TERM_L_BLUE, "BEl", "BElec"},
-       {TERM_SLATE, "BAc", "BAcid"},
-       {TERM_L_GREEN, "BPo", "BPois"},
-       {TERM_RED, "TCf", "TchCnf"},
-       {TERM_L_BLUE, "Se", "SInv"},
-       {TERM_ORANGE, "Te", "Telepa"},
-       {TERM_L_BLUE, "Rg", "Regen"},
-       {TERM_L_RED, "If", "Infr"},
-       {TERM_UMBER, "Sl", "Stealth"},
-       {TERM_YELLOW, "Stlt", "Stealth"},
-       {TERM_WHITE, "Rc", "Recall"},
-       {TERM_WHITE, "Al", "Alter"},
-       {TERM_WHITE, "SCo", "SCold"},
-       {TERM_BLUE, "SEl", "SElec"},
-       {TERM_L_DARK, "SSh", "SShadow"},
-       {TERM_YELLOW, "EMi", "ExMight"},
-       {TERM_RED, "Bu", "BuildUp"},
-       {TERM_L_DARK, "AMl", "AntiMulti"},
-       {TERM_ORANGE, "AT", "AntiTele"},
-       {TERM_RED, "AM", "AntiMagic"},
-       {TERM_SLATE, "Pa", "Patience"},
-       {TERM_SLATE, "Rv", "Revenge"},
-       {TERM_L_DARK, "Rs", "RuneSword"},
-       {TERM_RED, "Vm", "Vampiric"},
-       {TERM_WHITE, "Cu", "Cure"},
-       {TERM_L_DARK, "ET", "EvilTele"},
-       {0, NULL, NULL}
-};
-#endif
-
-/*!
- * @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。
- * @param FLG フラグ位置(ビット)
- * @return なし
- */
-#define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
-
- /*!
-  * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
-  * @param FLG フラグ位置(ビット)
-  * @return 1ならば0以外を返す
-  */
-#define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
-
-
-  /*!
-   * @brief 下部に状態表示を行う / Show status bar
-   * @return なし
-   */
-static void print_status(player_type *creature_ptr)
-{
-       TERM_LEN wid, hgt;
-       Term_get_size(&wid, &hgt);
-       TERM_LEN row_statbar = hgt + ROW_STATBAR;
-       TERM_LEN max_col_statbar = wid + MAX_COL_STATBAR;
-
-       Term_erase(0, row_statbar, max_col_statbar);
-
-       BIT_FLAGS bar_flags[3];
-       bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
-
-       /* Tsuyoshi  */
-       if (creature_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
-
-       /* Hallucinating */
-       if (creature_ptr->image) ADD_FLG(BAR_HALLUCINATION);
-
-       /* Blindness */
-       if (creature_ptr->blind) ADD_FLG(BAR_BLINDNESS);
-
-       /* Paralysis */
-       if (creature_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
-
-       /* Confusion */
-       if (creature_ptr->confused) ADD_FLG(BAR_CONFUSE);
-
-       /* Posioned */
-       if (creature_ptr->poisoned) ADD_FLG(BAR_POISONED);
-
-       /* Times see-invisible */
-       if (creature_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
-
-       /* Timed esp */
-       if (is_time_limit_esp(creature_ptr)) ADD_FLG(BAR_TELEPATHY);
-
-       /* Timed regenerate */
-       if (creature_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
-
-       /* Timed infra-vision */
-       if (creature_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
-
-       /* Protection from evil */
-       if (creature_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
-
-       /* Invulnerability */
-       if (IS_INVULN(creature_ptr)) ADD_FLG(BAR_INVULN);
-
-       /* Wraith form */
-       if (creature_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
-
-       /* Kabenuke */
-       if (creature_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
-
-       if (creature_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
-
-       /* Heroism */
-       if (IS_HERO(creature_ptr)) ADD_FLG(BAR_HEROISM);
-
-       /* Super Heroism / berserk */
-       if (creature_ptr->shero) ADD_FLG(BAR_BERSERK);
-
-       /* Blessed */
-       if (is_blessed(creature_ptr)) ADD_FLG(BAR_BLESSED);
-
-       /* Shield */
-       if (creature_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
-
-       if (creature_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
-
-       if (creature_ptr->shield) ADD_FLG(BAR_STONESKIN);
-
-       if (creature_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
-
-       /* Oppose Acid */
-       if (creature_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
-       if (is_oppose_acid(creature_ptr)) ADD_FLG(BAR_RESACID);
-
-       /* Oppose Lightning */
-       if (creature_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
-       if (is_oppose_elec(creature_ptr)) ADD_FLG(BAR_RESELEC);
-
-       /* Oppose Fire */
-       if (creature_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
-       if (is_oppose_fire(creature_ptr)) ADD_FLG(BAR_RESFIRE);
-
-       /* Oppose Cold */
-       if (creature_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
-       if (is_oppose_cold(creature_ptr)) ADD_FLG(BAR_RESCOLD);
-
-       /* Oppose Poison */
-       if (is_oppose_pois(creature_ptr)) ADD_FLG(BAR_RESPOIS);
-
-       /* Word of Recall */
-       if (creature_ptr->word_recall) ADD_FLG(BAR_RECALL);
-
-       /* Alter realiry */
-       if (creature_ptr->alter_reality) ADD_FLG(BAR_ALTER);
-
-       /* Afraid */
-       if (creature_ptr->afraid) ADD_FLG(BAR_AFRAID);
-
-       /* Resist time */
-       if (creature_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
-
-       if (creature_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
-
-       /* Confusing Hands */
-       if (creature_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
-
-       if (creature_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
-
-       /* Ultimate-resistance */
-       if (creature_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
-
-       /* tim levitation */
-       if (creature_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
-
-       if (creature_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
-
-       if (creature_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
-
-       /* Mahouken */
-       if (creature_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
-       if (creature_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
-       if (creature_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
-       if (creature_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
-       if (creature_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
-       if (creature_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
-
-       if (creature_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
-
-       /* tim stealth */
-       if (is_time_limit_stealth(creature_ptr)) ADD_FLG(BAR_STEALTH);
-
-       if (creature_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
-
-       /* Holy aura */
-       if (creature_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
-
-       /* An Eye for an Eye */
-       if (creature_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
-
-       /* Hex spells */
-       if (creature_ptr->realm1 == REALM_HEX)
-       {
-               if (hex_spelling(creature_ptr, HEX_BLESS)) ADD_FLG(BAR_BLESSED);
-               if (hex_spelling(creature_ptr, HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
-               if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
-               if (hex_spelling(creature_ptr, HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
-               if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
-               if (hex_spelling(creature_ptr, HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
-               if (hex_spelling(creature_ptr, HEX_BUILDING)) ADD_FLG(BAR_BUILD);
-               if (hex_spelling(creature_ptr, HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
-               if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
-               if (hex_spelling(creature_ptr, HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
-               if (hex_spelling(creature_ptr, HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
-               if (hex_spelling(creature_ptr, HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
-               if (hex_spelling(creature_ptr, HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
-               if (hex_spelling(creature_ptr, HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
-               if (hex_spelling(creature_ptr, HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
-               if (hex_spelling(creature_ptr, HEX_CURE_LIGHT) ||
-                       hex_spelling(creature_ptr, HEX_CURE_SERIOUS) ||
-                       hex_spelling(creature_ptr, HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
-
-               if (HEX_REVENGE_TURN(creature_ptr))
-               {
-                       if (HEX_REVENGE_TYPE(creature_ptr) == 1) ADD_FLG(BAR_PATIENCE);
-                       if (HEX_REVENGE_TYPE(creature_ptr) == 2) ADD_FLG(BAR_REVENGE);
-               }
-       }
-
-       /* Calcurate length */
-       TERM_LEN col = 0, num = 0;
-       for (int i = 0; bar[i].sstr; i++)
-       {
-               if (IS_FLG(i))
-               {
-                       col += strlen(bar[i].lstr) + 1;
-                       num++;
-               }
-       }
-
-       /* If there are not excess spaces for long strings, use short one */
-       int space = 2;
-       if (col - 1 > max_col_statbar)
-       {
-               space = 0;
-               col = 0;
-
-               for (int i = 0; bar[i].sstr; i++)
-               {
-                       if (IS_FLG(i))
-                       {
-                               col += strlen(bar[i].sstr);
-                       }
-               }
-
-               /* If there are excess spaces for short string, use more */
-               if (col - 1 <= max_col_statbar - (num - 1))
-               {
-                       space = 1;
-                       col += num - 1;
-               }
-       }
-
-       /* Centering display column */
-       col = (max_col_statbar - col) / 2;
-
-       /* Display status bar */
-       for (int i = 0; bar[i].sstr; i++)
-       {
-               if (!IS_FLG(i)) continue;
-
-               concptr str;
-               if (space == 2) str = bar[i].lstr;
-               else str = bar[i].sstr;
-
-               c_put_str(bar[i].attr, str, row_statbar, col);
-               col += strlen(str);
-               if (space > 0) col++;
-               if (col > max_col_statbar) break;
-       }
-}
-
-
-/*!
- * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
- * @return なし
- */
-static void print_title(player_type *creature_ptr)
-{
-       GAME_TEXT str[14];
-
-       concptr p = "";
-       if (current_world_ptr->wizard)
-       {
-               p = _("[ウィザード]", "[=-WIZARD-=]");
-       }
-       else if (current_world_ptr->total_winner || (creature_ptr->lev > PY_MAX_LEVEL))
-       {
-               if (creature_ptr->arena_number > MAX_ARENA_MONS + 2)
-               {
-                       p = _("*真・勝利者*", "*TRUEWINNER*");
-               }
-               else
-               {
-                       p = _("***勝利者***", "***WINNER***");
-               }
-       }
-       else
-       {
-               my_strcpy(str, player_title[creature_ptr->pclass][(creature_ptr->lev - 1) / 5], sizeof(str));
-               p = str;
-       }
-
-       print_field(p, ROW_TITLE, COL_TITLE);
-}
-
-
-/*!
- * @brief プレイヤーのレベルを表示する / Prints level
- * @return なし
- */
-static void print_level(player_type *creature_ptr)
-{
-       char tmp[32];
-       sprintf(tmp, "%5d", creature_ptr->lev);
-       if (creature_ptr->lev >= creature_ptr->max_plv)
-       {
-               put_str(_("レベル ", "LEVEL "), ROW_LEVEL, 0);
-               c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
-       }
-       else
-       {
-               put_str(_("xレベル", "Level "), ROW_LEVEL, 0);
-               c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
-       }
-}
-
-
-/*!
- * @brief プレイヤーの経験値を表示する / Display the experience
- * @return なし
- */
-static void print_exp(player_type *creature_ptr)
-{
-       char out_val[32];
-
-       if ((!exp_need) || (creature_ptr->prace == RACE_ANDROID))
-       {
-               (void)sprintf(out_val, "%8ld", (long)creature_ptr->exp);
-       }
-       else
-       {
-               if (creature_ptr->lev >= PY_MAX_LEVEL)
-               {
-                       (void)sprintf(out_val, "********");
-               }
-               else
-               {
-                       (void)sprintf(out_val, "%8ld", (long)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L) - creature_ptr->exp);
-               }
-       }
-
-       if (creature_ptr->exp >= creature_ptr->max_exp)
-       {
-               if (creature_ptr->prace == RACE_ANDROID) put_str(_("強化 ", "Cst "), ROW_EXP, 0);
-               else put_str(_("経験 ", "EXP "), ROW_EXP, 0);
-               c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
-       }
-       else
-       {
-               put_str(_("x経験", "Exp "), ROW_EXP, 0);
-               c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
-       }
-}
-
-
-/*!
- * @brief プレイヤーの所持金を表示する / Prints current gold
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void print_gold(player_type *creature_ptr)
-{
-       char tmp[32];
-       put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
-       sprintf(tmp, "%9ld", (long)creature_ptr->au);
-       c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
-}
-
-
-/*!
- * @brief プレイヤーのACを表示する / Prints current AC
- * @return なし
- */
-static void print_ac(player_type *creature_ptr)
-{
-       char tmp[32];
-
-#ifdef JP
-       /* AC の表示方式を変更している */
-       put_str(" AC(     )", ROW_AC, COL_AC);
-       sprintf(tmp, "%5d", creature_ptr->dis_ac + creature_ptr->dis_to_a);
-       c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
-#else
-       put_str("Cur AC ", ROW_AC, COL_AC);
-       sprintf(tmp, "%5d", creature_ptr->dis_ac + creature_ptr->dis_to_a);
-       c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
-#endif
-
-}
-
-
-/*!
- * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
- * @return なし
- */
-static void print_hp(player_type *creature_ptr)
-{
-       /* ヒットポイントの表示方法を変更 */
-       char tmp[32];
-
-       /* タイトル */
-       put_str("HP", ROW_CURHP, COL_CURHP);
-
-       /* 現在のヒットポイント */
-       sprintf(tmp, "%4ld", (long int)creature_ptr->chp);
-
-       TERM_COLOR color;
-       if (creature_ptr->chp >= creature_ptr->mhp)
-       {
-               color = TERM_L_GREEN;
-       }
-       else if (creature_ptr->chp > (creature_ptr->mhp * hitpoint_warn) / 10)
-       {
-               color = TERM_YELLOW;
-       }
-       else
-       {
-               color = TERM_RED;
-       }
-
-       c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 3);
-
-       /* 区切り */
-       put_str("/", ROW_CURHP, COL_CURHP + 7);
-
-       /* 最大ヒットポイント */
-       sprintf(tmp, "%4ld", (long int)creature_ptr->mhp);
-       color = TERM_L_GREEN;
-
-       c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8);
-}
-
-
-/*!
- * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
- * @return なし
- */
-static void print_sp(player_type *creature_ptr)
-{
-       /* マジックポイントの表示方法を変更している */
-       char tmp[32];
-       byte color;
-
-       /* Do not show mana unless it matters */
-       if (!mp_ptr->spell_book) return;
-
-       /* タイトル */
-       put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
-
-       /* 現在のマジックポイント */
-       sprintf(tmp, "%4ld", (long int)creature_ptr->csp);
-
-       if (creature_ptr->csp >= creature_ptr->msp)
-       {
-               color = TERM_L_GREEN;
-       }
-       else if (creature_ptr->csp > (creature_ptr->msp * mana_warn) / 10)
-       {
-               color = TERM_YELLOW;
-       }
-       else
-       {
-               color = TERM_RED;
-       }
-
-       c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 3);
-
-       /* 区切り */
-       put_str("/", ROW_CURSP, COL_CURSP + 7);
-
-       /* 最大マジックポイント */
-       sprintf(tmp, "%4ld", (long int)creature_ptr->msp);
-       color = TERM_L_GREEN;
-
-       c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
-}
-
-
-/*!
- * @brief 現在のフロアの深さを表示する / Prints depth in stat area
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void print_depth(player_type *creature_ptr)
-{
-       char depths[32];
-       TERM_COLOR attr = TERM_WHITE;
-
-       TERM_LEN wid, hgt;
-       Term_get_size(&wid, &hgt);
-       TERM_LEN col_depth = wid + COL_DEPTH;
-       TERM_LEN row_depth = hgt + ROW_DEPTH;
-
-       floor_type *floor_ptr = creature_ptr->current_floor_ptr;
-       if (!floor_ptr->dun_level)
-       {
-               strcpy(depths, _("地上", "Surf."));
-               c_prt(attr, format("%7s", depths), row_depth, col_depth);
-               return;
-       }
-
-       if (floor_ptr->inside_quest && !creature_ptr->dungeon_idx)
-       {
-               strcpy(depths, _("地上", "Quest"));
-               c_prt(attr, format("%7s", depths), row_depth, col_depth);
-               return;
-       }
-
-       if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)floor_ptr->dun_level * 50);
-       else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)floor_ptr->dun_level);
-
-       /* Get color of level based on feeling  -JSV- */
-       switch (creature_ptr->feeling)
-       {
-       case  0: attr = TERM_SLATE;   break; /* Unknown */
-       case  1: attr = TERM_L_BLUE;  break; /* Special */
-       case  2: attr = TERM_VIOLET;  break; /* Horrible visions */
-       case  3: attr = TERM_RED;     break; /* Very dangerous */
-       case  4: attr = TERM_L_RED;   break; /* Very bad feeling */
-       case  5: attr = TERM_ORANGE;  break; /* Bad feeling */
-       case  6: attr = TERM_YELLOW;  break; /* Nervous */
-       case  7: attr = TERM_L_UMBER; break; /* Luck is turning */
-       case  8: attr = TERM_L_WHITE; break; /* Don't like */
-       case  9: attr = TERM_WHITE;   break; /* Reasonably safe */
-       case 10: attr = TERM_WHITE;   break; /* Boring place */
-       }
-
-       c_prt(attr, format("%7s", depths), row_depth, col_depth);
-}
-
-
-/*!
- * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void print_hunger(player_type *player_ptr)
-{
-       if (current_world_ptr->wizard && player_ptr->current_floor_ptr->inside_arena) return;
-
-       if (player_ptr->food < PY_FOOD_FAINT)
-       {
-               c_put_str(TERM_RED, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
-               return;
-       }
-
-       if (player_ptr->food < PY_FOOD_WEAK)
-       {
-               c_put_str(TERM_ORANGE, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
-               return;
-       }
-
-       if (player_ptr->food < PY_FOOD_ALERT)
-       {
-               c_put_str(TERM_YELLOW, _("空腹  ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
-               return;
-       }
-
-       if (player_ptr->food < PY_FOOD_FULL)
-       {
-               c_put_str(TERM_L_GREEN, "      ", ROW_HUNGRY, COL_HUNGRY);
-               return;
-       }
-
-       if (player_ptr->food < PY_FOOD_MAX)
-       {
-               c_put_str(TERM_L_GREEN, _("満腹  ", "Full  "), ROW_HUNGRY, COL_HUNGRY);
-               return;
-       }
-
-       c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
-}
-
-
-/*!
- * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- * @details
- * Display is always exactly 10 characters wide (see below)
- * This function was a major bottleneck when resting, so a lot of
- * the text formatting code was optimized in place below.
- */
-static void print_state(player_type *player_ptr)
-{
-       TERM_COLOR attr = TERM_WHITE;
-       GAME_TEXT text[16];
-
-       /* Repeating */
-       if (command_rep)
-       {
-               if (command_rep > 999)
-               {
-                       (void)sprintf(text, "%2d00", command_rep / 100);
-               }
-               else
-               {
-                       (void)sprintf(text, "  %2d", command_rep);
-               }
-
-               c_put_str(attr, format("%5.5s", text), ROW_STATE, COL_STATE);
-               return;
-       }
-
-       /* Action */
-       switch (player_ptr->action)
-       {
-       case ACTION_SEARCH:
-       {
-               strcpy(text, _("探索", "Sear"));
-               break;
-       }
-       case ACTION_REST:
-               /* Start with "Rest" */
-               strcpy(text, _("    ", "    "));
-
-               if (player_ptr->resting > 0)
-               {
-                       sprintf(text, "%4d", player_ptr->resting);
-               }
-               else if (player_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
-               {
-                       text[0] = text[1] = text[2] = text[3] = '*';
-               }
-               else if (player_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
-               {
-                       text[0] = text[1] = text[2] = text[3] = '&';
-               }
-               break;
-
-       case ACTION_LEARN:
-       {
-               strcpy(text, _("学習", "lear"));
-               if (player_ptr->new_mane) attr = TERM_L_RED;
-               break;
-       }
-       case ACTION_FISH:
-       {
-               strcpy(text, _("釣り", "fish"));
-               break;
-       }
-       case ACTION_KAMAE:
-       {
-               int i;
-               for (i = 0; i < MAX_KAMAE; i++)
-                       if (player_ptr->special_defense & (KAMAE_GENBU << i)) break;
-               switch (i)
-               {
-               case 0: attr = TERM_GREEN; break;
-               case 1: attr = TERM_WHITE; break;
-               case 2: attr = TERM_L_BLUE; break;
-               case 3: attr = TERM_L_RED; break;
-               }
-               strcpy(text, kamae_shurui[i].desc);
-               break;
-       }
-       case ACTION_KATA:
-       {
-               int i;
-               for (i = 0; i < MAX_KATA; i++)
-                       if (player_ptr->special_defense & (KATA_IAI << i)) break;
-               strcpy(text, kata_shurui[i].desc);
-               break;
-       }
-       case ACTION_SING:
-       {
-               strcpy(text, _("歌  ", "Sing"));
-               break;
-       }
-       case ACTION_HAYAGAKE:
-       {
-               strcpy(text, _("速駆", "Fast"));
-               break;
-       }
-       case ACTION_SPELL:
-       {
-               strcpy(text, _("詠唱", "Spel"));
-               break;
-       }
-       default:
-       {
-               strcpy(text, "    ");
-               break;
-       }
-       }
-
-       c_put_str(attr, format("%5.5s", text), ROW_STATE, COL_STATE);
-}
-
-
-/*!
- * @brief プレイヤーの行動速度を表示する / Prints the speed of a character.                     -CJS-
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void print_speed(player_type *player_ptr)
-{
-       TERM_LEN wid, hgt;
-       Term_get_size(&wid, &hgt);
-       TERM_LEN col_speed = wid + COL_SPEED;
-       TERM_LEN row_speed = hgt + ROW_SPEED;
-
-       /* Hack -- Visually "undo" the Search Mode Slowdown */
-       int i = player_ptr->pspeed;
-       if (player_ptr->action == ACTION_SEARCH && !player_ptr->lightspeed) i += 10;
-
-       /* Fast */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       bool is_fast = IS_FAST(player_ptr);
-       char buf[32] = "";
-       TERM_COLOR attr = TERM_WHITE;
-       if (i > 110)
-       {
-               if (player_ptr->riding)
-               {
-                       monster_type *m_ptr = &floor_ptr->m_list[player_ptr->riding];
-                       if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
-                       else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
-                       else attr = TERM_GREEN;
-               }
-               else if ((is_fast && !player_ptr->slow) || player_ptr->lightspeed) attr = TERM_YELLOW;
-               else if (player_ptr->slow && !is_fast) attr = TERM_VIOLET;
-               else attr = TERM_L_GREEN;
-               sprintf(buf, "%s(+%d)", (player_ptr->riding ? _("乗馬", "Ride") : _("加速", "Fast")), (i - 110));
-       }
-
-       /* Slow */
-       else if (i < 110)
-       {
-               if (player_ptr->riding)
-               {
-                       monster_type *m_ptr = &floor_ptr->m_list[player_ptr->riding];
-                       if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
-                       else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
-                       else attr = TERM_RED;
-               }
-               else if (is_fast && !player_ptr->slow) attr = TERM_YELLOW;
-               else if (player_ptr->slow && !is_fast) attr = TERM_VIOLET;
-               else attr = TERM_L_UMBER;
-               sprintf(buf, "%s(-%d)", (player_ptr->riding ? _("乗馬", "Ride") : _("減速", "Slow")), (110 - i));
-       }
-       else if (player_ptr->riding)
-       {
-               attr = TERM_GREEN;
-               strcpy(buf, _("乗馬中", "Riding"));
-       }
-
-       c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
-}
-
-
-/*!
- * @brief プレイヤーの呪文学習可能状態を表示する
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void print_study(player_type *player_ptr)
-{
-       TERM_LEN wid, hgt;
-       Term_get_size(&wid, &hgt);
-       TERM_LEN col_study = wid + COL_STUDY;
-       TERM_LEN row_study = hgt + ROW_STUDY;
-
-       if (player_ptr->new_spells)
-       {
-               put_str(_("学習", "Stud"), row_study, col_study);
-       }
-       else
-       {
-               put_str("    ", row_study, col_study);
-       }
-}
-
-
-/*!
- * @brief プレイヤーのものまね可能状態を表示する
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void print_imitation(player_type *player_ptr)
-{
-       TERM_LEN wid, hgt;
-       Term_get_size(&wid, &hgt);
-       TERM_LEN col_study = wid + COL_STUDY;
-       TERM_LEN row_study = hgt + ROW_STUDY;
-
-       if (player_ptr->pclass != CLASS_IMITATOR) return;
-
-       if (player_ptr->mane_num != 0)
-       {
-               put_str("    ", row_study, col_study);
-               return;
-       }
-
-       TERM_COLOR attr;
-       if (player_ptr->new_mane) attr = TERM_L_RED;
-       else attr = TERM_WHITE;
-       c_put_str(attr, _("まね", "Imit"), row_study, col_study);
-}
-
-/*!
- * @brief プレイヤーの負傷状態を表示する
- * @return なし
- */
-static void print_cut(player_type *creature_ptr)
-{
-       int c = creature_ptr->cut;
-       if (c > 1000)
-       {
-               c_put_str(TERM_L_RED, _("致命傷      ", "Mortal wound"), ROW_CUT, COL_CUT);
-               return;
-       }
-
-       if (c > 200)
-       {
-               c_put_str(TERM_RED, _("ひどい深手  ", "Deep gash   "), ROW_CUT, COL_CUT);
-               return;
-       }
-
-       if (c > 100)
-       {
-               c_put_str(TERM_RED, _("重傷        ", "Severe cut  "), ROW_CUT, COL_CUT);
-               return;
-       }
-
-       if (c > 50)
-       {
-               c_put_str(TERM_ORANGE, _("大変な傷    ", "Nasty cut   "), ROW_CUT, COL_CUT);
-               return;
-       }
-
-       if (c > 25)
-       {
-               c_put_str(TERM_ORANGE, _("ひどい傷    ", "Bad cut     "), ROW_CUT, COL_CUT);
-               return;
-       }
-
-       if (c > 10)
-       {
-               c_put_str(TERM_YELLOW, _("軽傷        ", "Light cut   "), ROW_CUT, COL_CUT);
-               return;
-       }
-
-       if (c)
-       {
-               c_put_str(TERM_YELLOW, _("かすり傷    ", "Graze       "), ROW_CUT, COL_CUT);
-               return;
-       }
-
-       put_str("            ", ROW_CUT, COL_CUT);
-}
-
-
-/*!
- * @brief プレイヤーの朦朧状態を表示する
- * @return なし
- */
-static void print_stun(player_type *creature_ptr)
-{
-       int s = creature_ptr->stun;
-       if (s > 100)
-       {
-               c_put_str(TERM_RED, _("意識不明瞭  ", "Knocked out "), ROW_STUN, COL_STUN);
-               return;
-       }
-
-       if (s > 50)
-       {
-               c_put_str(TERM_ORANGE, _("ひどく朦朧  ", "Heavy stun  "), ROW_STUN, COL_STUN);
-               return;
-       }
-
-       if (s)
-       {
-               c_put_str(TERM_ORANGE, _("朦朧        ", "Stun        "), ROW_STUN, COL_STUN);
-               return;
-       }
-
-       put_str("            ", ROW_STUN, COL_STUN);
-}
-
-
-/*!
- * @brief モンスターの体力ゲージを表示する
- * @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。
- * @return なし
- * @details
- * <pre>
- * Redraw the "monster health bar"     -DRS-
- * Rather extensive modifications by   -BEN-
- *
- * The "monster health bar" provides visual feedback on the "health"
- * of the monster currently being "tracked".  There are several ways
- * to "track" a monster, including targetting it, attacking it, and
- * affecting it (and nobody else) with a ranged attack.
- *
- * Display the monster health bar (affectionately known as the
- * "health-o-meter").  Clear health bar if nothing is being tracked.
- * Auto-track current target monster when bored.  Note that the
- * health-bar stops tracking any monster that "disappears".
- * </pre>
- */
-static void health_redraw(player_type *creature_ptr, bool riding)
-{
-       s16b health_who;
-       int row, col;
-
-       if (riding)
-       {
-               health_who = creature_ptr->riding;
-               row = ROW_RIDING_INFO;
-               col = COL_RIDING_INFO;
-       }
-       else
-       {
-               health_who = creature_ptr->health_who;
-               row = ROW_INFO;
-               col = COL_INFO;
-       }
-
-       monster_type *m_ptr;
-       m_ptr = &creature_ptr->current_floor_ptr->m_list[health_who];
-
-       if (current_world_ptr->wizard && creature_ptr->phase_out)
-       {
-               row = ROW_INFO - 2;
-               col = COL_INFO + 2;
-
-               Term_putstr(col - 2, row, 12, TERM_WHITE, "      /     ");
-               Term_putstr(col - 2, row + 1, 12, TERM_WHITE, "      /     ");
-               Term_putstr(col - 2, row + 2, 12, TERM_WHITE, "      /     ");
-               Term_putstr(col - 2, row + 3, 12, TERM_WHITE, "      /     ");
-
-               if (creature_ptr->current_floor_ptr->m_list[1].r_idx)
-               {
-                       Term_putstr(col - 2, row, 2, r_info[creature_ptr->current_floor_ptr->m_list[1].r_idx].x_attr, format("%c", r_info[creature_ptr->current_floor_ptr->m_list[1].r_idx].x_char));
-                       Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[1].hp));
-                       Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[1].max_maxhp));
-               }
-
-               if (creature_ptr->current_floor_ptr->m_list[2].r_idx)
-               {
-                       Term_putstr(col - 2, row + 1, 2, r_info[creature_ptr->current_floor_ptr->m_list[2].r_idx].x_attr, format("%c", r_info[creature_ptr->current_floor_ptr->m_list[2].r_idx].x_char));
-                       Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[2].hp));
-                       Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[2].max_maxhp));
-               }
-
-               if (creature_ptr->current_floor_ptr->m_list[3].r_idx)
-               {
-                       Term_putstr(col - 2, row + 2, 2, r_info[creature_ptr->current_floor_ptr->m_list[3].r_idx].x_attr, format("%c", r_info[creature_ptr->current_floor_ptr->m_list[3].r_idx].x_char));
-                       Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[3].hp));
-                       Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[3].max_maxhp));
-               }
-
-               if (creature_ptr->current_floor_ptr->m_list[4].r_idx)
-               {
-                       Term_putstr(col - 2, row + 3, 2, r_info[creature_ptr->current_floor_ptr->m_list[4].r_idx].x_attr, format("%c", r_info[creature_ptr->current_floor_ptr->m_list[4].r_idx].x_char));
-                       Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[4].hp));
-                       Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", creature_ptr->current_floor_ptr->m_list[4].max_maxhp));
-               }
-
-               return;
-       }
-
-       /* Not tracking */
-       if (!health_who)
-       {
-               /* Erase the health bar */
-               Term_erase(col, row, 12);
-               return;
-       }
-
-       /* Tracking an unseen monster */
-       if (!m_ptr->ml)
-       {
-               /* Indicate that the monster health is "unknown" */
-               Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
-               return;
-       }
-
-       /* Tracking a hallucinatory monster */
-       if (creature_ptr->image)
-       {
-               /* Indicate that the monster health is "unknown" */
-               Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
-               return;
-       }
-
-       /* Tracking a dead monster (???) */
-       if (m_ptr->hp < 0)
-       {
-               /* Indicate that the monster health is "unknown" */
-               Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
-               return;
-       }
-
-       /* Tracking a visible monster */
-       /* Extract the "percent" of health */
-       int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
-       int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp : 0;
-
-       /* Convert percent into "health" */
-       int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
-
-       /* Default to almost dead */
-       TERM_COLOR attr = TERM_RED;
-
-       /* Invulnerable */
-       if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
-
-       /* Asleep */
-       else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
-
-       /* Afraid */
-       else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
-
-       /* Healthy */
-       else if (pct >= 100) attr = TERM_L_GREEN;
-
-       /* Somewhat Wounded */
-       else if (pct >= 60) attr = TERM_YELLOW;
-
-       /* Wounded */
-       else if (pct >= 25) attr = TERM_ORANGE;
-
-       /* Badly wounded */
-       else if (pct >= 10) attr = TERM_L_RED;
-
-       /* Default to "unknown" */
-       Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
-
-       /* Dump the current "health" (use '*' symbols) */
-       Term_putstr(col + 1, row, len, attr, "**********");
-}
-
-
-
-/*!
- * @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)
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void print_frame_basic(player_type *creature_ptr)
-{
-       if (creature_ptr->mimic_form)
-       {
-               print_field(mimic_info[creature_ptr->mimic_form].title, ROW_RACE, COL_RACE);
-       }
-       else
-       {
-               char str[14];
-               my_strcpy(str, rp_ptr->title, sizeof(str));
-               print_field(str, ROW_RACE, COL_RACE);
-       }
-
-       print_title(creature_ptr);
-       print_level(creature_ptr);
-       print_exp(creature_ptr);
-       for (int i = 0; i < A_MAX; i++)
-               print_stat(creature_ptr, i);
-       print_ac(creature_ptr);
-       print_hp(creature_ptr);
-       print_sp(creature_ptr);
-       print_gold(creature_ptr);
-       print_depth(creature_ptr);
-       health_redraw(creature_ptr, FALSE);
-       health_redraw(creature_ptr, TRUE);
-}
-
-
-/*!
- * @brief プレイヤーのステータスを一括表示する(下部分) / Display extra info (mostly below map)
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void print_frame_extra(player_type *player_ptr)
-{
-       print_cut(player_ptr);
-       print_stun(player_ptr);
-       print_hunger(player_ptr);
-       print_state(player_ptr);
-       print_speed(player_ptr);
-       print_study(player_ptr);
-       print_imitation(player_ptr);
-       print_status(player_ptr);
-}
-
-
-/*!
- * @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
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void fix_inventory(player_type *player_ptr)
-{
-       /* Scan windows */
-       for (int j = 0; j < 8; j++)
-       {
-               term *old = Term;
-
-               /* No window */
-               if (!angband_term[j]) continue;
-
-               /* No relevant flags */
-               if (!(window_flag[j] & (PW_INVEN))) continue;
-
-               /* Activate */
-               Term_activate(angband_term[j]);
-
-               display_inventory(player_ptr, item_tester_tval);
-               Term_fresh();
-               Term_activate(old);
-       }
-}
-
-
-/*!
- * @brief モンスターの現在数を一行で表現する / Print monster info in line
- * @param x 表示列
- * @param y 表示行
- * @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
- * @param n_same モンスターの数の現在数
- * @details
- * <pre>
- * nnn X LV name
- *  nnn : number or unique(U) or wanted unique(W)
- *  X   : symbol of monster
- *  LV  : monster lv if known
- *  name: name of monster
- * @return なし
- * </pre>
- */
-static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same) {
-       char buf[256];
-       MONRACE_IDX r_idx = m_ptr->ap_r_idx;
-       monster_race* r_ptr = &r_info[r_idx];
-
-       Term_gotoxy(x, y);
-       if (!r_ptr)return;
-       //Number of 'U'nique
-       //unique
-       if (r_ptr->flags1 & RF1_UNIQUE)
-       {
-               bool is_bounty = FALSE;
-               for (int i = 0; i < MAX_BOUNTY; i++)
-               {
-                       if (current_world_ptr->bounty_r_idx[i] == r_idx)
-                       {
-                               is_bounty = TRUE;
-                               break;
-                       }
-               }
-
-               Term_addstr(-1, TERM_WHITE, is_bounty ? "  W" : "  U");
-       }
-       else
-       {
-               sprintf(buf, "%3d", n_same);
-               Term_addstr(-1, TERM_WHITE, buf);
-       }
-
-       //symbol
-       Term_addstr(-1, TERM_WHITE, " ");
-       Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
-
-       //LV
-       if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
-       {
-               sprintf(buf, " %2d", (int)r_ptr->level);
-       }
-       else
-       {
-               strcpy(buf, " ??");
-       }
-
-       Term_addstr(-1, TERM_WHITE, buf);
-
-       //name
-       sprintf(buf, " %s ", r_name + r_ptr->name);
-       Term_addstr(-1, TERM_WHITE, buf);
-}
-
-
-/*!
- * @brief モンスターの出現リストを表示する / Print monster info in line
- * @param x 表示列
- * @param y 表示行
- * @param max_lines 最大何行描画するか
- */
-void print_monster_list(floor_type *floor_ptr, TERM_LEN x, TERM_LEN y, TERM_LEN max_lines) {
-       TERM_LEN line = y;
-       monster_type* last_mons = NULL;
-       monster_type* m_ptr = NULL;
-       int n_same = 0;
-       int i;
-       for (i = 0; i < tmp_pos.n; i++)
-       {
-               grid_type* g_ptr = &floor_ptr->grid_array[tmp_pos.y[i]][tmp_pos.x[i]];
-               if (!g_ptr->m_idx || !floor_ptr->m_list[g_ptr->m_idx].ml)
-                       continue;//no mons or cannot look
-               m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
-               if (is_pet(m_ptr)) continue;//pet
-               if (!m_ptr->r_idx) continue;//dead?
-
-               //ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
-
-               //先頭モンスター
-               if (!last_mons)
-               {
-                       last_mons = m_ptr;
-                       n_same = 1;
-                       continue;
-               }
-
-               //same race?
-               if (last_mons->ap_r_idx == m_ptr->ap_r_idx)
-               {
-                       n_same++;
-                       continue;//表示処理を次に回す
-               }
-
-               //print last mons info
-               print_monster_line(x, line++, last_mons, n_same);
-               n_same = 1;
-               last_mons = m_ptr;
-               if (line - y - 1 == max_lines) break;
-       }
-
-       if (line - y - 1 == max_lines && i != tmp_pos.n)
-       {
-               Term_gotoxy(x, line);
-               Term_addstr(-1, TERM_WHITE, "-- and more --");
-       }
-       else
-       {
-               if (last_mons)
-                       print_monster_line(x, line++, last_mons, n_same);
-       }
-}
-
-
-/*!
- * @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
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void fix_monster_list(player_type *player_ptr)
-{
-       /* Scan windows */
-       for (int j = 0; j < 8; j++)
-       {
-               term *old = Term;
-
-               /* No window */
-               if (!angband_term[j]) continue;
-
-               /* No relevant flags */
-               if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
-
-               /* Activate */
-               Term_activate(angband_term[j]);
-               int w, h;
-               Term_get_size(&w, &h);
-
-               Term_clear();
-
-               target_set_prepare_look(player_ptr);//モンスター一覧を生成,ソート
-               print_monster_list(player_ptr->current_floor_ptr, 0, 0, h);
-               Term_fresh();
-               Term_activate(old);
-       }
-}
-
-
-/*!
- * @brief 現在の装備品をサブウィンドウに表示する /
- * Hack -- display equipment in sub-windows
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void fix_equip(player_type *player_ptr)
-{
-       /* Scan windows */
-       for (int j = 0; j < 8; j++)
-       {
-               term *old = Term;
-
-               /* No window */
-               if (!angband_term[j]) continue;
-
-               /* No relevant flags */
-               if (!(window_flag[j] & (PW_EQUIP))) continue;
-
-               /* Activate */
-               Term_activate(angband_term[j]);
-
-               /* Display equipment */
-               display_equipment(player_ptr, item_tester_tval);
-               Term_fresh();
-               Term_activate(old);
-       }
-}
-
-
-/*!
- * @brief 現在の習得済魔法をサブウィンドウに表示する /
- * @param player_ptr プレーヤーへの参照ポインタ
- * Hack -- display spells in sub-windows
- * @return なし
- */
-static void fix_spell(player_type *player_ptr)
-{
-       /* Scan windows */
-       for (int j = 0; j < 8; j++)
-       {
-               term *old = Term;
-
-               /* No window */
-               if (!angband_term[j]) continue;
-
-               /* No relevant flags */
-               if (!(window_flag[j] & (PW_SPELL))) continue;
-
-               /* Activate */
-               Term_activate(angband_term[j]);
-
-               /* Display spell list */
-               display_spell_list(player_ptr);
-               Term_fresh();
-               Term_activate(old);
-       }
-}
-
-
-/*!
- * @brief 現在のプレイヤーステータスをサブウィンドウに表示する /
- * @param player_ptr プレーヤーへの参照ポインタ
- * Hack -- display character in sub-windows
- * @return なし
- */
-static void fix_player(player_type *player_ptr)
-{
-       /* Scan windows */
-       for (int j = 0; j < 8; j++)
-       {
-               term *old = Term;
-
-               /* No window */
-               if (!angband_term[j]) continue;
-
-               /* No relevant flags */
-               if (!(window_flag[j] & (PW_PLAYER))) continue;
-
-               /* Activate */
-               Term_activate(angband_term[j]);
-
-               update_playtime();
-               display_player(player_ptr, 0);
-               Term_fresh();
-               Term_activate(old);
-       }
-}
-
-
-/*!
- * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
- * Hack -- display recent messages in sub-windows
- * Adjust for width and split messages
- * @return なし
- */
-static void fix_message(void)
-{
-       /* Scan windows */
-       for (int j = 0; j < 8; j++)
-       {
-               term *old = Term;
-
-               /* No window */
-               if (!angband_term[j]) continue;
-
-               /* No relevant flags */
-               if (!(window_flag[j] & (PW_MESSAGE))) continue;
-
-               /* Activate */
-               Term_activate(angband_term[j]);
-
-               TERM_LEN w, h;
-               Term_get_size(&w, &h);
-
-               /* Dump messages */
-               for (int i = 0; i < h; i++)
-               {
-                       /* Dump the message on the appropriate line */
-                       Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
-
-                       /* Cursor */
-                       TERM_LEN x, y;
-                       Term_locate(&x, &y);
-
-                       /* Clear to end of line */
-                       Term_erase(x, y, 255);
-               }
-
-               Term_fresh();
-               Term_activate(old);
-       }
-}
-
-
-/*!
- * @brief 簡易マップをサブウィンドウに表示する /
- * Hack -- display overhead view in sub-windows
- * Adjust for width and split messages
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- * @details
- * Note that the "player" symbol does NOT appear on the map.
- */
-static void fix_overhead(player_type *player_ptr)
-{
-       /* Scan windows */
-       for (int j = 0; j < 8; j++)
-       {
-               term *old = Term;
-               TERM_LEN wid, hgt;
-
-               /* No window */
-               if (!angband_term[j]) continue;
-
-               /* No relevant flags */
-               if (!(window_flag[j] & (PW_OVERHEAD))) continue;
-
-               /* Activate */
-               Term_activate(angband_term[j]);
-
-               /* Full map in too small window is useless  */
-               Term_get_size(&wid, &hgt);
-               if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
-               {
-                       int cy, cx;
-                       display_map(player_ptr, &cy, &cx);
-                       Term_fresh();
-               }
-
-               Term_activate(old);
-       }
-}
-
-static void display_dungeon(player_type *player_ptr)
-{
-       TERM_COLOR ta = 0;
-       SYMBOL_CODE tc = '\0';
-
-       for (TERM_LEN x = player_ptr->x - Term->wid / 2 + 1; x <= player_ptr->x + Term->wid / 2; x++)
-       {
-               for (TERM_LEN y = player_ptr->y - Term->hgt / 2 + 1; y <= player_ptr->y + Term->hgt / 2; y++)
-               {
-                       TERM_COLOR a;
-                       SYMBOL_CODE c;
-                       if (!in_bounds2(player_ptr->current_floor_ptr, y, x))
-                       {
-                               feature_type *f_ptr = &f_info[feat_none];
-                               a = f_ptr->x_attr[F_LIT_STANDARD];
-                               c = f_ptr->x_char[F_LIT_STANDARD];
-                               Term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
-                               continue;
-                       }
-
-                       map_info(y, x, &a, &c, &ta, &tc);
-
-                       if (!use_graphics)
-                       {
-                               if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
-                               else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
-                               else if (player_ptr->wraith_form) a = TERM_L_DARK;
-                       }
-
-                       Term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
-               }
-       }
-}
-
-/*!
- * @brief ダンジョンの地形をサブウィンドウに表示する /
- * Hack -- display dungeon view in sub-windows
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void fix_dungeon(player_type *player_ptr)
-{
-       /* Scan windows */
-       for (int j = 0; j < 8; j++)
-       {
-               term *old = Term;
-
-               /* No window */
-               if (!angband_term[j]) continue;
-
-               /* No relevant flags */
-               if (!(window_flag[j] & (PW_DUNGEON))) continue;
-
-               /* Activate */
-               Term_activate(angband_term[j]);
-
-               /* Redraw dungeon view */
-               display_dungeon(player_ptr);
-               Term_fresh();
-               Term_activate(old);
-       }
-}
-
-
-/*!
- * @brief モンスターの思い出をサブウィンドウに表示する /
- * Hack -- display dungeon view in sub-windows
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void fix_monster(player_type *player_ptr)
-{
-       /* Scan windows */
-       for (int j = 0; j < 8; j++)
-       {
-               term *old = Term;
-
-               /* No window */
-               if (!angband_term[j]) continue;
-
-               /* No relevant flags */
-               if (!(window_flag[j] & (PW_MONSTER))) continue;
-
-               /* Activate */
-               Term_activate(angband_term[j]);
-
-               /* Display monster race info */
-               if (player_ptr->monster_race_idx) display_roff(player_ptr->monster_race_idx);
-               Term_fresh();
-               Term_activate(old);
-       }
-}
-
-
-/*!
- * @brief ベースアイテム情報をサブウィンドウに表示する /
- * Hack -- display object recall in sub-windows
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void fix_object(player_type *player_ptr)
-{
-       /* Scan windows */
-       for (int j = 0; j < 8; j++)
-       {
-               term *old = Term;
-
-               /* No window */
-               if (!angband_term[j]) continue;
-
-               /* No relevant flags */
-               if (!(window_flag[j] & (PW_OBJECT))) continue;
-
-               /* Activate */
-               Term_activate(angband_term[j]);
-
-               /* Display monster race info */
-               if (player_ptr->object_kind_idx) display_koff(player_ptr, player_ptr->object_kind_idx);
-               Term_fresh();
-               Term_activate(old);
-       }
-}
-
-
-/*!
- * @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
- * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
- * @return 重すぎるならばTRUE
- */
-bool is_heavy_shoot(player_type *creature_ptr, object_type *o_ptr)
-{
-       int hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
-       /* It is hard to carholdry a heavy bow */
-       return (hold < o_ptr->weight / 10);
-}
-
-
-/*!
- * @brief redraw のフラグに応じた更新をまとめて行う / Handle "redraw"
- * @return なし
- * @details 更新処理の対象はゲーム中の全描画処理
- */
-void redraw_stuff(player_type *creature_ptr)
-{
-       if (!creature_ptr->redraw) return;
-
-       /* Character is not ready yet, no screen updates */
-       if (!current_world_ptr->character_generated) return;
-
-       /* Character is in "icky" mode, no screen updates */
-       if (current_world_ptr->character_icky) return;
-
-       /* Hack -- clear the screen */
-       if (creature_ptr->redraw & (PR_WIPE))
-       {
-               creature_ptr->redraw &= ~(PR_WIPE);
-               msg_print(NULL);
-               Term_clear();
-       }
-
-       if (creature_ptr->redraw & (PR_MAP))
-       {
-               creature_ptr->redraw &= ~(PR_MAP);
-               print_map(creature_ptr);
-       }
-
-       if (creature_ptr->redraw & (PR_BASIC))
-       {
-               creature_ptr->redraw &= ~(PR_BASIC);
-               creature_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
-               creature_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
-               creature_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
-               creature_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
-               print_frame_basic(creature_ptr);
-               print_time(creature_ptr);
-               print_dungeon(creature_ptr);
-       }
-
-       if (creature_ptr->redraw & (PR_EQUIPPY))
-       {
-               creature_ptr->redraw &= ~(PR_EQUIPPY);
-               print_equippy(creature_ptr); /* To draw / delete equippy chars */
-       }
-
-       if (creature_ptr->redraw & (PR_MISC))
-       {
-               creature_ptr->redraw &= ~(PR_MISC);
-               print_field(rp_ptr->title, ROW_RACE, COL_RACE);
-       }
-
-       if (creature_ptr->redraw & (PR_TITLE))
-       {
-               creature_ptr->redraw &= ~(PR_TITLE);
-               print_title(creature_ptr);
-       }
-
-       if (creature_ptr->redraw & (PR_LEV))
-       {
-               creature_ptr->redraw &= ~(PR_LEV);
-               print_level(creature_ptr);
-       }
-
-       if (creature_ptr->redraw & (PR_EXP))
-       {
-               creature_ptr->redraw &= ~(PR_EXP);
-               print_exp(creature_ptr);
-       }
-
-       if (creature_ptr->redraw & (PR_STATS))
-       {
-               creature_ptr->redraw &= ~(PR_STATS);
-               print_stat(creature_ptr, A_STR);
-               print_stat(creature_ptr, A_INT);
-               print_stat(creature_ptr, A_WIS);
-               print_stat(creature_ptr, A_DEX);
-               print_stat(creature_ptr, A_CON);
-               print_stat(creature_ptr, A_CHR);
-       }
-
-       if (creature_ptr->redraw & (PR_STATUS))
-       {
-               creature_ptr->redraw &= ~(PR_STATUS);
-               print_status(creature_ptr);
-       }
-
-       if (creature_ptr->redraw & (PR_ARMOR))
-       {
-               creature_ptr->redraw &= ~(PR_ARMOR);
-               print_ac(creature_ptr);
-       }
-
-       if (creature_ptr->redraw & (PR_HP))
-       {
-               creature_ptr->redraw &= ~(PR_HP);
-               print_hp(creature_ptr);
-       }
-
-       if (creature_ptr->redraw & (PR_MANA))
-       {
-               creature_ptr->redraw &= ~(PR_MANA);
-               print_sp(creature_ptr);
-       }
-
-       if (creature_ptr->redraw & (PR_GOLD))
-       {
-               creature_ptr->redraw &= ~(PR_GOLD);
-               print_gold(creature_ptr);
-       }
-
-       if (creature_ptr->redraw & (PR_DEPTH))
-       {
-               creature_ptr->redraw &= ~(PR_DEPTH);
-               print_depth(creature_ptr);
-       }
-
-       if (creature_ptr->redraw & (PR_HEALTH))
-       {
-               creature_ptr->redraw &= ~(PR_HEALTH);
-               health_redraw(creature_ptr, FALSE);
-       }
-
-       if (creature_ptr->redraw & (PR_UHEALTH))
-       {
-               creature_ptr->redraw &= ~(PR_UHEALTH);
-               health_redraw(creature_ptr, TRUE);
-       }
-
-       if (creature_ptr->redraw & (PR_EXTRA))
-       {
-               creature_ptr->redraw &= ~(PR_EXTRA);
-               creature_ptr->redraw &= ~(PR_CUT | PR_STUN);
-               creature_ptr->redraw &= ~(PR_HUNGER);
-               creature_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
-               print_frame_extra(creature_ptr);
-       }
-
-       if (creature_ptr->redraw & (PR_CUT))
-       {
-               creature_ptr->redraw &= ~(PR_CUT);
-               print_cut(creature_ptr);
-       }
-
-       if (creature_ptr->redraw & (PR_STUN))
-       {
-               creature_ptr->redraw &= ~(PR_STUN);
-               print_stun(creature_ptr);
-       }
-
-       if (creature_ptr->redraw & (PR_HUNGER))
-       {
-               creature_ptr->redraw &= ~(PR_HUNGER);
-               print_hunger(creature_ptr);
-       }
-
-       if (creature_ptr->redraw & (PR_STATE))
-       {
-               creature_ptr->redraw &= ~(PR_STATE);
-               print_state(creature_ptr);
-       }
-
-       if (creature_ptr->redraw & (PR_SPEED))
-       {
-               creature_ptr->redraw &= ~(PR_SPEED);
-               print_speed(creature_ptr);
-       }
-
-       if (creature_ptr->pclass == CLASS_IMITATOR)
-       {
-               if (creature_ptr->redraw & (PR_IMITATION))
-               {
-                       creature_ptr->redraw &= ~(PR_IMITATION);
-                       print_imitation(creature_ptr);
-               }
-
-               return;
-       }
-
-       if (creature_ptr->redraw & (PR_STUDY))
-       {
-               creature_ptr->redraw &= ~(PR_STUDY);
-               print_study(creature_ptr);
-       }
-}
-
-
-/*!
- * @brief player_ptr->window のフラグに応じた更新をまとめて行う / Handle "player_ptr->window"
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- * @details 更新処理の対象はサブウィンドウ全般
- */
-void window_stuff(player_type *player_ptr)
-{
-       if (!player_ptr->window) return;
-
-       /* Scan windows */
-       BIT_FLAGS mask = 0L;
-       for (int j = 0; j < 8; j++)
-       {
-               /* Save usable flags */
-               if (angband_term[j]) mask |= window_flag[j];
-       }
-
-       /* Apply usable flags */
-       player_ptr->window &= mask;
-
-       /* Nothing to do */
-       if (!player_ptr->window) return;
-
-       if (player_ptr->window & (PW_INVEN))
-       {
-               player_ptr->window &= ~(PW_INVEN);
-               fix_inventory(player_ptr);
-       }
-
-       /* Display equipment */
-       if (player_ptr->window & (PW_EQUIP))
-       {
-               player_ptr->window &= ~(PW_EQUIP);
-               fix_equip(player_ptr);
-       }
-
-       /* Display spell list */
-       if (player_ptr->window & (PW_SPELL))
-       {
-               player_ptr->window &= ~(PW_SPELL);
-               fix_spell(player_ptr);
-       }
-
-       /* Display player */
-       if (player_ptr->window & (PW_PLAYER))
-       {
-               player_ptr->window &= ~(PW_PLAYER);
-               fix_player(player_ptr);
-       }
-
-       /* Display monster list */
-       if (player_ptr->window & (PW_MONSTER_LIST))
-       {
-               player_ptr->window &= ~(PW_MONSTER_LIST);
-               fix_monster_list(player_ptr);
-       }
-
-       /* Display overhead view */
-       if (player_ptr->window & (PW_MESSAGE))
-       {
-               player_ptr->window &= ~(PW_MESSAGE);
-               fix_message();
-       }
-
-       /* Display overhead view */
-       if (player_ptr->window & (PW_OVERHEAD))
-       {
-               player_ptr->window &= ~(PW_OVERHEAD);
-               fix_overhead(player_ptr);
-       }
-
-       /* Display overhead view */
-       if (player_ptr->window & (PW_DUNGEON))
-       {
-               player_ptr->window &= ~(PW_DUNGEON);
-               fix_dungeon(player_ptr);
-       }
-
-       /* Display monster recall */
-       if (player_ptr->window & (PW_MONSTER))
-       {
-               player_ptr->window &= ~(PW_MONSTER);
-               fix_monster(player_ptr);
-       }
-
-       /* Display object recall */
-       if (player_ptr->window & (PW_OBJECT))
-       {
-               player_ptr->window &= ~(PW_OBJECT);
-               fix_object(player_ptr);
-       }
-}
-
-
-/*!
- * todo ここにplayer_type を追加するとz-termに影響が行くので保留
- * @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 /
- * Map resizing whenever the main term changes size
- * @return なし
- */
-void resize_map()
-{
-       /* Only if the dungeon exists */
-       if (!current_world_ptr->character_dungeon) return;
-
-       /* Mega-Hack -- no panel yet */
-       panel_row_max = 0;
-       panel_col_max = 0;
-
-       /* Reset the panels */
-       panel_row_min = p_ptr->current_floor_ptr->height;
-       panel_col_min = p_ptr->current_floor_ptr->width;
-
-       verify_panel(p_ptr);
-
-       p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-       p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
-       p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
-       p_ptr->update |= (PU_MONSTERS);
-       p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
-
-       handle_stuff(p_ptr);
-       Term_redraw();
-
-       /*
-        * Waiting command;
-        * Place the cursor on the player
-        */
-       if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
-
-       Term_fresh();
-}
-
-
-/*!
- * todo ここにplayer_type を追加するとz-termに影響が行くので保留
- * @brief コンソールを再描画する /
- * Redraw a term when it is resized
- * @return なし
- */
-void redraw_window(void)
-{
-       /* Only if the dungeon exists */
-       if (!current_world_ptr->character_dungeon) return;
-
-       p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
-       p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
-
-       handle_stuff(p_ptr);
-       Term_redraw();
-}
-
-
-/*!
- * @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)
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @param dy 変更先のフロアY座標
- * @param dx 変更先のフロアX座標
- * Handle a request to change the current panel
- * Return TRUE if the panel was changed.
- * Also used in do_cmd_locate
- * @return 実際に再描画が必要だった場合TRUEを返す
- */
-bool change_panel(player_type *player_ptr, POSITION dy, POSITION dx)
-{
-       TERM_LEN wid, hgt;
-       get_screen_size(&wid, &hgt);
-
-       /* Apply the motion */
-       POSITION y = panel_row_min + dy * hgt / 2;
-       POSITION x = panel_col_min + dx * wid / 2;
-
-       /* Verify the row */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (y > floor_ptr->height - hgt) y = floor_ptr->height - hgt;
-       if (y < 0) y = 0;
-
-       /* Verify the col */
-       if (x > floor_ptr->width - wid) x = floor_ptr->width - wid;
-       if (x < 0) x = 0;
-
-       if ((y == panel_row_min) && (x == panel_col_min))
-               return FALSE;
-
-       panel_row_min = y;
-       panel_col_min = x;
-       panel_bounds_center();
-
-       player_ptr->update |= (PU_MONSTERS);
-       player_ptr->redraw |= (PR_MAP);
-       handle_stuff(player_ptr);
-       return TRUE;
-}
-
-
-/*!
- * @brief プレイヤーの装備一覧シンボルを固定位置に表示する
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-void print_equippy(player_type *creature_ptr)
-{
-       display_player_equippy(creature_ptr, ROW_EQUIPPY, COL_EQUIPPY, 0);
-}
-
-
-/*!
- * @brief 現在のコンソール表示の縦横を返す。 /
- * Get term size and calculate screen size
- * @param wid_p コンソールの表示幅文字数を返す
- * @param hgt_p コンソールの表示行数を返す
- * @return なし
- */
-void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
-{
-       Term_get_size(wid_p, hgt_p);
-       *hgt_p -= ROW_MAP + 2;
-       *wid_p -= COL_MAP + 2;
-       if (use_bigtile) *wid_p /= 2;
-}
-
-
-/*
- * Calculate panel colum of a location in the map
- */
-int panel_col_of(int col)
-{
-       col -= panel_col_min;
-       if (use_bigtile) col *= 2;
-       return col + 13;
-}
-
-
-/*
- * Prints the map of the dungeon
- *
- * Note that, for efficiency, we contain an "optimized" version
- * of both "lite_spot()" and "print_rel()", and that we use the
- * "lite_spot()" function to display the player grid, if needed.
- */
-void print_map(player_type *player_ptr)
-{
-       TERM_LEN wid, hgt;
-       Term_get_size(&wid, &hgt);
-
-       /* Remove map offset */
-       wid -= COL_MAP + 2;
-       hgt -= ROW_MAP + 2;
-
-       /* Access the cursor state */
-       int v;
-       (void)Term_get_cursor(&v);
-
-       /* Hide the cursor */
-       (void)Term_set_cursor(0);
-
-       /* Get bounds */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       POSITION xmin = (0 < panel_col_min) ? panel_col_min : 0;
-       POSITION xmax = (floor_ptr->width - 1 > panel_col_max) ? panel_col_max : floor_ptr->width - 1;
-       POSITION ymin = (0 < panel_row_min) ? panel_row_min : 0;
-       POSITION ymax = (floor_ptr->height - 1 > panel_row_max) ? panel_row_max : floor_ptr->height - 1;
-
-       /* Bottom section of screen */
-       for (POSITION y = 1; y <= ymin - panel_row_prt; y++)
-       {
-               /* Erase the section */
-               Term_erase(COL_MAP, y, wid);
-       }
-
-       /* Top section of screen */
-       for (POSITION y = ymax - panel_row_prt; y <= hgt; y++)
-       {
-               /* Erase the section */
-               Term_erase(COL_MAP, y, wid);
-       }
-
-       /* Dump the map */
-       for (POSITION y = ymin; y <= ymax; y++)
-       {
-               /* Scan the columns of row "y" */
-               for (POSITION x = xmin; x <= xmax; x++)
-               {
-                       TERM_COLOR a;
-                       SYMBOL_CODE c;
-
-                       TERM_COLOR ta;
-                       SYMBOL_CODE tc;
-
-                       /* Determine what is there */
-                       map_info(y, x, &a, &c, &ta, &tc);
-
-                       /* Hack -- fake monochrome */
-                       if (!use_graphics)
-                       {
-                               if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
-                               else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
-                               else if (player_ptr->wraith_form) a = TERM_L_DARK;
-                       }
-
-                       /* Efficiency -- Redraw that grid of the map */
-                       Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
-               }
-       }
-
-       /* Display player */
-       lite_spot(player_ptr->y, player_ptr->x);
-
-       /* Restore the cursor */
-       (void)Term_set_cursor(v);
-}
-
-
-/*!
- * 一般的にモンスターシンボルとして扱われる記号を定義する(幻覚処理向け) / Hack -- Legal monster codes
- */
-static char image_monster_hack[] = \
-"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
-
-
-/*!
- * 一般的にオブジェクトシンボルとして扱われる記号を定義する(幻覚処理向け) /  Hack -- Legal object codes
- */
-static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
-
-
-/*!
- * @brief モンスターの表示を幻覚状態に差し替える / Mega-Hack -- Hallucinatory monster
- * @param ap 本来の色
- * @param cp 本来のシンボル
- * @return なし
- */
-static void image_monster(TERM_COLOR *ap, SYMBOL_CODE *cp)
-{
-       if (use_graphics)
-       {
-               monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
-               *cp = r_ptr->x_char;
-               *ap = r_ptr->x_attr;
-               return;
-       }
-
-       *cp = (one_in_(25) ?
-               image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
-               image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
-       *ap = randint1(15);
-}
-
-
-/*!
- * @brief オブジェクトの表示を幻覚状態に差し替える / Hallucinatory object
- * @param ap 本来の色
- * @param cp 本来のシンボル
- * @return なし
- */
-static void image_object(TERM_COLOR *ap, SYMBOL_CODE *cp)
-{
-       if (use_graphics)
-       {
-               object_kind *k_ptr = &k_info[randint1(max_k_idx - 1)];
-               *cp = k_ptr->x_char;
-               *ap = k_ptr->x_attr;
-               return;
-       }
-
-       int n = sizeof(image_object_hack) - 1;
-       *cp = image_object_hack[randint0(n)];
-       *ap = randint1(15);
-}
-
-
-/*!
- * @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
- * @param ap 本来の色
- * @param cp 本来のシンボル
- * @return なし
- */
-static void image_random(TERM_COLOR *ap, SYMBOL_CODE *cp)
-{
-       /* Normally, assume monsters */
-       if (randint0(100) < 75)
-       {
-               image_monster(ap, cp);
-       }
-
-       /* Otherwise, assume objects */
-       else
-       {
-               image_object(ap, cp);
-       }
-}
-
-/*!
- * 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 /
- * This array lists the effects of "brightness" on various "base" colours.\n
- *\n
- * This is used to do dynamic lighting effects in ascii :-)\n
- * At the moment, only the various "floor" tiles are affected.\n
- *\n
- * The layout of the array is [x][0] = light and [x][1] = dark.\n
- */
-static TERM_COLOR lighting_colours[16][2] =
-{
-       /* TERM_DARK */
-       {TERM_L_DARK, TERM_DARK},
-
-       /* TERM_WHITE */
-       {TERM_YELLOW, TERM_SLATE},
-
-       /* TERM_SLATE */
-       {TERM_WHITE, TERM_L_DARK},
-
-       /* TERM_ORANGE */
-       {TERM_L_UMBER, TERM_UMBER},
-
-       /* TERM_RED */
-       {TERM_RED, TERM_RED},
-
-       /* TERM_GREEN */
-       {TERM_L_GREEN, TERM_GREEN},
-
-       /* TERM_BLUE */
-       {TERM_BLUE, TERM_BLUE},
-
-       /* TERM_UMBER */
-       {TERM_L_UMBER, TERM_RED},
-
-       /* TERM_L_DARK */
-       {TERM_SLATE, TERM_L_DARK},
-
-       /* TERM_L_WHITE */
-       {TERM_WHITE, TERM_SLATE},
-
-       /* TERM_VIOLET */
-       {TERM_L_RED, TERM_BLUE},
-
-       /* TERM_YELLOW */
-       {TERM_YELLOW, TERM_ORANGE},
-
-       /* TERM_L_RED */
-       {TERM_L_RED, TERM_L_RED},
-
-       /* TERM_L_GREEN */
-       {TERM_L_GREEN, TERM_GREEN},
-
-       /* TERM_L_BLUE */
-       {TERM_L_BLUE, TERM_L_BLUE},
-
-       /* TERM_L_UMBER */
-       {TERM_L_UMBER, TERM_UMBER}
-};
-
-
-/*!
- * @brief 調査中
- * @todo コメントを付加すること
- */
-void apply_default_feat_lighting(TERM_COLOR f_attr[F_LIT_MAX], SYMBOL_CODE f_char[F_LIT_MAX])
-{
-       TERM_COLOR s_attr = f_attr[F_LIT_STANDARD];
-       SYMBOL_CODE s_char = f_char[F_LIT_STANDARD];
-
-       if (IS_ASCII_GRAPHICS(s_attr)) /* For ASCII */
-       {
-               f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
-               f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
-               for (int i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
-       }
-       else /* For tile graphics */
-       {
-               for (int i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
-               f_char[F_LIT_LITE] = s_char + 2;
-               f_char[F_LIT_DARK] = s_char + 1;
-       }
-}
-
-
-/*!
- * todo main-gnuにも影響があるのでplayer_typeの追加は保留
- * @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
- * @details
- * Basically, we "paint" the chosen attr/char in several passes, starting\n
- * with any known "terrain features" (defaulting to darkness), then adding\n
- * any known "objects", and finally, adding any known "monsters".  This\n
- * is not the fastest method but since most of the calls to this function\n
- * are made for grids with no monsters or objects, it is fast enough.\n
- *\n
- * Note that this function, if used on the grid containing the "player",\n
- * will return the attr/char of the grid underneath the player, and not\n
- * the actual player attr/char itself, allowing a lot of optimization\n
- * in various "display" functions.\n
- *\n
- * Note that the "zero" entry in the feature/object/monster arrays are\n
- * used to provide "special" attr/char codes, with "monster zero" being\n
- * used for the player attr/char, "object zero" being used for the "stack"\n
- * attr/char, and "feature zero" being used for the "nothing" attr/char,\n
- * though this function makes use of only "feature zero".\n
- *\n
- * Note that monsters can have some "special" flags, including "ATTR_MULTI",\n
- * which means their color changes, and "ATTR_CLEAR", which means they take\n
- * the color of whatever is under them, and "CHAR_CLEAR", which means that\n
- * they take the symbol of whatever is under them.  Technically, the flag\n
- * "CHAR_MULTI" is supposed to indicate that a monster looks strange when\n
- * examined, but this flag is currently ignored.\n
- *\n
- * Currently, we do nothing with multi-hued objects, because there are\n
- * not any.  If there were, they would have to set "shimmer_objects"\n
- * when they were created, and then new "shimmer" code in "dungeon.c"\n
- * would have to be created handle the "shimmer" effect, and the code\n
- * in floor would have to be updated to create the shimmer effect.\n
- *\n
- * Note the effects of hallucination.  Objects always appear as random\n
- * "objects", monsters as random "monsters", and normal grids occasionally\n
- * appear as random "monsters" or "objects", but note that these random\n
- * "monsters" and "objects" are really just "colored ascii symbols".\n
- *\n
- * Note that "floors" and "invisible traps" (and "zero" features) are\n
- * drawn as "floors" using a special check for optimization purposes,\n
- * and these are the only features which get drawn using the special\n
- * lighting effects activated by "view_special_lite".\n
- *\n
- * Note the use of the "mimic" field in the "terrain feature" processing,\n
- * which allows any feature to "pretend" to be another feature.  This is\n
- * used to "hide" secret doors, and to make all "doors" appear the same,\n
- * and all "walls" appear the same, and "hidden" treasure stay hidden.\n
- * It is possible to use this field to make a feature "look" like a floor,\n
- * but the "special lighting effects" for floors will not be used.\n
- *\n
- * Note the use of the new "terrain feature" information.  Note that the\n
- * assumption that all interesting "objects" and "terrain features" are\n
- * memorized allows extremely optimized processing below.  Note the use\n
- * of separate flags on objects to mark them as memorized allows a grid\n
- * to have memorized "terrain" without granting knowledge of any object\n
- * which may appear in that grid.\n
- *\n
- * Note the efficient code used to determine if a "floor" grid is\n
- * "memorized" or "viewable" by the player, where the test for the\n
- * grid being "viewable" is based on the facts that (1) the grid\n
- * must be "lit" (torch-lit or perma-lit), (2) the grid must be in\n
- * line of sight, and (3) the player must not be blind, and uses the\n
- * assumption that all torch-lit grids are in line of sight.\n
- *\n
- * Note that floors (and invisible traps) are the only grids which are\n
- * not memorized when seen, so only these grids need to check to see if\n
- * the grid is "viewable" to the player (if it is not memorized).  Since\n
- * most non-memorized grids are in fact walls, this induces *massive*\n
- * efficiency, at the cost of *forcing* the memorization of non-floor\n
- * grids when they are first seen.  Note that "invisible traps" are\n
- * always treated exactly like "floors", which prevents "cheating".\n
- *\n
- * Note the "special lighting effects" which can be activated for floor\n
- * grids using the "view_special_lite" option (for "white" floor grids),\n
- * causing certain grids to be displayed using special colors.  If the\n
- * player is "blind", we will use "dark gray", else if the grid is lit\n
- * by the torch, and the "view_yellow_lite" option is set, we will use\n
- * "yellow", else if the grid is "dark", we will use "dark gray", else\n
- * if the grid is not "viewable", and the "view_bright_lite" option is\n
- * set, and the we will use "slate" (gray).  We will use "white" for all\n
- * other cases, in particular, for illuminated viewable floor grids.\n
- *\n
- * Note the "special lighting effects" which can be activated for wall\n
- * grids using the "view_granite_lite" option (for "white" wall grids),\n
- * causing certain grids to be displayed using special colors.  If the\n
- * player is "blind", we will use "dark gray", else if the grid is lit\n
- * by the torch, and the "view_yellow_lite" option is set, we will use\n
- * "yellow", else if the "view_bright_lite" option is set, and the grid\n
- * is not "viewable", or is "dark", or is glowing, but not when viewed\n
- * from the player's current location, we will use "slate" (gray).  We\n
- * will use "white" for all other cases, in particular, for correctly\n
- * illuminated viewable wall grids.\n
- *\n
- * Note that, when "view_granite_lite" is set, we use an inline version\n
- * of the "player_can_see_bold()" function to check the "viewability" of\n
- * grids when the "view_bright_lite" option is set, and we do NOT use\n
- * any special colors for "dark" wall grids, since this would allow the\n
- * player to notice the walls of illuminated rooms from a hallway that\n
- * happened to run beside the room.  The alternative, by the way, would\n
- * be to prevent the generation of hallways next to rooms, but this\n
- * would still allow problems when digging towards a room.\n
- *\n
- * Note that bizarre things must be done when the "attr" and/or "char"\n
- * codes have the "high-bit" set, since these values are used to encode\n
- * various "special" pictures in some versions, and certain situations,\n
- * such as "multi-hued" or "clear" monsters, cause the attr/char codes\n
- * to be "scrambled" in various ways.\n
- *\n
- * Note that eventually we may use the "&" symbol for embedded treasure,\n
- * and use the "*" symbol to indicate multiple objects, though this will\n
- * have to wait for Angband 2.8.0 or later.  Note that currently, this\n
- * is not important, since only one object or terrain feature is allowed\n
- * in each grid.  If needed, "k_info[0]" will hold the "stack" attr/char.\n
- *\n
- * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of\n
- * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect\n
- * then a whole lot of code should be changed...  XXX XXX\n
- */
-void map_info(POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp, TERM_COLOR *tap, SYMBOL_CODE *tcp)
-{
-       grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
-
-       OBJECT_IDX this_o_idx, next_o_idx = 0;
-
-       /* Feature code (applying "mimic" field) */
-       FEAT_IDX feat = get_feat_mimic(g_ptr);
-
-       /* Access floor */
-       feature_type *f_ptr = &f_info[feat];
-
-       TERM_COLOR a;
-       SYMBOL_CODE c;
-
-       /* Boring grids (floors, etc) */
-       if (!have_flag(f_ptr->flags, FF_REMEMBER))
-       {
-               /*
-                * Handle Memorized or visible floor
-                *
-                * No visual when blinded.
-                *   (to prevent strange effects on darkness breath)
-                * otherwise,
-                * - Can see grids with CAVE_MARK.
-                * - Can see grids with CAVE_LITE or CAVE_MNLT.
-                *   (Such grids also have CAVE_VIEW)
-                * - Can see grids with CAVE_VIEW unless darkened by monsters.
-                */
-               if (!p_ptr->blind &&
-                       ((g_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
-                       ((g_ptr->info & CAVE_VIEW) && (((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))))
-               {
-                       /* Normal attr/char */
-                       a = f_ptr->x_attr[F_LIT_STANDARD];
-                       c = f_ptr->x_char[F_LIT_STANDARD];
-
-                       if (p_ptr->wild_mode)
-                       {
-                               /* Special lighting effects */
-                               /* Handle "night" */
-                               if (view_special_lite && !is_daytime())
-                               {
-                                       /* Use a darkened colour/tile */
-                                       a = f_ptr->x_attr[F_LIT_DARK];
-                                       c = f_ptr->x_char[F_LIT_DARK];
-                               }
-                       }
-
-                       /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
-                       else if (darkened_grid(g_ptr))
-                       {
-                               /* Unsafe grid -- idea borrowed from Unangband */
-                               feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
-
-                               /* Access darkness */
-                               f_ptr = &f_info[feat];
-
-                               /* Char and attr of darkness */
-                               a = f_ptr->x_attr[F_LIT_STANDARD];
-                               c = f_ptr->x_char[F_LIT_STANDARD];
-                       }
-
-                       /* Special lighting effects */
-                       else if (view_special_lite)
-                       {
-                               /* Handle "torch-lit" grids */
-                               if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
-                               {
-                                       /* Torch lite */
-                                       if (view_yellow_lite)
-                                       {
-                                               /* Use a brightly lit colour/tile */
-                                               a = f_ptr->x_attr[F_LIT_LITE];
-                                               c = f_ptr->x_char[F_LIT_LITE];
-                                       }
-                               }
-
-                               /* Handle "dark" grids */
-                               else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
-                               {
-                                       /* Use a darkened colour/tile */
-                                       a = f_ptr->x_attr[F_LIT_DARK];
-                                       c = f_ptr->x_char[F_LIT_DARK];
-                               }
-
-                               /* Handle "out-of-sight" grids */
-                               else if (!(g_ptr->info & CAVE_VIEW))
-                               {
-                                       /* Special flag */
-                                       if (view_bright_lite)
-                                       {
-                                               /* Use a darkened colour/tile */
-                                               a = f_ptr->x_attr[F_LIT_DARK];
-                                               c = f_ptr->x_char[F_LIT_DARK];
-                                       }
-                               }
-                       }
-               }
-
-               /* Unknown */
-               else
-               {
-                       /* Unsafe grid -- idea borrowed from Unangband */
-                       feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
-
-                       /* Access darkness */
-                       f_ptr = &f_info[feat];
-
-                       /* Normal attr/char */
-                       a = f_ptr->x_attr[F_LIT_STANDARD];
-                       c = f_ptr->x_char[F_LIT_STANDARD];
-               }
-       }
-
-       /* Interesting grids (non-floors) */
-       else
-       {
-               /* Memorized grids */
-               if (g_ptr->info & CAVE_MARK)
-               {
-                       /* Normal attr/char */
-                       a = f_ptr->x_attr[F_LIT_STANDARD];
-                       c = f_ptr->x_char[F_LIT_STANDARD];
-
-                       if (p_ptr->wild_mode)
-                       {
-                               /* Special lighting effects */
-                               /* Handle "blind" or "night" */
-                               if (view_granite_lite && (p_ptr->blind || !is_daytime()))
-                               {
-                                       /* Use a darkened colour/tile */
-                                       a = f_ptr->x_attr[F_LIT_DARK];
-                                       c = f_ptr->x_char[F_LIT_DARK];
-                               }
-                       }
-
-                       /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
-                       else if (darkened_grid(g_ptr) && !p_ptr->blind)
-                       {
-                               if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
-                               {
-                                       /* Unsafe grid -- idea borrowed from Unangband */
-                                       feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
-
-                                       /* Access darkness */
-                                       f_ptr = &f_info[feat];
-
-                                       /* Char and attr of darkness */
-                                       a = f_ptr->x_attr[F_LIT_STANDARD];
-                                       c = f_ptr->x_char[F_LIT_STANDARD];
-                               }
-                               else if (view_granite_lite && view_bright_lite)
-                               {
-                                       /* Use a darkened colour/tile */
-                                       a = f_ptr->x_attr[F_LIT_DARK];
-                                       c = f_ptr->x_char[F_LIT_DARK];
-                               }
-                       }
-
-                       /* Special lighting effects */
-                       else if (view_granite_lite)
-                       {
-                               /* Handle "blind" */
-                               if (p_ptr->blind)
-                               {
-                                       /* Use a darkened colour/tile */
-                                       a = f_ptr->x_attr[F_LIT_DARK];
-                                       c = f_ptr->x_char[F_LIT_DARK];
-                               }
-
-                               /* Handle "torch-lit" grids */
-                               else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
-                               {
-                                       /* Torch lite */
-                                       if (view_yellow_lite)
-                                       {
-                                               /* Use a brightly lit colour/tile */
-                                               a = f_ptr->x_attr[F_LIT_LITE];
-                                               c = f_ptr->x_char[F_LIT_LITE];
-                                       }
-                               }
-
-                               /* Handle "view_bright_lite" */
-                               else if (view_bright_lite)
-                               {
-                                       /* Not viewable */
-                                       if (!(g_ptr->info & CAVE_VIEW))
-                                       {
-                                               /* Use a darkened colour/tile */
-                                               a = f_ptr->x_attr[F_LIT_DARK];
-                                               c = f_ptr->x_char[F_LIT_DARK];
-                                       }
-
-                                       /* Not glowing */
-                                       else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
-                                       {
-                                               /* Use a darkened colour/tile */
-                                               a = f_ptr->x_attr[F_LIT_DARK];
-                                               c = f_ptr->x_char[F_LIT_DARK];
-                                       }
-
-                                       /* Not glowing correctly */
-                                       else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(p_ptr, y, x))
-                                       {
-                                               /* Use a darkened colour/tile */
-                                               a = f_ptr->x_attr[F_LIT_DARK];
-                                               c = f_ptr->x_char[F_LIT_DARK];
-                                       }
-                               }
-                       }
-               }
-
-               /* Unknown */
-               else
-               {
-                       /* Unsafe grid -- idea borrowed from Unangband */
-                       feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
-
-                       /* Access feature */
-                       f_ptr = &f_info[feat];
-
-                       /* Normal attr/char */
-                       a = f_ptr->x_attr[F_LIT_STANDARD];
-                       c = f_ptr->x_char[F_LIT_STANDARD];
-               }
-       }
-
-       if (feat_priority == -1) feat_priority = f_ptr->priority;
-
-       /* Save the terrain info for the transparency effects */
-       (*tap) = a;
-       (*tcp) = c;
-
-       /* Save the info */
-       (*ap) = a;
-       (*cp) = c;
-
-       /* Hack -- rare random hallucination, except on outer dungeon walls */
-       if (p_ptr->image && one_in_(256))
-               image_random(ap, cp);
-
-       /* Objects */
-       for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
-       {
-               object_type *o_ptr;
-               o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
-               next_o_idx = o_ptr->next_o_idx;
-
-               /* Memorized objects */
-               if (!(o_ptr->marked & OM_FOUND)) continue;
-
-               if (display_autopick)
-               {
-                       byte act;
-
-                       match_autopick = is_autopick(p_ptr, o_ptr);
-                       if (match_autopick == -1)
-                               continue;
-
-                       act = autopick_list[match_autopick].action;
-
-                       if ((act & DO_DISPLAY) && (act & display_autopick))
-                       {
-                               autopick_obj = o_ptr;
-                       }
-                       else
-                       {
-                               match_autopick = -1;
-                               continue;
-                       }
-               }
-
-               /* Normal char */
-               (*cp) = object_char(o_ptr);
-
-               /* Normal attr */
-               (*ap) = object_attr(o_ptr);
-
-               feat_priority = 20;
-
-               /* Hack -- hallucination */
-               if (p_ptr->image) image_object(ap, cp);
-
-               break;
-       }
-
-       /* Handle monsters */
-       if (g_ptr->m_idx && display_autopick != 0)
-       {
-               set_term_color(p_ptr, y, x, ap, cp);
-               return;
-       }
-
-       monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
-
-       /* Visible monster */
-       if (!m_ptr->ml)
-       {
-               set_term_color(p_ptr, y, x, ap, cp);
-               return;
-       }
-
-
-       monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
-
-       feat_priority = 30;
-
-       /* Hallucination */
-       if (p_ptr->image)
-       {
-               /*
-                * Monsters with both CHAR_CLEAR and ATTR_CLEAR
-                * flags are always unseen.
-                */
-               if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
-               {
-                       /* Do nothing */
-               }
-               else
-               {
-                       image_monster(ap, cp);
-               }
-
-               set_term_color(p_ptr, y, x, ap, cp);
-               return;
-       }
-
-       /* Monster attr/char */
-       a = r_ptr->x_attr;
-       c = r_ptr->x_char;
-
-       if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
-               | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
-       {
-               /* Desired monster attr/char */
-               *ap = a;
-               *cp = c;
-               set_term_color(p_ptr, y, x, ap, cp);
-               return;
-       }
-
-       /*
-        * Monsters with both CHAR_CLEAR and ATTR_CLEAR
-        * flags are always unseen.
-        */
-       if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
-       {
-               set_term_color(p_ptr, y, x, ap, cp);
-               return;
-       }
-
-       /***  Monster's attr  ***/
-       if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
-       {
-               /* Clear-attr */
-               /* Do nothing */
-       }
-       else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
-       {
-               /* Multi-hued attr */
-               if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
-               else switch (randint1(7))
-               {
-               case 1: *ap = TERM_RED;     break;
-               case 2: *ap = TERM_L_RED;   break;
-               case 3: *ap = TERM_WHITE;   break;
-               case 4: *ap = TERM_L_GREEN; break;
-               case 5: *ap = TERM_BLUE;    break;
-               case 6: *ap = TERM_L_DARK;  break;
-               case 7: *ap = TERM_GREEN;   break;
-               }
-       }
-       else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
-       {
-               /* Use semi-random attr (usually mimics' colors vary) */
-               *ap = g_ptr->m_idx % 15 + 1;
-       }
-       else
-       {
-               /* Normal case */
-               *ap = a;
-       }
-
-       /***  Monster's char  ***/
-       if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
-       {
-               set_term_color(p_ptr, y, x, ap, cp);
-               return;
-       }
-
-       if (r_ptr->flags1 & RF1_SHAPECHANGER)
-       {
-               if (use_graphics)
-               {
-                       monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
-                       *cp = tmp_r_ptr->x_char;
-                       *ap = tmp_r_ptr->x_attr;
-               }
-               else
-               {
-                       *cp = (one_in_(25) ?
-                               image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
-                               image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
-               }
-
-               set_term_color(p_ptr, y, x, ap, cp);
-               return;
-       }
-
-       *cp = c;
-       set_term_color(p_ptr, y, x, ap, cp);
-}
-
-
-void set_term_color(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp)
-{
-       if (!player_bold(player_ptr, y, x)) return;
-
-       monster_race *r_ptr = &r_info[0];
-       *ap = r_ptr->x_attr;
-       *cp = r_ptr->x_char;
-       feat_priority = 31;
-}
-
-
-static concptr simplify_list[][2] =
-{
-#ifdef JP
-       {"の魔法書", ""},
-       {NULL, NULL}
-#else
-       {"^Ring of ",   "="},
-       {"^Amulet of ", "\""},
-       {"^Scroll of ", "?"},
-       {"^Scroll titled ", "?"},
-       {"^Wand of "  , "-"},
-       {"^Rod of "   , "-"},
-       {"^Staff of " , "_"},
-       {"^Potion of ", "!"},
-       {" Spellbook ",""},
-       {"^Book of ",   ""},
-       {" Magic [",   "["},
-       {" Book [",    "["},
-       {" Arts [",    "["},
-       {"^Set of ",    ""},
-       {"^Pair of ",   ""},
-       {NULL, NULL}
-#endif
-};
-
-
-static void display_shortened_item_name(player_type *player_ptr, object_type *o_ptr, int y)
-{
-       char buf[MAX_NLEN];
-       object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
-       TERM_COLOR attr = tval_to_attr[o_ptr->tval % 128];
-
-       if (player_ptr->image)
-       {
-               attr = TERM_WHITE;
-               strcpy(buf, _("何か奇妙な物", "something strange"));
-       }
-
-       char *c = buf;
-       for (c = buf; *c; c++)
-       {
-               for (int i = 0; simplify_list[i][1]; i++)
-               {
-                       concptr org_w = simplify_list[i][0];
-
-                       if (*org_w == '^')
-                       {
-                               if (c == buf)
-                                       org_w++;
-                               else
-                                       continue;
-                       }
-
-                       if (strncmp(c, org_w, strlen(org_w))) continue;
-
-                       char *s = c;
-                       concptr tmp = simplify_list[i][1];
-                       while (*tmp)
-                               *s++ = *tmp++;
-                       tmp = c + strlen(org_w);
-                       while (*tmp)
-                               *s++ = *tmp++;
-                       *s = '\0';
-               }
-       }
-
-       c = buf;
-       int len = 0;
-       /* 半角 12 文字分で切る */
-       while (*c)
-       {
-#ifdef JP
-               if (iskanji(*c))
-               {
-                       if (len + 2 > 12) break;
-                       c += 2;
-                       len += 2;
-               }
-               else
-#endif
-               {
-                       if (len + 1 > 12) break;
-                       c++;
-                       len++;
-               }
-       }
-
-       *c = '\0';
-       Term_putstr(0, y, 12, attr, buf);
-}
-
-
-/*
- * Display a "small-scale" map of the dungeon in the active Term
- */
-void display_map(player_type *player_ptr, int *cy, int *cx)
-{
-       int i, j, x, y;
-
-       TERM_COLOR ta;
-       SYMBOL_CODE tc;
-
-       byte tp;
-
-       TERM_COLOR **bigma;
-       SYMBOL_CODE **bigmc;
-       byte **bigmp;
-
-       TERM_COLOR **ma;
-       SYMBOL_CODE **mc;
-       byte **mp;
-
-       /* Save lighting effects */
-       bool old_view_special_lite = view_special_lite;
-       bool old_view_granite_lite = view_granite_lite;
-
-       TERM_LEN hgt, wid, yrat, xrat;
-
-       int **match_autopick_yx;
-       object_type ***object_autopick_yx;
-
-       Term_get_size(&wid, &hgt);
-       hgt -= 2;
-       wid -= 14;
-       if (use_bigtile) wid /= 2;
-
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       yrat = (floor_ptr->height + hgt - 1) / hgt;
-       xrat = (floor_ptr->width + wid - 1) / wid;
-
-       /* Disable lighting effects */
-       view_special_lite = FALSE;
-       view_granite_lite = FALSE;
-
-       /* Allocate the maps */
-       C_MAKE(ma, (hgt + 2), TERM_COLOR *);
-       C_MAKE(mc, (hgt + 2), char_ptr);
-       C_MAKE(mp, (hgt + 2), byte_ptr);
-       C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
-       C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
-
-       /* Allocate and wipe each line map */
-       for (y = 0; y < (hgt + 2); y++)
-       {
-               /* Allocate one row each array */
-               C_MAKE(ma[y], (wid + 2), TERM_COLOR);
-               C_MAKE(mc[y], (wid + 2), char);
-               C_MAKE(mp[y], (wid + 2), byte);
-               C_MAKE(match_autopick_yx[y], (wid + 2), int);
-               C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
-
-               for (x = 0; x < wid + 2; ++x)
-               {
-                       match_autopick_yx[y][x] = -1;
-                       object_autopick_yx[y][x] = NULL;
-
-                       /* Nothing here */
-                       ma[y][x] = TERM_WHITE;
-                       mc[y][x] = ' ';
-
-                       /* No priority */
-                       mp[y][x] = 0;
-               }
-       }
-
-       /* Allocate the maps */
-       C_MAKE(bigma, (floor_ptr->height + 2), TERM_COLOR *);
-       C_MAKE(bigmc, (floor_ptr->height + 2), char_ptr);
-       C_MAKE(bigmp, (floor_ptr->height + 2), byte_ptr);
-
-       /* Allocate and wipe each line map */
-       for (y = 0; y < (floor_ptr->height + 2); y++)
-       {
-               /* Allocate one row each array */
-               C_MAKE(bigma[y], (floor_ptr->width + 2), TERM_COLOR);
-               C_MAKE(bigmc[y], (floor_ptr->width + 2), char);
-               C_MAKE(bigmp[y], (floor_ptr->width + 2), byte);
-
-               for (x = 0; x < floor_ptr->width + 2; ++x)
-               {
-                       /* Nothing here */
-                       bigma[y][x] = TERM_WHITE;
-                       bigmc[y][x] = ' ';
-
-                       /* No priority */
-                       bigmp[y][x] = 0;
-               }
-       }
-
-       /* Fill in the map */
-       for (i = 0; i < floor_ptr->width; ++i)
-       {
-               for (j = 0; j < floor_ptr->height; ++j)
-               {
-                       x = i / xrat + 1;
-                       y = j / yrat + 1;
-
-                       match_autopick = -1;
-                       autopick_obj = NULL;
-                       feat_priority = -1;
-
-                       /* Extract the current attr/char at that map location */
-                       map_info(j, i, &ta, &tc, &ta, &tc);
-
-                       /* Extract the priority */
-                       tp = (byte_hack)feat_priority;
-
-                       if (match_autopick != -1
-                               && (match_autopick_yx[y][x] == -1
-                                       || match_autopick_yx[y][x] > match_autopick))
-                       {
-                               match_autopick_yx[y][x] = match_autopick;
-                               object_autopick_yx[y][x] = autopick_obj;
-                               tp = 0x7f;
-                       }
-
-                       /* Save the char, attr and priority */
-                       bigmc[j + 1][i + 1] = tc;
-                       bigma[j + 1][i + 1] = ta;
-                       bigmp[j + 1][i + 1] = tp;
-               }
-       }
-
-       for (j = 0; j < floor_ptr->height; ++j)
-       {
-               for (i = 0; i < floor_ptr->width; ++i)
-               {
-                       x = i / xrat + 1;
-                       y = j / yrat + 1;
-
-                       tc = bigmc[j + 1][i + 1];
-                       ta = bigma[j + 1][i + 1];
-                       tp = bigmp[j + 1][i + 1];
-
-                       /* rare feature has more priority */
-                       if (mp[y][x] == tp)
-                       {
-                               int t;
-                               int cnt = 0;
-
-                               for (t = 0; t < 8; t++)
-                               {
-                                       if (tc == bigmc[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]] &&
-                                               ta == bigma[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]])
-                                               cnt++;
-                               }
-                               if (cnt <= 4)
-                                       tp++;
-                       }
-
-                       /* Save "best" */
-                       if (mp[y][x] < tp)
-                       {
-                               /* Save the char, attr and priority */
-                               mc[y][x] = tc;
-                               ma[y][x] = ta;
-                               mp[y][x] = tp;
-                       }
-               }
-       }
-
-       /* Corners */
-       x = wid + 1;
-       y = hgt + 1;
-
-       /* Draw the corners */
-       mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
-
-       /* Draw the horizontal edges */
-       for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
-
-       /* Draw the vertical edges */
-       for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
-
-       /* Display each map line in order */
-       for (y = 0; y < hgt + 2; ++y)
-       {
-               /* Start a new line */
-               Term_gotoxy(COL_MAP, y);
-
-               /* Display the line */
-               for (x = 0; x < wid + 2; ++x)
-               {
-                       ta = ma[y][x];
-                       tc = mc[y][x];
-
-                       /* Hack -- fake monochrome */
-                       if (!use_graphics)
-                       {
-                               if (current_world_ptr->timewalk_m_idx) ta = TERM_DARK;
-                               else if (IS_INVULN(player_ptr) || player_ptr->timewalk) ta = TERM_WHITE;
-                               else if (player_ptr->wraith_form) ta = TERM_L_DARK;
-                       }
-
-                       /* Add the character */
-                       Term_add_bigch(ta, tc);
-               }
-       }
-
-       for (y = 1; y < hgt + 1; ++y)
-       {
-               match_autopick = -1;
-               for (x = 1; x <= wid; x++) {
-                       if (match_autopick_yx[y][x] != -1 &&
-                               (match_autopick > match_autopick_yx[y][x] ||
-                                       match_autopick == -1)) {
-                               match_autopick = match_autopick_yx[y][x];
-                               autopick_obj = object_autopick_yx[y][x];
-                       }
-               }
-
-               /* Clear old display */
-               Term_putstr(0, y, 12, 0, "            ");
-
-               if (match_autopick != -1)
-                       display_shortened_item_name(player_ptr, autopick_obj, y);
-       }
-
-       /* Player location */
-       (*cy) = player_ptr->y / yrat + 1 + ROW_MAP;
-       if (!use_bigtile)
-               (*cx) = player_ptr->x / xrat + 1 + COL_MAP;
-       else
-               (*cx) = (player_ptr->x / xrat + 1) * 2 + COL_MAP;
-
-       /* Restore lighting effects */
-       view_special_lite = old_view_special_lite;
-       view_granite_lite = old_view_granite_lite;
-
-       /* Free each line map */
-       for (y = 0; y < (hgt + 2); y++)
-       {
-               /* Free one row each array */
-               C_KILL(ma[y], (wid + 2), TERM_COLOR);
-               C_KILL(mc[y], (wid + 2), SYMBOL_CODE);
-               C_KILL(mp[y], (wid + 2), byte);
-               C_KILL(match_autopick_yx[y], (wid + 2), int);
-               C_KILL(object_autopick_yx[y], (wid + 2), object_type *);
-       }
-
-       /* Free each line map */
-       C_KILL(ma, (hgt + 2), TERM_COLOR *);
-       C_KILL(mc, (hgt + 2), char_ptr);
-       C_KILL(mp, (hgt + 2), byte_ptr);
-       C_KILL(match_autopick_yx, (hgt + 2), sint_ptr);
-       C_KILL(object_autopick_yx, (hgt + 2), object_type **);
-
-       /* Free each line map */
-       for (y = 0; y < (floor_ptr->height + 2); y++)
-       {
-               /* Free one row each array */
-               C_KILL(bigma[y], (floor_ptr->width + 2), TERM_COLOR);
-               C_KILL(bigmc[y], (floor_ptr->width + 2), SYMBOL_CODE);
-               C_KILL(bigmp[y], (floor_ptr->width + 2), byte);
-       }
-
-       /* Free each line map */
-       C_KILL(bigma, (floor_ptr->height + 2), TERM_COLOR *);
-       C_KILL(bigmc, (floor_ptr->height + 2), char_ptr);
-       C_KILL(bigmp, (floor_ptr->height + 2), byte_ptr);
-}
-
-
-/*
- * Display a "small-scale" map of the dungeon for the player
- *
- * Currently, the "player" is displayed on the map.
- */
-void do_cmd_view_map(player_type *player_ptr)
-{
-       screen_save();
-       prt(_("お待ち下さい...", "Please wait..."), 0, 0);
-
-       Term_fresh();
-       Term_clear();
-
-       display_autopick = 0;
-
-       /* Display the map */
-       int cy, cx;
-       display_map(player_ptr, &cy, &cx);
-
-       if ((max_autopick == 0) || player_ptr->wild_mode)
-       {
-               put_str(_("何かキーを押すとゲームに戻ります", "Hit any key to continue"), 23, 30);
-               /* Hilite the player */
-               move_cursor(cy, cx);
-               /* Get any key */
-               inkey();
-               screen_load();
-               return;
-       }
-
-       display_autopick = ITEM_DISPLAY;
-
-       while (TRUE)
-       {
-               int wid, hgt;
-               Term_get_size(&wid, &hgt);
-               int row_message = hgt - 1;
-
-               put_str(_("何かキーを押してください('M':拾う 'N':放置 'D':M+N 'K':壊すアイテムを表示)",
-                       " Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items."), row_message, 1);
-
-               move_cursor(cy, cx);
-
-               int i = inkey();
-
-               byte flag;
-               if ('M' == i)
-                       flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
-               else if ('N' == i)
-                       flag = DONT_AUTOPICK;
-               else if ('K' == i)
-                       flag = DO_AUTODESTROY;
-               else if ('D' == i)
-                       flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
-               else
-                       break;
-
-               Term_fresh();
-
-               if (~display_autopick & flag)
-                       display_autopick |= flag;
-               else
-                       display_autopick &= ~flag;
-               display_map(player_ptr, &cy, &cx);
-       }
-
-       display_autopick = 0;
-       screen_load();
-}
-
-
-/*
- * Track a new monster
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param m_idx トラッキング対象のモンスターID。0の時キャンセル
- * @param なし
- */
-void health_track(player_type *player_ptr, MONSTER_IDX m_idx)
-{
-       /* Mount monster is already tracked */
-       if (m_idx && m_idx == player_ptr->riding) return;
-
-       /* Track a new guy */
-       player_ptr->health_who = m_idx;
-
-       /* Redraw (later) */
-       player_ptr->redraw |= (PR_HEALTH);
-}
-
-
-/*
- * Moves the cursor to a given MAP (y,x) location
- */
-void move_cursor_relative(int row, int col)
-{
-       /* Real co-ords convert to screen positions */
-       row -= panel_row_prt;
-
-       /* Go there */
-       Term_gotoxy(panel_col_of(col), row);
-}
-
-
-/*
- * print project path
- */
-void print_path(player_type *player_ptr, POSITION y, POSITION x)
-{
-       int path_n;
-       u16b path_g[512];
-       byte_hack default_color = TERM_SLATE;
-
-       if (!display_path) return;
-       if (project_length == -1) return;
-
-       /* Get projection path */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       path_n = project_path(player_ptr, path_g, (project_length ? project_length : MAX_RANGE), player_ptr->y, player_ptr->x, y, x, PROJECT_PATH | PROJECT_THRU);
-
-       player_ptr->redraw |= (PR_MAP);
-       handle_stuff(player_ptr);
-
-       /* Draw path */
-       for (int i = 0; i < path_n; i++)
-       {
-               POSITION ny = GRID_Y(path_g[i]);
-               POSITION nx = GRID_X(path_g[i]);
-               grid_type *g_ptr = &floor_ptr->grid_array[ny][nx];
-
-               if (panel_contains(ny, nx))
-               {
-                       TERM_COLOR a = default_color;
-                       char c;
-
-                       TERM_COLOR ta = default_color;
-                       char tc = '*';
-
-                       if (g_ptr->m_idx && floor_ptr->m_list[g_ptr->m_idx].ml)
-                       {
-                               /* Determine what is there */
-                               map_info(ny, nx, &a, &c, &ta, &tc);
-
-                               if (!IS_ASCII_GRAPHICS(a))
-                                       a = default_color;
-                               else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
-                                       a = default_color;
-                               else if (a == default_color)
-                                       a = TERM_WHITE;
-                       }
-
-                       if (!use_graphics)
-                       {
-                               if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
-                               else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
-                               else if (player_ptr->wraith_form) a = TERM_L_DARK;
-                       }
-
-                       c = '*';
-
-                       /* Hack -- Queue it */
-                       Term_queue_bigchar(panel_col_of(nx), ny - panel_row_prt, a, c, ta, tc);
-               }
-
-               /* Known Wall */
-               if ((g_ptr->info & CAVE_MARK) && !cave_have_flag_grid(g_ptr, FF_PROJECT)) break;
-
-               /* Change color */
-               if (nx == x && ny == y) default_color = TERM_L_DARK;
-       }
-}
-
-
-/*
- * Hack -- track the given monster race
- */
-void monster_race_track(player_type *player_ptr, MONRACE_IDX r_idx)
-{
-       player_ptr->monster_race_idx = r_idx;
-       player_ptr->window |= (PW_MONSTER);
-}
-
-
-/*
- * Hack -- track the given object kind
- */
-void object_kind_track(player_type *player_ptr, KIND_OBJECT_IDX k_idx)
-{
-       player_ptr->object_kind_idx = k_idx;
-       player_ptr->window |= (PW_OBJECT);
-}
-
-
-/*!
- * @brief 実ゲームプレイ時間を更新する
- */
-void update_playtime(void)
-{
-       /* Check if the game has started */
-       if (current_world_ptr->start_time != 0)
-       {
-               u32b tmp = (u32b)time(NULL);
-               current_world_ptr->play_time += (tmp - current_world_ptr->start_time);
-               current_world_ptr->start_time = tmp;
-       }
-}
-
-
-/*
- * Mega-Hack -- Delayed visual update
- * Only used if update_view(), update_lite() or update_mon_lite() was called
- */
-void delayed_visual_update(player_type *player_ptr)
-{
-       /* Update needed grids */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       for (int i = 0; i < floor_ptr->redraw_n; i++)
-       {
-               POSITION y = floor_ptr->redraw_y[i];
-               POSITION x = floor_ptr->redraw_x[i];
-               grid_type *g_ptr;
-               g_ptr = &floor_ptr->grid_array[y][x];
-
-               /* Update only needed grids (prevent multiple updating) */
-               if (!(g_ptr->info & CAVE_REDRAW)) continue;
-
-               /* If required, note */
-               if (g_ptr->info & CAVE_NOTE) note_spot(y, x);
-
-               lite_spot(y, x);
-
-               /* Hack -- Visual update of monster on this grid */
-               if (g_ptr->m_idx) update_monster(player_ptr, g_ptr->m_idx, FALSE);
-
-               /* No longer in the array */
-               g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
-       }
-
-       /* None left */
-       floor_ptr->redraw_n = 0;
-}