1 #include "window/display-sub-windows.h"
2 #include "core/window-redrawer.h"
3 #include "flavor/flavor-describer.h"
4 #include "floor/cave.h"
5 #include "game-option/option-flags.h"
6 #include "game-option/special-options.h"
7 #include "game-option/text-display-options.h"
8 #include "grid/feature.h"
9 #include "inventory/inventory-describer.h"
10 #include "inventory/inventory-slot-types.h"
11 #include "inventory/inventory-util.h"
12 #include "locale/japanese.h"
13 #include "main/sound-of-music.h"
14 #include "monster-race/monster-race.h"
15 #include "monster-race/race-flags1.h"
16 #include "monster/monster-flag-types.h"
17 #include "monster/monster-info.h"
18 #include "monster/monster-status.h"
19 #include "object/item-tester-hooker.h"
20 #include "object/object-info.h"
21 #include "object/object-mark-types.h"
22 #include "player/player-status-flags.h"
23 #include "player/player-status.h"
24 #include "spell-kind/magic-item-recharger.h"
25 #include "system/baseitem-info.h"
26 #include "system/floor-type-definition.h"
27 #include "system/grid-type-definition.h"
28 #include "system/item-entity.h"
29 #include "system/monster-entity.h"
30 #include "system/monster-race-info.h"
31 #include "system/player-type-definition.h"
32 #include "system/terrain-type-definition.h"
33 #include "target/target-describer.h"
34 #include "target/target-preparation.h"
35 #include "target/target-setter.h"
36 #include "target/target-types.h"
37 #include "term/gameterm.h"
38 #include "term/screen-processor.h"
39 #include "term/term-color-types.h"
40 #include "term/z-form.h"
41 #include "timed-effect/player-hallucination.h"
42 #include "timed-effect/timed-effects.h"
43 #include "util/bit-flags-calculator.h"
44 #include "view/display-lore.h"
45 #include "view/display-map.h"
46 #include "view/display-messages.h"
47 #include "view/display-player.h"
48 #include "view/object-describer.h"
49 #include "window/main-window-equipments.h"
50 #include "window/main-window-util.h"
51 #include "world/world.h"
56 #include <util/object-sort.h>
58 /*! サブウィンドウ表示用の ItemTester オブジェクト */
59 static std::unique_ptr<ItemTester> fix_item_tester = std::make_unique<AllMatchItemTester>();
61 FixItemTesterSetter::FixItemTesterSetter(const ItemTester &item_tester)
63 fix_item_tester = item_tester.clone();
66 FixItemTesterSetter::~FixItemTesterSetter()
68 fix_item_tester = std::make_unique<AllMatchItemTester>();
72 * @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
73 * @param player_ptr プレイヤーへの参照ポインタ
75 void fix_inventory(PlayerType *player_ptr)
77 for (int j = 0; j < 8; j++) {
78 term_type *old = game_term;
79 if (!angband_terms[j]) {
83 if (!(window_flag[j] & (PW_INVEN))) {
87 term_activate(angband_terms[j]);
88 display_inventory(player_ptr, *fix_item_tester);
95 * @brief モンスターの現在数を一行で表現する / Print monster info in line
98 * @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
99 * @param n_same モンスター数の現在数
100 * @param n_awake 起きている数
104 * nnn : number or unique(U) or wanted unique(W)
105 * X : symbol of monster
106 * LV : monster lv if known
107 * name: name of monster
110 static void print_monster_line(TERM_LEN x, TERM_LEN y, MonsterEntity *m_ptr, int n_same, int n_awake)
113 MonsterRaceId r_idx = m_ptr->ap_r_idx;
114 auto *r_ptr = &monraces_info[r_idx];
116 term_erase(0, y, 255);
121 if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE)) {
122 buf = format(_("%3s(覚%2d)", "%3s(%2d)"), MonsterRace(r_idx).is_bounty(true) ? " W" : " U", n_awake);
124 buf = format(_("%3d(覚%2d)", "%3d(%2d)"), n_same, n_awake);
126 term_addstr(-1, TERM_WHITE, buf);
128 term_addstr(-1, TERM_WHITE, " ");
129 term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
131 if (r_ptr->r_tkills && m_ptr->mflag2.has_not(MonsterConstantFlagType::KAGE)) {
132 buf = format(" %2d", (int)r_ptr->level);
137 term_addstr(-1, TERM_WHITE, buf);
139 term_addstr(-1, TERM_WHITE, format(" %s ", r_ptr->name.data()));
143 * @brief モンスターの出現リストを表示する / Print monster info in line
146 * @param max_lines 最大何行描画するか
148 void print_monster_list(FloorType *floor_ptr, const std::vector<MONSTER_IDX> &monster_list, TERM_LEN x, TERM_LEN y, TERM_LEN max_lines)
152 MonsterEntity *monster_entity;
153 int visible_count; // 現在数
154 int awake_count; // 起きている数
158 std::vector<info> monster_list_info;
161 for (auto monster_index : monster_list) {
162 auto m_ptr = &floor_ptr->m_list[monster_index];
164 if (m_ptr->is_pet()) {
167 if (!MonsterRace(m_ptr->r_idx).is_valid()) {
171 // 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.
172 if (monster_list_info.empty() || (monster_list_info.back().monster_entity->ap_r_idx != m_ptr->ap_r_idx)) {
173 monster_list_info.push_back({ m_ptr, 0, 0 });
177 monster_list_info.back().visible_count++;
180 if (!m_ptr->is_asleep()) {
181 monster_list_info.back().awake_count++;
186 for (const auto &info : monster_list_info) {
187 print_monster_line(x, line++, info.monster_entity, info.visible_count, info.awake_count);
190 if (line - y == max_lines) {
191 // 行数が足りなかった場合、最終行にその旨表示。
192 term_addstr(-1, TERM_WHITE, "-- and more --");
197 for (; line < max_lines; line++) {
198 term_erase(0, line, 255);
203 * @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
204 * @param player_ptr プレイヤーへの参照ポインタ
206 void fix_monster_list(PlayerType *player_ptr)
208 static std::vector<MONSTER_IDX> monster_list;
211 for (int j = 0; j < 8; j++) {
212 term_type *old = game_term;
213 if (!angband_terms[j]) {
216 if (!(window_flag[j] & PW_MONSTER_LIST)) {
219 if (angband_terms[j]->never_fresh) {
223 term_activate(angband_terms[j]);
225 term_get_size(&w, &h);
226 std::call_once(once, target_sensing_monsters_prepare, player_ptr, monster_list);
227 print_monster_list(player_ptr->current_floor_ptr, monster_list, 0, 0, h);
232 if (use_music && has_monster_music) {
233 std::call_once(once, target_sensing_monsters_prepare, player_ptr, monster_list);
234 select_monster_music(player_ptr, monster_list);
239 * @brief 装備アイテム一覧を表示する /
240 * Choice window "shadow" of the "show_equip()" function
242 static void display_equipment(PlayerType *player_ptr, const ItemTester &item_tester)
244 if (!player_ptr || !player_ptr->inventory_list) {
249 term_get_size(&wid, &hgt);
251 TERM_COLOR attr = TERM_WHITE;
252 GAME_TEXT o_name[MAX_NLEN];
253 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
254 int cur_row = i - INVEN_MAIN_HAND;
255 if (cur_row >= hgt) {
259 auto o_ptr = &player_ptr->inventory_list[i];
260 auto do_disp = player_ptr->select_ring_slot ? is_ring_slot(i) : item_tester.okay(o_ptr);
261 std::string tmp_val = " ";
264 tmp_val[0] = index_to_label(i);
269 term_erase(cur_col, cur_row, 255);
270 term_putstr(0, cur_row, cur_col, TERM_WHITE, tmp_val);
272 if ((((i == INVEN_MAIN_HAND) && can_attack_with_sub_hand(player_ptr)) || ((i == INVEN_SUB_HAND) && can_attack_with_main_hand(player_ptr))) && has_two_handed_weapons(player_ptr)) {
273 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
276 describe_flavor(player_ptr, o_name, o_ptr, 0);
277 attr = tval_to_attr[enum2i(o_ptr->bi_key.tval()) % 128];
280 int n = strlen(o_name);
281 if (o_ptr->timeout) {
285 if (show_item_graph) {
286 const auto a = o_ptr->get_color();
287 const auto c = o_ptr->get_symbol();
288 term_queue_bigchar(cur_col, cur_row, a, c, 0, 0);
296 term_putstr(cur_col, cur_row, n, attr, o_name);
298 int wgt = o_ptr->weight * o_ptr->number;
299 tmp_val = format(_("%3d.%1d kg", "%3d.%1d lb"), _(lb_to_kg_integer(wgt), wgt / 10), _(lb_to_kg_fraction(wgt), wgt % 10));
300 prt(tmp_val, cur_row, wid - (show_labels ? 28 : 9));
304 term_putstr(wid - 20, cur_row, -1, TERM_WHITE, " <-- ");
305 prt(mention_use(player_ptr, i), cur_row, wid - 15);
309 for (int i = INVEN_TOTAL - INVEN_MAIN_HAND; i < hgt; i++) {
310 term_erase(0, i, 255);
315 * @brief 現在の装備品をサブウィンドウに表示する /
316 * Hack -- display equipment in sub-windows
317 * @param player_ptr プレイヤーへの参照ポインタ
319 void fix_equip(PlayerType *player_ptr)
321 for (int j = 0; j < 8; j++) {
322 term_type *old = game_term;
323 if (!angband_terms[j]) {
326 if (!(window_flag[j] & (PW_EQUIP))) {
330 term_activate(angband_terms[j]);
331 display_equipment(player_ptr, *fix_item_tester);
338 * @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 /
339 * @param player_ptr プレイヤーへの参照ポインタ
340 * Hack -- display character in sub-windows
342 void fix_player(PlayerType *player_ptr)
344 for (int j = 0; j < 8; j++) {
345 term_type *old = game_term;
346 if (!angband_terms[j]) {
350 if (!(window_flag[j] & (PW_PLAYER))) {
354 term_activate(angband_terms[j]);
356 (void)display_player(player_ptr, 0);
363 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
364 * Hack -- display recent messages in sub-windows
365 * Adjust for width and split messages
367 void fix_message(void)
369 for (int j = 0; j < 8; j++) {
370 term_type *old = game_term;
371 if (!angband_terms[j]) {
375 if (!(window_flag[j] & (PW_MESSAGE))) {
379 term_activate(angband_terms[j]);
381 term_get_size(&w, &h);
382 for (int i = 0; i < h; i++) {
383 term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((int16_t)i));
386 term_erase(x, y, 255);
395 * @brief 簡易マップをサブウィンドウに表示する /
396 * Hack -- display overhead view in sub-windows
397 * Adjust for width and split messages
398 * @param player_ptr プレイヤーへの参照ポインタ
400 * Note that the "player" symbol does NOT appear on the map.
402 void fix_overhead(PlayerType *player_ptr)
404 for (int j = 0; j < 8; j++) {
405 term_type *old = game_term;
407 if (!angband_terms[j]) {
411 if (!(window_flag[j] & (PW_OVERHEAD))) {
415 term_activate(angband_terms[j]);
416 term_get_size(&wid, &hgt);
417 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2) {
419 display_map(player_ptr, &cy, &cx);
428 * @brief 自分の周辺の地形をTermに表示する
429 * @param プレイヤー情報への参照ポインタ
431 static void display_dungeon(PlayerType *player_ptr)
436 for (TERM_LEN x = player_ptr->x - game_term->wid / 2 + 1; x <= player_ptr->x + game_term->wid / 2; x++) {
437 for (TERM_LEN y = player_ptr->y - game_term->hgt / 2 + 1; y <= player_ptr->y + game_term->hgt / 2; y++) {
440 if (!in_bounds2(player_ptr->current_floor_ptr, y, x)) {
441 auto *f_ptr = &terrains_info[feat_none];
442 a = f_ptr->x_attr[F_LIT_STANDARD];
443 c = f_ptr->x_char[F_LIT_STANDARD];
444 term_queue_char(x - player_ptr->x + game_term->wid / 2 - 1, y - player_ptr->y + game_term->hgt / 2 - 1, a, c, ta, tc);
448 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
451 if (w_ptr->timewalk_m_idx) {
453 } else if (is_invuln(player_ptr) || player_ptr->timewalk) {
455 } else if (player_ptr->wraith_form) {
460 term_queue_char(x - player_ptr->x + game_term->wid / 2 - 1, y - player_ptr->y + game_term->hgt / 2 - 1, a, c, ta, tc);
466 * @brief 自分の周辺のダンジョンの地形をサブウィンドウに表示する / display dungeon view around player in a sub window
467 * @param player_ptr プレイヤーへの参照ポインタ
469 void fix_dungeon(PlayerType *player_ptr)
471 for (int j = 0; j < 8; j++) {
472 term_type *old = game_term;
473 if (!angband_terms[j]) {
477 if (!(window_flag[j] & (PW_DUNGEON))) {
481 term_activate(angband_terms[j]);
482 display_dungeon(player_ptr);
489 * @brief モンスターの思い出をサブウィンドウに表示する /
490 * Hack -- display dungeon view in sub-windows
491 * @param player_ptr プレイヤーへの参照ポインタ
493 void fix_monster(PlayerType *player_ptr)
495 for (int j = 0; j < 8; j++) {
496 term_type *old = game_term;
497 if (!angband_terms[j]) {
501 if (!(window_flag[j] & (PW_MONSTER))) {
505 term_activate(angband_terms[j]);
506 if (MonsterRace(player_ptr->monster_race_idx).is_valid()) {
507 display_roff(player_ptr);
516 * @brief ベースアイテム情報をサブウィンドウに表示する /
517 * Hack -- display object recall in sub-windows
518 * @param player_ptr プレイヤーへの参照ポインタ
520 void fix_object(PlayerType *player_ptr)
522 for (auto i = 0; i < 8; i++) {
523 auto *old = game_term;
524 if (angband_terms[i] == nullptr) {
528 if (none_bits(window_flag[i], PW_OBJECT)) {
532 term_activate(angband_terms[i]);
533 display_koff(player_ptr);
540 * @brief 床上のモンスター情報を返す
541 * @param floor_ptr 階の情報への参照ポインタ
542 * @param grid_prt 座標グリッドの情報への参照ポインタ
543 * @return モンスターが見える場合にはモンスター情報への参照ポインタ、それ以外はnullptr
545 * Lookコマンドでカーソルを合わせた場合に合わせてミミックは考慮しない。
547 static const MonsterEntity *monster_on_floor_items(FloorType *floor_ptr, const grid_type *g_ptr)
549 if (g_ptr->m_idx == 0) {
553 auto m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
554 if (!m_ptr->is_valid() || !m_ptr->ml) {
562 * @brief 床上のアイテム一覧を作成し、表示する
563 * @param プレイヤー情報への参照ポインタ
564 * @param y 参照する座標グリッドのy座標
565 * @param x 参照する座標グリッドのx座標
567 static void display_floor_item_list(PlayerType *player_ptr, const int y, const int x)
573 term_get_size(&term_w, &term_h);
582 auto *floor_ptr = player_ptr->current_floor_ptr;
583 const auto *g_ptr = &floor_ptr->grid_array[y][x];
587 auto is_hallucinated = player_ptr->effects()->hallucination()->is_hallucinated();
588 if (player_bold(player_ptr, y, x)) {
589 line = format(_("(X:%03d Y:%03d) あなたの足元のアイテム一覧", "Items at (%03d,%03d) under you"), x, y);
590 } else if (const auto *m_ptr = monster_on_floor_items(floor_ptr, g_ptr); m_ptr != nullptr) {
591 if (is_hallucinated) {
592 line = format(_("(X:%03d Y:%03d) 何か奇妙な物の足元の発見済みアイテム一覧", "Found items at (%03d,%03d) under something strange"), x, y);
594 const MonsterRaceInfo *const r_ptr = &monraces_info[m_ptr->ap_r_idx];
595 line = format(_("(X:%03d Y:%03d) %sの足元の発見済みアイテム一覧", "Found items at (%03d,%03d) under %s"), x, y, r_ptr->name.data());
598 const TerrainType *const f_ptr = &terrains_info[g_ptr->feat];
599 concptr fn = f_ptr->name.data();
602 if (f_ptr->flags.has(TerrainCharacteristics::STORE) || (f_ptr->flags.has(TerrainCharacteristics::BLDG) && !floor_ptr->inside_arena)) {
603 buf = format(_("%sの入口", "on the entrance of %s"), fn);
604 } else if (f_ptr->flags.has(TerrainCharacteristics::WALL)) {
605 buf = format(_("%sの中", "in %s"), fn);
607 buf = format(_("%s", "on %s"), fn);
609 line = format(_("(X:%03d Y:%03d) %sの上の発見済みアイテム一覧", "Found items at (X:%03d Y:%03d) %s"), x, y, buf.data());
611 term_addstr(-1, TERM_WHITE, line);
613 // (y,x) のアイテムを1行に1個ずつ書く。
615 for (const auto o_idx : g_ptr->o_idx_list) {
616 auto *const o_ptr = &floor_ptr->o_list[o_idx];
617 const auto tval = o_ptr->bi_key.tval();
618 if (o_ptr->marked.has_not(OmType::FOUND) || tval == ItemKindType::GOLD) {
622 // 途中で行数が足りなくなったら最終行にその旨追記して終了。
623 if (term_y >= term_h) {
624 term_addstr(-1, TERM_WHITE, "-- more --");
628 term_gotoxy(0, term_y);
630 if (is_hallucinated) {
631 term_addstr(-1, TERM_WHITE, _("何か奇妙な物", "something strange"));
634 describe_flavor(player_ptr, buf, o_ptr, 0);
635 TERM_COLOR attr = tval_to_attr[enum2i(tval) % 128];
636 term_addstr(-1, attr, buf);
644 * @brief (y,x) のアイテム一覧をサブウィンドウに表示する / display item at (y,x) in sub-windows
646 void fix_floor_item_list(PlayerType *player_ptr, const int y, const int x)
648 for (int j = 0; j < 8; j++) {
649 if (!angband_terms[j]) {
652 if (angband_terms[j]->never_fresh) {
655 if (!(window_flag[j] & PW_FLOOR_ITEM_LIST)) {
659 term_type *old = game_term;
660 term_activate(angband_terms[j]);
662 display_floor_item_list(player_ptr, y, x);
670 * @brief 発見済みのアイテム一覧を作成し、表示する
671 * @param プレイヤー情報への参照ポインタ
673 static void display_found_item_list(PlayerType *player_ptr)
678 term_get_size(&term_w, &term_h);
684 auto *floor_ptr = player_ptr->current_floor_ptr;
687 // あらかじめfloor_ptr->o_list から↓項目を取り除く
689 // OM_FOUNDフラグが立っていない
691 std::vector<ItemEntity *> found_item_list;
692 for (auto &item : floor_ptr->o_list) {
693 auto item_entity_ptr = &item;
694 if (item_entity_ptr->bi_id > 0 && item_entity_ptr->marked.has(OmType::FOUND) && item_entity_ptr->bi_key.tval() != ItemKindType::GOLD) {
695 found_item_list.push_back(item_entity_ptr);
700 found_item_list.begin(), found_item_list.end(),
701 [player_ptr](ItemEntity *left, ItemEntity *right) -> bool {
702 return object_sort_comp(player_ptr, left, left->get_price(), right);
709 term_addstr(-1, TERM_WHITE, _("発見済みのアイテム一覧", "Found items"));
713 for (auto item : found_item_list) {
715 if (term_y >= term_h) {
719 term_gotoxy(0, term_y);
722 const auto symbol_code = item->get_symbol();
723 const std::string symbol = format(" %c ", symbol_code);
724 const auto color_code_for_symbol = item->get_color();
725 term_addstr(-1, color_code_for_symbol, symbol.data());
729 describe_flavor(player_ptr, temp, item, 0);
730 const std::string item_description(temp);
731 const auto color_code_for_item = tval_to_attr[enum2i(item->bi_key.tval()) % 128];
732 term_addstr(-1, color_code_for_item, item_description.data());
735 const std::string item_location = format("(X:%3d Y:%3d)", item->ix, item->iy);
736 prt(item_location.data(), term_y, term_w - item_location.length() - 1);
743 * @brief 発見済みのアイテム一覧をサブウィンドウに表示する
745 void fix_found_item_list(PlayerType *player_ptr)
747 for (int j = 0; j < 8; j++) {
748 if (!angband_terms[j]) {
751 if (angband_terms[j]->never_fresh) {
754 if (none_bits(window_flag[j], PW_FOUND_ITEM_LIST)) {
758 term_type *old = game_term;
759 term_activate(angband_terms[j]);
761 display_found_item_list(player_ptr);
769 * @brief サブウィンドウに所持品、装備品リストの表示を行う /
770 * Flip "inven" and "equip" in any sub-windows
772 void toggle_inventory_equipment(PlayerType *player_ptr)
774 for (auto i = 0U; i < angband_terms.size(); ++i) {
775 if (!angband_terms[i]) {
779 if (window_flag[i] & (PW_INVEN)) {
780 window_flag[i] &= ~(PW_INVEN);
781 window_flag[i] |= (PW_EQUIP);
782 player_ptr->window_flags |= (PW_EQUIP);
786 if (window_flag[i] & PW_EQUIP) {
787 window_flag[i] &= ~(PW_EQUIP);
788 window_flag[i] |= PW_INVEN;
789 player_ptr->window_flags |= PW_INVEN;