7 #include "display-characteristic.h"
8 #include "flavor/flavor-util.h"
9 #include "inventory/inventory-slot-types.h"
10 #include "object-enchant/tr-types.h"
11 #include "object-enchant/trc-types.h"
12 #include "object/object-flags.h"
13 #include "player/permanent-resistances.h"
14 #include "player/race-resistances.h"
15 #include "player/temporary-resistances.h"
16 #include "term/screen-processor.h"
17 #include "term/term-color-types.h"
18 #include "util/bit-flags-calculator.h"
21 BIT_FLAGS player_flags[TR_FLAG_SIZE];
22 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
23 BIT_FLAGS player_imm[TR_FLAG_SIZE];
24 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
25 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
26 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
27 BIT_FLAGS riding_flags[TR_FLAG_SIZE];
28 BIT_FLAGS riding_negative_flags[TR_FLAG_SIZE];
32 * @brief 呪われた装備の表示色を変更する
36 * @param flags 装備品へのフラグ群
37 * @param header_color 耐性等のパラメータ名 の色
38 * @param o_ptr 装備品への参照ポインタ
39 * @return 与えられた装備が呪われていればTRUE
41 static bool decide_cursed_equipment_color(u16b mode, TERM_LEN row, TERM_LEN *col, BIT_FLAGS *flags, byte *header_color, object_type *o_ptr)
43 if ((mode & DP_CURSE) == 0)
46 if (has_flag(flags, TR_ADD_L_CURSE) || has_flag(flags, TR_ADD_H_CURSE)) {
47 c_put_str(TERM_L_DARK, "+", row, *col);
48 *header_color = TERM_WHITE;
51 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE)) {
52 c_put_str(TERM_WHITE, "+", row, *col);
53 *header_color = TERM_WHITE;
56 if (o_ptr->curse_flags & TRC_PERMA_CURSE) {
57 c_put_str(TERM_WHITE, "*", row, *col);
58 *header_color = TERM_WHITE;
66 * @brief 装備品の光源範囲増加/減少で表示色を変える
69 * @param flag1 参照する特性ID
70 * @param flags 装備品へのフラグ群
71 * @param header_color 耐性等のパラメータ名 の色
72 * @return 装備品が光源範囲に影響を及ぼすならばTRUE、そうでないならFALSE
74 static bool decide_light_equipment_color(TERM_LEN row, TERM_LEN *col, int flag1, BIT_FLAGS *flags, byte *header_color)
76 if (flag1 != TR_LITE_1)
79 if (has_dark_flag(flags)) {
80 c_put_str(TERM_L_DARK, "+", row, *col);
81 *header_color = TERM_WHITE;
82 } else if (has_lite_flag(flags)) {
83 c_put_str(TERM_WHITE, "+", row, *col);
84 *header_color = TERM_WHITE;
92 * @brief プレーヤーの弱点に応じて表示色を変える
96 * @param flag1 参照する特性ID
97 * @param flags 装備品へのフラグ群
98 * @param header_color 耐性等のパラメータ名 の色
99 * @param vuln プレーヤーの弱点
102 static void decide_vulnerability_color(u16b mode, TERM_LEN row, TERM_LEN *col, int flag1, BIT_FLAGS *flags, byte *header_color, bool vuln, bool riding)
104 byte color = (riding ? TERM_L_GREEN : TERM_WHITE);
105 color = (vuln ? TERM_RED : color);
106 if (has_flag(flags, flag1)) {
107 c_put_str(color, (mode & DP_IMM) ? "*" : "+", row, *col);
108 *header_color = TERM_WHITE;
115 * @brief 装備品を走査し、状況に応じて耐性等の表示色を変える
116 * @param creature_ptr プレーヤーへの参照ポインタ
117 * @param mode 表示オプション
120 * @param flag1 参照する特性ID
121 * @param header_color 耐性等のパラメータ名 の色
122 * @param vuln プレーヤーの弱点
125 * max_i changes only when weapon flags need only two column
127 static void decide_colors(player_type *creature_ptr, u16b mode, TERM_LEN row, TERM_LEN *col, int flag1, byte *header_color, bool vuln, bool riding)
129 int max_i = (mode & DP_WP) ? INVEN_SUB_HAND + 1 : INVEN_TOTAL;
130 for (inventory_slot_type i = INVEN_MAIN_HAND; i < max_i; i++) {
131 BIT_FLAGS flags[TR_FLAG_SIZE];
133 o_ptr = &creature_ptr->inventory_list[i];
134 object_flags_known(creature_ptr, o_ptr, flags);
135 if (!(mode & DP_IMM)) {
136 byte color = (riding ? TERM_L_GREEN : TERM_SLATE);
137 color = (vuln ? TERM_RED : color);
139 c_put_str(color, ".", row, *col);
142 if (decide_cursed_equipment_color(mode, row, col, flags, header_color, o_ptr))
144 if (decide_light_equipment_color(row, col, flag1, flags, header_color))
147 decide_vulnerability_color(mode, row, col, flag1, flags, header_color, vuln, riding);
152 * @brief プレイヤーの特性フラグ一種を表示する
153 * @param row コンソール表示位置の左上行
154 * @param col コンソール表示位置の左上列
155 * @param header コンソール上で表示する特性名
156 * @param header_color 耐性等のパラメータ名 の色
157 * @param header_col 「耐性等のパラメータ名 の色」の元々の位置
158 * @param flag1 参照する特性ID
159 * @param vuln プレーヤーの弱点
160 * @param f プレイヤーの特性情報構造体
163 static void display_one_characteristic(
164 TERM_LEN row, TERM_LEN col, concptr header, byte header_color, int header_col, int flag1, bool vuln, bool riding, all_player_flags *f)
166 byte color = (riding ? TERM_L_GREEN : TERM_SLATE);
167 color = (vuln ? TERM_RED : color);
168 c_put_str(color, ".", row, col);
170 if (has_flag(f->player_flags, flag1)) {
171 color = (riding ? TERM_L_GREEN : TERM_WHITE);
172 color = (vuln ? TERM_RED : color);
173 c_put_str(color, "+", row, col);
174 header_color = riding ? color : TERM_WHITE;
177 if (has_flag(f->tim_player_flags, flag1)) {
178 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
179 header_color = TERM_WHITE;
182 if (has_flag(f->tim_player_imm, flag1)) {
183 c_put_str(TERM_YELLOW, "*", row, col);
184 header_color = TERM_WHITE;
187 if (has_flag(f->player_imm, flag1)) {
188 c_put_str(TERM_WHITE, "*", row, col);
189 header_color = TERM_WHITE;
192 if (riding && !vuln) {
193 c_put_str(TERM_L_GREEN, "+", row, col + 1);
194 header_color = TERM_L_GREEN;
196 if (riding && vuln) {
197 c_put_str(TERM_RED, "-", row, col + 1);
198 header_color = TERM_RED;
200 if (!riding && vuln) {
201 c_put_str(TERM_RED, "v", row, col + 1);
204 c_put_str(header_color, header, row, header_col);
208 * @brief プレイヤーの特性フラグ一種表示を処理するメインルーチン
209 * @param creature_ptr プレーヤーへの参照ポインタ
210 * @param row コンソール表示位置の左上行
211 * @param col コンソール表示位置の左上列
212 * @param header コンソール上で表示する特性名
213 * @param flag1 参照する特性ID
214 * @param f プレイヤーの特性情報構造体
215 * @param mode 表示オプション
218 static void process_one_characteristic(player_type *creature_ptr, TERM_LEN row, TERM_LEN col, concptr header, int flag1, all_player_flags *f, u16b mode)
220 byte header_color = TERM_L_DARK;
221 int header_col = col;
224 if (has_flag(f->player_vuln, flag1) && !(has_flag(f->known_obj_imm, flag1) || has_flag(f->player_imm, flag1) || has_flag(f->tim_player_imm, flag1))) {
227 if (has_flag(f->riding_flags, flag1)) {
230 if (has_flag(f->riding_negative_flags, flag1)) {
235 col += strlen(header) + 1;
236 decide_colors(creature_ptr, mode, row, &col, flag1, &header_color, vuln, riding);
238 if (header_color != TERM_L_DARK) {
239 c_put_str(header_color, header, row, header_col);
245 display_one_characteristic(row, col, header, header_color, header_col, flag1, vuln, riding, f);
249 * @brief プレーヤーの基本耐性を表示する
250 * @param creature_ptr プレーヤーへの参照ポインタ
251 * @param display_player_equippy 表示へのコールバック
252 * @param f 特性フラグへの参照ポインタ
255 static void display_basic_resistance_info(
256 player_type *creature_ptr, void (*display_player_equippy)(player_type *, TERM_LEN, TERM_LEN, BIT_FLAGS16), all_player_flags *f)
260 (*display_player_equippy)(creature_ptr, row - 2, col + 8, 0);
261 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 8);
263 process_one_characteristic(creature_ptr, row + 0, col, _("耐酸 :", "Acid :"), TR_RES_ACID, f, 0);
264 process_one_characteristic(creature_ptr, row + 0, col, _("耐酸 :", "Acid :"), TR_IM_ACID, f, DP_IMM);
265 process_one_characteristic(creature_ptr, row + 1, col, _("耐電撃:", "Elec :"), TR_RES_ELEC, f, 0);
266 process_one_characteristic(creature_ptr, row + 1, col, _("耐電撃:", "Elec :"), TR_IM_ELEC, f, DP_IMM);
267 process_one_characteristic(creature_ptr, row + 2, col, _("耐火炎:", "Fire :"), TR_RES_FIRE, f, 0);
268 process_one_characteristic(creature_ptr, row + 2, col, _("耐火炎:", "Fire :"), TR_IM_FIRE, f, DP_IMM);
269 process_one_characteristic(creature_ptr, row + 3, col, _("耐冷気:", "Cold :"), TR_RES_COLD, f, 0);
270 process_one_characteristic(creature_ptr, row + 3, col, _("耐冷気:", "Cold :"), TR_IM_COLD, f, DP_IMM);
271 process_one_characteristic(creature_ptr, row + 4, col, _("耐毒 :", "Poison:"), TR_RES_POIS, f, 0);
272 process_one_characteristic(creature_ptr, row + 5, col, _("耐閃光:", "Light :"), TR_RES_LITE, f, 0);
273 process_one_characteristic(creature_ptr, row + 6, col, _("耐暗黒:", "Dark :"), TR_RES_DARK, f, 0);
274 process_one_characteristic(creature_ptr, row + 7, col, _("耐破片:", "Shard :"), TR_RES_SHARDS, f, 0);
275 process_one_characteristic(creature_ptr, row + 8, col, _("耐盲目:", "Blind :"), TR_RES_BLIND, f, 0);
276 process_one_characteristic(creature_ptr, row + 9, col, _("耐混乱:", "Conf :"), TR_RES_CONF, f, 0);
280 * @brief プレーヤーの上位耐性を表示する
281 * @param creature_ptr プレーヤーへの参照ポインタ
282 * @param display_player_equippy 表示へのコールバック
283 * @param f 特性フラグへの参照ポインタ
286 static void display_advanced_resistance_info(
287 player_type *creature_ptr, void (*display_player_equippy)(player_type *, TERM_LEN, TERM_LEN, BIT_FLAGS16), all_player_flags *f)
291 (*display_player_equippy)(creature_ptr, row - 2, col + 8, 0);
292 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 8);
294 process_one_characteristic(creature_ptr, row + 0, col, _("耐轟音:", "Sound :"), TR_RES_SOUND, f, 0);
295 process_one_characteristic(creature_ptr, row + 1, col, _("耐地獄:", "Nether:"), TR_RES_NETHER, f, 0);
296 process_one_characteristic(creature_ptr, row + 2, col, _("耐因混:", "Nexus :"), TR_RES_NEXUS, f, 0);
297 process_one_characteristic(creature_ptr, row + 3, col, _("耐カオ:", "Chaos :"), TR_RES_CHAOS, f, 0);
298 process_one_characteristic(creature_ptr, row + 4, col, _("耐劣化:", "Disnch:"), TR_RES_DISEN, f, 0);
299 process_one_characteristic(creature_ptr, row + 5, col, _("耐恐怖:", "Fear :"), TR_RES_FEAR, f, 0);
300 process_one_characteristic(creature_ptr, row + 6, col, _("反射 :", "Reflct:"), TR_REFLECT, f, 0);
301 process_one_characteristic(creature_ptr, row + 7, col, _("火炎オ:", "AuFire:"), TR_SH_FIRE, f, 0);
302 process_one_characteristic(creature_ptr, row + 8, col, _("電気オ:", "AuElec:"), TR_SH_ELEC, f, 0);
303 process_one_characteristic(creature_ptr, row + 9, col, _("冷気オ:", "AuCold:"), TR_SH_COLD, f, 0);
307 * @brief プレーヤーのその他耐性を表示する
308 * @param creature_ptr プレーヤーへの参照ポインタ
309 * @param display_player_equippy 表示へのコールバック
310 * @param f 特性フラグへの参照ポインタ
313 static void display_other_resistance_info(
314 player_type *creature_ptr, void (*display_player_equippy)(player_type *, TERM_LEN, TERM_LEN, BIT_FLAGS16), all_player_flags *f)
318 (*display_player_equippy)(creature_ptr, row - 2, col + 12, 0);
319 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 12);
321 process_one_characteristic(creature_ptr, row + 0, col, _("加速 :", "Speed :"), TR_SPEED, f, 0);
322 process_one_characteristic(creature_ptr, row + 1, col, _("耐麻痺 :", "FreeAction:"), TR_FREE_ACT, f, 0);
323 process_one_characteristic(creature_ptr, row + 2, col, _("透明体視認:", "SeeInvisi.:"), TR_SEE_INVIS, f, 0);
324 process_one_characteristic(creature_ptr, row + 3, col, _("経験値保持:", "Hold Exp :"), TR_HOLD_EXP, f, 0);
325 process_one_characteristic(creature_ptr, row + 4, col, _("警告 :", "Warning :"), TR_WARNING, f, 0);
326 process_one_characteristic(creature_ptr, row + 5, col, _("遅消化 :", "SlowDigest:"), TR_SLOW_DIGEST, f, 0);
327 process_one_characteristic(creature_ptr, row + 6, col, _("急回復 :", "Regene. :"), TR_REGEN, f, 0);
328 process_one_characteristic(creature_ptr, row + 7, col, _("浮遊 :", "Levitation:"), TR_LEVITATION, f, 0);
329 process_one_characteristic(creature_ptr, row + 8, col, _("永遠光源 :", "Perm Lite :"), TR_LITE_1, f, 0);
330 process_one_characteristic(creature_ptr, row + 9, col, _("呪い :", "Cursed :"), 0, f, DP_CURSE);
333 all_player_flags get_player_state_flags(player_type *creature_ptr)
336 player_flags(creature_ptr, f.player_flags);
337 tim_player_flags(creature_ptr, f.tim_player_flags);
338 player_immunity(creature_ptr, f.player_imm);
339 tim_player_immunity(creature_ptr, f.tim_player_imm);
340 known_obj_immunity(creature_ptr, f.known_obj_imm);
341 player_vulnerability_flags(creature_ptr, f.player_vuln);
342 riding_flags(creature_ptr, f.riding_flags, f.riding_negative_flags);
347 * @brief プレイヤーの特性フラグ一覧表示1
348 * @param creature_ptr プレーヤーへの参照ポインタ
349 * @param display_player_equippy 表示へのコールバック
350 * Special display, part 1
353 void display_player_flag_info_1(player_type *creature_ptr, void (*display_player_equippy)(player_type *, TERM_LEN, TERM_LEN, BIT_FLAGS16))
355 all_player_flags f = get_player_state_flags(creature_ptr);
357 display_basic_resistance_info(creature_ptr, display_player_equippy, &f);
358 display_advanced_resistance_info(creature_ptr, display_player_equippy, &f);
359 display_other_resistance_info(creature_ptr, display_player_equippy, &f);
363 * @brief スレイ系の特性フラグを表示する
364 * @param creature_ptr プレーヤーへの参照ポインタ
365 * @param display_player_equippy 表示へのコールバック
366 * @param f 特性フラグへの参照ポインタ
369 static void display_slay_info(player_type *creature_ptr, void (*display_player_equippy)(player_type *, TERM_LEN, TERM_LEN, BIT_FLAGS16), all_player_flags *f)
373 (*display_player_equippy)(creature_ptr, row - 2, col + 12, DP_WP);
374 c_put_str(TERM_WHITE, "ab@", row - 1, col + 12);
376 process_one_characteristic(creature_ptr, row + 0, col, _("邪悪 倍打 :", "Slay Evil :"), TR_SLAY_EVIL, f, DP_WP);
377 process_one_characteristic(creature_ptr, row + 0, col, _("邪悪 倍打 :", "Slay Evil :"), TR_KILL_EVIL, f, (DP_WP | DP_IMM));
378 process_one_characteristic(creature_ptr, row + 1, col, _("不死 倍打 :", "Slay Und. :"), TR_SLAY_UNDEAD, f, DP_WP);
379 process_one_characteristic(creature_ptr, row + 1, col, _("不死 倍打 :", "Slay Und. :"), TR_KILL_UNDEAD, f, (DP_WP | DP_IMM));
380 process_one_characteristic(creature_ptr, row + 2, col, _("悪魔 倍打 :", "Slay Demon:"), TR_SLAY_DEMON, f, DP_WP);
381 process_one_characteristic(creature_ptr, row + 2, col, _("悪魔 倍打 :", "Slay Demon:"), TR_KILL_DEMON, f, (DP_WP | DP_IMM));
382 process_one_characteristic(creature_ptr, row + 3, col, _("龍 倍打 :", "Slay Drag.:"), TR_SLAY_DRAGON, f, DP_WP);
383 process_one_characteristic(creature_ptr, row + 3, col, _("龍 倍打 :", "Slay Drag.:"), TR_KILL_DRAGON, f, (DP_WP | DP_IMM));
384 process_one_characteristic(creature_ptr, row + 4, col, _("人間 倍打 :", "Slay Human:"), TR_SLAY_HUMAN, f, DP_WP);
385 process_one_characteristic(creature_ptr, row + 4, col, _("人間 倍打 :", "Slay Human:"), TR_KILL_HUMAN, f, (DP_WP | DP_IMM));
386 process_one_characteristic(creature_ptr, row + 5, col, _("動物 倍打 :", "Slay Anim.:"), TR_SLAY_ANIMAL, f, DP_WP);
387 process_one_characteristic(creature_ptr, row + 5, col, _("動物 倍打 :", "Slay Anim.:"), TR_KILL_ANIMAL, f, (DP_WP | DP_IMM));
388 process_one_characteristic(creature_ptr, row + 6, col, _("オーク倍打:", "Slay Orc :"), TR_SLAY_ORC, f, DP_WP);
389 process_one_characteristic(creature_ptr, row + 6, col, _("オーク倍打:", "Slay Orc :"), TR_KILL_ORC, f, (DP_WP | DP_IMM));
390 process_one_characteristic(creature_ptr, row + 7, col, _("トロル倍打:", "Slay Troll:"), TR_SLAY_TROLL, f, DP_WP);
391 process_one_characteristic(creature_ptr, row + 7, col, _("トロル倍打:", "Slay Troll:"), TR_KILL_TROLL, f, (DP_WP | DP_IMM));
392 process_one_characteristic(creature_ptr, row + 8, col, _("巨人 倍打 :", "Slay Giant:"), TR_SLAY_GIANT, f, DP_WP);
393 process_one_characteristic(creature_ptr, row + 8, col, _("巨人 倍打 :", "Slay Giant:"), TR_KILL_GIANT, f, (DP_WP | DP_IMM));
394 process_one_characteristic(creature_ptr, row + 9, col, _("溶解 :", "Acid Brand:"), TR_BRAND_ACID, f, DP_WP);
395 process_one_characteristic(creature_ptr, row + 10, col, _("電撃 :", "Elec Brand:"), TR_BRAND_ELEC, f, DP_WP);
396 process_one_characteristic(creature_ptr, row + 11, col, _("焼棄 :", "Fire Brand:"), TR_BRAND_FIRE, f, DP_WP);
397 process_one_characteristic(creature_ptr, row + 12, col, _("凍結 :", "Cold Brand:"), TR_BRAND_COLD, f, DP_WP);
398 process_one_characteristic(creature_ptr, row + 13, col, _("毒殺 :", "Poison Brd:"), TR_BRAND_POIS, f, DP_WP);
399 process_one_characteristic(creature_ptr, row + 14, col, _("切れ味 :", "Sharpness :"), TR_VORPAL, f, DP_WP);
400 process_one_characteristic(creature_ptr, row + 15, col, _("地震 :", "Quake :"), TR_IMPACT, f, DP_WP);
401 process_one_characteristic(creature_ptr, row + 16, col, _("吸血 :", "Vampiric :"), TR_VAMPIRIC, f, DP_WP);
402 process_one_characteristic(creature_ptr, row + 17, col, _("カオス効果:", "Chaotic :"), TR_CHAOTIC, f, DP_WP);
403 process_one_characteristic(creature_ptr, row + 18, col, _("理力 :", "Force Wep.:"), TR_FORCE_WEAPON, f, DP_WP);
407 * @brief ESP/能力維持の特性フラグを表示する
408 * @param creature_ptr プレーヤーへの参照ポインタ
409 * @param display_player_equippy 表示へのコールバック
410 * @param f 特性フラグへの参照ポインタ
413 static void display_esp_sustenance_info(
414 player_type *creature_ptr, void (*display_player_equippy)(player_type *, TERM_LEN, TERM_LEN, BIT_FLAGS16), all_player_flags *f)
417 TERM_LEN col = 1 + 12 + 7; // 20
418 (*display_player_equippy)(creature_ptr, row - 2, col + 13, 0);
419 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 13);
421 process_one_characteristic(creature_ptr, row + 0, col, _("テレパシー :", "Telepathy :"), TR_TELEPATHY, f, 0);
422 process_one_characteristic(creature_ptr, row + 1, col, _("邪悪ESP :", "ESP Evil :"), TR_ESP_EVIL, f, 0);
423 process_one_characteristic(creature_ptr, row + 2, col, _("無生物ESP :", "ESP Noliv. :"), TR_ESP_NONLIVING, f, 0);
424 process_one_characteristic(creature_ptr, row + 3, col, _("善良ESP :", "ESP Good :"), TR_ESP_GOOD, f, 0);
425 process_one_characteristic(creature_ptr, row + 4, col, _("不死ESP :", "ESP Undead :"), TR_ESP_UNDEAD, f, 0);
426 process_one_characteristic(creature_ptr, row + 5, col, _("悪魔ESP :", "ESP Demon :"), TR_ESP_DEMON, f, 0);
427 process_one_characteristic(creature_ptr, row + 6, col, _("龍ESP :", "ESP Dragon :"), TR_ESP_DRAGON, f, 0);
428 process_one_characteristic(creature_ptr, row + 7, col, _("人間ESP :", "ESP Human :"), TR_ESP_HUMAN, f, 0);
429 process_one_characteristic(creature_ptr, row + 8, col, _("動物ESP :", "ESP Animal :"), TR_ESP_ANIMAL, f, 0);
430 process_one_characteristic(creature_ptr, row + 9, col, _("オークESP :", "ESP Orc :"), TR_ESP_ORC, f, 0);
431 process_one_characteristic(creature_ptr, row + 10, col, _("トロルESP :", "ESP Troll :"), TR_ESP_TROLL, f, 0);
432 process_one_characteristic(creature_ptr, row + 11, col, _("巨人ESP :", "ESP Giant :"), TR_ESP_GIANT, f, 0);
433 process_one_characteristic(creature_ptr, row + 12, col, _("ユニークESP:", "ESP Unique :"), TR_ESP_UNIQUE, f, 0);
434 process_one_characteristic(creature_ptr, row + 13, col, _("腕力維持 :", "Sust Str :"), TR_SUST_STR, f, 0);
435 process_one_characteristic(creature_ptr, row + 14, col, _("知力維持 :", "Sust Int :"), TR_SUST_INT, f, 0);
436 process_one_characteristic(creature_ptr, row + 15, col, _("賢さ維持 :", "Sust Wis :"), TR_SUST_WIS, f, 0);
437 process_one_characteristic(creature_ptr, row + 16, col, _("器用維持 :", "Sust Dex :"), TR_SUST_DEX, f, 0);
438 process_one_characteristic(creature_ptr, row + 17, col, _("耐久維持 :", "Sust Con :"), TR_SUST_CON, f, 0);
439 process_one_characteristic(creature_ptr, row + 18, col, _("魅力維持 :", "Sust Chr :"), TR_SUST_CHR, f, 0);
443 * @brief その他の特性フラグを表示する
444 * @param creature_ptr プレーヤーへの参照ポインタ
445 * @param display_player_equippy 表示へのコールバック
446 * @param f 特性フラグへの参照ポインタ
449 static void display_other_info(player_type *creature_ptr, void (*display_player_equippy)(player_type *, TERM_LEN, TERM_LEN, BIT_FLAGS16), all_player_flags *f)
452 TERM_LEN col = 20 + 12 + 17;
453 (*display_player_equippy)(creature_ptr, row - 2, col + 14, 0);
454 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 14);
456 process_one_characteristic(creature_ptr, row + 0, col, _("追加攻撃 :", "Add Blows :"), TR_BLOWS, f, 0);
457 process_one_characteristic(creature_ptr, row + 1, col, _("採掘 :", "Add Tunnel :"), TR_TUNNEL, f, 0);
458 process_one_characteristic(creature_ptr, row + 2, col, _("赤外線視力 :", "Add Infra :"), TR_INFRA, f, 0);
459 process_one_characteristic(creature_ptr, row + 3, col, _("魔法道具支配:", "Add Device :"), TR_MAGIC_MASTERY, f, 0);
460 process_one_characteristic(creature_ptr, row + 4, col, _("隠密 :", "Add Stealth :"), TR_STEALTH, f, 0);
461 process_one_characteristic(creature_ptr, row + 5, col, _("探索 :", "Add Search :"), TR_SEARCH, f, 0);
463 process_one_characteristic(creature_ptr, row + 7, col, _("乗馬 :", "Riding :"), TR_RIDING, f, 0);
464 process_one_characteristic(creature_ptr, row + 8, col, _("投擲 :", "Throw :"), TR_THROW, f, 0);
465 process_one_characteristic(creature_ptr, row + 9, col, _("祝福 :", "Blessed :"), TR_BLESSED, f, 0);
466 process_one_characteristic(creature_ptr, row + 10, col, _("反テレポート:", "No Teleport :"), TR_NO_TELE, f, 0);
467 process_one_characteristic(creature_ptr, row + 11, col, _("反魔法 :", "Anti Magic :"), TR_NO_MAGIC, f, 0);
468 process_one_characteristic(creature_ptr, row + 12, col, _("消費魔力減少:", "Econom. Mana:"), TR_DEC_MANA, f, 0);
470 process_one_characteristic(creature_ptr, row + 14, col, _("経験値減少 :", "Drain Exp :"), TR_DRAIN_EXP, f, 0);
471 process_one_characteristic(creature_ptr, row + 15, col, _("乱テレポート:", "Rnd.Teleport:"), TR_TELEPORT, f, 0);
472 process_one_characteristic(creature_ptr, row + 16, col, _("反感 :", "Aggravate :"), TR_AGGRAVATE, f, 0);
473 process_one_characteristic(creature_ptr, row + 17, col, _("太古の怨念 :", "TY Curse :"), TR_TY_CURSE, f, 0);
477 * @brief プレイヤーの特性フラグ一覧表示2
478 * @param creature_ptr プレーヤーへの参照ポインタ
479 * Special display, part 2
482 void display_player_flag_info_2(player_type *creature_ptr, void (*display_player_equippy)(player_type *, TERM_LEN, TERM_LEN, BIT_FLAGS16))
484 /* Extract flags and store */
485 all_player_flags f = get_player_state_flags(creature_ptr);
487 display_slay_info(creature_ptr, display_player_equippy, &f);
488 display_esp_sustenance_info(creature_ptr, display_player_equippy, &f);
489 display_other_info(creature_ptr, display_player_equippy, &f);