+++ /dev/null
-/*!
- * @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 "world.h"
-#include "quest.h"
-#include "artifact.h"
-#include "avatar.h"
-#include "player-status.h"
-#include "monster.h"
-
- /*
- * 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)
-
-
-
-/*!
- * @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 prt_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 prt_time(void)
-{
- int day, hour, min;
-
- /* Dump 13 spaces to clear */
- c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
-
- extract_day_hour_min(&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 /
- * @return マップ名の文字列参照ポインタ
- */
-concptr map_name(void)
-{
- if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
- && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
- return _("クエスト", "Quest");
- else if (p_ptr->wild_mode)
- return _("地上", "Surface");
- else if (p_ptr->inside_arena)
- return _("アリーナ", "Arena");
- else if (p_ptr->inside_battle)
- return _("闘技場", "Monster Arena");
- else if (!current_floor_ptr->dun_level && p_ptr->town_num)
- return town_info[p_ptr->town_num].name;
- else
- return d_name+d_info[p_ptr->dungeon_idx].name;
-}
-
-/*!
- * @brief 現在のマップ名を描画する / Print dungeon
- * @return なし
- */
-static void prt_dungeon(void)
-{
- concptr dungeon_name;
- TERM_LEN col;
-
- /* Dump 13 spaces to clear */
- c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
-
- dungeon_name = map_name();
-
- 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 prt_stat(int stat)
-{
- GAME_TEXT tmp[32];
-
- /* Display "injured" stat */
- if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
- {
- put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
- cnv_stat(p_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(p_ptr->stat_use[stat], tmp);
- c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
- }
-
- /* Indicate natural maximum */
- if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
- {
-#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"},
- /* Hex */
- {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"},
- /* Hex */
- {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 prt_status(void)
-{
- BIT_FLAGS bar_flags[3];
- TERM_LEN wid, hgt, row_statbar, max_col_statbar;
- int i;
- TERM_LEN col = 0, num = 0;
- int space = 2;
-
- Term_get_size(&wid, &hgt);
- row_statbar = hgt + ROW_STATBAR;
- max_col_statbar = wid + MAX_COL_STATBAR;
-
- Term_erase(0, row_statbar, max_col_statbar);
-
- bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
-
- /* Tsuyoshi */
- if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
-
- /* Hallucinating */
- if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
-
- /* Blindness */
- if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
-
- /* Paralysis */
- if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
-
- /* Confusion */
- if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
-
- /* Posioned */
- if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
-
- /* Times see-invisible */
- if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
-
- /* Timed esp */
- if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
-
- /* Timed regenerate */
- if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
-
- /* Timed infra-vision */
- if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
-
- /* Protection from evil */
- if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
-
- /* Invulnerability */
- if (IS_INVULN()) ADD_FLG(BAR_INVULN);
-
- /* Wraith form */
- if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
-
- /* Kabenuke */
- if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
-
- if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
-
- /* Heroism */
- if (IS_HERO()) ADD_FLG(BAR_HEROISM);
-
- /* Super Heroism / berserk */
- if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
-
- /* Blessed */
- if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
-
- /* Shield */
- if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
-
- if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
-
- if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
-
- if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
-
- /* Oppose Acid */
- if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
- if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
-
- /* Oppose Lightning */
- if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
- if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
-
- /* Oppose Fire */
- if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
- if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
-
- /* Oppose Cold */
- if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
- if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
-
- /* Oppose Poison */
- if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
-
- /* Word of Recall */
- if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
-
- /* Alter realiry */
- if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
-
- /* Afraid */
- if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
-
- /* Resist time */
- if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
-
- if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
-
- /* Confusing Hands */
- if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
-
- if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
-
- /* Ultimate-resistance */
- if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
-
- /* tim levitation */
- if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
-
- if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
-
- if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
-
- /* Mahouken */
- if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
- if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
- if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
- if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
- if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
- if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
-
- if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
-
- /* tim stealth */
- if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
-
- if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
-
- /* Holy aura */
- if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
-
- /* An Eye for an Eye */
- if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
-
- /* Hex spells */
- if (p_ptr->realm1 == REALM_HEX)
- {
- if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
- if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
- if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
- if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
- if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
- if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
- if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
- if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
- if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
- if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
- if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
- if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
- if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
- if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
- if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
- if (hex_spelling(HEX_CURE_LIGHT) ||
- hex_spelling(HEX_CURE_SERIOUS) ||
- hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
-
- if (HEX_REVENGE_TURN(p_ptr))
- {
- if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
- if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
- }
- }
-
- /* Calcurate length */
- for (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 */
- if (col - 1 > max_col_statbar)
- {
- space = 0;
- col = 0;
-
- for (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 (i = 0; bar[i].sstr; i++)
- {
- if (IS_FLG(i))
- {
- concptr str;
- if (space == 2) str = bar[i].lstr;
- else str = bar[i].sstr;
-
- c_put_str(bar[i].attr, str, row_statbar, col);
- col += strlen(str);
- if (space > 0) col++;
- if (col > max_col_statbar) break;
- }
- }
-}
-
-
-/*!
- * @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 prt_title(void)
-{
- concptr p = "";
- GAME_TEXT str[14];
-
- if (p_ptr->wizard)
- {
- p = _("[ウィザード]", "[=-WIZARD-=]");
- }
- else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
- {
- if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
- {
- p = _("*真・勝利者*", "*TRUEWINNER*");
- }
- else
- {
- p = _("***勝利者***", "***WINNER***");
- }
- }
-
- /* Normal */
- else
- {
- my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
- p = str;
- }
-
- prt_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 prt_level(void)
-{
- char tmp[32];
-
- sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
-
- if (p_ptr->lev >= p_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 prt_exp(void)
-{
- char out_val[32];
-
- if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
- {
- (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
- }
- else
- {
- if (p_ptr->lev >= PY_MAX_LEVEL)
- {
- (void)sprintf(out_val, "********");
- }
- else
- {
- (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
- }
- }
-
- if (p_ptr->exp >= p_ptr->max_exp)
- {
- if (p_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
- * @return なし
- */
-static void prt_gold(void)
-{
- char tmp[32];
- put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
- sprintf(tmp, "%9ld", (long)p_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 prt_ac(void)
-{
- 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", p_ptr->dis_ac + p_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", p_ptr->dis_ac + p_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 prt_hp(void)
-{
- /* ヒットポイントの表示方法を変更 */
- char tmp[32];
-
- TERM_COLOR color;
-
- /* タイトル */
- put_str("HP", ROW_CURHP, COL_CURHP);
-
- /* 現在のヒットポイント */
- sprintf(tmp, "%4ld", (long int)p_ptr->chp);
-
- if (p_ptr->chp >= p_ptr->mhp)
- {
- color = TERM_L_GREEN;
- }
- else if (p_ptr->chp > (p_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)p_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 prt_sp(void)
-{
-/* 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)p_ptr->csp);
-
- if (p_ptr->csp >= p_ptr->msp)
- {
- color = TERM_L_GREEN;
- }
- else if (p_ptr->csp > (p_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)p_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
- * @return なし
- */
-static void prt_depth(void)
-{
- char depths[32];
- TERM_LEN wid, hgt, row_depth, col_depth;
- TERM_COLOR attr = TERM_WHITE;
-
- Term_get_size(&wid, &hgt);
- col_depth = wid + COL_DEPTH;
- row_depth = hgt + ROW_DEPTH;
-
- if (!current_floor_ptr->dun_level)
- {
- strcpy(depths, _("地上", "Surf."));
- }
- else if (p_ptr->inside_quest && !p_ptr->dungeon_idx)
- {
- strcpy(depths, _("地上", "Quest"));
- }
- else
- {
- if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)current_floor_ptr->dun_level * 50);
- else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)current_floor_ptr->dun_level);
-
- /* Get color of level based on feeling -JSV- */
- switch (p_ptr->feeling)
- {
- case 0: attr = TERM_SLATE; break; /* Unknown */
- case 1: attr = TERM_L_BLUE; break; /* Special */
- case 2: attr = TERM_VIOLET; break; /* Horrible visions */
- case 3: attr = TERM_RED; break; /* Very dangerous */
- case 4: attr = TERM_L_RED; break; /* Very bad feeling */
- case 5: attr = TERM_ORANGE; break; /* Bad feeling */
- case 6: attr = TERM_YELLOW; break; /* Nervous */
- case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
- case 8: attr = TERM_L_WHITE; break; /* Don't like */
- case 9: attr = TERM_WHITE; break; /* Reasonably safe */
- case 10: attr = TERM_WHITE; break; /* Boring place */
- }
- }
-
- /* Right-Adjust the "depth", and clear old values */
- c_prt(attr, format("%7s", depths), row_depth, col_depth);
-}
-
-
-/*!
- * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
- * @return なし
- */
-static void prt_hunger(void)
-{
- if(p_ptr->wizard && p_ptr->inside_arena) return;
-
- /* Fainting / Starving */
- if (p_ptr->food < PY_FOOD_FAINT)
- {
- c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
- }
-
- /* Weak */
- else if (p_ptr->food < PY_FOOD_WEAK)
- {
- c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
- }
-
- /* Hungry */
- else if (p_ptr->food < PY_FOOD_ALERT)
- {
- c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
- }
-
- /* Normal */
- else if (p_ptr->food < PY_FOOD_FULL)
- {
- c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
- }
-
- /* Full */
- else if (p_ptr->food < PY_FOOD_MAX)
- {
- c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
- }
-
- /* Gorged */
- else
- {
- 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
- * @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 prt_state(void)
-{
- 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);
- }
- }
-
- /* Action */
- else
- {
- switch(p_ptr->action)
- {
- case ACTION_SEARCH:
- {
- strcpy(text, _("探索", "Sear"));
- break;
- }
- case ACTION_REST:
- /* Start with "Rest" */
- strcpy(text, _(" ", " "));
-
- if (p_ptr->resting > 0)
- {
- sprintf(text, "%4d", p_ptr->resting);
- }
- else if (p_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
- {
- text[0] = text[1] = text[2] = text[3] = '*';
- }
- else if (p_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 (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 (p_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 (p_ptr->special_defense & (KATA_IAI << i)) break;
- strcpy(text, kata_shurui[i].desc);
- break;
- }
- case ACTION_SING:
- {
- strcpy(text, _("歌 ", "Sing"));
- break;
- }
- case ACTION_HAYAGAKE:
- {
- strcpy(text, _("速駆", "Fast"));
- break;
- }
- case ACTION_SPELL:
- {
- strcpy(text, _("詠唱", "Spel"));
- break;
- }
- default:
- {
- strcpy(text, " ");
- break;
- }
- }
- }
-
- /* Display the info (or blanks) */
- c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
-}
-
-
-/*!
- * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
- * @return なし
- */
-static void prt_speed(void)
-{
- int i = p_ptr->pspeed;
- bool is_fast = IS_FAST();
-
- TERM_COLOR attr = TERM_WHITE;
- char buf[32] = "";
- TERM_LEN wid, hgt, row_speed, col_speed;
-
- Term_get_size(&wid, &hgt);
- col_speed = wid + COL_SPEED;
- row_speed = hgt + ROW_SPEED;
-
- /* Hack -- Visually "undo" the Search Mode Slowdown */
- if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
-
- /* Fast */
- if (i > 110)
- {
- if (p_ptr->riding)
- {
- monster_type *m_ptr = ¤t_floor_ptr->m_list[p_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 && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
- else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
- else attr = TERM_L_GREEN;
- sprintf(buf, "%s(+%d)", (p_ptr->riding ? _("乗馬", "Ride") : _("加速", "Fast")), (i - 110));
- }
-
- /* Slow */
- else if (i < 110)
- {
- if (p_ptr->riding)
- {
- monster_type *m_ptr = ¤t_floor_ptr->m_list[p_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 && !p_ptr->slow) attr = TERM_YELLOW;
- else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
- else attr = TERM_L_UMBER;
- sprintf(buf, "%s(-%d)", (p_ptr->riding ? _("乗馬", "Ride") : _("減速", "Slow")), (110 - i));
- }
- else if (p_ptr->riding)
- {
- attr = TERM_GREEN;
- strcpy(buf, _("乗馬中", "Riding"));
- }
-
- /* Display the speed */
- 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
- * @return なし
- */
-static void prt_study(void)
-{
- TERM_LEN wid, hgt, row_study, col_study;
-
- Term_get_size(&wid, &hgt);
- col_study = wid + COL_STUDY;
- row_study = hgt + ROW_STUDY;
-
- if (p_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
- * @return なし
- */
-static void prt_imitation(void)
-{
- TERM_LEN wid, hgt, row_study, col_study;
-
- Term_get_size(&wid, &hgt);
- col_study = wid + COL_STUDY;
- row_study = hgt + ROW_STUDY;
-
- if (p_ptr->pclass == CLASS_IMITATOR)
- {
- if (p_ptr->mane_num)
- {
- TERM_COLOR attr;
- if (new_mane) attr = TERM_L_RED;
- else attr = TERM_WHITE;
- c_put_str(attr, _("まね", "Imit"), row_study, col_study);
- }
- else
- {
- put_str(" ", row_study, col_study);
- }
- }
-}
-
-/*!
- * @brief プレイヤーの負傷状態を表示する
- * @return なし
- */
-static void prt_cut(void)
-{
- int c = p_ptr->cut;
-
- if (c > 1000)
- {
- c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
- }
- else if (c > 200)
- {
- c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
- }
- else if (c > 100)
- {
- c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
- }
- else if (c > 50)
- {
- c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
- }
- else if (c > 25)
- {
- c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
- }
- else if (c > 10)
- {
- c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
- }
- else if (c)
- {
- c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
- }
- else
- {
- 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 prt_stun(void)
-{
- int s = p_ptr->stun;
-
- if (s > 100)
- {
- c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
- }
- else if (s > 50)
- {
- c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
- }
- else if (s)
- {
- c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
- }
- else
- {
- 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(bool riding)
-{
- s16b health_who;
- int row, col;
- monster_type *m_ptr;
-
- if (riding)
- {
- health_who = p_ptr->riding;
- row = ROW_RIDING_INFO;
- col = COL_RIDING_INFO;
- }
- else
- {
- health_who = p_ptr->health_who;
- row = ROW_INFO;
- col = COL_INFO;
- }
-
- m_ptr = ¤t_floor_ptr->m_list[health_who];
-
- if (p_ptr->wizard && p_ptr->inside_battle)
- {
- 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(current_floor_ptr->m_list[1].r_idx)
- {
- Term_putstr(col - 2, row, 2, r_info[current_floor_ptr->m_list[1].r_idx].x_attr, format("%c", r_info[current_floor_ptr->m_list[1].r_idx].x_char));
- Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[1].hp));
- Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[1].max_maxhp));
- }
-
- if(current_floor_ptr->m_list[2].r_idx)
- {
- Term_putstr(col - 2, row + 1, 2, r_info[current_floor_ptr->m_list[2].r_idx].x_attr, format("%c", r_info[current_floor_ptr->m_list[2].r_idx].x_char));
- Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[2].hp));
- Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[2].max_maxhp));
- }
-
- if(current_floor_ptr->m_list[3].r_idx)
- {
- Term_putstr(col - 2, row + 2, 2, r_info[current_floor_ptr->m_list[3].r_idx].x_attr, format("%c", r_info[current_floor_ptr->m_list[3].r_idx].x_char));
- Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[3].hp));
- Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[3].max_maxhp));
- }
-
- if(current_floor_ptr->m_list[4].r_idx)
- {
- Term_putstr(col - 2, row + 3, 2, r_info[current_floor_ptr->m_list[4].r_idx].x_attr, format("%c", r_info[current_floor_ptr->m_list[4].r_idx].x_char));
- Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", current_floor_ptr->m_list[4].hp));
- Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", current_floor_ptr->m_list[4].max_maxhp));
- }
- }
- else
- {
-
- /* Not tracking */
- if (!health_who)
- {
- /* Erase the health bar */
- Term_erase(col, row, 12);
- }
-
- /* Tracking an unseen monster */
- else if (!m_ptr->ml)
- {
- /* Indicate that the monster health is "unknown" */
- Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
- }
-
- /* Tracking a hallucinatory monster */
- else if (p_ptr->image)
- {
- /* Indicate that the monster health is "unknown" */
- Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
- }
-
- /* Tracking a dead monster (???) */
- else if (m_ptr->hp < 0)
- {
- /* Indicate that the monster health is "unknown" */
- Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
- }
-
- /* Tracking a visible monster */
- else
- {
- /* Extract the "percent" of health */
- int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
- int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp: 0;
-
- /* 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)
- * @return なし
- */
-static void prt_frame_basic(void)
-{
- int i;
- if (p_ptr->mimic_form)
- prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
- else
- {
- char str[14];
- my_strcpy(str, rp_ptr->title, sizeof(str));
- prt_field(str, ROW_RACE, COL_RACE);
- }
-
- prt_title();
- prt_level();
- prt_exp();
- for (i = 0; i < A_MAX; i++) prt_stat(i);
- prt_ac();
- prt_hp();
- prt_sp();
- prt_gold();
- prt_depth();
- health_redraw(FALSE);
- health_redraw(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)
- * @return なし
- */
-static void prt_frame_extra(void)
-{
- prt_cut();
- prt_stun();
- prt_hunger();
- prt_state();
- prt_speed();
- prt_study();
- prt_imitation();
- prt_status();
-}
-
-
-/*!
- * @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
- * @return なし
- */
-static void fix_inven(void)
-{
- int j;
-
- /* Scan windows */
- for (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 */
- display_inven();
- 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];
- int i;
- MONRACE_IDX r_idx = m_ptr->ap_r_idx;
- monster_race* r_ptr = &r_info[r_idx];
-
- Term_gotoxy(x, y);
- if(!r_ptr)return;
- //Number of 'U'nique
- if(r_ptr->flags1&RF1_UNIQUE){//unique
- bool is_kubi = FALSE;
- for(i=0;i<MAX_KUBI;i++){
- if(current_world_ptr->bounty_r_idx[i] == r_idx){
- is_kubi = TRUE;
- break;
- }
- }
- Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
- }else{
- sprintf(buf, "%3d", n_same);
- Term_addstr(-1, TERM_WHITE, buf);
- }
- //symbol
- Term_addstr(-1, TERM_WHITE, " ");
- //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
- //Term_addstr(-1, TERM_WHITE, "/");
- Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
- //LV
- if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
- 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);
-
- //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
-}
-
-/*!
- * @brief モンスターの出現リストを表示する / Print monster info in line
- * @param x 表示列
- * @param y 表示行
- * @param max_lines 最大何行描画するか
- */
-void print_monster_list(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 = ¤t_floor_ptr->grid_array[tmp_pos.y[i]][tmp_pos.x[i]];
- if(!g_ptr->m_idx || !current_floor_ptr->m_list[g_ptr->m_idx].ml)continue;//no mons or cannot look
- m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
- if(is_pet(m_ptr))continue;//pet
- if(!m_ptr->r_idx)continue;//dead?
- {
- /*
- MONRACE_IDX r_idx = m_ptr->ap_r_idx;
- monster_race* r_ptr = &r_info[r_idx];
- concptr name = (r_name + r_ptr->name);
- concptr ename = (r_name + r_ptr->name);
- //ミミック類や「それ」等は、一覧に出てはいけない
- if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
- if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
- //『ヌル』は、一覧に出てはいけない
- if((strcmp(name, "生ける虚無『ヌル』")==0)||
- (strcmp(ename, "Null the Living Void")==0))continue;
- //"金無垢の指輪"は、一覧に出てはいけない
- if((strcmp(name, "金無垢の指輪")==0)||
- (strcmp(ename, "Plain Gold Ring")==0))continue;
- */
- }
-
- //ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
- if(!last_mons){//先頭モンスター
- 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){//残り1行
- 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
- * @return なし
- */
-static void fix_monster_list(void)
-{
- int j;
- int w, h;
-
- /* Scan windows */
- for (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]);
- Term_get_size(&w, &h);
-
- Term_clear();
-
- target_set_prepare_look();//モンスター一覧を生成,ソート
- print_monster_list(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
- * @return なし
- */
-static void fix_equip(void)
-{
- int j;
-
- /* Scan windows */
- for (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_equip();
- 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 /
- * Hack -- display spells in sub-windows
- * @return なし
- */
-static void fix_spell(void)
-{
- int j;
-
- /* Scan windows */
- for (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();
- 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 /
- * Hack -- display character in sub-windows
- * @return なし
- */
-static void fix_player(void)
-{
- int j;
-
- /* Scan windows */
- for (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(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)
-{
- int j, i;
- TERM_LEN w, h;
- TERM_LEN x, y;
-
- /* Scan windows */
- for (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_get_size(&w, &h);
-
- /* Dump messages */
- for (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_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
- * @return なし
- * @details
- * Note that the "player" symbol does NOT appear on the map.
- */
-static void fix_overhead(void)
-{
- int j;
- int cy, cx;
-
- /* Scan windows */
- for (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)
- {
-
- display_map(&cy, &cx);
- Term_fresh();
- }
- Term_activate(old);
- }
-}
-
-
-/*!
- * @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
- * @return なし
- */
-static void fix_dungeon(void)
-{
- int j;
-
- /* Scan windows */
- for (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();
- 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
- * @return なし
- */
-static void fix_monster(void)
-{
- int j;
-
- /* Scan windows */
- for (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 (p_ptr->monster_race_idx) display_roff(p_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
- * @return なし
- */
-static void fix_object(void)
-{
- int j;
-
- /* Scan windows */
- for (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 (p_ptr->object_kind_idx) display_koff(p_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(object_type *o_ptr)
-{
- int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
- /* It is hard to carholdry a heavy bow */
- return (hold < o_ptr->weight / 10);
-}
-
-/*!
- * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
- * @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 対応する矢/弾薬のベースアイテムID
- */
-int bow_tval_ammo(object_type *o_ptr)
-{
- /* Analyze the launcher */
- switch (o_ptr->sval)
- {
- case SV_SLING:
- {
- return TV_SHOT;
- }
-
- case SV_SHORT_BOW:
- case SV_LONG_BOW:
- case SV_NAMAKE_BOW:
- {
- return TV_ARROW;
- }
-
- case SV_LIGHT_XBOW:
- case SV_HEAVY_XBOW:
- {
- return TV_BOLT;
- }
- case SV_CRIMSON:
- case SV_HARP:
- {
- return TV_NO_AMMO;
- }
- }
-
- return 0;
-}
-
-
-/*!
- * @brief p_ptr->redraw のフラグに応じた更新をまとめて行う / Handle "p_ptr->redraw"
- * @return なし
- * @details 更新処理の対象はゲーム中の全描画処理
- */
-static void redraw_stuff(void)
-{
- if (!p_ptr->redraw) return;
-
- /* Character is not ready yet, no screen updates */
- if (!character_generated) return;
-
- /* Character is in "icky" mode, no screen updates */
- if (character_icky) return;
-
- /* Hack -- clear the screen */
- if (p_ptr->redraw & (PR_WIPE))
- {
- p_ptr->redraw &= ~(PR_WIPE);
- msg_print(NULL);
- Term_clear();
- }
-
- if (p_ptr->redraw & (PR_MAP))
- {
- p_ptr->redraw &= ~(PR_MAP);
- prt_map();
- }
-
- if (p_ptr->redraw & (PR_BASIC))
- {
- p_ptr->redraw &= ~(PR_BASIC);
- p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
- p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
- p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
- p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
- prt_frame_basic();
- prt_time();
- prt_dungeon();
- }
-
- if (p_ptr->redraw & (PR_EQUIPPY))
- {
- p_ptr->redraw &= ~(PR_EQUIPPY);
- print_equippy(); /* To draw / delete equippy chars */
- }
-
- if (p_ptr->redraw & (PR_MISC))
- {
- p_ptr->redraw &= ~(PR_MISC);
- prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
-/* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
- }
-
- if (p_ptr->redraw & (PR_TITLE))
- {
- p_ptr->redraw &= ~(PR_TITLE);
- prt_title();
- }
-
- if (p_ptr->redraw & (PR_LEV))
- {
- p_ptr->redraw &= ~(PR_LEV);
- prt_level();
- }
-
- if (p_ptr->redraw & (PR_EXP))
- {
- p_ptr->redraw &= ~(PR_EXP);
- prt_exp();
- }
-
- if (p_ptr->redraw & (PR_STATS))
- {
- p_ptr->redraw &= ~(PR_STATS);
- prt_stat(A_STR);
- prt_stat(A_INT);
- prt_stat(A_WIS);
- prt_stat(A_DEX);
- prt_stat(A_CON);
- prt_stat(A_CHR);
- }
-
- if (p_ptr->redraw & (PR_STATUS))
- {
- p_ptr->redraw &= ~(PR_STATUS);
- prt_status();
- }
-
- if (p_ptr->redraw & (PR_ARMOR))
- {
- p_ptr->redraw &= ~(PR_ARMOR);
- prt_ac();
- }
-
- if (p_ptr->redraw & (PR_HP))
- {
- p_ptr->redraw &= ~(PR_HP);
- prt_hp();
- }
-
- if (p_ptr->redraw & (PR_MANA))
- {
- p_ptr->redraw &= ~(PR_MANA);
- prt_sp();
- }
-
- if (p_ptr->redraw & (PR_GOLD))
- {
- p_ptr->redraw &= ~(PR_GOLD);
- prt_gold();
- }
-
- if (p_ptr->redraw & (PR_DEPTH))
- {
- p_ptr->redraw &= ~(PR_DEPTH);
- prt_depth();
- }
-
- if (p_ptr->redraw & (PR_HEALTH))
- {
- p_ptr->redraw &= ~(PR_HEALTH);
- health_redraw(FALSE);
- }
-
- if (p_ptr->redraw & (PR_UHEALTH))
- {
- p_ptr->redraw &= ~(PR_UHEALTH);
- health_redraw(TRUE);
- }
-
- if (p_ptr->redraw & (PR_EXTRA))
- {
- p_ptr->redraw &= ~(PR_EXTRA);
- p_ptr->redraw &= ~(PR_CUT | PR_STUN);
- p_ptr->redraw &= ~(PR_HUNGER);
- p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
- prt_frame_extra();
- }
-
- if (p_ptr->redraw & (PR_CUT))
- {
- p_ptr->redraw &= ~(PR_CUT);
- prt_cut();
- }
-
- if (p_ptr->redraw & (PR_STUN))
- {
- p_ptr->redraw &= ~(PR_STUN);
- prt_stun();
- }
-
- if (p_ptr->redraw & (PR_HUNGER))
- {
- p_ptr->redraw &= ~(PR_HUNGER);
- prt_hunger();
- }
-
- if (p_ptr->redraw & (PR_STATE))
- {
- p_ptr->redraw &= ~(PR_STATE);
- prt_state();
- }
-
- if (p_ptr->redraw & (PR_SPEED))
- {
- p_ptr->redraw &= ~(PR_SPEED);
- prt_speed();
- }
-
- if (p_ptr->pclass == CLASS_IMITATOR)
- {
- if (p_ptr->redraw & (PR_IMITATION))
- {
- p_ptr->redraw &= ~(PR_IMITATION);
- prt_imitation();
- }
- }
- else if (p_ptr->redraw & (PR_STUDY))
- {
- p_ptr->redraw &= ~(PR_STUDY);
- prt_study();
- }
-}
-
-/*!
- * @brief p_ptr->window のフラグに応じた更新をまとめて行う / Handle "p_ptr->window"
- * @return なし
- * @details 更新処理の対象はサブウィンドウ全般
- */
-static void window_stuff(void)
-{
- int j;
- BIT_FLAGS mask = 0L;
-
- /* Nothing to do */
- if (!p_ptr->window) return;
-
- /* Scan windows */
- for (j = 0; j < 8; j++)
- {
- /* Save usable flags */
- if (angband_term[j]) mask |= window_flag[j];
- }
-
- /* Apply usable flags */
- p_ptr->window &= mask;
-
- /* Nothing to do */
- if (!p_ptr->window) return;
-
- /* Display inventory */
- if (p_ptr->window & (PW_INVEN))
- {
- p_ptr->window &= ~(PW_INVEN);
- fix_inven();
- }
-
- /* Display equipment */
- if (p_ptr->window & (PW_EQUIP))
- {
- p_ptr->window &= ~(PW_EQUIP);
- fix_equip();
- }
-
- /* Display spell list */
- if (p_ptr->window & (PW_SPELL))
- {
- p_ptr->window &= ~(PW_SPELL);
- fix_spell();
- }
-
- /* Display player */
- if (p_ptr->window & (PW_PLAYER))
- {
- p_ptr->window &= ~(PW_PLAYER);
- fix_player();
- }
-
- /* Display monster list */
- if (p_ptr->window & (PW_MONSTER_LIST))
- {
- p_ptr->window &= ~(PW_MONSTER_LIST);
- fix_monster_list();
- }
-
- /* Display overhead view */
- if (p_ptr->window & (PW_MESSAGE))
- {
- p_ptr->window &= ~(PW_MESSAGE);
- fix_message();
- }
-
- /* Display overhead view */
- if (p_ptr->window & (PW_OVERHEAD))
- {
- p_ptr->window &= ~(PW_OVERHEAD);
- fix_overhead();
- }
-
- /* Display overhead view */
- if (p_ptr->window & (PW_DUNGEON))
- {
- p_ptr->window &= ~(PW_DUNGEON);
- fix_dungeon();
- }
-
- /* Display monster recall */
- if (p_ptr->window & (PW_MONSTER))
- {
- p_ptr->window &= ~(PW_MONSTER);
- fix_monster();
- }
-
- /* Display object recall */
- if (p_ptr->window & (PW_OBJECT))
- {
- p_ptr->window &= ~(PW_OBJECT);
- fix_object();
- }
-}
-
-
-/*!
- * @brief 全更新処理をチェックして処理していく
- * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
- * @return なし
- */
-void handle_stuff(void)
-{
- if (p_ptr->update) update_creature(p_ptr);
- if (p_ptr->redraw) redraw_stuff();
- if (p_ptr->window) window_stuff();
-}
-
-void update_output(void)
-{
- if (p_ptr->redraw) redraw_stuff();
- if (p_ptr->window) window_stuff();
-}
-
-/*!
- * @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 (start_time != 0)
- {
- u32b tmp = (u32b)time(NULL);
- current_world_ptr->play_time += (tmp - start_time);
- start_time = tmp;
- }
-}
-
-
-
-/*!
- * @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(void)
-{
- /* Only if the dungeon exists */
- if (!character_dungeon) return;
-
- /* Mega-Hack -- no panel yet */
- panel_row_max = 0;
- panel_col_max = 0;
-
- /* Reset the panels */
- panel_row_min = current_floor_ptr->height;
- panel_col_min = current_floor_ptr->width;
-
- verify_panel();
-
- 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();
- Term_redraw();
-
- /*
- * Waiting command;
- * Place the cursor on the player
- */
- if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
-
- Term_fresh();
-}
-
-/*!
- * @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 (!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();
- 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 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(POSITION dy, POSITION dx)
-{
- POSITION y, x;
- TERM_LEN wid, hgt;
-
- get_screen_size(&wid, &hgt);
-
- /* Apply the motion */
- y = panel_row_min + dy * hgt / 2;
- x = panel_col_min + dx * wid / 2;
-
- /* Verify the row */
- if (y > current_floor_ptr->height - hgt) y = current_floor_ptr->height - hgt;
- if (y < 0) y = 0;
-
- /* Verify the col */
- if (x > current_floor_ptr->width - wid) x = current_floor_ptr->width - wid;
- if (x < 0) x = 0;
-
- /* Handle "changes" */
- if ((y != panel_row_min) || (x != panel_col_min))
- {
- /* Save the new panel info */
- panel_row_min = y;
- panel_col_min = x;
-
- panel_bounds_center();
-
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->redraw |= (PR_MAP);
- handle_stuff();
-
- /* Success */
- return (TRUE);
- }
-
- /* No change */
- return (FALSE);
-}
-
-/*!
- * @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
- * @return なし
- */
-void print_equippy(void)
-{
- display_player_equippy(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;
-}