3 * @brief プレイヤーの作成を行う / Create a player character
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
11 * 2013 Deskull Doxygen向けのコメント整理\n
20 #include "object-ego.h"
27 #include "monsterrace-hook.h"
31 #include "player-class.h"
32 #include "player-status.h"
33 #include "player-personality.h"
34 #include "player-sex.h"
36 #include "spells-status.h"
40 #include "dungeon-file.h"
41 #include "floor-town.h"
44 #include "player-race.h"
45 #include "player-skill.h"
47 #include "objectkind.h"
48 #include "monsterrace.h"
53 #include "view-mainwindow.h"
56 * The last character rolled,
57 * holded for quick start
59 birther previous_char;
63 * How often the autoroller will update the display and pause
64 * to check for user interuptions.
65 * Bigger values will make the autoroller faster, but slower
66 * system may have problems because the user can't stop the
67 * autoroller for this number of rolls.
69 #define AUTOROLLER_STEP 5431L
72 * ランダムクエストのモンスターを確定するために試行する回数 / Maximum number of tries for selection of a proper quest monster
77 #define MAX_CLASS_CHOICE MAX_CLASS
82 static concptr race_jouhou[MAX_RACES] =
85 "人間は基本となるキャラクタです。他の全ての種族は人間と比較されます。人間はどんな職業に就くこともでき、どの職業でも平均的にこなせます。人間は寿命が短いため、レベル上昇が他のどんな種族よりも早くなる傾向があります。また、特別な修正や特性は持っていません。",
87 "ハーフエルフは人間より賢いですが、強くはありません。彼らは探索, 解除, 魔法防御, 隠密行動, 射撃, そして魔法道具使用でわずかに優れています。しかし武器の取り扱いはそう得意ではありません。ハーフエルフはどの職業に就くこともでき、生まれつきの特性はありません。",
89 "エルフは人間より良い魔法使いになれますが、戦闘は苦手です。彼らは人間やハーフエルフよりも頭が良く、高い賢さを持っています。エルフは探索, 解除, 知覚, 隠密行動, 射撃, そして魔法道具使用で優れていますが、武器の扱いは得意ではありません。彼らは生まれつき光に対する耐性を持っています。",
91 "ホビット、またはハーフリングは弓や投擲に長け、魔法防御も優れています。また、探索, 解除, 知覚, そして隠密行動でもとても良い能力を示します。そのため、彼らは優れた盗賊となることができます(しかし、「忍びの者」と呼ばれることを好みます)。ホビットは人間より遥かに貧弱で、戦士としてはてんでダメです。彼らはかなり良い赤外線視力を持っており、温血動物を離れた場所から見つけることができます。彼らは経験値を保持する力が強く、経験値吸収攻撃に対して耐性を持っています。",
93 "ノームはドワーフより小さいですが、ホビットよりは大きい種族です。彼らはホビット同様地表の洞穴のような家に住んでいます。ノームはとても良い魔法防御を持ち、探索, 解除, 知覚, 隠密行動でも優れています。彼らは人間より低い腕力を持ち、武器を持っての戦闘は苦手です。ノームはかなり良い赤外線視力を持っており、温血動物を離れた場所から見つけることができます。ノームは生まれつき麻痺に対する耐性を持っています。",
95 "ドワーフは頑固な坑夫であり、伝説の戦士です。彼らは人間にくらべ強くタフですが、知能は劣ります。しかし、長命ゆえに彼らは非常に賢いです。彼らは良い魔法防御を持ち、探索, 知覚, 戦闘, 射撃では優れています。彼らは一つ大きな欠点を持っています。ドワーフの隠密行動は絶望的に悪いです。彼らは決して盲目にはなりません。",
97 "ハーフオークはよい戦士になれますが、魔法は期待できません。彼らはドワーフと同じくらい隠密行動が悪く、また探索や解除, 知覚もひどいです。ハーフオークは醜く、店での買い物ではより高い金額を要求されがちです。彼らは地下に住むことを好むため、ハーフオークは暗闇に対する耐性を備えています。",
99 "ハーフトロルは信じられないほど強く、他の大部分の種族より大きなHPを持ちます。彼らは不運にもとても愚かです。彼らの探索, 解除, 知覚, 隠密行動は悪く、その外見はハーフオークがしかめっ面をするほど醜悪です。ハーフトロルは腕力が下がることがありません。レベルが上がると、彼らは再生能力を手にいれ、戦士ならばさらに遅消化能力も獲得します。",
101 "アンバライトは多くのアドバンテージを授けられた、うわさによれば不死の種族です。彼らは知覚, 戦闘, 射撃に優れており、他の面でもかなり熟練しています。事実上あらゆるものを見てきており、新鮮なものはほとんどないため、彼らの成長は他のどの種族より遅いものです。彼らはとてもタフで頑強であり、彼らの耐久力が下がることはありません。また、怪我をすぐに治す再生能力があります。",
103 "ハイエルフは世界の始まりから存在する不死の種族です。彼らは全てのスキルに熟達しており、強く、知的で非常に人気があります - 誰もが彼らのことを好いています。ハイエルフは見えないものを見ることができ、普通のエルフ同様光に対する耐性を持っています。しかし、彼らにとって未知のものはほとんどなく、経験を得ることは大変に困難です。",
105 "野蛮人は北方から来た頑強な種族です。彼らは激しく戦い、彼らの激怒は世界中で恐れられています。戦闘が彼らの人生です。彼らは恐れを知らず、ハーフトロルよりもすぐに狂暴に戦闘に入ってしまうことを学びます。しかし、野蛮人は魔法を疑っており、そのため魔法の道具を使うことはかなり大変なこととなっています。",
107 "ハーフオーガはハーフオークに似ていますが、それだけではありません。彼らは大きく、邪悪で愚かです。戦士としては彼らは必要な資質を全て持っており、また魔法使いになることさえできます。結局、彼らはオーガ・メイジに関係があり、レベルが十分に上がったら彼らから罠のルーンをセットするスキルを学ぶのです。ハーフオークのように、彼らは暗闇に対する耐性を持ち、ハーフトロル同様に腕力が下がることはありません。",
109 "半巨人は大変力強いのですが、呪文を唱えられるほど利口ではありません。彼らはよい戦闘能力を持ちますが、それ以外のことは苦手です。彼らの厚い皮膚は破片に対する耐性を持ちます。また、ハーフオーガやハーフトロル同様腕力を下げられることがありません。",
111 "巨大なタイタンと人間の子孫であり、この強大な生物は他のほぼ全ての種族よりはるかに勝っています。彼らは多種族にみられるような魅力的な特殊能力は持っていませんが、その大変大きなHPはそれを補ってあまりあります。半タイタンはそこそこのスキルを持っていますが、その巨大さゆえに罠の解除やこっそり歩くことは困難です。法と秩序を愛する彼らは、カオスに対する耐性を持っています。",
113 "一つ目ではありますが、サイクロプスは多くの二つの目を持つ生物以上に見ることができます。サイクロプスは非常に力強いのですが、知的であるとはちょっと言えません。彼らに比べれば、ハーフトロルの方がハンサムに見えるということは言うまでもありません。サイクロプスは戦闘, 射撃に優れていますが、その他の大部分のスキルは苦手です。サイクロプスは音に対する耐性を持っています。",
115 "イークは最も哀れな生物の一つであり、並のモンスターであっても不注意なイークならば徹底的に打ちのめせるほど肉体的には強くありませんが、彼らはかなり知的でいくらか賢い生物です。イークは戦闘スキルは苦手ですが、他の分野では優れています。彼らの皮膚は、時間とともに酸への耐性を増していき、レベルが十分に上がれば完全に免疫を持つようになります。",
117 "クラッコンは奇怪な半知的の昆虫型生物です。彼らはすばらしい戦士になれますが、精神的な能力はひどく制限されています。彼らは探索を除けば大部分のスキルをそこそこにこなします。クラッコンは決して混乱させられることがなく、レベルが上がるごとに速くなります。",
119 "コボルドは弱いゴブリンの種族です。彼らは毒を持った武器を好み、毒矢(無制限に供給されます)を投げる能力を身につけることができます。コボルドはそこそこの戦士になれますが、その他のスキルは軒並み悪いです。彼らは生まれつき毒に対する耐性を持っています。",
121 "嫌われ、迫害されてきた小人族です。彼らは大抵のスキルをそつなくこなします。洞穴居住者である彼らは、暗闇に悩まされることはありませんし、生まれつき持っている魔法のアイテムに対する嗜好のため、彼らは装備による魔法のボーナスを奪う効果に耐性を持っています。",
123 "闇の、洞穴に住む種族であるダークエルフは魔法の知識に対する長い伝統を持っています。ダークエルフは魔法の道具をうまく使うことができ、他の多くの種族より簡単に呪文を唱えられるだけの知能を持っています。その鋭い視覚によって、彼らはハイエルフ同様見えないものをみる能力を学びますが、それはある程度レベルが上がったときです。ダークエルフは暗闇に対する耐性を持っています。",
125 "ドラゴンのような特性を持った人間型種族です。彼らはレベルが上がるにつれ、新しい元素への耐性を手にいれます。ドラコニアンは優れた能力値を持ってゲームを開始でき、大抵のスキルをうまくこなせます。その翼で、彼らは簡単に落とし穴や溶岩、水を無傷で飛び越えることができます。",
127 "秘密主義の神秘的な古代種族です。彼らの文明はこの惑星上の何よりも古いかもしれません。その肉体的資質は決して誉められたものではありませんが、彼らの知能と賢さはマインドフレアを他のどんな種族よりも強力な魔法使いにします。マインドフレアの知能と賢さは下がることがなく、レベルが上がれば見えないものをみる能力、テレパシー能力を獲得します。",
129 "地獄からやってきた悪魔的な生物です。彼らは他の種族から毛嫌いされていますが、大抵の職業をかなりうまくこなすことができます。インプは生まれつき火に耐性を持っており、レベルが上がれば見えないものを見る能力を獲得します。",
131 "ゴーレムは泥のような生命のない材料からつくられ、生命を吹き込まれた人工的な生物です。彼らには思考というものがほとんどなく、そのため魔法に依存する職業では役立たずです。しかし戦士としては大変にタフです。彼らは毒に耐性を持ち、見えないものを見ることができ、さらに麻痺知らずです。レベルが上がれば、彼らは生命力吸収攻撃に耐性を持つようになります。ゴーレムは通常の食物からはほとんど栄養を摂取できませんが、代わりに魔法棒や杖から魔力を吸収して動力源にする事ができます。また、その頑丈な身体のため、ACにボーナスを得ることができ、さらに決して気絶させられることがありません。",
133 "スケルトンには2つのタイプが存在します。普通の戦士タイプと、リッチと呼ばれる呪文を使うスケルトンです。アンデッドである彼らは、毒や生命力吸収攻撃を心配する必要はありません。彼らは物体を知覚するのに眼を利用していないため、見えない物に騙されません。彼らの骨はとがった破片のようなものに耐性を持ち、レベルが上がれば冷気に対する耐性を獲得します。薬や食物の持つ効果はスケルトンの胃(存在しませんが)を通過することなくその力を発揮しますが、薬や食物自体は彼の顎を通り抜けて落ちてしまい、栄養を吸収することはできません。その代わりに魔法棒や杖から魔力を吸収してエネルギー源にする事ができます。",
135 "ゾンビはアンデッドであり、生命力吸収攻撃に耐性を持ち、スケルトンのようにレベルが上がれば冷気の耐性を獲得します。また、毒に耐性を持ち見えないものを見ることができます。(スケルトンとは違い)切る攻撃には弱いですが、地獄に対する耐性を持っています。ゴーレムのように、彼らは食物からほとんど栄養を摂取できませんが、代わりに魔法棒や杖から魔力を吸収してエネルギー源にする事ができます。",
137 "強力なアンデッドの一種である吸血鬼は、畏敬の念を呼び起こす外見をしています。アンデッドの例にもれず、彼らも生命力を吸収されることがなく、地獄に対する耐性を持っています。また、冷気と毒に対する耐性も備えています。しかし、新鮮な血液に常に飢えており、それは近くにいる生物から血液を吸うことによってのみ満たされます。この強力な生物は深刻な弱点を持っています。太陽光線(や光源)は彼らの破滅を意味します。幸運にも、吸血鬼はその身体から「暗黒の光」のオーラを放出しています。一方、暗闇は彼らをより強力にするものです。",
139 "幽霊は強力なアンデッドの一種です。彼らは不気味な緑色の光に包まれています。半物質的な存在である彼らは、壁を通り抜けることができますが、そのときには壁の密度によって傷つけられてしまいます。他のアンデッド同様、彼らも生命力を吸収されることがなく、見えないものを見ることができ、毒と冷気に対して耐性を備え、さらに地獄に対する耐性も持っています。レベルが十分に上がると彼らはテレパシーを獲得します。幽霊は卓越した魔法使いになることができますが、その身体的特性は非常に貧弱です。彼らは食物からほとんど栄養を摂取できませんが、代わりに魔法棒や杖から魔力を吸収してエネルギー源にする事ができます。",
141 "妖精は非常に小さいです。彼らは小さな翼を持ち、罠や危険な地形を飛び越えることができます。彼らは日光を大変好み、光に対する耐性を持っています。身体的にはもっとも貧弱な種族の一つですが、妖精は魔法の面で大変な才能を持っており、非常に熟練した魔法使いになることができます。高レベルではより速く飛ぶことができるようになります。",
143 "この種族はカオスによってつくられた冒涜的で嫌悪される存在です。彼らは独立した種族ではなく、人間型種族、大抵は人間がカオスによって歪められた存在、もしくは人間と獣の悪夢のような交配種です。全ての獣人はカオスに盲従しており、そのため混乱と音に対して耐性を備えていますが、純粋なログルスはまだ彼らに対し効果を持っています。獣人は混沌を好み、それは彼らをさらに歪めます。獣人は突然変異を起こしやすい性質を持っています。彼らがつくられたとき、ランダムな変異を受けます。その後、レベルが上がるごとに違う変異を受ける可能性があります。",
145 "エントは非常に強く、賢いですが、その巨大さゆえに罠の解除やこっそりと歩くことは苦手です。成長するにつれて腕力や耐久力が上がりますが、器用さは下がっていきます。彼らには大きな欠点があり、炎によって通常よりも大きなダメージを受けてしまいます。彼らは食物からほとんど栄養を摂取できませんが、代わりに薬等から水分を摂取する事で活動できます。",
147 "天使の上位種であるアルコンは、全てのスキルに熟達しており、強くて賢く、非常に人気があります。彼らは目に見えないものを見ることができ、その翼で罠や危険な地形を飛び越えることができます。しかし、非常に成長が遅いという欠点もあります。",
149 "悪魔の上位種であるバルログは、強く、知的で、またタフでもあります。しかし、彼らは神を信じようとはせず、プリーストには全く向いていません。炎と地獄、経験値吸収への耐性を持っており、レベルが上がれば見えないものを見る能力を獲得します。また、地獄や火炎のブレスを吐くこともできます。彼等はほとんどの技能で優れていますが、静かに歩くことは苦手です。彼らは食物からほとんど栄養を摂取できませんが、人間タイプを生贄にする事で精力を回復する事ができます。",
151 "ドゥナダンは西方から来た屈強な種族です。このいにしえの種族は全ての領域において人間の能力を凌駕し、特に耐久力に関してはそれが顕著です。しかしながらこの種族は全てに卓越していることが災いして、この世界には新しい経験といったものがほとんどなく、レベルを上げることが非常に困難です。彼らはとてもタフで頑強であり、彼らの耐久力が下がることはありません。",
153 "影フェアリーは人間よりやや大きい妖精族で、翼を持ち、罠や危険な地形を飛び越えることができます。しかし、彼らは日光を嫌い、閃光によって通常よりも大きなダメージを受けてしまいます。肉体的には非常に貧弱ですが、魔法の面では優れた能力を持っています。彼らにはすばらしい長所が一つあり、モンスターの反感をかうような強力なアイテムを装備してもモンスターを怒らせることがありません。ただしその場合でも隠密行動能力が下がり、また、自分自身の性格によって反感をかっている場合には効果がありません。",
155 "クターとしている無表情の謎の生物です。彼らは外見がかわいらしいため、魅力が高いです。彼らは混乱しません。なぜなら、混乱してもクターとしているため変わりないからです。しかも、そのクターとしている外見から敵に見つかりにくいです。しかし、彼らは注意力が少ないため探索や知覚能力は悪いです。彼らはレベルが上がると横に伸びてACを上げる技を覚えますが、伸びている間は魔法防御能力は低くなってしまいます。",
157 "アンドロイドは機械の身体を持つ人工的な存在です。魔法をうまく使うことはできませんが、戦士としては非常に優れています。彼らは他の種族のように経験値を得て成長するということはありません。身体に身につける装備によって成長します。ただし、指輪、アミュレット、光源は成長に影響しません。彼らは毒の耐性を持ち、麻痺知らずで、生命力を吸収されることがありません。また、身体が頑丈なのでACにボーナスを得ます。しかし身体のいたるところに電子回路が組み込まれているため、電撃によって通常よりも大きなダメージを受けてしまいます。彼らは食物からほとんど動力を得られませんが、油を補給する事で動力源を得る事ができます。",
161 "The human is the base character. All other races are compared to them. Humans can choose any class and are average at everything. Humans tend to go up levels faster than most other races because of their shorter life spans. No racial adjustments or intrinsics occur to characters choosing human.",
163 "Half-elves tend to be smarter and faster than humans, but not as strong. Half-elves are slightly better at searching, disarming, saving throws, stealth, bows, and magic, but they are not as good at hand weapons. Half-elves may choose any class and do not receive any intrinsic abilities.",
165 "Elves are better magicians then humans, but not as good at fighting. They tend to be smarter and faster than either humans or half-elves and also have better wisdom. Elves are better at searching, disarming, perception, stealth, bows, and magic, but they are not as good at hand weapons. They resist light effects intrinsically.",
167 "Hobbits, or Halflings, are very good at bows, throwing, and have good saving throws. They also are very good at searching, disarming, perception, and stealth; so they make excellent rogues, but prefer to be called burglars. They are much weaker than humans and no good at melee fighting. Halflings have fair infravision, so they can detect warm creatures at a distance. They have a strong hold on their life force and are thus intrinsically resistant to life draining.",
169 "Gnomes are smaller than dwarves but larger than Halflings. They, like the hobbits, live in the earth in burrow-like homes. Gnomes make excellent mages and have very good saving throws. They are good at searching, disarming, perception, and stealth. They have lower strength than humans so they are not very good at fighting with hand weapons. Gnomes have fair infravision, so they can detect warm-blooded creatures at a distance. Gnomes are intrinsically protected against paralysis.",
171 "Dwarves are the headstrong miners and fighters of legend. Dwarves tend to be stronger and tougher but slower and less intelligent than humans. Because they are so headstrong and are somewhat wise, they resist spells which are cast on them. They are very good at searching, perception, fighting, and bows. Dwarves have miserable stealth. They can never be blinded.",
173 "Half-orcs make excellent warriors, but are terrible at magic. They are as bad as dwarves at stealth, and horrible at searching, disarming, and perception. Half-orcs are quite ugly and tend to pay more for goods in town. Because of their preference to living underground to on the surface, half-orcs resist darkness attacks.",
175 "Half-Trolls are incredibly strong and have more hit points than most other races. They are also very stupid and slow. They are bad at searching, disarming, perception, and stealth. They are so ugly that a Half-Orc grimaces in their presence. They also happen to be fun to run... Half-trolls always have their strength sustained. At higher levels, Half-Trolls regenerate wounds automatically and, if a warrior, require food less often.",
177 "The Amberites are a reputedly immortal race, who are endowed with numerous advantages in addition to their longevity. They are very tough and their constitution cannot be reduced. Their ability to heal wounds far surpasses that of any other race. Having seen virtually everything, very little is new to them, and they gain levels much slower than the other races.",
179 "High-elves are a race of immortal beings dating from the beginning of time. They are masters of all skills, and are strong and intelligent, although their wisdom is sometimes suspect. High-elves begin their lives able to see the unseen, and resist light effects just like regular elves. However, there are few things that they have not seen already, and experience is very hard for them to gain.",
181 "Barbarians are hardy men of the north. They are fierce in combat, and their wrath is feared throughout the world. Combat is their life: they feel no fear, and they learn to enter battle frenzy at will even sooner than half-trolls. Barbarians are, however, suspicious of magic, which makes magic devices fairly hard for them to use.",
183 "Half-Ogres are like Half-Orcs, only more so. They are big, bad, and stupid. For warriors, they have all the necessary attributes, and they can even become wizards: after all, they are related to Ogre Magi, from whom they have learned the skill of setting trapped runes once their level is high enough. Like Half-Orcs, they resist darkness, and like Half-Trolls, they have their strength sustained.",
185 "Half-Giants' limited intelligence makes it difficult for them to become full spellcasters, but, with their great strength, they make excellent warriors. Their thick skin makes them resistant to shards, and, like Half-Ogres and Half-Trolls, they have their strength sustained.",
187 "Half-mortal descendants of the mighty titans, these immensely powerful creatures put almost any other race to shame. They may lack the fascinating special powers of certain other races, but their enhanced attributes more than make up for that. They learn to estimate the strengths of their foes, and their love for law and order makes them resistant to the effects of Chaos.",
189 "With but one eye, a Cyclops can see more than many with two eyes. They are headstrong, and loud noises bother them very little. They are not quite qualified for the magic using professions, but as a certain Mr. Ulysses can testify, their accuracy with thrown rocks can be deadly...",
191 "Yeeks are among the most pathetic creatures. Fortunately, their horrible screams can scare away less confident foes, and their skin becomes more and more resistant to acid, as they gain experience. But having said that, even a mediocre monster can wipe the proverbial floor with an unwary Yeek.",
193 "Klackons are bizarre semi-intelligent ant-like insectoid creatures. They make great fighters, but their mental abilities are severely limited. Obedient and well-ordered, they can never be confused. They are also very nimble, and become faster as they advance levels. They are also very acidic, inherently resisting acid, and capable of spitting acid at higher levels.",
195 "Kobolds are a weak goblin race. They love poisoned weapons, and can learn to throw poisoned darts (of which they carry an unlimited supply). They are also inherently resistant to poison, although they are not one of the more powerful races.",
197 "The hated and persecuted race of nocturnal dwarves, these cavedwellers are not much bothered by darkness. Their natural inclination to magical items has made them immune to effects which could drain away magical energy.",
199 "Another dark, cavedwelling race, likewise unhampered by darkness attacks, the Dark Elves have a long tradition and knowledge of magic. They have an inherent magic missile attack available to them at a low level. With their keen sight, they also learn to see invisible things as their relatives High-Elves do, but at a higher level.",
201 "A humanoid race with dragon-like attributes. As they advance levels, they gain new elemental resistances (up to Poison Resistance), and they also have a breath weapon, which becomes more powerful with experience. The exact type of the breath weapon depends on the Draconian's class and level. With their wings, they can easily escape any pit trap unharmed.",
203 "A secretive and mysterious ancient race. Their civilization may well be older than any other on our planet, and their intelligence and wisdom are naturally sustained, and are so great that they enable Mind Flayers to become more powerful spellcasters than any other race, even if their physical attributes are a good deal less admirable. As they advance levels, they gain the powers of See Invisible and Telepathy.",
205 "A demon-creature from the nether-world, imps are naturally resistant to fire attacks and capable of learning fire bolt and fire ball attacks. They are little loved by other races but can perform fairly well in most professions. As they advance levels, they gain the powers of See Invisible.",
207 "A Golem is an artificial creature, built from a lifeless raw material like clay, and awakened to life. They are nearly mindless, making them useless for professions which rely on magic, but as warriors they are very tough. They are resistant to poison, they can see invisible things, and move freely. At higher levels, they also become resistant to attacks which threaten to drain away their experience. Golems gain very little nutrition from ordinary food, but can absorb mana from staves and wands as their power source. Golems also gain a natural armor class bonus from their tough body.",
209 "There are two types of skeletons: the ordinary, warrior-like skeletons, and the spell-using skeletons, which are also called liches. As undead beings, skeletons need to worry very little about poison or attacks that can drain life. They do not really use eyes for perceiving things, and are thus not fooled by invisibility. Their bones are resistant to sharp shrapnel, and they will quickly become resistant to cold. Although the magical effects of these will affect the skeleton even without entering the skeleton's (non-existent) belly, the potion or food itself will fall through the skeleton's jaws, giving no nutritional benefit. They can absorb mana from staves and wands as their energy source.",
211 "Much like Skeletons, Zombies too are undead horrors: they are resistant to exp-draining attacks, and can learn to restore their experience. Like skeletons, they become resistant to cold-based attacks (actually earlier than skeletons), resist poison and can see invisible. While still vulnerable to cuts (unlike skeletons), Zombies are resistant to Nether. Like Golems, they gain very little nutrition from the food of mortals, but can absorb mana from staves and wands as their energy source.",
213 "One of the mightier undead creatures, the Vampire is an awe-inspiring sight. Yet this dread creature has a serious weakness: the bright rays of sun are its bane, and it will need to flee the surface to the deep recesses of earth until the sun finally sets. Darkness, on the other hand, only makes the Vampire stronger. As undead, the Vampire has a firm hold on its experience, and resists nether attacks. The Vampire also resists cold and poison based attacks. It is, however, susceptible to its perpetual hunger for fresh blood, which can only be satiated by sucking the blood from a nearby monster.",
215 "Another powerful undead creature: the Spectre is a ghastly apparition, surrounded by an unearthly green glow. They exist only partially on our plane of existence: half-corporeal, they can pass through walls, although the density of the wall will hurt them in the process of doing this. As undead, they have a firm hold on their experience, see invisible, and resist poison and cold. They also resist nether. At higher levels they develop telepathic abilities. Spectres make superb spellcasters, but their physical form is very weak. They gain very little nutrition from the food of mortals, but can absorb mana from staves and wands as their energy source.",
217 "One of several fairy races, Sprites are very small. They have tiny wings and can fly over traps that may open up beneath them. They enjoy sunlight intensely, and need worry little about light based attacks. Although physically among the weakest races, Sprites are very talented in magic, and can become highly skilled wizards. Sprites have the special power of spraying Sleeping Dust, and at higher levels they learn to fly faster.",
219 "This race is a blasphemous abomination produced by Chaos. It is not an independent race but rather a humanoid creature, most often a human, twisted by the Chaos, or a nightmarish crossbreed of a human and a beast. All Beastmen are accustomed to Chaos so much that they are untroubled by confusion and sound, although raw logrus can still have effects on them. Beastmen revel in chaos, as it twists them more and more. Beastmen are subject to mutations: when they have been created, they receive a random mutation. After that, every time they advance a level they have a small chance of gaining yet another mutation.",
221 "The Ents are a powerful race dating from the beginning of the world, oldest of all animals or plants who inhabit Arda. Spirits of the land, they were summoned to guard the forests of Middle-earth. Being much like trees they are very clumsy but strong, and very susceptible to fire. They gain very little nutrition from the food of mortals, but they can absorb water from potions as their nutrition.",
223 "Archons are a higher class of angels. They are good at all skills, and are strong, wise, and are a favorite with any people. They are able to see the unseen, and their wings allow them to safely fly over traps and other dangerous places. However, belonging to a higher plane as they do, the experiences of this world do not leave a strong impression on them and they gain levels slowly.",
225 "Balrogs are a higher class of demons. They are strong, intelligent and tough. They do not believe in gods, and are not suitable for priest at all. Balrog are resistant to fire and nether, and have a firm hold on their experience. They also eventually learn to see invisible things. They are good at almost all skills except stealth. They gain very little nutrition from the food of mortals, and need human corpses as sacrifices to regain their vitality.",
227 "Dunedain are a race of hardy men from the West. This elder race surpasses human abilities in every field, especially constitution. However, being men of the world, very little is new to them, and levels are very hard for them to gain. Their constitution cannot be reduced.",
229 "Shadow Fairies are one of several fairy races. They have wings, and can fly over traps that may open up beneath them. Shadow Fairies must beware of sunlight, as they are vulnerable to bright light. They are physically weak, but have advantages in using magic and are amazingly stealthy. Shadow Fairies have a wonderful advantage in that they never aggravate monsters (If their equipment normally aggravates monsters, they only suffer a penalty to stealth, but if they aggravate by their personality itself, the advantage will be lost).",
231 "A Kutar is an expressionless animal-like living creature. The word 'kuta' means 'absentmindedly' or 'vacantly'. Their absentmindedness hurts their searching and perception skills, but renders them incapable of being confused. Their unearthly calmness and serenity make them among the most stealthy of any race. Kutars, although expressionless, are beautiful and so have a high charisma. Members of this race can learn to expand their body horizontally. This increases armour class, but renders them vulnerable to magical attacks.",
233 "An android is a artificial creation with a body of machinery. They are poor at spell casting, but they make excellent warriors. They don't acquire experience like other races, but rather gain in power as they attach new equipment to their frame. Rings, amulets, and lights do not influence growth. Androids are resistant to poison, can move freely, and are immune to exp-draining attacks. Moreover, because of their hard metallic bodies, they get a bonus to AC. Androids have electronic circuits throughout their body and must beware of electric shocks. They gain very little nutrition from the food of mortals, but they can use flasks of oil as their energy source.",
238 "マーフォークは人型生物と水棲生物の合いの子たちの総称です。彼らは知的であり、陸上よりも水中での営みに適応している点で共通しています。彼らの真価は水中でこそ発揮されますが、彼らの文明は大抵陸上に長く滞在する何らかの術も有しています。それを失わない限り、陸上でも不自由はないでしょう。また、彼らは致命的な水難にも抗える能力を生まれつき持っています。",
239 "Merfolks are general terms for people of mixed races between humanoids and aquatic habitats. They have in common that they are intelligent and adapt to working underwater rather than on land. Their true value comes in water, but their civilization also has some form of staying longer on land. As long as you do not lose it, there will be no inconvenience on land. They also have the ability to withstand disaster by water."
244 /*! 職業の解説メッセージテーブル */
245 static concptr class_jouhou[MAX_CLASS] =
248 "戦士は、直面する問題のほとんどを細切れに叩き切ることで解決するキャラクタです。が、時折退却して魔法の道具の世話になることもあります。不運にも、高レベルなアイテムの多くは彼らが扱える範囲を越えています。",
250 "メイジは魔法使いであり、その機知によって生き延びなければなりません。戦士のように、単純に切りまくることで道を開くことは望めません。呪文書に加えて、メイジは助けになる魔法の道具を持ち運ぶべきです。これは他の何よりも遥かに簡単にマスターできます。魔法に必要な能力値は知能です。",
252 "プリーストは高貴な力を使うことに専念したキャラクタです。彼らは自身の神のためにダンジョンを探索し、もし宝を手にいれたなら、それは彼が信仰する宗教の栄光となります。プリーストは新しい祈りを神からの贈り物という形で受け取るため、どれを学ぶのか自分で選ぶことはできません。プリーストは魔法の道具の使い方をよく知っていますが、メイジほどうまくは使えません。刃のついた武器より鈍器を好み、祝福されていない刃のついた武器を装備すると不愉快な感覚に襲われ、戦闘能力が落ちてしまいます。魔法に必要な能力値は賢さです。",
254 "盗賊はその狡猾さで生き抜くことを好むキャラクタですが、肝心なときには戦闘で道を切り開くことができます、盗賊は罠やドアを見つける能力に優れ、罠の解除や鍵開けに熟達しています。盗賊は高い隠密行動を持ち、たくさんのモンスターの群れのそばを起こすことなく通り抜けたり、忍び寄って先制攻撃することができます。魔法に必要な能力値は知能です。",
256 "レンジャーは戦士とメイジを合わせたような職業で、身の回りの自然と特別な関係を作り上げています。彼はより戦士であり、弓のような遠距離武器を巧く使える職業です。レンジャーはよい隠密行動、よい知覚、よい探索、よい魔法防御を持ち、魔法の道具の使用にも長けています。魔法に必要な能力値は知能です。",
258 "パラディンは戦士とプリーストを合わせた職業です。パラディンはとてもよい戦士ですが、遠距離武器を扱うのは得意ではありません。パラディンには多くの能力が欠けています。隠密行動, 知覚, 探索, そして魔法道具使用が苦手ですが、その神との提携によって魔法防御はそこそこです。魔法に必要な能力値は賢さです。",
260 "魔法戦士はその名称が意味する通りの職業であり、戦士とメイジの資質をあわせ持ちます。彼らの同業者であるレンジャーが自然の魔法と生き抜くためのスキルに特化している一方、本当の魔法剣士はどちらの世界でも一番になろうとしています。戦士としては普通のメイジとは比べ物にならないほど優れています。しかし、実際には魔法でも戦闘でも専門の職業には及ばず、戦士とメイジの中間に位置するような職業です。魔法に必要な能力値は知能です。",
262 "混沌の戦士は恐るべきカオスの魔王の使いとして恐れられる存在です。混沌の戦士はパトロンとなる悪魔を持ち、レベルが上がる度に報酬を得ることがあります。彼は治療してくれたり、こちらを変化させたり、能力値を上げてくれるかもしれませんし、回りに怪物達を出現させたり、能力値や装備を奪うかも知れません。もしくは単にこちらを無視するだけかもしれません。カオスの魔王は無秩序で予測のつかない存在です。報酬の種類はパトロンとなる悪魔と偶然に依存します(違う悪魔は異なる報酬を与えます)。魔法に必要な能力値は知能です。",
264 "修行僧は他の職業とは著しく異なる職業です。彼らは他の職業同様武器と防具を使えますが、マーシャルアーツの訓練を積んでいるため、武器、防具なしでより強力な存在となります。高レベルでは、必要な耐性を身につけるためある種の防具を装備する必要がありますが、もしあまりに重すぎる防具を装備してしまうと、その体術に深刻な妨げとなります。レベルが上がると、彼らは新しい強力な攻撃法を学び、防御能力も上昇します。魔法に必要な能力値は賢さです。",
266 "超能力者は魔法のかわりにその精神の力を使う唯一の職業です。この力は超能力者独特のもので、単に超感覚的なものから他人の精神を支配するものまで様々です。彼らの力はある種の訓練によって開発されるものなので、超能力者は力を使うのに呪文書を必要としません。使える力は単純にキャラクタのレベルによって決まります。超能力に必要な能力値は賢さです。",
268 "ハイメイジは一つの領域に特化し、その領域を通常のメイジよりはるかに深く学んだメイジです。1つの領域に特化したおかげで、彼らは自らが選択した領域の呪文を唱える際の消費MP、最低レベル、失敗率で相当な恩恵を受けます。しかし、生命の領域ではプリーストほどうまくはなれないことには注意すべきです。魔法に必要な能力値は知能です。",
270 "観光客は観光のためにこの世界にやってきました。戦闘力が低く、強力な呪文を使うこともできないため、最も生きぬいていくのが厳しい職業と言えます。魔法に必要な能力値は知能です。",
272 "ものまね師は戦闘力はそこそこありますが、自分から特殊な能力を使うことは全くできません。しかし、自分の目の前にいる相手が特殊能力を使った場合、その能力と全く同じ能力をそっくりそのまま使うことができます。ものまねに必要な能力は基本的に器用さですが、まねる特殊能力に関係ある他の能力も必要です。",
274 "魔獣使いは変愚蛮怒世界のダンジョンに住む生物と心を通い合わせられます。彼らは最もうまくモンスターを乗りこなすことができ、召喚したり手なづけたりしたモンスターを自分の手足のように使います。魔法に必要な能力は魅力です。",
276 "スペルマスターは全ての魔法を極める者です。彼らは全分野において非常に優れた魔法使いであり、あらゆる魔法書のすべての呪文を学習の手間なく使いこなすことができます。その反面、彼らは戦士としては最低で、どんな武器も満足に扱えません。魔術師の杖だけは例外ですが、武器としては使い物にならないでしょう。すべての魔法をうまく生かさなければならないため、非常に上級者向けな職業と言えます。魔法に必要な能力は知能です。",
278 "アーチャーは魔法を使うことはできませんが、どんな職業よりも巧みに弓やスリングを使いこなします。大量の矢や弾を必要とするのは確かですが、岩石からスリング用の弾を作ったり、レベルが上がるとモンスターの骨やがらくたから矢を作ったりする技術を身につけます。また、戦士と比べて隠密行動、知覚、探索、魔法道具の使用などにも優れており、いざというときには魔法の道具に頼ることもできます。",
280 "魔道具術師は杖、魔法棒、ロッドといった魔法のアイテムから魔力を取り込むことによって魔法を使います。魔法のアイテムを発見することが他の職業よりもはるかに重要になります。戦闘力は高くはないですが、そこそこの強さがあります。魔法に必要な能力は知能です。",
282 "吟遊詩人は魔力を帯びた歌を歌うことができます。多くの歌は普通の魔法と異なり、歌を歌っている間継続して効果を発揮します。しかし、同時に2つの歌を歌うことができない、という欠点もあります。視界内全体に影響を及ぼす歌が多い、という特徴もあります。肉体的な能力は貧弱で、単純に切りまくることで道を開くことはできません。魔法に必要な能力は魅力です。",
284 "赤魔道師は下級魔法のほとんどを使うことができ、戦闘力も十分にあります。レベルが上がると強力な能力「連続魔」を身につけることができます。しかし、魔法を覚えるスピードは遅く、上級魔法を使えないので、メイジほどには魔法を頼りにすることができません。魔法道具使用と魔法防御はそこそこですが、それ以外の技能は苦手です。魔法に必要な能力は知能です。",
286 "剣術家は戦士に次ぐ戦闘力があり、様々な技を使うことができます。彼らのMPはレベルに依存せず、賢さだけで決まり、気合いをためることにより、最大値を越えてMPを増やすことができます。しかし、戦士と同様、高レベルの魔法のアイテムは彼らの扱える範囲を越えており、罠の解除や探索の能力も高いとはいえません。必殺技の使用に必要な能力は賢さです。",
288 "練気術師は「気」を使う達人です。修行僧と同様、武器や防具を持たずに戦うことを好み、武器・防具なしでより強力な存在となります。修行僧ほどの戦闘能力はありませんが、修行僧と同様の魔法が使え、さらに「気」の力を操ります。武器を持つことや、重すぎる防具を装備することは、「気」の力の使用を妨げます。魔法と練気術に必要な能力は賢さです。",
290 "青魔道師は優れた魔法使いであり、その機知によって生き延びなければなりません。メイジ等の他の魔法使いとの違いは魔法の覚え方で、青魔道師はモンスターの魔法の効果を受けることでその魔法を覚えます。覚えるためには「ラーニング」の状態になっていないといけません。魔法に必要な能力は知能です。",
292 "騎兵は馬に乗り戦場を駆け抜けるエリート戦士です。魔法は使えませんが、馬上からの圧倒的な攻撃力を誇る上に、高い機動力を生かした射撃をも得意としています。レベルが上がれば、野生のモンスターにまたがり無理矢理手なずけることができます。彼らは己の肉体と精神に誇りを持ち、魔法道具にはあまり頼ろうとはしません。",
294 "狂戦士は怒り狂って武器を振るう恐るべき戦士です。全職業中最高の肉体能力を誇り、恐怖と麻痺に対する耐性を持ち、レベルが上がればその強靭な肉体で矢の呪文を跳ね返すことができます。さらに武器なしで戦うことや、呪いのかけられた装備を力づくで剥がすことができ、いくつかの技を(反魔法状態でも)使うことができます。しかし、巻物や魔法道具は全く使うことができず、罠の解除や隠密行動、探索、魔法防御、飛び道具の技能に関しては絶望的です。ひたすら殴って道を開くしかありません。幽霊は非常に勝利しやすいですがスコアがかなり低く修正されます。",
296 "鍛冶師は武器や防具を自分で強化することができます。特殊効果を持つ武器や防具から特殊効果の元となるエッセンスを取り出し、別の武器や防具にエッセンスを付加することによってその特殊効果を付加できます。ある程度の戦闘能力も持ちますが、魔法は一切使用できず、隠密や魔法防御の技能も低くなります。",
298 "鏡使いは、魔力の込められた鏡を作り出して、それを触媒として攻撃を行なうことができる鏡魔法を使います。鏡使いは鏡の上で実力を発揮し、鏡の上では素早いテレポートが可能となります。魔法の鏡は、レベルによって一度に制御できる数が制限されます。鏡魔法に必要な能力は知能です。",
300 "忍者は暗闇に潜む恐るべき暗殺者であり、光源を持たずに行動し、相手の不意をつき一撃で息の根を止めます。また、相手を惑わすための忍術も身につけます。罠やドアを見つける能力に優れ、罠の解除や鍵開けに熟達しています。軽装を好み、重い鎧や武器を装備すると著しく動きが制限され、また、盾を装備しようとはしません。軽装ならば、レベルが上がるにつれより速くより静かに行動できます。さらに忍者は恐怖せず、成長すれば毒がほとんど効かなくなり、透明なものを見ることができるようになります。忍術に必要な能力は器用さです。",
302 "スナイパーは一撃必殺を狙う恐るべき射手です。精神を高めることにより、射撃の威力と精度を高めます。また、魔法を使うことはできませんが、研ぎ澄まされた精神から繰り出される射撃術はさらなる威力をもたらすことでしょう。テクニックが必要とされる職業です。"
306 "A Warrior is a hack-and-slash character, who solves most of his or her problems by cutting them to pieces, but will occasionally fall back on the help of a magical device. Unfortunately, many high-level devices may be forever beyond their use.",
308 "A Mage is a spell caster that must live by his or her wits as a mage cannot hope to simply hack his or her way through the dungeon like a warrior. In addition to spellbooks, a mage should carry a range of magical devices to help his or her endeavors. A mage can master those devices far more easily than anyone else. A mage's prime statistic is Intelligence as this determines his or her spell casting ability.",
310 "A Priest is a character devoted to serving a higher power. He or she explores the dungeon in the service of a God. Since Priests receive new prayers as gifts from their patron deity, they cannot choose which ones they will learn. Priests are familiar with magical devices which they believe act as foci for divine intervention in the natural order of things. A priest wielding an edged weapon will be so uncomfortable with it that his or her fighting ability decreases. A Priest's primary stat is Wisdom since this determines the success of the prayers to his or her deity.",
312 "A Rogue is a character that prefers to live by his or her cunning, but is capable of fighting out of a tight spot. Rogues are good at locating hidden traps and doors and are the masters of disarming traps and picking locks. A rogue is very stealthy, allowing him or her to sneak around many creatures without having to fight or to get in a telling first blow. A rogue may also backstab a fleeing monster. Intelligence determines a Rogue's spell casting ability.",
314 "A Ranger is a combination of a warrior and a mage who has developed a special affinity for the natural world. He or she is a good fighter and also good with missile weapons such as bows. A ranger has good stealth, good perception, good searching, good saving throws and is good with magical devices. Intelligence determines a Ranger's spell casting ability.",
316 "A Paladin is a combination of a warrior and a priest. Paladins are very good fighters, but not very good at missile weapons. A paladin lacks much in the way of abilities. He or she is poor at stealth, perception, searching, and magical devices but has a decent saving throw due to his or her divine alliance. Wisdom determines a Paladin's success at praying to his or her deity.",
318 "A Warrior-Mage is precisely what the name suggests: a cross between the warrior and mage classes. Unlike rangers who specialize in Nature magic and survival skills, true Warrior-Mages attempt to reach the best of both worlds. As warriors they are much superior to the usual Mage class. Intelligence determines a Warrior-Mage's spell casting ability.",
320 "Chaos Warriors are the feared servants of the terrible Demon Lords of Chaos. Every Chaos Warrior has a Patron Demon and, when gaining a level, may receive a reward from his or her Patron. He or she might be healed or polymorphed, given an awesome weapon, or have his or her stats increased. On the other hand, the Patron might surround the Chaos Warrior with monsters, drain his or her stats, wreck his or her equipment, or simply ignore the Chaos Warrior. The Demon Lords of Chaos are chaotic and unpredictable indeed. The exact type of reward depends on both the Patron Demon (different Demons give different rewards) and chance.",
322 "The Monk character class is very different from all other classes. Their training in martial arts makes them much more powerful with no armor or weapons. To gain the resistances necessary for survival a monk may need to wear some kind of armor, but if the armor he or she wears is too heavy, it will severely disturb his or her martial arts maneuvers. As the monk advances levels, new, powerful forms of attack become available. Their defensive capabilities increase likewise, but if armour is being worn, this effect decreases. Wisdom determines a Monk's spell casting ability.",
324 "The Mindcrafter is a unique class that uses the powers of the mind instead of magic. These powers are unique to Mindcrafters, and vary from simple extrasensory powers to mental domination of others. Since these powers are developed by the practice of certain disciplines, a Mindcrafter requires no spellbooks to use them. The available powers are simply determined by the character's level. Wisdom determines a Mindcrafter's ability to use mind powers.",
326 "High-mages are mages who specialize in one particular field of magic and learn it very well - much better than the ordinary mage. For the price of giving up a second realm of magic, they gain substantial benefits in the mana costs, minimum levels, and failure rates in the spells of the realm of their specialty. A high mage's prime statistic is intelligence as this determines his or her spell casting ability.",
328 "Tourists have visited this world for the purpose of sightseeing. Their fighting skills are bad, and they cannot cast powerful spells. They are the most difficult class to win the game with. Intelligence determines a tourist's spell casting ability.",
330 "Imitators have enough fighting skills to survive, but rely on their ability to imitate monster spells. When monsters in line of sight use spells, they are added to a temporary spell list which the imitator can choose among. Spells should be imitated quickly, because timing and situation are everything. An imitator can only repeat a spell once each time he or she observes it. Dexterity determines general imitation ability, but a stat related to the specific action is often also taken into account.",
332 "Beastmasters are in tune with the minds of the creatures of the world of Hengband. They are very good at riding and have enough fighting ability. The monsters that a beastmaster summons or dominates become the beastmaster's hands and feet. Beastmasters can cast trump magic and are very good at summoning spells, but they can not summon non-living creatures. Charisma determines a Beastmaster's spell casting ability.",
334 "Sorcerers are the all-around best magicians, being able to cast any spell from most magic realms without having to learn it. On the downside, they are the worst fighters in the dungeon, being unable to use any weapon but a Wizardstaff.",
336 "Archers are to bows what warriors are to melee. They are the best class around with any bow, crossbow, or sling. They need a lot of ammunition, but will learn how to make it from junk found in the dungeon. An archer is better than a warrior at stealth, perception, searching and magical devices.",
338 "Magic-Eaters can absorb the energy of wands, staffs, and rods, and can then use these magics as if they were carrying all of these absorbed devices. They are middling-poor at fighting. A Magic-Eater's prime statistic is intelligence.",
340 "Bards are something like traditional musicians. Their magical attacks are sound-based, and last as long as the Bard has mana. Although a bard cannot sing two or more songs at the same time, he or she does have the advantage that many songs affect all areas in sight. A bard's prime statistic is charisma.",
342 "Red-Mages can use almost all spells from lower rank spellbooks of most realms without having to learn it. At higher level, they develop the powerful ability \"Double Magic\". However, they have large penalties in the mana costs, minimum levels, and failure rates of spells, and they cannot use any spells from higher rank spellbooks. They are not bad at using magical devices and magic resistance, and are decent fighters, but are bad at other skills. A red-mage's prime statistic is intelligence.",
344 "Samurai, masters of the art of the blade, are the next strongest fighters after Warriors. Their spellpoints do not depend on level, but depend solely on wisdom, and they can use the technique Concentration to temporarily increase SP beyond its usual maximum value. Samurai are not good at most other skills, and many magical devices may be too difficult for them to use. Wisdom determines a Samurai's ability to use the special combat techniques available to him or her.",
346 "A ForceTrainer is a master of the spiritual Force. They prefer fighting with neither weapons nor armor. They are not as good fighters as are Monks, but they can use both magic and the spiritual Force. Wielding weapons or wearing heavy armor disturbs use of the Force. Wisdom is a ForceTrainer's primary stat.",
348 "A Blue-Mage is a spell caster that must live by his or her wits, as a Blue-Mage cannot hope to simply hack his or her way through the dungeon like a warrior. A major difference between the Mage and the Blue-Mage is the method of learning spells: Blue-Mages may learn spells from monsters by activating his or her Learning ability. A Blue-Mage's prime statistic is Intelligence as this determines his or her spell casting ability.",
350 "Cavalry ride on horses into battle. Although they cannot cast spells, they are proud of their overwhelming offensive strength on horseback. They are good at shooting. At high levels, they learn to forcibly saddle and tame wild monsters. Since they take pride in the body and the soul, they don't use magical devices well.",
352 "A Berserker is a fearful fighter indeed, immune to fear and paralysis. At high levels, Berserkers can reflect bolt spells with their tough flesh. Furthermore, they can fight without weapons, can remove cursed equipment by force, and can even use their special combat techniques when surrounded by an anti-magic barrier. Berserkers, however, cannot use any magical devices or read any scrolls, and are hopeless at all non-combat skills. Since Berserker Spectres are quite easy to *win* with, their scores are lowered.",
354 "A Weaponsmith can improve weapons and armor for him or herself. They can extract the essences of special effects from weapons or armor which have various special abilities, and can add these essences to another weapon or armor. They are good at fighting, but cannot cast spells, and are poor at skills such as stealth or magic defense.",
356 "Mirror-Masters are spell casters; like other mages, they must live by their wits. They can create magical mirrors, and employ them in the casting of Mirror-Magic spells. A Mirror-Master standing on a mirror has greater ability and, for example, can perform quick teleports. The maximum number of Magical Mirrors which can be controlled simultaneously depends on the level. Intelligence determines a Mirror-Master's spell casting ability.",
358 "A Ninja is a fearful assassin lurking in darkness. He or she can navigate effectively with no light source, catch enemies unawares, and kill with a single blow. Ninjas can use Ninjutsu, and are good at locating hidden traps and doors, disarming traps and picking locks. Since heavy armor, heavy weapons, or shields will restrict their motion greatly, they prefer light clothes, and become faster and more stealthy as they gain levels. A Ninja knows no fear and, at high level, becomes almost immune to poison and able to see invisible things. Dexterity determines a Ninja's ability to use Ninjutsu.",
360 "Snipers are good at shooting, and they can kill targets by a few shots. After they concentrate deeply, they can demonstrate their shooting talents. You can see incredibly firepower of their shots."
364 /*! 性格の解説メッセージテーブル */
365 static concptr seikaku_jouhou[MAX_SEIKAKU] =
368 "ふつうは、特に特筆するべき部分がない性格です。あらゆる技能を平均的にこなします。",
370 "ちからじまんは、肉体的な能力や技能が上昇します。しかし、魔法に関係する能力や技能は劣り、戦士よりのステータスを持ちます。",
372 "きれものは、肉体的な能力は下がりますが、知能や魔法に関係する技能は上昇し、メイジよりのステータスを持ちます。",
374 "しあわせものは、神を信仰する能力が高くなります。肉体的には平均的な能力を持ち、プリーストに近いステータスとなります。",
376 "すばしっこいは、どのスキルも比較的うまくこなしますが、肉体的な能力は低くなります。",
378 "いのちしらずは、戦闘力、魔法能力の両方が上昇しますが、魔法防御、HPといった能力は悪くなります。",
380 "好きな食べ物は焼きビーフン。抑えてはいるが、冒険心旺盛な一匹狼。正義感、勇気とも平均以上だがカッとしやすい所もある。計画的人生より行き当たりばったりの人生を選んでしまうタイプで、異性の扱いは苦手。",
382 "なまけものは、あらゆるスキルが低く、何をやってもうまくいきません。",
384 "セクシーギャルは、あらゆるスキルをうまくこなすことができます。しかし、その人をなめた性格は全てのモンスターを怒らせることになるでしょう。この性格は女性しか選ぶことができません。",
386 "ラッキーマンは、能力値はなまけものに匹敵するくらい低いにもかかわらず、どんなことをしてもなぜかうまくいってしまいます。この性格は男性しか選ぶことができません。",
388 "がまんづよいは、じっくりと物事にとりくむ慎重な性格で、他の性格に比べて高い耐久力を得ることができます。しかし、自分から行動するのは苦手で、多くの技能は低くなってしまいます。",
390 "いかさまは、初心者の練習用の性格です。あらゆる能力が高くなっています。この性格を使えば勝利者になることは容易ですが、勝利しても全く自慢になりません。",
392 "チャージマンは「こんなところ」に連れて行かれても仕方のない可愛そうなお友達なんDA。腕っ節やタフさはマンモス並みに強いのだけれど知能面はまるで駄目なのが分かるだろう?この性格は最初から気が狂っているので、混乱したり幻覚を見る心配がないのです。",
396 "\"Ordinary\" is a personality with no special skills or talents, with unmodified stats and skills.",
398 "\"Mighty\" raises your physical stats and skills, but reduces stats and skills which influence magic. It makes your stats suitable for a warrior. Also it directly influences your hit-points and spell fail rate.",
400 "\"Shrewd\" reduces your physical stats, and raises your intelligence and magical skills. It makes your stats suitable for a mage. Also it directly influences your hit-points and spell fail rate.",
402 "\"Pious\" deepens your faith in your God. It makes your physical ability average, and your stats suitable for priest.",
404 "\"Nimble\" improves most skills except for melee combat.",
406 "\"Fearless\" raises both your melee and magical ability. Stats such as magic defense and constitution are reduced. Also it has a direct bad influence on your hit-points.",
408 "\"Combat\" gives you comparatively high melee and shooting abilities, and average constitution. Other skills such as stealth, magic defence, and magical devices are weakened. All \"Combat\" people have great respect for the legendary \"Combat Echizen\".\n\
409 (See \"Death Crimson\" / Ecole Software Corp.)",
411 "A \"Lazy\" person has no good stats and can do no action well. Also it has a direct bad influence on your spell fail rate.",
413 "\"Sexy\" rises all of your abilities, but your haughty attitude will aggravate all monsters. Only females can choose this personality.",
415 "A \"Lucky\" man has poor stats, equivalent to a \"Lazy\" person. Mysteriously, however, he can do all things well. Only males can choose this personality.",
417 "A \"Patient\" person does things carefully. Patient people have high constitution, and high resilience, but poor abilities in most other skills. Also it directly influences your hit-points.",
419 "\"Munchkin\" is a personality for beginners. It raises all your stats and skills. With this personality, you can win the game easily, but gain little honor in doing so.",
421 "\"ChargeMan\" is a crazy killer. You are strong and tough but have poor intelligence. Since you're already insane, confusion and hallucinations do not affect you.",
426 /*! 魔法領域の詳細解説メッセージテーブル */
427 static concptr realm_jouhou[VALID_REALM] =
430 "生命は回復能力に優れた魔法です。治療や防御、感知魔法が多く含まれていますが、攻撃呪文もわずかに持っています。特に高レベルの呪文にはアンデッドを塵に帰す力をあると言われています。",
432 "仙術は「meta」領域であり、感知や鑑定、さらに退却用の呪文や自身の能力を高める呪文などの便利な呪文が含まれています。しかし、直接攻撃用の呪文は持っていません。",
434 "自然の魔法は使用者を元素のマスターにします。これには防御、探知、治療と攻撃呪文が含まれています。また、生命以外の領域で最高の治療呪文もこの領域にあります。",
436 "カオスの魔法は制御が困難で、予測のできない魔法もあります。カオスは非常に非元素的であり、カオスの呪文は想像できる最も恐るべき破壊兵器です。この呪文を唱えるものはカオスの尖兵に対し、敵や自分自身さえも変異させるよう要求します。",
438 "黒魔術である暗黒の魔法ほど邪悪なカテゴリーはありません。これらの呪文は比較的学ぶのが困難ですが、高レベルになると術者に生物とアンデッドを自由に操る能力を与えます。残念なことに、もっとも強力な呪文はその触媒として術者自身の血を必要とし、詠唱中にしばしば術者を傷つけます。",
440 "トランプの魔法はテレポート系の呪文で精選されたものを持っており、その出入り口は他の生物を召喚するためにも使えるため、召喚呪文から選りすぐられたものも同様に持っています。しかし、この魔法によって全ての怪物が別の場所へ呼ばれるのを理解するわけではなく、もし召喚呪文に失敗するとその生物は敵となります。",
442 "秘術の魔法は、全ての領域から有用な呪文だけを取り入れようとした多用途領域です。必要な「道具」的呪文を持っていても高レベルの強力な呪文は持っていません。結果として、全ての呪文書は街で買い求めることができます。また、他の領域に存在する同様な呪文の方がより低レベル、低コストで唱えることができます。",
444 "匠の魔法は、自分や道具を強化するための魔法が含まれています。魔法によって自分自身の戦闘力を非常に高めることができますが、相手を直接攻撃するような呪文は含まれていません。",
446 "悪魔の魔法は暗黒と同様非常に邪悪なカテゴリーです。様々な攻撃魔法に優れ、また悪魔のごとき知覚能力を得ることができます。高レベルの呪文は悪魔を自在に操り、自分自身の肉体をも悪魔化させることができます。",
448 "破邪は「正義」の魔法です。直接敵を傷つける魔法が多く含まれ、特に邪悪な敵に対する力は恐るべきものがあります。しかし、善良な敵にはあまり効果がありません。",
450 "歌集は、歌によって効果を発揮する魔法です。魔法と同様、使った時に効果のあるものと、歌い続けることによって持続して効果を発揮するものがあります。後者の場合は、MPの続く限り効果を発揮することができますが、同時に歌える歌は1つだけという制限もあります。",
452 "武芸の書は、様々な戦闘の技について書かれています。この本は技を覚えるときに読む必要がありますが、一度覚えた技は使うのに本を持つ必要はありません。技を使うときには必ず武器を装備していなければいけません。",
454 "呪術は忌むべき領域です。複数の呪いの言葉を歌のように紡ぎながら詠唱します。多くの呪文は詠唱し続けることによって効果が持続されます。呪文には相手の行動を束縛するもの、ダメージを与えるもの、攻撃に対して反撃するものが多くあります。"
457 "Life magic is very good for healing; it relies mostly on healing, protection and detection spells. Also life magic has a few attack spells as well. It's said that some high level spells of life magic can disintegrate Undead monsters into ash.",
459 "Sorcery is a `meta` realm, including enchantment and general spells. It provides superb protection spells, spells to enhance your odds in combat and, most importantly, a vast selection of spells for gathering information. However, Sorcery has one weakness: it has no spells to deal direct damage to your enemies.",
461 "Nature magic makes you a master of the elements; it provides protection, detection, curing and attack spells. Nature also has a spell of Herbal Healing, which is the only powerful healing spell outside the realm of Life magic.",
463 "There are few types of magic more unpredictable and difficult to control than Chaos magic. Chaos is the very element of unmaking, and the Chaos spells are the most terrible weapons of destruction imaginable. The caster can also call on the primal forces of Chaos to induce mutations in his/her opponents and even him/herself.",
465 "There is no fouler nor more evil category of spells than the necromantic spells of Death Magic. These spells are relatively hard to learn, but at higher levels the spells give the caster power over living and the (un)dead, but the most powerful spells need his / her own blood as the focus, often hurting the caster in the process of casting.",
467 "Trump magic has, indeed, an admirable selection of teleportation spells. Since the Trump gateways can also be used to summon other creatures, Trump magic has an equally impressive selection of summoning spells. However, not all monsters appreciate being drawn to another place by Trump user.",
469 "Arcane magic is a general purpose realm of magic. It attempts to encompass all 'useful' spells from all realms. This is the downside of Arcane magic: while Arcane does have all the necessary 'tool' spells for a dungeon delver, it has no ultra-powerful high level spells. As a consequence, all Arcane spellbooks can be bought in town. It should also be noted that the 'specialized' realms usually offer the same spell at a lower level and cost.",
471 "Craft magic can strengthen the caster or his or her equipment. These spells can greatly improve the caster's fighting ability. Using them against opponents directly is not possible.",
473 "Demon is a very evil realm, same as Death. It provides various attack spells and devilish detection spells. At higher levels, Demon magic provides the ability to dominate demons and to polymorph yourself into a demon.",
475 "Crusade is a magic of 'Justice'. It includes damage spells, which are greatly effective against foul and evil monsters, but have poor effects against good monsters.",
477 "Music magic works through the caster singing songs. There are two types of songs; one which shows effects instantly and another which shows effects continuously until SP runs out. The latter type has a limit: only one song can be sung at a time.",
479 "The books of Kendo describe various combat techniques. When learning new techniques, you are required to carry the books, but once you memorizes them, you don't have to carry them. When using a technique, wielding a weapon is required.",
481 "Hex is an unsavory realm, like the death and demon realms. Many spells can act continuously by stringing together curses like a song. Spells may obstruct monsters' actions, deal damage to monsters in sight, or return damage to monsters who have damaged the caster."
485 /*! 魔法領域の簡易解説メッセージテーブル */
486 static concptr realm_subinfo[VALID_REALM] =
498 "邪悪な怪物に対する攻撃に優れています",
503 "Good at detection and healing.",
504 "Utility and protective spells.",
505 "Good at detection and defence.",
506 "Offensive and destructive.",
507 "Ruins living creatures.",
508 "Good at summoning and teleportation.",
509 "Very useful but not as potent.",
510 "Support for melee fighting.",
511 "Good at both offence and defence.",
512 "Destroys evil creatures.",
513 "Songs with magical effects.",
514 "Special attacks on melee.",
515 "Good at obstacle and revenge."
520 /*! オートローラの能力値的要求水準 / Autoroll limit */
521 static s16b stat_limit[6];
523 /*! オートローラの年齢、身長、体重、社会的地位の要求水準 */
531 /*! オートローラ中、各能力値が水準を超えた回数 / Autoroll matches */
532 static s32b stat_match[6];
534 /*! オートローラの試行回数 / Autoroll round */
535 static s32b auto_round;
538 * @brief プレイヤー作成を中断して変愚蛮怒を終了する
541 static void birth_quit(void)
547 * @brief 指定されたヘルプファイルを表示する / Show specific help file
548 * @param creature_ptr プレーヤーへの参照ポインタ
549 * @param helpfile ファイル名
552 static void show_help(player_type *creature_ptr, concptr helpfile)
555 (void)show_file(creature_ptr, TRUE, helpfile, NULL, 0, 0);
561 * @brief プレイヤーの魔法領域を選択する / Choose from one of the available magical realms
562 * @param choices 選択可能な魔法領域のビット配列
563 * @param count 選択可能な魔法領域を返すポインタ群。
564 * @return 選択した魔法領域のID
566 static byte choose_realm(player_type *creature_ptr, s32b choices, int *count)
568 int picks[VALID_REALM] = { 0 };
570 byte auto_select = REALM_NONE;
573 char sym[VALID_REALM];
575 char buf[80], cur[80];
577 /* Count the choices */
578 if (choices & CH_LIFE)
581 auto_select = REALM_LIFE;
583 if (choices & CH_SORCERY)
586 auto_select = REALM_SORCERY;
588 if (choices & CH_NATURE)
591 auto_select = REALM_NATURE;
593 if (choices & CH_CHAOS)
596 auto_select = REALM_CHAOS;
598 if (choices & CH_DEATH)
601 auto_select = REALM_DEATH;
603 if (choices & CH_TRUMP)
606 auto_select = REALM_TRUMP;
608 if (choices & CH_ARCANE)
611 auto_select = REALM_ARCANE;
613 if (choices & CH_ENCHANT)
616 auto_select = REALM_CRAFT;
618 if (choices & CH_DAEMON)
621 auto_select = REALM_DAEMON;
623 if (choices & CH_CRUSADE)
626 auto_select = REALM_CRUSADE;
628 if (choices & CH_MUSIC)
631 auto_select = REALM_MUSIC;
633 if (choices & CH_HISSATSU)
636 auto_select = REALM_HISSATSU;
638 if (choices & CH_HEX)
641 auto_select = REALM_HEX;
646 /* Auto-select the realm */
647 if ((*count) < 2) return auto_select;
649 /* Constraint to the 1st realm */
650 if (creature_ptr->realm2 != 255)
652 if (creature_ptr->pclass == CLASS_PRIEST)
654 if (is_good_realm(creature_ptr->realm1))
656 choices &= ~(CH_DEATH | CH_DAEMON);
660 choices &= ~(CH_LIFE | CH_CRUSADE);
666 put_str(_("注意:魔法の領域の選択によりあなたが習得する呪文のタイプが決まります。", "Note: The realm of magic will determine which spells you can learn."), 23, 5);
669 for (i = 0; i < 32; i++)
672 if (choices & (1L << i))
674 if (creature_ptr->realm1 == i + 1)
676 if (creature_ptr->realm2 == 255)
681 if (creature_ptr->realm2 == i + 1)
686 sprintf(buf, "%c%c %s", sym[n], p2, realm_names[i + 1]);
687 put_str(buf, 12 + (n / 5), 2 + 15 * (n % 5));
691 sprintf(cur, "%c%c %s", '*', p2, _("ランダム", "Random"));
700 c_put_str(TERM_WHITE, cur, 12 + (os / 5), 2 + 15 * (os % 5));
706 sprintf(cur, "%c%c %s", '*', p2, _("ランダム", "Random"));
710 sprintf(cur, "%c%c %s", sym[cs], p2, realm_names[picks[cs]]);
711 sprintf(buf, "%s", realm_names[picks[cs]]);
713 c_put_str(TERM_L_BLUE, buf, 3, 40);
714 put_str("の特徴", 3, 40 + strlen(buf));
716 c_put_str(TERM_L_BLUE, realm_names[picks[cs]], 3, 40);
717 put_str(": Characteristic", 3, 40 + strlen(realm_names[picks[cs]]));
719 put_str(realm_subinfo[technic2magic(picks[cs]) - 1], 4, 40);
721 c_put_str(TERM_YELLOW, cur, 12 + (cs / 5), 2 + 15 * (cs % 5));
727 sprintf(buf, _("領域を選んで下さい(%c-%c) ('='初期オプション設定): ", "Choose a realm (%c-%c) ('=' for options): "), sym[0], sym[n - 1]);
729 put_str(buf, 10, 10);
731 if (c == 'Q') birth_quit();
732 if (c == 'S') return 255;
733 if (c == ' ' || c == '\r' || c == '\n')
753 if (cs >= 5) cs -= 5;
765 if ((cs + 5) <= n) cs += 5;
767 k = (islower(c) ? A2I(c) : -1);
768 if ((k >= 0) && (k < n))
773 k = (isupper(c) ? (26 + c - 'A') : -1);
774 if ((k >= 26) && (k < n))
782 show_help(creature_ptr, _("jmagic.txt#MagicRealms", "magic.txt#MagicRealms"));
787 do_cmd_options_aux(OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth option((*)s effect score)"));
791 else if (c != '2' && c != '4' && c != '6' && c != '8') bell();
797 return (byte_hack)(picks[k]);
802 * @brief 選択した魔法領域の解説を表示する / Choose the magical realms
803 * @return ユーザが魔法領域の確定を選んだらTRUEを返す。
805 static bool get_player_realms(player_type *creature_ptr)
809 /* Clean up infomation of modifications */
814 /* Select the first realm */
815 creature_ptr->realm1 = REALM_NONE;
816 creature_ptr->realm2 = 255;
822 creature_ptr->realm1 = choose_realm(creature_ptr, realm_choices1[creature_ptr->pclass], &count);
824 if (255 == creature_ptr->realm1) return FALSE;
825 if (!creature_ptr->realm1) break;
833 roff_to_buf(realm_jouhou[technic2magic(creature_ptr->realm1) - 1], 74, temp, sizeof(temp));
835 for (i = 0; i < 10; i++)
848 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
853 else if (get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_DEFAULT_Y)) break;
856 /* Select the second realm */
857 creature_ptr->realm2 = REALM_NONE;
858 if (creature_ptr->realm1)
860 /* Print the realm */
861 put_str(_("魔法 :", "Magic :"), 6, 1);
862 c_put_str(TERM_L_BLUE, realm_names[creature_ptr->realm1], 6, 15);
864 /* Select the second realm */
871 creature_ptr->realm2 = choose_realm(creature_ptr, realm_choices2[creature_ptr->pclass], &count);
873 if (255 == creature_ptr->realm2) return FALSE;
874 if (!creature_ptr->realm2) break;
882 roff_to_buf(realm_jouhou[technic2magic(creature_ptr->realm2) - 1], 74, temp, sizeof(temp));
884 for (i = 0; i < A_MAX; i++)
897 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
902 else if (get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_DEFAULT_Y)) break;
904 if (creature_ptr->realm2)
906 /* Print the realm */
907 c_put_str(TERM_L_BLUE, format("%s, %s", realm_names[creature_ptr->realm1], realm_names[creature_ptr->realm2]), 6, 15);
916 * @brief プレイヤーのクイックスタート情報をプレイヤー構造体から保存する / Save the current data for later
917 * @param birther_ptr クイックスタート構造体の参照ポインタ
920 static void save_prev_data(player_type *creature_ptr, birther *birther_ptr)
925 birther_ptr->psex = creature_ptr->psex;
926 birther_ptr->prace = creature_ptr->prace;
927 birther_ptr->pclass = creature_ptr->pclass;
928 birther_ptr->pseikaku = creature_ptr->pseikaku;
929 birther_ptr->realm1 = creature_ptr->realm1;
930 birther_ptr->realm2 = creature_ptr->realm2;
931 birther_ptr->age = creature_ptr->age;
932 birther_ptr->ht = creature_ptr->ht;
933 birther_ptr->wt = creature_ptr->wt;
934 birther_ptr->sc = creature_ptr->sc;
935 birther_ptr->au = creature_ptr->au;
938 for (i = 0; i < A_MAX; i++)
940 birther_ptr->stat_max[i] = creature_ptr->stat_max[i];
941 birther_ptr->stat_max_max[i] = creature_ptr->stat_max_max[i];
945 for (i = 0; i < PY_MAX_LEVEL; i++)
947 birther_ptr->player_hp[i] = creature_ptr->player_hp[i];
950 birther_ptr->chaos_patron = creature_ptr->chaos_patron;
952 /* Save the virtues */
953 for (i = 0; i < 8; i++)
955 birther_ptr->vir_types[i] = creature_ptr->vir_types[i];
958 /* Save the history */
959 for (i = 0; i < 4; i++)
961 strcpy(birther_ptr->history[i], creature_ptr->history[i]);
967 * @brief プレイヤーのクイックスタート情報をプレイヤー構造体へ読み込む / Load the previous data
968 * @param swap TRUEならば現在のプレイヤー構造体上との内容をスワップする形で読み込む。
971 static void load_prev_data(player_type *creature_ptr, bool swap)
977 /*** Save the current data ***/
978 if (swap) save_prev_data(creature_ptr, &temp);
981 /*** Load the previous data ***/
984 creature_ptr->psex = previous_char.psex;
985 creature_ptr->prace = previous_char.prace;
986 creature_ptr->pclass = previous_char.pclass;
987 creature_ptr->pseikaku = previous_char.pseikaku;
988 creature_ptr->realm1 = previous_char.realm1;
989 creature_ptr->realm2 = previous_char.realm2;
990 creature_ptr->age = previous_char.age;
991 creature_ptr->ht = previous_char.ht;
992 creature_ptr->wt = previous_char.wt;
993 creature_ptr->sc = previous_char.sc;
994 creature_ptr->au = previous_char.au;
997 for (i = 0; i < A_MAX; i++)
999 creature_ptr->stat_cur[i] = creature_ptr->stat_max[i] = previous_char.stat_max[i];
1000 creature_ptr->stat_max_max[i] = previous_char.stat_max_max[i];
1004 for (i = 0; i < PY_MAX_LEVEL; i++)
1006 creature_ptr->player_hp[i] = previous_char.player_hp[i];
1008 creature_ptr->mhp = creature_ptr->player_hp[0];
1009 creature_ptr->chp = creature_ptr->player_hp[0];
1011 creature_ptr->chaos_patron = previous_char.chaos_patron;
1013 for (i = 0; i < 8; i++)
1015 creature_ptr->vir_types[i] = previous_char.vir_types[i];
1018 /* Load the history */
1019 for (i = 0; i < 4; i++)
1021 strcpy(creature_ptr->history[i], previous_char.history[i]);
1024 /*** Save the previous data ***/
1027 (void)COPY(&previous_char, &temp, birther);
1035 * @brief プレイヤーの能力値表現に基づいて加減算を行う。
1036 * @param value 現在の能力値
1037 * @param amount 加減算する値
1040 static int adjust_stat(int value, int amount)
1044 /* Negative amounts */
1048 for (i = 0; i < (0 - amount); i++)
1050 if (value >= 18 + 10)
1054 else if (value > 18)
1065 /* Positive amounts */
1066 else if (amount > 0)
1069 for (i = 0; i < amount; i++)
1082 /* Return the result */
1090 * @brief プレイヤーの能力値を一通りロールする。 / Roll for a characters stats
1092 * calc_bonuses()による、独立ステータスからの副次ステータス算出も行っている。
1093 * For efficiency, we include a chunk of "calc_bonuses()".\n
1096 static void get_stats(player_type *creature_ptr)
1098 /* Roll and verify some stats */
1104 /* Roll some dice */
1105 for (i = 0; i < 2; i++)
1107 s32b tmp = randint0(60 * 60 * 60);
1110 /* Extract 5 + 1d3 + 1d4 + 1d5 */
1112 val += tmp % 3; tmp /= 3;
1113 val += tmp % 4; tmp /= 4;
1114 val += tmp % 5; tmp /= 5;
1116 /* Save that value */
1118 creature_ptr->stat_cur[3 * i] = creature_ptr->stat_max[3 * i] = val;
1120 /* Extract 5 + 1d3 + 1d4 + 1d5 */
1122 val += tmp % 3; tmp /= 3;
1123 val += tmp % 4; tmp /= 4;
1124 val += tmp % 5; tmp /= 5;
1126 /* Save that value */
1128 creature_ptr->stat_cur[3 * i + 1] = creature_ptr->stat_max[3 * i + 1] = val;
1130 /* Extract 5 + 1d3 + 1d4 + 1d5 */
1132 val += tmp % 3; tmp /= 3;
1133 val += tmp % 4; tmp /= 4;
1134 val += (BASE_STATUS)tmp;
1136 /* Save that value */
1138 creature_ptr->stat_cur[3 * i + 2] = creature_ptr->stat_max[3 * i + 2] = val;
1142 if ((sum > 42 + 5 * 6) && (sum < 57 + 5 * 6)) break;
1143 /* 57 was 54... I hate 'magic numbers' :< TY */
1148 * @brief プレイヤーの限界ステータスを決める。
1151 void get_max_stats(player_type *creature_ptr)
1156 /* Roll and verify some stats */
1159 /* Roll some dice */
1160 for (j = i = 0; i < A_MAX; i++)
1163 dice[i] = randint1(7);
1165 /* Collect the maximum */
1173 /* Acquire the stats */
1174 for (i = 0; i < A_MAX; i++)
1176 BASE_STATUS max_max = 18 + 60 + dice[i] * 10;
1178 /* Save that value */
1179 creature_ptr->stat_max_max[i] = max_max;
1180 if (creature_ptr->stat_max[i] > max_max)
1181 creature_ptr->stat_max[i] = max_max;
1182 if (creature_ptr->stat_cur[i] > max_max)
1183 creature_ptr->stat_cur[i] = max_max;
1185 creature_ptr->knowledge &= ~(KNOW_STAT);
1186 creature_ptr->redraw |= (PR_STATS);
1191 * @brief その他「オートローラ中は算出の対象にしない」副次ステータスを処理する / Roll for some info that the auto-roller ignores
1194 static void get_extra(player_type *creature_ptr, bool roll_hitdie)
1198 /* Experience factor */
1199 if (creature_ptr->prace == RACE_ANDROID) creature_ptr->expfact = rp_ptr->r_exp;
1200 else creature_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
1202 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA)) && ((creature_ptr->prace == RACE_KLACKON) || (creature_ptr->prace == RACE_SPRITE)))
1203 creature_ptr->expfact -= 15;
1205 /* Reset record of race/realm changes */
1206 creature_ptr->start_race = creature_ptr->prace;
1207 creature_ptr->old_race1 = 0L;
1208 creature_ptr->old_race2 = 0L;
1209 creature_ptr->old_realm = 0;
1211 for (i = 0; i < 64; i++)
1213 if (creature_ptr->pclass == CLASS_SORCERER) creature_ptr->spell_exp[i] = SPELL_EXP_MASTER;
1214 else if (creature_ptr->pclass == CLASS_RED_MAGE) creature_ptr->spell_exp[i] = SPELL_EXP_SKILLED;
1215 else creature_ptr->spell_exp[i] = SPELL_EXP_UNSKILLED;
1218 for (i = 0; i < 5; i++)
1219 for (j = 0; j < 64; j++)
1220 creature_ptr->weapon_exp[i][j] = s_info[creature_ptr->pclass].w_start[i][j];
1221 if ((creature_ptr->pseikaku == SEIKAKU_SEXY) && (creature_ptr->weapon_exp[TV_HAFTED - TV_WEAPON_BEGIN][SV_WHIP] < WEAPON_EXP_BEGINNER))
1223 creature_ptr->weapon_exp[TV_HAFTED - TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_BEGINNER;
1226 for (i = 0; i < GINOU_MAX; i++)
1227 creature_ptr->skill_exp[i] = s_info[creature_ptr->pclass].s_start[i];
1230 if (creature_ptr->pclass == CLASS_SORCERER)
1231 creature_ptr->hitdie = rp_ptr->r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
1233 creature_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
1235 /* Roll for hit point unless quick-start */
1236 if (roll_hitdie) roll_hitdice(creature_ptr, SPOP_NO_UPDATE);
1238 /* Initial hitpoints */
1239 creature_ptr->mhp = creature_ptr->player_hp[0];
1244 * @brief プレイヤーの生い立ちの自動生成を行う。 / Get the racial history, and social class, using the "history charts".
1247 static void get_history(player_type *creature_ptr)
1249 int i, n, chart, roll, social_class;
1255 /* Clear the previous history strings */
1256 for (i = 0; i < 4; i++) creature_ptr->history[i][0] = '\0';
1258 /* Clear the history text */
1261 /* Initial social class */
1262 social_class = randint1(4);
1264 /* Starting place */
1265 switch (creature_ptr->prace)
1273 case RACE_BARBARIAN:
1310 case RACE_HALF_TROLL:
1320 case RACE_HALF_OGRE:
1325 case RACE_HALF_GIANT:
1330 case RACE_HALF_TITAN:
1360 case RACE_DRACONIAN:
1365 case RACE_MIND_FLAYER:
1453 /* Process the history */
1459 /* Roll for nobility */
1460 roll = randint1(100);
1463 /* Access the proper entry in the table */
1464 while ((chart != bg[i].chart) || (roll > bg[i].roll))
1469 /* Acquire the textual history */
1470 (void)strcat(buf, bg[i].info);
1472 /* Add in the social class */
1473 social_class += (int)(bg[i].bonus) - 50;
1475 /* Enter the next chart */
1480 /* Verify social class */
1481 if (social_class > 100) social_class = 100;
1482 else if (social_class < 1) social_class = 1;
1484 /* Save the social class */
1485 creature_ptr->sc = (s16b)social_class;
1488 /* Skip leading spaces */
1489 for (s = buf; *s == ' '; s++) /* loop */;
1491 /* Get apparent length */
1494 /* Kill trailing spaces */
1496 while ((n > 0) && (s[n - 1] == ' ')) s[--n] = '\0';
1500 roff_to_buf(s, 60, temp, sizeof(temp));
1502 for (i = 0; i < 4; i++) {
1503 if (t[0] == 0)break;
1504 else { strcpy(creature_ptr->history[i], t); t += strlen(t) + 1; }
1510 * @brief プレイヤーの身長体重を決める / Get character's height and weight
1513 void get_height_weight(player_type *creature_ptr)
1515 int h_percent; /* 身長が平均にくらべてどのくらい違うか. */
1517 /* Calculate the height/weight for males */
1518 if (creature_ptr->psex == SEX_MALE)
1520 creature_ptr->ht = randnor(rp_ptr->m_b_ht, rp_ptr->m_m_ht);
1521 h_percent = (int)(creature_ptr->ht) * 100 / (int)(rp_ptr->m_b_ht);
1522 creature_ptr->wt = randnor((int)(rp_ptr->m_b_wt) * h_percent / 100
1523 , (int)(rp_ptr->m_m_wt) * h_percent / 300);
1526 /* Calculate the height/weight for females */
1527 else if (creature_ptr->psex == SEX_FEMALE)
1529 creature_ptr->ht = randnor(rp_ptr->f_b_ht, rp_ptr->f_m_ht);
1530 h_percent = (int)(creature_ptr->ht) * 100 / (int)(rp_ptr->f_b_ht);
1531 creature_ptr->wt = randnor((int)(rp_ptr->f_b_wt) * h_percent / 100
1532 , (int)(rp_ptr->f_m_wt) * h_percent / 300);
1538 * @brief プレイヤーの年齢を決める。 / Computes character's age, height, and weight by henkma
1539 * @details 内部でget_height_weight()も呼び出している。
1542 static void get_ahw(player_type *creature_ptr)
1544 /* Get character's age */
1545 creature_ptr->age = rp_ptr->b_age + randint1(rp_ptr->m_age);
1547 /* Get character's height and weight */
1548 get_height_weight(creature_ptr);
1552 * @brief プレイヤーの初期所持金を決める。 / Get the player's starting money
1555 static void get_money(player_type *creature_ptr)
1559 /* Social Class determines starting gold */
1560 gold = (creature_ptr->sc * 6) + randint1(100) + 300;
1561 if (creature_ptr->pclass == CLASS_TOURIST)
1564 /* Process the stats */
1565 for (i = 0; i < A_MAX; i++)
1567 /* Mega-Hack -- reduce gold for high stats */
1568 if (creature_ptr->stat_max[i] >= 18 + 50) gold -= 300;
1569 else if (creature_ptr->stat_max[i] >= 18 + 20) gold -= 200;
1570 else if (creature_ptr->stat_max[i] > 18) gold -= 150;
1571 else gold -= (creature_ptr->stat_max[i] - 8) * 10;
1574 /* Minimum 100 gold */
1575 if (gold < 100) gold = 100;
1577 if (creature_ptr->pseikaku == SEIKAKU_NAMAKE)
1579 else if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1581 if (creature_ptr->prace == RACE_ANDROID) gold /= 5;
1584 creature_ptr->au = gold;
1590 * @brief put_stats()のサブルーチンとして、オートロール中のステータスを表示する / Display stat values, subset of "put_stats()"
1591 * @details See 'display_player(p_ptr, )' for screen layout constraints.
1594 static void birth_put_stats(player_type *creature_ptr)
1605 /* Put the stats (and percents) */
1606 for (i = 0; i < A_MAX; i++)
1608 /* Race/Class bonus */
1609 j = rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i];
1611 /* Obtain the current stat */
1612 m = adjust_stat(creature_ptr->stat_max[i], j);
1616 c_put_str(TERM_L_GREEN, buf, 3 + i, col + 24);
1618 /* Put the percent */
1621 if (stat_match[i] > 1000000L)
1623 /* Prevent overflow */
1624 p = stat_match[i] / (auto_round / 1000L);
1628 p = 1000L * stat_match[i] / auto_round;
1631 attr = (p < 100) ? TERM_YELLOW : TERM_L_GREEN;
1632 sprintf(buf, "%3d.%d%%", p / 10, p % 10);
1633 c_put_str(attr, buf, 3 + i, col + 13);
1636 /* Never happened */
1639 c_put_str(TERM_RED, _("(なし)", "(NONE)"), 3 + i, col + 13);
1647 * @brief ベースアイテム構造体の鑑定済みフラグをリセットする。
1650 static void k_info_reset(void)
1654 /* Reset the "objects" */
1655 for (i = 1; i < max_k_idx; i++)
1657 object_kind *k_ptr = &k_info[i];
1660 k_ptr->tried = FALSE;
1663 k_ptr->aware = FALSE;
1669 * @brief プレイヤー構造体の内容を初期値で消去する(名前を除く) / Clear all the global "character" data (without name)
1672 static void player_wipe_without_name(player_type *creature_ptr)
1677 /* Temporary copy for migration - written back later */
1678 COPY(&tmp, creature_ptr, player_type);
1680 /* Hack -- free the "last message" string */
1681 if (creature_ptr->last_message) string_free(creature_ptr->last_message);
1683 if (creature_ptr->inventory_list != NULL) C_WIPE(creature_ptr->inventory_list, INVEN_TOTAL, object_type);
1685 /* Hack -- zero the struct */
1686 (void)WIPE(creature_ptr, player_type);
1688 //TODO: キャラ作成からゲーム開始までに current_floor_ptr を参照しなければならない処理は今後整理して外す。
1689 creature_ptr->current_floor_ptr = &floor_info;
1691 C_MAKE(creature_ptr->inventory_list, INVEN_TOTAL, object_type);
1693 /* Wipe the history */
1694 for (i = 0; i < 4; i++)
1696 strcpy(creature_ptr->history[i], "");
1699 /* Wipe the quests */
1700 for (i = 0; i < max_q_idx; i++)
1702 quest_type* const q_ptr = &quest[i];
1704 q_ptr->status = QUEST_STATUS_UNTAKEN;
1712 q_ptr->comptime = 0;
1716 creature_ptr->total_weight = 0;
1719 creature_ptr->inven_cnt = 0;
1720 creature_ptr->equip_cnt = 0;
1722 /* Clear the inventory */
1723 for (i = 0; i < INVEN_TOTAL; i++)
1725 object_wipe(&creature_ptr->inventory_list[i]);
1728 /* Start with no artifacts made yet */
1729 for (i = 0; i < max_a_idx; i++)
1731 artifact_type *a_ptr = &a_info[i];
1735 /* Reset the objects */
1738 /* Reset the "monsters" */
1739 for (i = 1; i < max_r_idx; i++)
1741 monster_race *r_ptr = &r_info[i];
1743 /* Hack -- Reset the counter */
1746 /* Hack -- Reset the max counter */
1747 r_ptr->max_num = 100;
1749 /* Hack -- Reset the max counter */
1750 if (r_ptr->flags1 & RF1_UNIQUE) r_ptr->max_num = 1;
1752 /* Hack -- Non-unique Nazguls are semi-unique */
1753 else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num = MAX_NAZGUL_NUM;
1755 /* Clear visible kills in this life */
1756 r_ptr->r_pkills = 0;
1758 /* Clear all kills in this life */
1759 r_ptr->r_akills = 0;
1763 /* Hack -- Well fed player */
1764 creature_ptr->food = PY_FOOD_FULL - 1;
1767 /* Wipe the spells */
1768 if (creature_ptr->pclass == CLASS_SORCERER)
1770 creature_ptr->spell_learned1 = creature_ptr->spell_learned2 = 0xffffffffL;
1771 creature_ptr->spell_worked1 = creature_ptr->spell_worked2 = 0xffffffffL;
1775 creature_ptr->spell_learned1 = creature_ptr->spell_learned2 = 0L;
1776 creature_ptr->spell_worked1 = creature_ptr->spell_worked2 = 0L;
1778 creature_ptr->spell_forgotten1 = creature_ptr->spell_forgotten2 = 0L;
1779 for (i = 0; i < 64; i++) creature_ptr->spell_order[i] = 99;
1780 creature_ptr->learned_spells = 0;
1781 creature_ptr->add_spells = 0;
1782 creature_ptr->knowledge = 0;
1784 /* Clean the mutation count */
1785 creature_ptr->mutant_regenerate_mod = 100;
1787 /* Clear "cheat" options */
1795 cheat_diary_output = FALSE;
1798 /* Assume no winning game */
1799 current_world_ptr->total_winner = FALSE;
1801 creature_ptr->timewalk = FALSE;
1803 /* Assume no panic save */
1804 creature_ptr->panic_save = 0;
1806 /* Assume no cheating */
1807 current_world_ptr->noscore = 0;
1808 current_world_ptr->wizard = FALSE;
1810 /* Not waiting to report score */
1811 creature_ptr->wait_report_score = FALSE;
1813 /* Default pet command settings */
1814 creature_ptr->pet_follow_distance = PET_FOLLOW_DIST;
1815 creature_ptr->pet_extra_flags = (PF_TELEPORT | PF_ATTACK_SPELL | PF_SUMMON_SPELL);
1817 /* Wipe the recall depths */
1818 for (i = 0; i < current_world_ptr->max_d_idx; i++)
1823 creature_ptr->visit = 1;
1825 /* Reset wild_mode to FALSE */
1826 creature_ptr->wild_mode = FALSE;
1828 for (i = 0; i < 108; i++)
1830 creature_ptr->magic_num1[i] = 0;
1831 creature_ptr->magic_num2[i] = 0;
1835 creature_ptr->max_plv = creature_ptr->lev = 1;
1837 /* Initialize arena and rewards information -KMW- */
1838 creature_ptr->arena_number = 0;
1839 creature_ptr->current_floor_ptr->inside_arena = FALSE;
1840 creature_ptr->current_floor_ptr->inside_quest = 0;
1841 for (i = 0; i < MAX_MANE; i++)
1843 creature_ptr->mane_spell[i] = -1;
1844 creature_ptr->mane_dam[i] = 0;
1847 creature_ptr->mane_num = 0;
1848 creature_ptr->exit_bldg = TRUE; /* only used for arena now -KMW- */
1851 creature_ptr->today_mon = 0;
1853 /* Reset monster arena */
1854 update_gambling_monsters(creature_ptr);
1856 /* Reset mutations */
1857 creature_ptr->muta1 = 0;
1858 creature_ptr->muta2 = 0;
1859 creature_ptr->muta3 = 0;
1862 for (i = 0; i < 8; i++) creature_ptr->virtues[i] = 0;
1864 creature_ptr->dungeon_idx = 0;
1866 /* Set the recall dungeon accordingly */
1867 if (vanilla_town || ironman_downward)
1869 creature_ptr->recall_dungeon = DUNGEON_ANGBAND;
1873 creature_ptr->recall_dungeon = DUNGEON_GALGALS;
1876 /* Data migration */
1877 memcpy(creature_ptr->name, tmp.name, sizeof(tmp.name));
1883 * @brief ダンジョン内部のクエストを初期化する / Initialize random quests and final quests
1884 * @param creature_ptr プレーヤーへの参照ポインタ
1887 static void init_dungeon_quests(player_type *creature_ptr)
1889 int number_of_quests = MAX_RANDOM_QUEST - MIN_RANDOM_QUEST + 1;
1892 /* Init the random quests */
1893 init_flags = INIT_ASSIGN;
1894 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1895 floor_ptr->inside_quest = MIN_RANDOM_QUEST;
1897 process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
1899 floor_ptr->inside_quest = 0;
1901 /* Generate quests */
1902 for (i = MIN_RANDOM_QUEST + number_of_quests - 1; i >= MIN_RANDOM_QUEST; i--)
1904 quest_type *q_ptr = &quest[i];
1905 monster_race *quest_r_ptr;
1907 q_ptr->status = QUEST_STATUS_TAKEN;
1908 determine_random_questor(creature_ptr, q_ptr);
1911 quest_r_ptr = &r_info[q_ptr->r_idx];
1912 quest_r_ptr->flags1 |= RF1_QUESTOR;
1917 /* Init the two main quests (Oberon + Serpent) */
1918 init_flags = INIT_ASSIGN;
1919 floor_ptr->inside_quest = QUEST_OBERON;
1921 process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
1923 quest[QUEST_OBERON].status = QUEST_STATUS_TAKEN;
1925 floor_ptr->inside_quest = QUEST_SERPENT;
1927 process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
1929 quest[QUEST_SERPENT].status = QUEST_STATUS_TAKEN;
1930 floor_ptr->inside_quest = 0;
1935 * @brief ゲームターンを初期化する / Reset turn
1936 * @details アンデッド系種族は開始時刻を夜からにする。
1939 static void init_turn(player_type *creature_ptr)
1941 if ((creature_ptr->prace == RACE_VAMPIRE) ||
1942 (creature_ptr->prace == RACE_SKELETON) ||
1943 (creature_ptr->prace == RACE_ZOMBIE) ||
1944 (creature_ptr->prace == RACE_SPECTRE))
1946 /* Undead start just after midnight */
1947 current_world_ptr->game_turn = (TURNS_PER_TICK * 3 * TOWN_DAWN) / 4 + 1;
1948 current_world_ptr->game_turn_limit = TURNS_PER_TICK * TOWN_DAWN * MAX_DAYS + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
1952 current_world_ptr->game_turn = 1;
1953 current_world_ptr->game_turn_limit = TURNS_PER_TICK * TOWN_DAWN * (MAX_DAYS - 1) + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
1956 current_world_ptr->dungeon_turn = 1;
1957 current_world_ptr->dungeon_turn_limit = TURNS_PER_TICK * TOWN_DAWN * (MAX_DAYS - 1) + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
1962 * @brief 所持状態にあるアイテムの中から一部枠の装備可能なものを装備させる。
1965 static void wield_all(player_type *creature_ptr)
1969 object_type object_type_body;
1974 /* Scan through the slots backwards */
1975 for (item = INVEN_PACK - 1; item >= 0; item--)
1977 o_ptr = &creature_ptr->inventory_list[item];
1979 /* Skip non-objects */
1980 if (!o_ptr->k_idx) continue;
1982 /* Make sure we can wield it and that there's nothing else in that slot */
1983 slot = wield_slot(creature_ptr, o_ptr);
1984 if (slot < INVEN_RARM) continue;
1985 if (slot == INVEN_LITE) continue; /* Does not wield toaches because buys a lantern soon */
1986 if (creature_ptr->inventory_list[slot].k_idx) continue;
1988 i_ptr = &object_type_body;
1989 object_copy(i_ptr, o_ptr);
1992 /* Decrease the item (from the pack) */
1995 inven_item_increase(creature_ptr, item, -1);
1996 inven_item_optimize(creature_ptr, item);
1999 /* Decrease the item (from the floor) */
2002 floor_item_increase(creature_ptr->current_floor_ptr, 0 - item, -1);
2003 floor_item_optimize(creature_ptr, 0 - item);
2006 o_ptr = &creature_ptr->inventory_list[slot];
2007 object_copy(o_ptr, i_ptr);
2008 creature_ptr->total_weight += i_ptr->weight;
2010 /* Increment the equip counter by hand */
2011 creature_ptr->equip_cnt++;
2019 * プレイヤーの職業毎の初期装備テーブル。/\n
2020 * Each player starts out with a few items, given as tval/sval pairs.\n
2021 * In addition, he always has some food and a few torches.\n
2023 static byte player_init[MAX_CLASS][3][2] =
2027 { TV_RING, SV_RING_RES_FEAR }, /* Warriors need it! */
2028 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
2029 { TV_SWORD, SV_BROAD_SWORD }
2034 { TV_SORCERY_BOOK, 0 }, /* Hack: for realm1 book */
2035 { TV_DEATH_BOOK, 0 }, /* Hack: for realm2 book */
2036 { TV_SWORD, SV_DAGGER }
2041 { TV_SORCERY_BOOK, 0 }, /* Hack: for Life / Death book */
2042 { TV_DEATH_BOOK, 0 }, /* Hack: for realm2 book */
2043 { TV_HAFTED, SV_MACE }
2048 { TV_SORCERY_BOOK, 0 }, /* Hack: for realm1 book */
2049 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
2050 { TV_SWORD, SV_DAGGER }
2055 { TV_NATURE_BOOK, 0 },
2056 { TV_DEATH_BOOK, 0 }, /* Hack: for realm2 book */
2057 { TV_SWORD, SV_DAGGER }
2062 { TV_SORCERY_BOOK, 0 },
2063 { TV_SCROLL, SV_SCROLL_PROTECTION_FROM_EVIL },
2064 { TV_SWORD, SV_BROAD_SWORD }
2069 { TV_SORCERY_BOOK, 0 }, /* Hack: for realm1 book */
2070 { TV_DEATH_BOOK, 0 }, /* Hack: for realm2 book */
2071 { TV_SWORD, SV_SHORT_SWORD }
2076 { TV_SORCERY_BOOK, 0 }, /* Hack: For realm1 book */
2077 { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL },
2078 { TV_SWORD, SV_BROAD_SWORD }
2083 { TV_SORCERY_BOOK, 0 },
2084 { TV_POTION, SV_POTION_SPEED },
2085 { TV_POTION, SV_POTION_HEROISM }
2090 { TV_POTION, SV_POTION_SPEED },
2091 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
2092 { TV_SWORD, SV_SMALL_SWORD }
2097 { TV_SORCERY_BOOK, 0 }, /* Hack: for realm1 book */
2098 { TV_RING, SV_RING_SUSTAIN_INT},
2099 { TV_SWORD, SV_DAGGER }
2104 { TV_FOOD, SV_FOOD_JERKY},
2105 { TV_SCROLL, SV_SCROLL_MAPPING },
2111 { TV_POTION, SV_POTION_SPEED },
2112 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
2113 { TV_SWORD, SV_SHORT_SWORD}
2118 { TV_TRUMP_BOOK, 0 },
2119 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
2120 { TV_POLEARM, SV_SPEAR}
2125 { TV_HAFTED, SV_WIZSTAFF }, /* Hack: for realm1 book */
2126 { TV_RING, SV_RING_SUSTAIN_INT},
2127 { TV_WAND, SV_WAND_MAGIC_MISSILE }
2132 { TV_BOW, SV_SHORT_BOW },
2133 { TV_SOFT_ARMOR, SV_LEATHER_SCALE_MAIL},
2134 { TV_SWORD, SV_SHORT_SWORD },
2139 { TV_WAND, SV_WAND_MAGIC_MISSILE },
2140 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR},
2141 { TV_SWORD, SV_SHORT_SWORD },
2146 { TV_MUSIC_BOOK, 0 },
2147 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR},
2148 { TV_SWORD, SV_SHORT_SWORD },
2153 { TV_ARCANE_BOOK, 0 },
2154 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR},
2155 { TV_SWORD, SV_SHORT_SWORD },
2160 { TV_HISSATSU_BOOK, 0 },
2161 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
2162 { TV_SWORD, SV_BROAD_SWORD }
2167 { TV_SORCERY_BOOK, 0 },
2168 { TV_POTION, SV_POTION_SPEED },
2169 { TV_POTION, SV_POTION_RESTORE_MANA }
2174 { TV_SOFT_ARMOR, SV_ROBE },
2175 { TV_WAND, SV_WAND_MAGIC_MISSILE },
2176 { TV_SWORD, SV_DAGGER }
2181 { TV_BOW, SV_SHORT_BOW },
2182 { TV_SOFT_ARMOR, SV_LEATHER_SCALE_MAIL},
2183 { TV_POLEARM, SV_BROAD_SPEAR}
2188 { TV_POTION, SV_POTION_HEALING },
2189 { TV_HARD_ARMOR, SV_AUGMENTED_CHAIN_MAIL },
2190 { TV_POLEARM, SV_BROAD_AXE }
2195 { TV_RING, SV_RING_RES_FEAR }, /* Warriors need it! */
2196 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
2197 { TV_POLEARM, SV_BROAD_AXE }
2201 { TV_POTION, SV_POTION_SPEED },
2202 { TV_RING, SV_RING_SUSTAIN_INT},
2203 { TV_SWORD, SV_DAGGER }
2207 { TV_POTION, SV_POTION_SPEED },
2208 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
2209 { TV_SWORD, SV_DAGGER }
2213 { TV_BOW, SV_LIGHT_XBOW },
2214 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
2215 { TV_SWORD, SV_DAGGER }
2220 * @brief 初期所持アイテムの処理 / Add an outfit object
2221 * @details アイテムを既知のものとした上でwield_all()関数により装備させる。
2222 * @param o_ptr 処理したいオブジェクト構造体の参照ポインタ
2225 static void add_outfit(player_type *creature_ptr, object_type *o_ptr)
2229 object_aware(creature_ptr, o_ptr);
2230 object_known(o_ptr);
2231 slot = inven_carry(creature_ptr, o_ptr);
2233 /* Auto-inscription */
2234 autopick_alter_item(creature_ptr, slot, FALSE);
2236 /* Now try wielding everything */
2237 wield_all(creature_ptr);
2242 * @brief 種族/職業/性格などに基づき初期所持アイテムを設定するメインセット関数。 / Init players with some belongings
2243 * @details Having an item makes the player "aware" of its purpose.
2246 void player_outfit(player_type *creature_ptr)
2249 OBJECT_TYPE_VALUE tv;
2250 OBJECT_SUBTYPE_VALUE sv;
2257 /* Give the player some food */
2258 switch (creature_ptr->prace)
2262 /* Vampires can drain blood of creatures */
2266 /* Demon can drain vitality from humanoid corpse */
2267 get_mon_num_prep(creature_ptr, monster_hook_human, NULL);
2269 for (i = rand_range(3, 4); i > 0; i--)
2271 object_prep(q_ptr, lookup_kind(TV_CORPSE, SV_CORPSE));
2272 q_ptr->pval = get_mon_num(creature_ptr, 2);
2276 add_outfit(creature_ptr, q_ptr);
2285 /* Staff (of Nothing) */
2286 object_prep(q_ptr, lookup_kind(TV_STAFF, SV_STAFF_NOTHING));
2289 add_outfit(creature_ptr, q_ptr);
2293 /* Potions of Water */
2294 object_prep(q_ptr, lookup_kind(TV_POTION, SV_POTION_WATER));
2295 q_ptr->number = (ITEM_NUMBER)rand_range(15, 23);
2296 add_outfit(creature_ptr, q_ptr);
2302 object_prep(q_ptr, lookup_kind(TV_FLASK, SV_ANY));
2304 /* Fuel with oil (move pval to xtra4) */
2305 apply_magic(creature_ptr, q_ptr, 1, AM_NO_FIXED_ART);
2307 q_ptr->number = (ITEM_NUMBER)rand_range(7, 12);
2308 add_outfit(creature_ptr, q_ptr);
2314 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
2315 q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
2317 add_outfit(creature_ptr, q_ptr);
2321 if ((creature_ptr->prace == RACE_VAMPIRE) && (creature_ptr->pclass != CLASS_NINJA))
2323 /* Hack -- Give the player scrolls of DARKNESS! */
2324 object_prep(q_ptr, lookup_kind(TV_SCROLL, SV_SCROLL_DARKNESS));
2326 q_ptr->number = (ITEM_NUMBER)rand_range(2, 5);
2328 add_outfit(creature_ptr, q_ptr);
2330 else if (creature_ptr->pclass != CLASS_NINJA)
2332 /* Hack -- Give the player some torches */
2333 object_prep(q_ptr, lookup_kind(TV_LITE, SV_LITE_TORCH));
2334 q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
2335 q_ptr->xtra4 = rand_range(3, 7) * 500;
2337 add_outfit(creature_ptr, q_ptr);
2341 if (creature_ptr->prace == RACE_MERFOLK)
2343 object_prep(q_ptr, lookup_kind(TV_RING, SV_RING_LEVITATION_FALL));
2345 add_outfit(creature_ptr, q_ptr);
2348 if ((creature_ptr->pclass == CLASS_RANGER) || (creature_ptr->pclass == CLASS_CAVALRY))
2350 /* Hack -- Give the player some arrows */
2351 object_prep(q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
2352 q_ptr->number = (byte)rand_range(15, 20);
2354 add_outfit(creature_ptr, q_ptr);
2356 if (creature_ptr->pclass == CLASS_RANGER)
2358 /* Hack -- Give the player some arrows */
2359 object_prep(q_ptr, lookup_kind(TV_BOW, SV_SHORT_BOW));
2361 add_outfit(creature_ptr, q_ptr);
2363 else if (creature_ptr->pclass == CLASS_ARCHER)
2365 /* Hack -- Give the player some arrows */
2366 object_prep(q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
2367 q_ptr->number = (ITEM_NUMBER)rand_range(15, 20);
2369 add_outfit(creature_ptr, q_ptr);
2371 else if (creature_ptr->pclass == CLASS_HIGH_MAGE)
2373 /* Hack -- Give the player some arrows */
2374 object_prep(q_ptr, lookup_kind(TV_WAND, SV_WAND_MAGIC_MISSILE));
2376 q_ptr->pval = (PARAMETER_VALUE)rand_range(25, 30);
2378 add_outfit(creature_ptr, q_ptr);
2380 else if (creature_ptr->pclass == CLASS_SORCERER)
2382 OBJECT_TYPE_VALUE book_tval;
2383 for (book_tval = TV_LIFE_BOOK; book_tval <= TV_LIFE_BOOK + MAX_MAGIC - 1; book_tval++)
2385 /* Hack -- Give the player some arrows */
2386 object_prep(q_ptr, lookup_kind(book_tval, 0));
2389 add_outfit(creature_ptr, q_ptr);
2392 else if (creature_ptr->pclass == CLASS_TOURIST)
2394 if (creature_ptr->pseikaku != SEIKAKU_SEXY)
2396 /* Hack -- Give the player some arrows */
2397 object_prep(q_ptr, lookup_kind(TV_SHOT, SV_AMMO_LIGHT));
2398 q_ptr->number = rand_range(15, 20);
2400 add_outfit(creature_ptr, q_ptr);
2403 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_BISCUIT));
2404 q_ptr->number = rand_range(2, 4);
2406 add_outfit(creature_ptr, q_ptr);
2408 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_WAYBREAD));
2409 q_ptr->number = rand_range(2, 4);
2411 add_outfit(creature_ptr, q_ptr);
2413 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_JERKY));
2414 q_ptr->number = rand_range(1, 3);
2416 add_outfit(creature_ptr, q_ptr);
2418 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_ALE));
2419 q_ptr->number = rand_range(2, 4);
2421 add_outfit(creature_ptr, q_ptr);
2423 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_WINE));
2424 q_ptr->number = rand_range(2, 4);
2426 add_outfit(creature_ptr, q_ptr);
2428 else if (creature_ptr->pclass == CLASS_NINJA)
2430 /* Hack -- Give the player some arrows */
2431 object_prep(q_ptr, lookup_kind(TV_SPIKE, 0));
2432 q_ptr->number = rand_range(15, 20);
2434 add_outfit(creature_ptr, q_ptr);
2436 else if (creature_ptr->pclass == CLASS_SNIPER)
2438 /* Hack -- Give the player some bolts */
2439 object_prep(q_ptr, lookup_kind(TV_BOLT, SV_AMMO_NORMAL));
2440 q_ptr->number = rand_range(15, 20);
2442 add_outfit(creature_ptr, q_ptr);
2445 if (creature_ptr->pseikaku == SEIKAKU_SEXY)
2447 player_init[creature_ptr->pclass][2][0] = TV_HAFTED;
2448 player_init[creature_ptr->pclass][2][1] = SV_WHIP;
2451 /* Hack -- Give the player three useful objects */
2452 for (i = 0; i < 3; i++)
2454 /* Look up standard equipment */
2455 tv = player_init[creature_ptr->pclass][i][0];
2456 sv = player_init[creature_ptr->pclass][i][1];
2458 if ((creature_ptr->prace == RACE_ANDROID) && ((tv == TV_SOFT_ARMOR) || (tv == TV_HARD_ARMOR))) continue;
2459 /* Hack to initialize spellbooks */
2460 if (tv == TV_SORCERY_BOOK) tv = TV_LIFE_BOOK + creature_ptr->realm1 - 1;
2461 else if (tv == TV_DEATH_BOOK) tv = TV_LIFE_BOOK + creature_ptr->realm2 - 1;
2463 else if (tv == TV_RING && sv == SV_RING_RES_FEAR &&
2464 creature_ptr->prace == RACE_BARBARIAN)
2465 /* Barbarians do not need a ring of resist fear */
2466 sv = SV_RING_SUSTAIN_STR;
2468 else if (tv == TV_RING && sv == SV_RING_SUSTAIN_INT && creature_ptr->prace == RACE_MIND_FLAYER)
2471 sv = SV_POTION_RESTORE_MANA;
2475 /* Hack -- Give the player an object */
2476 object_prep(q_ptr, lookup_kind(tv, sv));
2478 /* Assassins begin the game with a poisoned dagger */
2479 if ((tv == TV_SWORD || tv == TV_HAFTED) && (creature_ptr->pclass == CLASS_ROGUE &&
2480 creature_ptr->realm1 == REALM_DEATH)) /* Only assassins get a poisoned weapon */
2482 q_ptr->name2 = EGO_BRAND_POIS;
2485 add_outfit(creature_ptr, q_ptr);
2488 /* Hack -- make aware of the water */
2489 k_info[lookup_kind(TV_POTION, SV_POTION_WATER)].aware = TRUE;
2493 * @brief プレイヤーの種族選択を行う / Player race
2496 static bool get_player_race(player_type *creature_ptr)
2501 char sym[MAX_RACES];
2503 char buf[80], cur[80];
2507 put_str(_("注意:《種族》によってキャラクターの先天的な資質やボーナスが変化します。",
2508 "Note: Your 'race' determines various intrinsic factors and bonuses."), 23, 5);
2511 for (n = 0; n < MAX_RACES; n++)
2514 rp_ptr = &race_info[n];
2515 str = rp_ptr->title;
2521 sym[n] = ('A' + n - 26);
2522 sprintf(buf, "%c%c%s", sym[n], p2, str);
2523 put_str(buf, 12 + (n / 5), 1 + 16 * (n % 5));
2527 sprintf(cur, "%c%c%s", '*', p2, _("ランダム", "Random"));
2531 cs = creature_ptr->prace;
2538 c_put_str(TERM_WHITE, cur, 12 + (os / 5), 1 + 16 * (os % 5));
2539 put_str(" ", 3, 40);
2540 if (cs == MAX_RACES)
2542 sprintf(cur, "%c%c%s", '*', p2, _("ランダム", "Random"));
2543 put_str(" ", 4, 40);
2544 put_str(" ", 5, 40);
2548 rp_ptr = &race_info[cs];
2549 str = rp_ptr->title;
2550 sprintf(cur, "%c%c%s", sym[cs], p2, str);
2551 c_put_str(TERM_L_BLUE, rp_ptr->title, 3, 40);
2552 put_str(_("腕力 知能 賢さ 器用 耐久 魅力 経験 ", "Str Int Wis Dex Con Chr EXP "), 4, 40);
2553 put_str(_("の種族修正", ": Race modification"), 3, 40 + strlen(rp_ptr->title));
2555 sprintf(buf, "%+3d %+3d %+3d %+3d %+3d %+3d %+4d%% ",
2556 rp_ptr->r_adj[0], rp_ptr->r_adj[1], rp_ptr->r_adj[2], rp_ptr->r_adj[3],
2557 rp_ptr->r_adj[4], rp_ptr->r_adj[5], (rp_ptr->r_exp - 100));
2558 c_put_str(TERM_L_BLUE, buf, 5, 40);
2560 c_put_str(TERM_YELLOW, cur, 12 + (cs / 5), 1 + 16 * (cs % 5));
2566 sprintf(buf, _("種族を選んで下さい (%c-%c) ('='初期オプション設定): ", "Choose a race (%c-%c) ('=' for options): "), sym[0], sym[MAX_RACES - 1]);
2568 put_str(buf, 10, 10);
2570 if (c == 'Q') birth_quit();
2571 if (c == 'S') return FALSE;
2572 if (c == ' ' || c == '\r' || c == '\n')
2574 if (cs == MAX_RACES)
2576 k = randint0(MAX_RACES);
2588 k = randint0(MAX_RACES);
2594 if (cs >= 5) cs -= 5;
2602 if (cs < MAX_RACES) cs++;
2606 if ((cs + 5) <= MAX_RACES) cs += 5;
2608 k = (islower(c) ? A2I(c) : -1);
2609 if ((k >= 0) && (k < MAX_RACES))
2614 k = (isupper(c) ? (26 + c - 'A') : -1);
2615 if ((k >= 26) && (k < MAX_RACES))
2624 show_help(creature_ptr, "jraceclas.txt#TheRaces");
2626 show_help(creature_ptr, "raceclas.txt#TheRaces");
2632 do_cmd_options_aux(OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth Option((*)s effect score)"));
2635 else if (c != '2' && c != '4' && c != '6' && c != '8') bell();
2639 creature_ptr->prace = (byte_hack)k;
2641 rp_ptr = &race_info[creature_ptr->prace];
2644 c_put_str(TERM_L_BLUE, rp_ptr->title, 4, 15);
2652 * @brief プレイヤーの職業選択を行う / Player class
2655 static bool get_player_class(player_type *creature_ptr)
2659 char sym[MAX_CLASS_CHOICE];
2661 char buf[80], cur[80];
2667 put_str(_("注意:《職業》によってキャラクターの先天的な能力やボーナスが変化します。",
2668 "Note: Your 'class' determines various intrinsic abilities and bonuses."), 23, 5);
2670 put_str(_("()で囲まれた選択肢はこの種族には似合わない職業です。",
2671 "Any entries in parentheses should only be used by advanced players."), 11, 5);
2675 for (n = 0; n < MAX_CLASS_CHOICE; n++)
2678 cp_ptr = &class_info[n];
2679 mp_ptr = &m_info[n];
2680 str = cp_ptr->title;
2684 sym[n] = ('A' + n - 26);
2687 if (!(rp_ptr->choice & (1L << n)))
2688 sprintf(buf, "%c%c(%s)", sym[n], p2, str);
2690 sprintf(buf, "%c%c%s", sym[n], p2, str);
2692 put_str(buf, 13 + (n / 4), 2 + 19 * (n % 4));
2695 sprintf(cur, "%c%c%s", '*', p2, _("ランダム", "Random"));
2699 cs = creature_ptr->pclass;
2700 os = MAX_CLASS_CHOICE;
2706 c_put_str(TERM_WHITE, cur, 13 + (os / 4), 2 + 19 * (os % 4));
2707 put_str(" ", 3, 40);
2708 if (cs == MAX_CLASS_CHOICE)
2710 sprintf(cur, "%c%c%s", '*', p2, _("ランダム", "Random"));
2711 put_str(" ", 4, 40);
2712 put_str(" ", 5, 40);
2716 cp_ptr = &class_info[cs];
2717 mp_ptr = &m_info[cs];
2718 str = cp_ptr->title;
2719 if (!(rp_ptr->choice & (1L << cs)))
2720 sprintf(cur, "%c%c(%s)", sym[cs], p2, str);
2722 sprintf(cur, "%c%c%s", sym[cs], p2, str);
2724 c_put_str(TERM_L_BLUE, cp_ptr->title, 3, 40);
2725 put_str(_("の職業修正", ": Class modification"), 3, 40 + strlen(cp_ptr->title));
2726 put_str(_("腕力 知能 賢さ 器用 耐久 魅力 経験 ", "Str Int Wis Dex Con Chr EXP "), 4, 40);
2727 sprintf(buf, "%+3d %+3d %+3d %+3d %+3d %+3d %+4d%% ",
2728 cp_ptr->c_adj[0], cp_ptr->c_adj[1], cp_ptr->c_adj[2], cp_ptr->c_adj[3],
2729 cp_ptr->c_adj[4], cp_ptr->c_adj[5], cp_ptr->c_exp);
2730 c_put_str(TERM_L_BLUE, buf, 5, 40);
2732 c_put_str(TERM_YELLOW, cur, 13 + (cs / 4), 2 + 19 * (cs % 4));
2738 sprintf(buf, _("職業を選んで下さい (%c-%c) ('='初期オプション設定): ", "Choose a class (%c-%c) ('=' for options): "), sym[0], sym[MAX_CLASS_CHOICE - 1]);
2740 put_str(buf, 10, 10);
2742 if (c == 'Q') birth_quit();
2743 if (c == 'S') return FALSE;
2744 if (c == ' ' || c == '\r' || c == '\n')
2746 if (cs == MAX_CLASS_CHOICE)
2748 k = randint0(MAX_CLASS_CHOICE);
2760 k = randint0(MAX_CLASS_CHOICE);
2766 if (cs >= 4) cs -= 4;
2774 if (cs < MAX_CLASS_CHOICE) cs++;
2778 if ((cs + 4) <= MAX_CLASS_CHOICE) cs += 4;
2780 k = (islower(c) ? A2I(c) : -1);
2781 if ((k >= 0) && (k < MAX_CLASS_CHOICE))
2786 k = (isupper(c) ? (26 + c - 'A') : -1);
2787 if ((k >= 26) && (k < MAX_CLASS_CHOICE))
2796 show_help(creature_ptr, "jraceclas.txt#TheClasses");
2798 show_help(creature_ptr, "raceclas.txt#TheClasses");
2804 do_cmd_options_aux(OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth Option((*)s effect score)"));
2807 else if (c != '2' && c != '4' && c != '6' && c != '8') bell();
2811 creature_ptr->pclass = (byte_hack)k;
2812 cp_ptr = &class_info[creature_ptr->pclass];
2813 mp_ptr = &m_info[creature_ptr->pclass];
2816 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 15);
2823 * @brief プレイヤーの性格選択を行う / Player Player seikaku
2826 static bool get_player_seikaku(player_type *creature_ptr)
2831 char sym[MAX_SEIKAKU];
2833 char buf[80], cur[80];
2839 put_str(_("注意:《性格》によってキャラクターの能力やボーナスが変化します。", "Note: Your personality determines various intrinsic abilities and bonuses."), 23, 5);
2842 for (n = 0; n < MAX_SEIKAKU; n++)
2844 if (seikaku_info[n].sex && (seikaku_info[n].sex != (creature_ptr->psex + 1))) continue;
2847 ap_ptr = &seikaku_info[n];
2848 str = ap_ptr->title;
2852 sym[n] = ('A' + n - 26);
2855 sprintf(buf, "%c%c%s", I2A(n), p2, str);
2856 put_str(buf, 12 + (n / 4), 2 + 18 * (n % 4));
2859 sprintf(cur, "%c%c%s", '*', p2, _("ランダム", "Random"));
2863 cs = creature_ptr->pseikaku;
2870 c_put_str(TERM_WHITE, cur, 12 + (os / 4), 2 + 18 * (os % 4));
2871 put_str(" ", 3, 40);
2872 if (cs == MAX_SEIKAKU)
2874 sprintf(cur, "%c%c%s", '*', p2, _("ランダム", "Random"));
2875 put_str(" ", 4, 40);
2876 put_str(" ", 5, 40);
2880 ap_ptr = &seikaku_info[cs];
2881 str = ap_ptr->title;
2882 sprintf(cur, "%c%c%s", sym[cs], p2, str);
2883 c_put_str(TERM_L_BLUE, ap_ptr->title, 3, 40);
2884 put_str(_("の性格修正", ": Personality modification"), 3, 40 + strlen(ap_ptr->title));
2885 put_str(_("腕力 知能 賢さ 器用 耐久 魅力 ", "Str Int Wis Dex Con Chr "), 4, 40);
2886 sprintf(buf, "%+3d %+3d %+3d %+3d %+3d %+3d ",
2887 ap_ptr->a_adj[0], ap_ptr->a_adj[1], ap_ptr->a_adj[2], ap_ptr->a_adj[3],
2888 ap_ptr->a_adj[4], ap_ptr->a_adj[5]);
2889 c_put_str(TERM_L_BLUE, buf, 5, 40);
2891 c_put_str(TERM_YELLOW, cur, 12 + (cs / 4), 2 + 18 * (cs % 4));
2897 sprintf(buf, _("性格を選んで下さい (%c-%c) ('='初期オプション設定): ", "Choose a personality (%c-%c) ('=' for options): "), sym[0], sym[MAX_SEIKAKU - 1]);
2899 put_str(buf, 10, 10);
2901 if (c == 'Q') birth_quit();
2902 if (c == 'S') return FALSE;
2903 if (c == ' ' || c == '\r' || c == '\n')
2905 if (cs == MAX_SEIKAKU)
2909 k = randint0(MAX_SEIKAKU);
2910 } while (seikaku_info[k].sex && (seikaku_info[k].sex != (creature_ptr->psex + 1)));
2925 } while (seikaku_info[k].sex && (seikaku_info[k].sex != (creature_ptr->psex + 1)));
2931 if (cs >= 4) cs -= 4;
2932 if (cs != MAX_SEIKAKU && seikaku_info[cs].sex && (seikaku_info[cs].sex != (creature_ptr->psex + 1)))
2943 if (cs != MAX_SEIKAKU && seikaku_info[cs].sex && (seikaku_info[cs].sex != (creature_ptr->psex + 1)))
2953 if (cs < MAX_SEIKAKU) cs++;
2954 if (cs != MAX_SEIKAKU && seikaku_info[cs].sex && (seikaku_info[cs].sex != (creature_ptr->psex + 1)))
2956 if ((cs + 1) <= MAX_SEIKAKU)
2964 if ((cs + 4) <= MAX_SEIKAKU) cs += 4;
2965 if (cs != MAX_SEIKAKU && seikaku_info[cs].sex && (seikaku_info[cs].sex != (creature_ptr->psex + 1)))
2967 if ((cs + 4) <= MAX_SEIKAKU)
2973 k = (islower(c) ? A2I(c) : -1);
2974 if ((k >= 0) && (k < MAX_SEIKAKU))
2976 if ((seikaku_info[k].sex == 0) || (seikaku_info[k].sex == (creature_ptr->psex + 1)))
2982 k = (isupper(c) ? (26 + c - 'A') : -1);
2983 if ((k >= 26) && (k < MAX_SEIKAKU))
2985 if ((seikaku_info[k].sex == 0) || (seikaku_info[k].sex == (creature_ptr->psex + 1)))
2995 show_help(creature_ptr, "jraceclas.txt#ThePersonalities");
2997 show_help(creature_ptr, "raceclas.txt#ThePersonalities");
3003 do_cmd_options_aux(OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth Option((*)s effect score)"));
3006 else if (c != '2' && c != '4' && c != '6' && c != '8') bell();
3010 creature_ptr->pseikaku = (CHARACTER_IDX)k;
3011 ap_ptr = &seikaku_info[creature_ptr->pseikaku];
3013 strcpy(tmp, ap_ptr->title);
3014 if (ap_ptr->no == 1)
3017 strcpy(tmp, ap_ptr->title);
3020 strcat(tmp, creature_ptr->name);
3022 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3028 * @brief オートローラで得たい能力値の基準を決める。
3029 * @param creature_ptr プレーヤーへの参照ポインタ
3032 static bool get_stat_limits(player_type *creature_ptr)
3034 int i, j, m, cs, os;
3037 char buf[80], cur[80];
3043 /* Extra infomation */
3044 put_str(_("最低限得たい能力値を設定して下さい。", "Set minimum stats."), 10, 10);
3045 put_str(_("2/8で項目選択、4/6で値の増減、Enterで次へ", "2/8 for Select, 4/6 for Change value, Enter for Goto next"), 11, 10);
3047 put_str(_(" 基本値 種族 職業 性格 合計値 最大値", " Base Rac Cla Per Total Maximum"), 13, 10);
3049 /* Output the maximum stats */
3050 for (i = 0; i < A_MAX; i++)
3052 /* Reset the "success" counter */
3056 /* Race/Class bonus */
3057 j = rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i];
3059 /* Obtain the "maximal" stat */
3060 m = adjust_stat(17, j);
3065 sprintf(cur, "18/%02d", (m - 18));
3071 sprintf(cur, "%2d", m);
3074 /* Obtain the current stat */
3075 m = adjust_stat(cval[i], j);
3080 sprintf(inp, "18/%02d", (m - 18));
3086 sprintf(inp, "%2d", m);
3089 /* Prepare a prompt */
3090 sprintf(buf, "%6s %2d %+3d %+3d %+3d = %6s %6s",
3091 stat_names[i], cval[i], rp_ptr->r_adj[i], cp_ptr->c_adj[i],
3092 ap_ptr->a_adj[i], inp, cur);
3094 /* Dump the prompt */
3095 put_str(buf, 14 + i, 10);
3098 /* Get a minimum stat */
3108 c_put_str(TERM_WHITE, _("決定する", "Accept"), 21, 35);
3110 else if (os < A_MAX)
3112 c_put_str(TERM_WHITE, cur, 14 + os, 10);
3116 c_put_str(TERM_YELLOW, _("決定する", "Accept"), 21, 35);
3120 /* Race/Class bonus */
3121 j = rp_ptr->r_adj[cs] + cp_ptr->c_adj[cs] + ap_ptr->a_adj[cs];
3123 /* Obtain the current stat */
3124 m = adjust_stat(cval[cs], j);
3129 sprintf(inp, "18/%02d", (m - 18));
3135 sprintf(inp, "%2d", m);
3138 /* Prepare a prompt */
3139 sprintf(cur, "%6s %2d %+3d %+3d %+3d = %6s",
3140 stat_names[cs], cval[cs], rp_ptr->r_adj[cs],
3141 cp_ptr->c_adj[cs], ap_ptr->a_adj[cs], inp);
3142 c_put_str(TERM_YELLOW, cur, 14 + cs, 10);
3147 /* Prompt for the minimum stats */
3169 if (cs < A_MAX) cs++;
3180 else if (cval[cs] > 3)
3197 else if (cval[cs] < 17)
3221 show_help(creature_ptr, "jbirth.txt#AutoRoller");
3223 show_help(creature_ptr, "birth.txt#AutoRoller");
3229 do_cmd_options_aux(OPT_PAGE_BIRTH, "初期オプション((*)はスコアに影響)");
3231 do_cmd_options_aux(OPT_PAGE_BIRTH, "Birth Option((*)s effect score)");
3240 if (c == ESCAPE || ((c == ' ' || c == '\r' || c == '\n') && cs == 6))break;
3243 for (i = 0; i < A_MAX; i++)
3245 /* Save the minimum stat */
3246 stat_limit[i] = (s16b)cval[i];
3254 * @brief オートローラで得たい年齢、身長、体重、社会的地位の基準を決める。
3257 static bool get_chara_limits(player_type *creature_ptr)
3261 int i, j, m, cs, os;
3262 int mval[MAXITEMS], cval[MAXITEMS];
3263 int max_percent, min_percent;
3265 char buf[80], cur[80];
3266 concptr itemname[] = {
3268 _("身長(インチ)", "height"),
3269 _("体重(ポンド)", "weight"),
3270 _("社会的地位", "social class")
3275 /* Prompt for the minimum stats */
3276 put_str(_("2/4/6/8で項目選択、+/-で値の増減、Enterで次へ", "2/4/6/8 for Select, +/- for Change value, Enter for Goto next"), 11, 10);
3277 put_str(_("注意:身長と体重の最大値/最小値ぎりぎりの値は非常に出現確率が低くなります。", "Caution: Values near minimum or maximum are extremely rare."), 23, 2);
3279 if (creature_ptr->psex == SEX_MALE)
3281 max_percent = (int)(rp_ptr->m_b_ht + rp_ptr->m_m_ht * 4 - 1) * 100 / (int)(rp_ptr->m_b_ht);
3282 min_percent = (int)(rp_ptr->m_b_ht - rp_ptr->m_m_ht * 4 + 1) * 100 / (int)(rp_ptr->m_b_ht);
3286 max_percent = (int)(rp_ptr->f_b_ht + rp_ptr->f_m_ht * 4 - 1) * 100 / (int)(rp_ptr->f_b_ht);
3287 min_percent = (int)(rp_ptr->f_b_ht - rp_ptr->f_m_ht * 4 + 1) * 100 / (int)(rp_ptr->f_b_ht);
3290 put_str(_("体格/地位の最小値/最大値を設定して下さい。", "Set minimum/maximum attribute."), 10, 10);
3291 put_str(_(" 項 目 最小値 最大値", " Parameter Min Max"), 13, 20);
3293 /* Output the maximum stats */
3294 for (i = 0; i < MAXITEMS; i++)
3296 /* Obtain the "maximal" stat */
3299 case 0: /* Minimum age */
3300 m = rp_ptr->b_age + 1;
3302 case 1: /* Maximum age */
3303 m = rp_ptr->b_age + rp_ptr->m_age;
3306 case 2: /* Minimum height */
3307 if (creature_ptr->psex == SEX_MALE) m = rp_ptr->m_b_ht - rp_ptr->m_m_ht * 4 + 1;
3308 else m = rp_ptr->f_b_ht - rp_ptr->f_m_ht * 4 + 1;
3310 case 3: /* Maximum height */
3311 if (creature_ptr->psex == SEX_MALE) m = rp_ptr->m_b_ht + rp_ptr->m_m_ht * 4 - 1;
3312 else m = rp_ptr->f_b_ht + rp_ptr->f_m_ht * 4 - 1;
3314 case 4: /* Minimum weight */
3315 if (creature_ptr->psex == SEX_MALE) m = (rp_ptr->m_b_wt * min_percent / 100) - (rp_ptr->m_m_wt * min_percent / 75) + 1;
3316 else m = (rp_ptr->f_b_wt * min_percent / 100) - (rp_ptr->f_m_wt * min_percent / 75) + 1;
3318 case 5: /* Maximum weight */
3319 if (creature_ptr->psex == SEX_MALE) m = (rp_ptr->m_b_wt * max_percent / 100) + (rp_ptr->m_m_wt * max_percent / 75) - 1;
3320 else m = (rp_ptr->f_b_wt * max_percent / 100) + (rp_ptr->f_m_wt * max_percent / 75) - 1;
3322 case 6: /* Minimum social class */
3325 case 7: /* Maximum social class */
3333 /* Save the maximum or minimum */
3338 for (i = 0; i < 4; i++)
3340 /* Prepare a prompt */
3341 sprintf(buf, "%-12s (%3d - %3d)", itemname[i], mval[i * 2], mval[i * 2 + 1]);
3343 /* Dump the prompt */
3344 put_str(buf, 14 + i, 20);
3346 for (j = 0; j < 2; j++)
3348 sprintf(buf, " %3d", cval[i * 2 + j]);
3349 put_str(buf, 14 + i, 45 + 8 * j);
3353 /* Get a minimum stat */
3361 const char accept[] = _("決定する", "Accept");
3365 c_put_str(TERM_WHITE, accept, 19, 35);
3369 c_put_str(TERM_WHITE, cur, 14 + os / 2, 45 + 8 * (os % 2));
3374 c_put_str(TERM_YELLOW, accept, 19, 35);
3378 /* Prepare a prompt */
3379 sprintf(cur, " %3d", cval[cs]);
3380 c_put_str(TERM_YELLOW, cur, 14 + cs / 2, 45 + 8 * (cs % 2));
3385 /* Prompt for the minimum stats */
3393 break; /*後でもう一回breakせんと*/
3397 if (cs == MAXITEMS) break;
3403 if (cs - 2 >= 0) cs -= 2;
3407 if (cs < MAXITEMS) cs += 2;
3408 if (cs > MAXITEMS) cs = MAXITEMS;
3416 if (cs < MAXITEMS) cs++;
3424 if (cval[cs] > cval[cs - 1])
3432 if (cval[cs] > mval[cs])
3446 if (cval[cs] < mval[cs])
3454 if (cval[cs] < cval[cs + 1])
3467 if (cval[cs] < mval[cs])
3469 cval[cs] = mval[cs];
3475 if (cval[cs] < cval[cs + 1])
3477 cval[cs] = cval[cs + 1];
3488 if (cval[cs] > cval[cs - 1])
3490 cval[cs] = cval[cs - 1];
3496 if (cval[cs] > mval[cs])
3498 cval[cs] = mval[cs];
3506 show_help(creature_ptr, "jbirth.txt#AutoRoller");
3508 show_help(creature_ptr, "birth.txt#AutoRoller");
3513 do_cmd_options_aux(OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth Option((*)s effect score)"));
3520 if (c == ESCAPE || ((c == ' ' || c == '\r' || c == '\n') && cs == MAXITEMS))break;
3523 /* Input the minimum stats */
3524 chara_limit.agemin = (s16b)cval[0];
3525 chara_limit.agemax = (s16b)cval[1];
3526 chara_limit.htmin = (s16b)cval[2];
3527 chara_limit.htmax = (s16b)cval[3];
3528 chara_limit.wtmin = (s16b)cval[4];
3529 chara_limit.wtmax = (s16b)cval[5];
3530 chara_limit.scmin = (s16b)cval[6];
3531 chara_limit.scmax = (s16b)cval[7];
3536 #define HISTPREF_LIMIT 1024
3537 static char *histpref_buf = NULL;
3540 * @brief 生い立ちメッセージの内容をバッファに加える。 / Hook function for reading the histpref.prf file.
3543 void add_history_from_pref_line(concptr t)
3545 /* Do nothing if the buffer is not ready */
3546 if (!histpref_buf) return;
3548 my_strcat(histpref_buf, t, HISTPREF_LIMIT);
3552 * @brief 生い立ちメッセージをファイルからロードする。
3555 static bool do_cmd_histpref(player_type *creature_ptr)
3562 char histbuf[HISTPREF_LIMIT];
3564 if (!get_check(_("生い立ち設定ファイルをロードしますか? ", "Load background history preference file? "))) return FALSE;
3566 /* Prepare the buffer */
3568 histpref_buf = histbuf;
3571 sprintf(buf, "histedit-%s.prf", creature_ptr->base_name);
3573 sprintf(buf, "histpref-%s.prf", creature_ptr->base_name);
3575 err = process_histpref_file(creature_ptr, buf);
3577 /* Process 'hist????.prf' if 'hist????-<name>.prf' doesn't exist */
3581 strcpy(buf, "histedit.prf");
3583 strcpy(buf, "histpref.prf");
3585 err = process_histpref_file(creature_ptr, buf);
3590 msg_print(_("生い立ち設定ファイルの読み込みに失敗しました。", "Failed to load background history preference."));
3593 /* Kill the buffer */
3594 histpref_buf = NULL;
3598 else if (!histpref_buf[0])
3600 msg_print(_("有効な生い立ち設定はこのファイルにありません。", "There does not exist valid background history preference."));
3603 /* Kill the buffer */
3604 histpref_buf = NULL;
3609 /* Clear the previous history strings */
3610 for (i = 0; i < 4; i++) creature_ptr->history[i][0] = '\0';
3612 /* Skip leading spaces */
3613 for (s = histpref_buf; *s == ' '; s++) /* loop */;
3615 /* Get apparent length */
3618 /* Kill trailing spaces */
3619 while ((n > 0) && (s[n - 1] == ' ')) s[--n] = '\0';
3621 roff_to_buf(s, 60, temp, sizeof(temp));
3623 for (i = 0; i < 4; i++)
3625 if (t[0] == 0) break;
3628 strcpy(creature_ptr->history[i], t);
3633 /* Fill the remaining spaces */
3634 for (i = 0; i < 4; i++)
3636 for (j = 0; creature_ptr->history[i][j]; j++) /* loop */;
3638 for (; j < 59; j++) creature_ptr->history[i][j] = ' ';
3639 creature_ptr->history[i][59] = '\0';
3642 /* Kill the buffer */
3643 histpref_buf = NULL;
3649 * @brief 生い立ちメッセージを編集する。/Character background edit-mode
3652 static void edit_history(player_type *creature_ptr)
3654 char old_history[4][60];
3655 TERM_LEN y = 0, x = 0;
3658 /* Edit character background */
3659 for (i = 0; i < 4; i++)
3661 sprintf(old_history[i], "%s", creature_ptr->history[i]);
3663 /* Turn 0 to space */
3664 for (i = 0; i < 4; i++)
3666 for (j = 0; creature_ptr->history[i][j]; j++) /* loop */;
3668 for (; j < 59; j++) creature_ptr->history[i][j] = ' ';
3669 creature_ptr->history[i][59] = '\0';
3672 display_player(creature_ptr, 1);
3674 c_put_str(TERM_L_GREEN, "(キャラクターの生い立ち - 編集モード)", 11, 20);
3675 put_str("[ カーソルキーで移動、Enterで終了、Ctrl-Aでファイル読み込み ]", 17, 10);
3677 c_put_str(TERM_L_GREEN, "(Character Background - Edit Mode)", 11, 20);
3678 put_str("[ Cursor key for Move, Enter for End, Ctrl-A for Read pref ]", 17, 10);
3686 for (i = 0; i < 4; i++)
3688 put_str(creature_ptr->history[i], i + 12, 10);
3691 if (iskanji2(creature_ptr->history[y], x))
3692 c_put_str(TERM_L_BLUE, format("%c%c", creature_ptr->history[y][x], creature_ptr->history[y][x + 1]), y + 12, x + 10);
3695 c_put_str(TERM_L_BLUE, format("%c", creature_ptr->history[y][x]), y + 12, x + 10);
3697 /* Place cursor just after cost of current stat */
3698 Term_gotoxy(x + 10, y + 12);
3700 /* Get special key code */
3701 skey = inkey_special(TRUE);
3703 /* Get a character code */
3704 if (!(skey & SKEY_MASK)) c = (char)skey;
3707 if (skey == SKEY_UP || c == KTRL('p'))
3712 if ((x > 0) && (iskanji2(creature_ptr->history[y], x - 1))) x--;
3715 else if (skey == SKEY_DOWN || c == KTRL('n'))
3720 if ((x > 0) && (iskanji2(creature_ptr->history[y], x - 1))) x--;
3723 else if (skey == SKEY_RIGHT || c == KTRL('f'))
3726 if (iskanji2(creature_ptr->history[y], x)) x++;
3735 else if (skey == SKEY_LEFT || c == KTRL('b'))
3749 if ((x > 0) && (iskanji2(creature_ptr->history[y], x - 1))) x--;
3752 else if (c == '\r' || c == '\n')
3754 Term_erase(0, 11, 255);
3755 Term_erase(0, 17, 255);
3757 put_str("(キャラクターの生い立ち - 編集済み)", 11, 20);
3759 put_str("(Character Background - Edited)", 11, 20);
3763 else if (c == ESCAPE)
3767 put_str("(キャラクターの生い立ち)", 11, 25);
3769 put_str("(Character Background)", 11, 25);
3772 for (i = 0; i < 4; i++)
3774 sprintf(creature_ptr->history[i], "%s", old_history[i]);
3775 put_str(creature_ptr->history[i], i + 12, 10);
3779 else if (c == KTRL('A'))
3781 if (do_cmd_histpref(creature_ptr))
3784 if ((x > 0) && (iskanji2(creature_ptr->history[y], x - 1))) x--;
3788 else if (c == '\010')
3801 creature_ptr->history[y][x] = ' ';
3803 if ((x > 0) && (iskanji2(creature_ptr->history[y], x - 1)))
3806 creature_ptr->history[y][x] = ' ';
3811 else if (iskanji(c) || isprint(c))
3813 else if (isprint(c)) /* BUGFIX */
3817 if (iskanji2(creature_ptr->history[y], x))
3819 creature_ptr->history[y][x + 1] = ' ';
3831 if (iskanji2(creature_ptr->history[y], x + 1))
3833 creature_ptr->history[y][x + 2] = ' ';
3836 creature_ptr->history[y][x++] = c;
3841 creature_ptr->history[y][x++] = c;
3849 } /* while (TRUE) */
3855 * @brief player_birth()関数のサブセット/Helper function for 'player_birth()'
3857 * The delay may be reduced, but is recommended to keep players
3858 * from continuously rolling up characters, which can be VERY
3859 * expensive CPU wise. And it cuts down on player stupidity.
3862 static bool player_birth_aux(player_type *creature_ptr)
3864 int i, k, n, cs, os;
3879 char buf[80], cur[80];
3885 /* Title everything */
3886 put_str(_("名前 :", "Name :"), 1, 26);
3887 put_str(_("性別 :", "Sex :"), 3, 1);
3888 put_str(_("種族 :", "Race :"), 4, 1);
3889 put_str(_("職業 :", "Class :"), 5, 1);
3891 /* Dump the default name */
3892 c_put_str(TERM_L_BLUE, creature_ptr->name, 1, 34);
3894 /*** Instructions ***/
3896 /* Display some helpful information */
3897 put_str(_("キャラクターを作成します。('S'やり直す, 'Q'終了, '?'ヘルプ)", "Make your charactor. ('S' Restart, 'Q' Quit, '?' Help)"), 8, 10);
3899 /*** Player sex ***/
3902 put_str(_("注意:《性別》の違いはゲーム上ほとんど影響を及ぼしません。", "Note: Your 'sex' does not have any significant gameplay effects."), 23, 5);
3904 /* Prompt for "Sex" */
3905 for (n = 0; n < MAX_SEXES; n++)
3908 sp_ptr = &sex_info[n];
3912 sprintf(buf, "%c%c%s", I2A(n), p2, sp_ptr->title);
3914 sprintf(buf, "%c%c %s", I2A(n), p2, sp_ptr->title);
3916 put_str(buf, 12 + (n / 5), 2 + 15 * (n % 5));
3920 sprintf(cur, "%c%c%s", '*', p2, "ランダム");
3922 sprintf(cur, "%c%c %s", '*', p2, "Random");
3933 put_str(cur, 12 + (os / 5), 2 + 15 * (os % 5));
3934 if (cs == MAX_SEXES)
3936 sprintf(cur, "%c%c%s", '*', p2, "ランダム");
3938 sprintf(cur, "%c%c %s", '*', p2, "Random");
3942 sp_ptr = &sex_info[cs];
3943 str = sp_ptr->title;
3945 sprintf(cur, "%c%c%s", I2A(cs), p2, str);
3947 sprintf(cur, "%c%c %s", I2A(cs), p2, str);
3950 c_put_str(TERM_YELLOW, cur, 12 + (cs / 5), 2 + 15 * (cs % 5));
3957 sprintf(buf, "性別を選んで下さい (%c-%c) ('='初期オプション設定): ", I2A(0), I2A(n - 1));
3959 sprintf(buf, "Choose a sex (%c-%c) ('=' for options): ", I2A(0), I2A(n - 1));
3962 put_str(buf, 10, 10);
3964 if (c == 'Q') birth_quit();
3965 if (c == 'S') return FALSE;
3966 if (c == ' ' || c == '\r' || c == '\n')
3968 if (cs == MAX_SEXES)
3969 k = randint0(MAX_SEXES);
3976 k = randint0(MAX_SEXES);
3985 if (cs < MAX_SEXES) cs++;
3987 k = (islower(c) ? A2I(c) : -1);
3988 if ((k >= 0) && (k < MAX_SEXES))
3994 if (c == '?') do_cmd_help(creature_ptr);
3999 do_cmd_options_aux(OPT_PAGE_BIRTH, "初期オプション((*)はスコアに影響)");
4001 do_cmd_options_aux(OPT_PAGE_BIRTH, "Birth Option((*)s effect score)");
4006 else if (c != '4' && c != '6')bell();
4010 creature_ptr->psex = (byte_hack)k;
4011 sp_ptr = &sex_info[creature_ptr->psex];
4014 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 15);
4019 /* Choose the players race */
4020 creature_ptr->prace = 0;
4026 if (!get_player_race(creature_ptr)) return FALSE;
4030 roff_to_buf(race_jouhou[creature_ptr->prace], 74, temp, sizeof(temp));
4033 for (i = 0; i < 10; i++)
4044 if (get_check_strict("よろしいですか?", CHECK_DEFAULT_Y)) break;
4046 if (get_check_strict("Are you sure? ", CHECK_DEFAULT_Y)) break;
4049 c_put_str(TERM_WHITE, " ", 4, 15);
4055 /* Choose the players class */
4056 creature_ptr->pclass = 0;
4062 if (!get_player_class(creature_ptr)) return FALSE;
4065 roff_to_buf(class_jouhou[creature_ptr->pclass], 74, temp, sizeof(temp));
4068 for (i = 0; i < 9; i++)
4080 if (get_check_strict("よろしいですか?", CHECK_DEFAULT_Y)) break;
4082 if (get_check_strict("Are you sure? ", CHECK_DEFAULT_Y)) break;
4084 c_put_str(TERM_WHITE, " ", 5, 15);
4087 /* Choose the magic realms */
4088 if (!get_player_realms(creature_ptr)) return FALSE;
4090 /* Choose the players seikaku */
4091 creature_ptr->pseikaku = 0;
4097 if (!get_player_seikaku(creature_ptr)) return FALSE;
4100 roff_to_buf(seikaku_jouhou[creature_ptr->pseikaku], 74, temp, sizeof(temp));
4103 for (i = 0; i < A_MAX; i++)
4114 if (get_check_strict("よろしいですか?", CHECK_DEFAULT_Y)) break;
4116 if (get_check_strict("Are you sure? ", CHECK_DEFAULT_Y)) break;
4118 c_put_str(TERM_L_BLUE, creature_ptr->name, 1, 34);
4119 prt("", 1, 34 + strlen(creature_ptr->name));
4124 put_str(" ", 3, 40);
4125 put_str(" ", 4, 40);
4126 put_str(" ", 5, 40);
4130 do_cmd_options_aux(OPT_PAGE_BIRTH, "初期オプション((*)はスコアに影響)");
4132 do_cmd_options_aux(OPT_PAGE_BIRTH, "Birth Option((*)s effect score)");
4137 if (autoroller || autochara)
4145 if (!get_stat_limits(creature_ptr)) return FALSE;
4150 if (!get_chara_limits(creature_ptr)) return FALSE;
4155 /* Reset turn; before auto-roll and after choosing race */
4156 init_turn(creature_ptr);
4167 if (autoroller || autochara)
4173 put_str("回数 :", 10, col + 13);
4175 put_str("Round:", 10, col + 13);
4179 /* Indicate the state */
4181 put_str("(ESCで停止)", 12, col + 13);
4183 put_str("(Hit ESC to stop)", 12, col + 13);
4187 /* Otherwise just get a character */
4190 get_stats(creature_ptr);
4191 get_ahw(creature_ptr);
4192 get_history(creature_ptr);
4200 put_str("最小値", 2, col + 5);
4202 put_str(" Limit", 2, col + 5);
4208 put_str("成功率", 2, col + 13);
4210 put_str(" Freq", 2, col + 13);
4216 put_str("現在値", 2, col + 24);
4218 put_str(" Roll", 2, col + 24);
4222 /* Put the minimal stats */
4223 for (i = 0; i < A_MAX; i++)
4228 put_str(stat_names[i], 3 + i, col);
4230 /* Race/Class bonus */
4231 j = rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i];
4233 /* Obtain the current stat */
4234 m = adjust_stat(stat_limit[i], j);
4238 c_put_str(TERM_L_BLUE, buf, 3 + i, col + 5);
4243 while (autoroller || autochara)
4247 /* Get a new character */
4248 get_stats(creature_ptr);
4250 /* Advance the round */
4253 /* Hack -- Prevent overflow */
4254 if (auto_round >= 1000000000L)
4260 for (i = 0; i < A_MAX; i++)
4269 /* Check and count acceptable stats */
4270 for (i = 0; i < A_MAX; i++)
4272 /* This stat is okay */
4273 if (creature_ptr->stat_max[i] >= stat_limit[i])
4278 /* This stat is not okay */
4286 /* Break if "happy" */
4289 get_ahw(creature_ptr);
4290 get_history(creature_ptr);
4294 if ((creature_ptr->age < chara_limit.agemin) || (creature_ptr->age > chara_limit.agemax)) accept = FALSE;
4295 if ((creature_ptr->ht < chara_limit.htmin) || (creature_ptr->ht > chara_limit.htmax)) accept = FALSE;
4296 if ((creature_ptr->wt < chara_limit.wtmin) || (creature_ptr->wt > chara_limit.wtmax)) accept = FALSE;
4297 if ((creature_ptr->sc < chara_limit.scmin) || (creature_ptr->sc > chara_limit.scmax)) accept = FALSE;
4302 /* Take note every x rolls */
4303 flag = (!(auto_round % AUTOROLLER_STEP));
4305 /* Update display occasionally */
4309 birth_put_stats(creature_ptr);
4312 put_str(format("%10ld", auto_round), 10, col + 20);
4314 #ifdef AUTOROLLER_DELAY
4315 /* Delay 1/10 second */
4316 if (flag) Term_xtra(TERM_XTRA_DELAY, 10);
4319 /* Make sure they see everything */
4322 /* Do not wait for a key */
4325 /* Check for a keypress */
4328 get_ahw(creature_ptr);
4329 get_history(creature_ptr);
4335 if (autoroller || autochara) sound(SOUND_LEVEL);
4343 /* Roll for base hitpoints */
4344 get_extra(creature_ptr, TRUE);
4347 get_money(creature_ptr);
4349 /* Hack -- get a chaos patron even if you are not a chaos warrior */
4350 creature_ptr->chaos_patron = (s16b)randint0(MAX_PATRON);
4355 /* Calculate the bonuses and hitpoints */
4356 creature_ptr->update |= (PU_BONUS | PU_HP);
4357 update_creature(creature_ptr);
4359 creature_ptr->chp = creature_ptr->mhp;
4360 creature_ptr->csp = creature_ptr->msp;
4362 display_player(creature_ptr, mode);
4364 /* Prepare a prompt (must squeeze everything in) */
4366 Term_addch(TERM_WHITE, b1);
4367 Term_addstr(-1, TERM_WHITE, _("'r' 次の数値", "'r'eroll"));
4369 if (prev) Term_addstr(-1, TERM_WHITE, _(", 'p' 前の数値", "'p'previous"));
4370 if (mode) Term_addstr(-1, TERM_WHITE, _(", 'h' その他の情報", ", 'h' Misc."));
4371 else Term_addstr(-1, TERM_WHITE, _(", 'h' 生い立ちを表示", ", 'h'istory"));
4372 Term_addstr(-1, TERM_WHITE, _(", Enter この数値に決定", ", or Enter to accept"));
4373 Term_addch(TERM_WHITE, b2);
4378 if (c == 'Q') birth_quit();
4381 if (c == 'S') return FALSE;
4383 /* Escape accepts the roll */
4384 if (c == '\r' || c == '\n' || c == ESCAPE) break;
4386 /* Reroll this character */
4387 if ((c == ' ') || (c == 'r')) break;
4389 /* Previous character */
4390 if (prev && (c == 'p'))
4392 load_prev_data(creature_ptr, TRUE);
4396 if ((c == 'H') || (c == 'h'))
4398 mode = ((mode != 0) ? 0 : 1);
4406 show_help(creature_ptr, "jbirth.txt#AutoRoller");
4408 show_help(creature_ptr, "birth.txt#AutoRoller");
4415 do_cmd_options_aux(OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth Option((*)s effect score)"));
4425 if (c == '\r' || c == '\n' || c == ESCAPE) break;
4427 /* Save this for the "previous" character */
4428 save_prev_data(creature_ptr, &previous_char);
4429 previous_char.quick_ok = FALSE;
4431 /* Note that a previous roll exists */
4438 /* Get a name, recolor it, prepare savefile */
4439 get_name(creature_ptr);
4441 /* Process the player name */
4442 process_player_name(creature_ptr, current_world_ptr->creating_savefile);
4444 /*** Edit character background ***/
4445 edit_history(creature_ptr);
4449 get_max_stats(creature_ptr);
4451 get_virtues(creature_ptr);
4455 prt("[ 'Q' 中断, 'S' 初めから, Enter ゲーム開始 ]", 23, 14);
4457 prt("['Q'uit, 'S'tart over, or Enter to continue]", 23, 10);
4465 if (c == 'Q') birth_quit();
4468 if (c == 'S') return FALSE;
4471 /* Initialize random quests */
4472 init_dungeon_quests(creature_ptr);
4474 /* Save character data for quick start */
4475 save_prev_data(creature_ptr, &previous_char);
4476 previous_char.quick_ok = TRUE;
4483 * @brief クイックスタート処理の問い合わせと実行を行う。/Ask whether the player use Quick Start or not.
4486 static bool ask_quick_start(player_type *creature_ptr)
4488 /* Doesn't have previous data */
4489 if (!previous_char.quick_ok) return FALSE;
4494 put_str(_("クイック・スタートを使うと以前と全く同じキャラクターで始められます。", "Do you want to use the quick start function(same character as your last one)."), 11, 2);
4501 put_str(_("クイック・スタートを使いますか?[y/N]", "Use quick start? [y/N]"), 14, 10);
4504 if (c == 'Q') quit(NULL);
4505 else if (c == 'S') return FALSE;
4509 show_help(creature_ptr, "jbirth.txt#QuickStart");
4511 show_help(creature_ptr, "birth.txt#QuickStart");
4514 else if ((c == 'y') || (c == 'Y'))
4526 load_prev_data(creature_ptr, FALSE);
4527 init_turn(creature_ptr);
4528 init_dungeon_quests(creature_ptr);
4530 sp_ptr = &sex_info[creature_ptr->psex];
4531 rp_ptr = &race_info[creature_ptr->prace];
4532 cp_ptr = &class_info[creature_ptr->pclass];
4533 mp_ptr = &m_info[creature_ptr->pclass];
4534 ap_ptr = &seikaku_info[creature_ptr->pseikaku];
4536 /* Calc hitdie, but don't roll */
4537 get_extra(creature_ptr, FALSE);
4539 creature_ptr->update |= (PU_BONUS | PU_HP);
4540 update_creature(creature_ptr);
4541 creature_ptr->chp = creature_ptr->mhp;
4542 creature_ptr->csp = creature_ptr->msp;
4544 /* Process the player name */
4545 process_player_name(creature_ptr, FALSE);
4552 * @brief プレイヤー作成処理のメインルーチン/ Create a new character.
4554 * Note that we may be called with "junk" leftover in the various
4555 * fields, so we must be sure to clear them first.
4558 void player_birth(player_type *creature_ptr)
4563 current_world_ptr->play_time = 0;
4565 wipe_monsters_list(creature_ptr);
4567 /* Wipe the player */
4568 player_wipe_without_name(creature_ptr);
4570 /* Create a new character */
4573 if (!ask_quick_start(creature_ptr))
4575 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_DEFAULT);
4577 /* No, normal start */
4580 /* Roll up a new character */
4581 if (player_birth_aux(creature_ptr)) break;
4583 /* Wipe the player */
4584 player_wipe_without_name(creature_ptr);
4588 /* Note player birth in the message recall */
4591 message_add("====================");
4595 exe_write_diary(creature_ptr, DIARY_GAMESTART, 1, _("-------- 新規ゲーム開始 --------", "-------- Start New Game --------"));
4596 exe_write_diary(creature_ptr, DIARY_DIALY, 0, NULL);
4598 sprintf(buf, _(" 性別に%sを選択した。", " choose %s personality."), sex_info[creature_ptr->psex].title);
4599 exe_write_diary(creature_ptr, DIARY_DESCRIPTION, 1, buf);
4601 sprintf(buf, _(" 種族に%sを選択した。", " choose %s race."), race_info[creature_ptr->prace].title);
4602 exe_write_diary(creature_ptr, DIARY_DESCRIPTION, 1, buf);
4604 sprintf(buf, _(" 職業に%sを選択した。", " choose %s class."), class_info[creature_ptr->pclass].title);
4605 exe_write_diary(creature_ptr, DIARY_DESCRIPTION, 1, buf);
4607 if (creature_ptr->realm1)
4609 sprintf(buf, _(" 魔法の領域に%s%sを選択した。", " choose %s%s realm."), realm_names[creature_ptr->realm1], creature_ptr->realm2 ? format("と%s", realm_names[creature_ptr->realm2]) : "");
4610 exe_write_diary(creature_ptr, DIARY_DESCRIPTION, 1, buf);
4613 sprintf(buf, _(" 性格に%sを選択した。", " choose %s."), seikaku_info[creature_ptr->pseikaku].title);
4614 exe_write_diary(creature_ptr, DIARY_DESCRIPTION, 1, buf);
4616 /* Init the shops */
4617 for (i = 1; i < max_towns; i++)
4619 for (j = 0; j < MAX_STORES; j++)
4625 /* Generate the random seeds for the wilderness */
4628 /* Give beastman a mutation at character birth */
4629 if (creature_ptr->prace == RACE_BEASTMAN) creature_ptr->hack_mutation = TRUE;
4630 else creature_ptr->hack_mutation = FALSE;
4632 /* Set the message window flag as default */
4633 if (!window_flag[1])
4634 window_flag[1] |= PW_MESSAGE;
4636 /* Set the inv/equip window flag as default */
4637 if (!window_flag[2])
4638 window_flag[2] |= PW_INVEN;
4642 * @brief プレイヤー作成処理中のステータス表示処理
4643 * @param fff ファイルポインタ
4646 void dump_yourself(player_type *creature_ptr, FILE *fff)
4654 roff_to_buf(race_jouhou[creature_ptr->prace], 78, temp, sizeof(temp));
4655 fprintf(fff, "\n\n");
4656 fprintf(fff, _("種族: %s\n", "Race: %s\n"), race_info[creature_ptr->prace].title);
4659 for (i = 0; i < 10; i++)
4663 fprintf(fff, "%s\n", t);
4666 roff_to_buf(class_jouhou[creature_ptr->pclass], 78, temp, sizeof(temp));
4668 fprintf(fff, _("職業: %s\n", "Class: %s\n"), class_info[creature_ptr->pclass].title);
4671 for (i = 0; i < 10; i++)
4675 fprintf(fff, "%s\n", t);
4678 roff_to_buf(seikaku_jouhou[creature_ptr->pseikaku], 78, temp, sizeof(temp));
4680 fprintf(fff, _("性格: %s\n", "Pesonality: %s\n"), seikaku_info[creature_ptr->pseikaku].title);
4683 for (i = 0; i < A_MAX; i++)
4687 fprintf(fff, "%s\n", t);
4691 if (creature_ptr->realm1)
4693 roff_to_buf(realm_jouhou[technic2magic(creature_ptr->realm1) - 1], 78, temp, sizeof(temp));
4694 fprintf(fff, _("魔法: %s\n", "Realm: %s\n"), realm_names[creature_ptr->realm1]);
4697 for (i = 0; i < A_MAX; i++)
4701 fprintf(fff, "%s\n", t);
4706 if (creature_ptr->realm2)
4708 roff_to_buf(realm_jouhou[technic2magic(creature_ptr->realm2) - 1], 78, temp, sizeof(temp));
4709 fprintf(fff, _("魔法: %s\n", "Realm: %s\n"), realm_names[creature_ptr->realm2]);
4712 for (i = 0; i < A_MAX; i++)
4716 fprintf(fff, "%s\n", t);