3 * @brief ファイル入出力管理 / Purpose: code dealing with files (and death)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
11 * 2014 Deskull rearranged comment for Doxygen.\n
18 #include "player-status.h"
26 #include "player-move.h"
29 #include "monster-status.h"
33 * You may or may not want to use the following "#undef".
35 /* #undef _POSIX_SAVED_IDS */
39 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
41 void safe_setuid_drop(void)
48 # ifdef SAFE_SETUID_POSIX
50 if (setuid(getuid()) != 0)
52 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
54 if (setgid(getgid()) != 0)
56 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
61 if (setreuid(geteuid(), getuid()) != 0)
63 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
65 if (setregid(getegid(), getgid()) != 0)
67 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
80 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
82 void safe_setuid_grab(void)
89 # ifdef SAFE_SETUID_POSIX
91 if (setuid(player_euid) != 0)
93 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
95 if (setgid(player_egid) != 0)
97 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
102 if (setreuid(geteuid(), getuid()) != 0)
104 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
106 if (setregid(getegid(), getgid()) != 0)
108 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
111 # endif /* SAFE_SETUID_POSIX */
113 # endif /* SAFE_SETUID */
121 * @brief 各種データテキストをトークン単位に分解する / Extract the first few "tokens" from a buffer
122 * @param buf データテキストの参照ポインタ
124 * @param tokens トークンを保管する文字列参照ポインタ配列
129 * This function uses "colon" and "slash" as the delimeter characters.
130 * We never extract more than "num" tokens. The "last" token may include
131 * "delimeter" characters, allowing the buffer to include a "string" token.
132 * We save pointers to the tokens in "tokens", and return the number found.
133 * Hack -- Attempt to handle the 'c' character formalism
134 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
135 * Hack -- We will always extract at least one token
138 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
150 /* Scan the string */
153 /* Found a delimiter */
154 if ((*t == ':') || (*t == '/')) break;
156 /* Handle single quotes */
157 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
162 /* Handle backslash */
165 /* Require a character */
171 /* Hack -- Require a close quote */
172 if (*t != '\'') *t = '\'';
175 /* Handle back-slash */
182 /* Nuke and advance */
200 /* A number with a name */
201 typedef struct named_num named_num;
205 concptr name; /* The name of this thing */
206 int num; /* A number associated with it */
210 /* Index of spell type names */
211 static named_num gf_desc[] =
213 {"GF_ELEC", GF_ELEC },
214 {"GF_POIS", GF_POIS },
215 {"GF_ACID", GF_ACID },
216 {"GF_COLD", GF_COLD },
217 {"GF_FIRE", GF_FIRE },
218 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
219 {"GF_MISSILE", GF_MISSILE },
220 {"GF_ARROW", GF_ARROW },
221 {"GF_PLASMA", GF_PLASMA },
222 {"GF_WATER", GF_WATER },
223 {"GF_LITE", GF_LITE },
224 {"GF_DARK", GF_DARK },
225 {"GF_LITE_WEAK", GF_LITE_WEAK },
226 {"GF_DARK_WEAK", GF_DARK_WEAK },
227 {"GF_SHARDS", GF_SHARDS },
228 {"GF_SOUND", GF_SOUND },
229 {"GF_CONFUSION", GF_CONFUSION },
230 {"GF_FORCE", GF_FORCE },
231 {"GF_INERTIA", GF_INERTIAL },
232 {"GF_MANA", GF_MANA },
233 {"GF_METEOR", GF_METEOR },
235 {"GF_CHAOS", GF_CHAOS },
236 {"GF_NETHER", GF_NETHER },
237 {"GF_DISENCHANT", GF_DISENCHANT },
238 {"GF_NEXUS", GF_NEXUS },
239 {"GF_TIME", GF_TIME },
240 {"GF_GRAVITY", GF_GRAVITY },
241 {"GF_KILL_WALL", GF_KILL_WALL },
242 {"GF_KILL_DOOR", GF_KILL_DOOR },
243 {"GF_KILL_TRAP", GF_KILL_TRAP },
244 {"GF_MAKE_WALL", GF_MAKE_WALL },
245 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
246 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
247 {"GF_MAKE_TREE", GF_MAKE_TREE },
248 {"GF_OLD_CLONE", GF_OLD_CLONE },
249 {"GF_OLD_POLY", GF_OLD_POLY },
250 {"GF_OLD_HEAL", GF_OLD_HEAL },
251 {"GF_OLD_SPEED", GF_OLD_SPEED },
252 {"GF_OLD_SLOW", GF_OLD_SLOW },
253 {"GF_OLD_CONF", GF_OLD_CONF },
254 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
255 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
256 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
257 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
258 {"GF_AWAY_ALL", GF_AWAY_ALL },
259 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
260 {"GF_TURN_EVIL", GF_TURN_EVIL },
261 {"GF_TURN_ALL", GF_TURN_ALL },
262 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
263 {"GF_DISP_EVIL", GF_DISP_EVIL },
264 {"GF_DISP_ALL", GF_DISP_ALL },
265 {"GF_DISP_DEMON", GF_DISP_DEMON },
266 {"GF_DISP_LIVING", GF_DISP_LIVING },
267 {"GF_ROCKET", GF_ROCKET },
268 {"GF_NUKE", GF_NUKE },
269 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
270 {"GF_STASIS", GF_STASIS },
271 {"GF_STONE_WALL", GF_STONE_WALL },
272 {"GF_DEATH_RAY", GF_DEATH_RAY },
273 {"GF_STUN", GF_STUN },
274 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
275 {"GF_HELL_FIRE", GF_HELL_FIRE },
276 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
277 {"GF_CHARM", GF_CHARM },
278 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
279 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
281 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
282 {"GF_TELEKINESIS", GF_TELEKINESIS },
283 {"GF_JAM_DOOR", GF_JAM_DOOR },
284 {"GF_DOMINATION", GF_DOMINATION },
285 {"GF_DISP_GOOD", GF_DISP_GOOD },
286 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
287 {"GF_MIND_BLAST", GF_MIND_BLAST },
288 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
289 {"GF_CAUSE_1", GF_CAUSE_1 },
290 {"GF_CAUSE_2", GF_CAUSE_2 },
291 {"GF_CAUSE_3", GF_CAUSE_3 },
292 {"GF_CAUSE_4", GF_CAUSE_4 },
293 {"GF_HAND_DOOM", GF_HAND_DOOM },
294 {"GF_CAPTURE", GF_CAPTURE },
295 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
296 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
297 {"GF_IDENTIFY", GF_IDENTIFY },
298 {"GF_ATTACK", GF_ATTACK },
299 {"GF_ENGETSU", GF_ENGETSU },
300 {"GF_GENOCIDE", GF_GENOCIDE },
301 {"GF_PHOTO", GF_PHOTO },
302 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
303 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
304 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
305 {"GF_SEEKER", GF_SEEKER },
306 {"GF_SUPER_RAY", GF_SUPER_RAY },
307 {"GF_STAR_HEAL", GF_STAR_HEAL },
308 {"GF_WATER_FLOW", GF_WATER_FLOW },
309 {"GF_CRUSADE", GF_CRUSADE },
310 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
311 {"GF_WOUNDS", GF_WOUNDS },
317 * @brief 設定ファイルの各行から各種テキスト情報を取得する /
318 * Parse a sub-file of the "extra info" (format shown below)
319 * @param buf データテキストの参照ポインタ
323 * Each "action" line has an "action symbol" in the first column,
324 * followed by a colon, followed by some command specific info,
325 * usually in the form of "tokens" separated by colons or slashes.
326 * Blank lines, lines starting with white space, and lines starting
327 * with pound signs ("#") are ignored (as comments).
328 * Note the use of "tokenize()" to allow the use of both colons and
329 * slashes as delimeters, while still allowing final tokens which
330 * may contain any characters including "delimiters".
331 * Note the use of "strtol()" to allow all "integers" to be encoded
332 * in decimal, hexidecimal, or octal form.
333 * Note that "monster zero" is used for the "player" attr/char, "object
334 * zero" will be used for the "stack" attr/char, and "feature zero" is
335 * used for the "nothing" attr/char.
336 * Parse another file recursively, see below for details
338 * Specify the attr/char values for "monsters" by race index
339 * R:\<num\>:\<a\>:\<c\>
340 * Specify the attr/char values for "objects" by kind index
341 * K:\<num\>:\<a\>:\<c\>
342 * Specify the attr/char values for "features" by feature index
343 * F:\<num\>:\<a\>:\<c\>
344 * Specify the attr/char values for unaware "objects" by kind tval
345 * U:\<tv\>:\<a\>:\<c\>
346 * Specify the attr/char values for inventory "objects" by kind tval
347 * E:\<tv\>:\<a\>:\<c\>
348 * Define a macro action, given an encoded macro action
350 * Create a normal macro, given an encoded macro trigger
352 * Create a command macro, given an encoded macro trigger
354 * Create a keyset mapping
355 * S:\<key\>:\<key\>:\<dir\>
356 * Turn an option off, given its name
358 * Turn an option on, given its name
360 * Specify visual information, given an index, and some data
361 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
362 * Specify the set of colors to use when drawing a zapped spell
364 * Specify a macro trigger template and macro trigger names.
365 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
366 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
369 errr process_pref_file_command(char *buf)
379 /* Require "?:*" format */
380 if (buf[1] != ':') return 1;
385 /* Mega-Hack -- read external player's history file */
386 /* Process "H:<history>" */
388 add_history_from_pref_line(buf + 2);
391 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
393 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
396 i = (huge)strtol(zz[0], NULL, 0);
397 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
398 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
399 if (i >= max_r_idx) return 1;
401 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
402 if (n2) r_ptr->x_char = n2;
407 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
409 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
412 i = (huge)strtol(zz[0], NULL, 0);
413 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
414 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
415 if (i >= max_k_idx) return 1;
417 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
418 if (n2) k_ptr->x_char = n2;
423 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
424 /* "F:<num>:<a>/<c>" */
425 /* "F:<num>:<a>/<c>:LIT" */
426 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
430 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
432 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
433 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
435 i = (huge)strtol(zz[0], NULL, 0);
436 if (i >= max_f_idx) return 1;
439 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
440 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
441 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
442 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
444 /* Mega-hack -- feat supports lighting */
447 /* No lighting support */
449 n1 = f_ptr->x_attr[F_LIT_STANDARD];
450 n2 = f_ptr->x_char[F_LIT_STANDARD];
451 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
453 f_ptr->x_attr[j] = n1;
454 f_ptr->x_char[j] = n2;
458 /* Use default lighting */
460 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
463 /* Use desired lighting */
464 case F_LIT_MAX * 2 + 1:
465 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
467 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
468 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
469 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
470 if (n2) f_ptr->x_char[j] = n2;
477 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
479 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
481 j = (byte)strtol(zz[0], NULL, 0);
482 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
483 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
484 misc_to_attr[j] = n1;
485 misc_to_char[j] = n2;
490 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
492 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
494 j = (huge)strtol(zz[0], NULL, 0);
495 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
496 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
497 for (i = 1; i < max_k_idx; i++)
499 object_kind *k_ptr = &k_info[i];
500 if (k_ptr->tval == j)
502 if (n1) k_ptr->d_attr = n1;
503 if (n2) k_ptr->d_char = n2;
510 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
512 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
514 j = (byte)strtol(zz[0], NULL, 0) % 128;
515 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
516 if (n1) tval_to_attr[j] = n1;
521 /* Process "A:<str>" -- save an "action" for later */
523 text_to_ascii(macro__buf, buf+2);
526 /* Process "P:<str>" -- normal macro */
531 text_to_ascii(tmp, buf+2);
532 macro_add(tmp, macro__buf);
536 /* Process "C:<str>" -- create keymap */
542 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
544 mode = strtol(zz[0], NULL, 0);
545 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
547 text_to_ascii(tmp, zz[1]);
548 if (!tmp[0] || tmp[1]) return 1;
551 string_free(keymap_act[mode][i]);
553 keymap_act[mode][i] = string_make(macro__buf);
558 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
560 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
562 i = (byte)strtol(zz[0], NULL, 0);
563 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
564 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
565 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
566 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
571 /* Process "X:<str>" -- turn option off */
572 /* Process "Y:<str>" -- turn option on */
575 for (i = 0; option_info[i].o_desc; i++)
577 if (option_info[i].o_var &&
578 option_info[i].o_text &&
579 streq(option_info[i].o_text, buf + 2))
581 int os = option_info[i].o_set;
582 int ob = option_info[i].o_bit;
584 if ((p_ptr->playing || character_xtra) &&
585 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
587 msg_format(_("初期オプションは変更できません! '%s'", "Birth options can not changed! '%s'"), buf);
595 option_flag[os] &= ~(1L << ob);
596 (*option_info[i].o_var) = FALSE;
601 option_flag[os] |= (1L << ob);
602 (*option_info[i].o_var) = TRUE;
608 /* don't know that option. ignore it.*/
609 msg_format(_("オプションの名前が正しくありません: %s", "Ignored invalid option: %s"), buf);
613 /* Process "Z:<type>:<str>" -- set spell color */
617 char *t = my_strchr(buf + 2, ':');
624 for (i = 0; gf_desc[i].name; i++)
626 /* Match this type */
627 if (streq(gf_desc[i].name, buf + 2))
629 /* Remember this color set */
630 gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
640 /* Initialize macro trigger names and a template */
641 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
642 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
645 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
647 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
652 if (macro_template != NULL)
654 num = strlen(macro_modifier_chr);
656 /* Kill the template string */
657 string_free(macro_template);
658 macro_template = NULL;
660 /* Kill flag characters of modifier keys */
661 string_free(macro_modifier_chr);
663 /* Kill corresponding modifier names */
664 for (i = 0; i < num; i++)
666 string_free(macro_modifier_name[i]);
669 /* Kill trigger name strings */
670 for (i = 0; i < max_macrotrigger; i++)
672 string_free(macro_trigger_name[i]);
673 string_free(macro_trigger_keycode[0][i]);
674 string_free(macro_trigger_keycode[1][i]);
677 max_macrotrigger = 0;
680 if (*zz[0] == '\0') return 0; /* clear template */
682 /* Number of modifier flags */
685 /* Limit the number */
686 num = MIN(MAX_MACRO_MOD, num);
688 /* Stop if number of modifier is not correct */
689 if (2 + num != tok) return 1;
691 /* Get a template string */
692 macro_template = string_make(zz[0]);
694 /* Get flag characters of modifier keys */
695 macro_modifier_chr = string_make(zz[1]);
697 /* Get corresponding modifier names */
698 for (i = 0; i < num; i++)
700 macro_modifier_name[i] = string_make(zz[2+i]);
704 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
710 if (max_macrotrigger >= MAX_MACRO_TRIG)
712 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
715 m = max_macrotrigger;
718 /* Take into account the escape character */
728 /* Get a trigger name */
729 macro_trigger_name[m] = string_make(buf_aux);
731 /* Get the corresponding key code */
732 macro_trigger_keycode[0][m] = string_make(zz[1]);
736 /* Key code of a combination of it with the shift key */
737 macro_trigger_keycode[1][m] = string_make(zz[2]);
741 macro_trigger_keycode[1][m] = string_make(zz[1]);
756 * @brief process_pref_fileのサブルーチンとして条件分岐処理の解釈と結果を返す /
757 * Helper function for "process_pref_file()"
758 * @param sp テキスト文字列の参照ポインタ
759 * @param fp 再帰中のポインタ参照
764 * v: output buffer array
770 concptr process_pref_file_expr(char **sp, char *fp)
787 while (iswspace(*s)) s++;
805 t = process_pref_file_expr(&s, &f);
813 else if (streq(t, "IOR"))
816 while (*s && (f != b2))
818 t = process_pref_file_expr(&s, &f);
819 if (*t && !streq(t, "0")) v = "1";
824 else if (streq(t, "AND"))
827 while (*s && (f != b2))
829 t = process_pref_file_expr(&s, &f);
830 if (*t && streq(t, "0")) v = "0";
835 else if (streq(t, "NOT"))
838 while (*s && (f != b2))
840 t = process_pref_file_expr(&s, &f);
841 if (*t && streq(t, "1")) v = "0";
846 else if (streq(t, "EQU"))
851 t = process_pref_file_expr(&s, &f);
853 while (*s && (f != b2))
855 p = process_pref_file_expr(&s, &f);
856 if (streq(t, p)) v = "1";
861 else if (streq(t, "LEQ"))
866 t = process_pref_file_expr(&s, &f);
868 while (*s && (f != b2))
871 t = process_pref_file_expr(&s, &f);
872 if (*t && atoi(p) > atoi(t)) v = "0";
877 else if (streq(t, "GEQ"))
882 t = process_pref_file_expr(&s, &f);
884 while (*s && (f != b2))
887 t = process_pref_file_expr(&s, &f);
889 /* Compare two numbers instead of string */
890 if (*t && atoi(p) < atoi(t)) v = "0";
896 while (*s && (f != b2))
898 t = process_pref_file_expr(&s, &f);
903 if (f != b2) v = "?x?x?";
905 /* Extract final and Terminate */
906 if ((f = *s) != '\0') *s++ = '\0';
912 /* Accept all printables except spaces and brackets */
914 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
916 if (iskanji(*s)) s++;
920 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
923 /* Extract final and Terminate */
924 if ((f = *s) != '\0') *s++ = '\0';
930 if (streq(b+1, "SYS"))
935 else if (streq(b+1, "KEYBOARD"))
937 v = ANGBAND_KEYBOARD;
941 else if (streq(b+1, "GRAF"))
946 /* Monochrome mode */
947 else if (streq(b+1, "MONOCHROME"))
956 else if (streq(b+1, "RACE"))
966 else if (streq(b+1, "CLASS"))
976 else if (streq(b+1, "PLAYER"))
978 static char tmp_player_name[32];
980 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
990 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
997 else if (streq(b+1, "REALM1"))
1000 v = E_realm_names[p_ptr->realm1];
1002 v = realm_names[p_ptr->realm1];
1007 else if (streq(b+1, "REALM2"))
1010 v = E_realm_names[p_ptr->realm2];
1012 v = realm_names[p_ptr->realm2];
1017 else if (streq(b+1, "LEVEL"))
1019 sprintf(tmp, "%02d", p_ptr->lev);
1023 /* Autopick auto-register is in-use or not? */
1024 else if (streq(b+1, "AUTOREGISTER"))
1026 if (p_ptr->autopick_autoregister)
1033 else if (streq(b+1, "MONEY"))
1035 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1054 #define PREF_TYPE_NORMAL 0
1055 #define PREF_TYPE_AUTOPICK 1
1056 #define PREF_TYPE_HISTPREF 2
1059 * @brief process_pref_fileのサブルーチン /
1060 * Open the "user pref file" and parse it.
1061 * @param name 読み込むファイル名
1062 * @param preftype prefファイルのタイプ
1067 * v: output buffer array
1068 * f: final character
1073 static errr process_pref_file_aux(concptr name, int preftype)
1085 bool bypass = FALSE;
1089 fp = my_fopen(name, "r");
1092 if (!fp) return (-1);
1094 /* Process the file */
1095 while (0 == my_fgets(fp, buf, sizeof(buf)))
1100 /* Skip "empty" lines */
1101 if (!buf[0]) continue;
1103 /* Skip "blank" lines */
1105 if (!iskanji(buf[0]))
1107 if (iswspace(buf[0])) continue;
1110 if (buf[0] == '#') continue;
1117 /* Process "?:<expr>" */
1118 if ((buf[0] == '?') && (buf[1] == ':'))
1127 /* Parse the expr */
1128 v = process_pref_file_expr(&s, &f);
1131 bypass = (streq(v, "0") ? TRUE : FALSE);
1135 /* Apply conditionals */
1136 if (bypass) continue;
1139 /* Process "%:<file>" */
1142 static int depth_count = 0;
1144 /* Ignore if deeper than 20 level */
1145 if (depth_count > 20) continue;
1147 /* Count depth level */
1150 /* Process that file if allowed */
1153 case PREF_TYPE_AUTOPICK:
1154 (void)process_autopick_file(buf + 2);
1156 case PREF_TYPE_HISTPREF:
1157 (void)process_histpref_file(buf + 2);
1160 (void)process_pref_file(buf + 2);
1164 /* Set back depth level */
1170 /* Process the line */
1171 err = process_pref_file_command(buf);
1173 /* This is not original pref line... */
1176 if (preftype != PREF_TYPE_AUTOPICK)
1178 err = process_autopick_file_command(buf);
1186 /* Print error message */
1187 /* ToDo: Add better error messages */
1188 msg_format(_("ファイル'%s'の%d行でエラー番号%dのエラー。", "Error %d in line %d of file '%s'."),
1189 _(name, err), line, _(err, name));
1190 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1199 * @brief pref設定ファイルを読み込み設定を反映させる /
1200 * Process the "user pref file" with the given name
1201 * @param name 読み込むファイル名
1205 * See the functions above for a list of legal "commands".
1206 * We also accept the special "?" and "%" directives, which
1207 * allow conditional evaluation and filename inclusion.
1210 errr process_pref_file(concptr name)
1216 /* Build the filename */
1217 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1219 /* Process the system pref file */
1220 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1222 /* Stop at parser errors, but not at non-existing file */
1223 if (err1 > 0) return err1;
1226 /* Build the filename */
1227 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1229 /* Process the user pref file */
1230 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1233 /* User file does not exist, but read system pref file */
1234 if (err2 < 0 && !err1)
1237 /* Result of user file processing */
1246 * Operating hours for ANGBAND (defaults to non-work hours)
1248 static char days[7][29] =
1250 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1251 "MON:XXXXXXXX.........XXXXXXX",
1252 "TUE:XXXXXXXX.........XXXXXXX",
1253 "WED:XXXXXXXX.........XXXXXXX",
1254 "THU:XXXXXXXX.........XXXXXXX",
1255 "FRI:XXXXXXXX.........XXXXXXX",
1256 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1260 * Restict usage (defaults to no restrictions)
1262 static bool check_time_flag = FALSE;
1268 * @brief Angbandプレイ禁止時刻をチェック /
1272 errr check_time(void)
1280 /* No restrictions */
1281 if (!check_time_flag) return (0);
1283 /* Check for time violation */
1284 c = time((time_t *)0);
1288 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1298 * @brief Angbandプレイ禁止時刻の初期化 /
1299 * Initialize CHECK_TIME
1302 errr check_time_init(void)
1312 /* Build the filename */
1313 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1316 fp = my_fopen(buf, "r");
1318 /* No file, no restrictions */
1319 if (!fp) return (0);
1321 /* Assume restrictions */
1322 check_time_flag = TRUE;
1324 /* Parse the file */
1325 while (0 == my_fgets(fp, buf, sizeof(buf)))
1327 /* Skip comments and blank lines */
1328 if (!buf[0] || (buf[0] == '#')) continue;
1330 /* Chop the buffer */
1333 /* Extract the info */
1334 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1335 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1336 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1337 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1338 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1339 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1340 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1354 #ifndef MAXHOSTNAMELEN
1355 # define MAXHOSTNAMELEN 64
1358 typedef struct statstime statstime;
1364 unsigned int v_pgpgin;
1365 unsigned int v_pgpgout;
1366 unsigned int v_pswpin;
1367 unsigned int v_pswpout;
1368 unsigned int v_intr;
1374 unsigned int v_swtch;
1376 struct timeval boottime;
1377 struct timeval curtime;
1381 * Maximal load (if any).
1383 static int check_load_value = 0;
1389 * @brief Angbandプレイ禁止ホストのチェック /
1393 errr check_load(void)
1398 struct statstime st;
1400 /* Success if not checking */
1401 if (!check_load_value) return (0);
1403 /* Check the load */
1404 if (0 == rstat("localhost", &st))
1406 long val1 = (long)(st.avenrun[2]);
1407 long val2 = (long)(check_load_value) * FSCALE;
1409 /* Check for violation */
1410 if (val1 >= val2) return (1);
1421 * @brief Angbandプレイ禁止ホストの設定初期化 /
1422 * Initialize CHECK_LOAD
1425 errr check_load_init(void)
1434 char temphost[MAXHOSTNAMELEN+1];
1435 char thishost[MAXHOSTNAMELEN+1];
1438 /* Build the filename */
1439 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1441 /* Open the "load" file */
1442 fp = my_fopen(buf, "r");
1444 /* No file, no restrictions */
1445 if (!fp) return (0);
1448 check_load_value = 100;
1450 /* Get the host name */
1451 (void)gethostname(thishost, (sizeof thishost) - 1);
1454 while (0 == my_fgets(fp, buf, sizeof(buf)))
1458 /* Skip comments and blank lines */
1459 if (!buf[0] || (buf[0] == '#')) continue;
1461 /* Parse, or ignore */
1462 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1464 /* Skip other hosts */
1465 if (!streq(temphost, thishost) &&
1466 !streq(temphost, "localhost")) continue;
1468 /* Use that value */
1469 check_load_value = value;
1482 #define ENTRY_BARE_HAND 0
1483 #define ENTRY_TWO_HANDS 1
1484 #define ENTRY_RIGHT_HAND1 2
1485 #define ENTRY_LEFT_HAND1 3
1486 #define ENTRY_LEFT_HAND2 4
1487 #define ENTRY_RIGHT_HAND2 5
1488 #define ENTRY_POSTURE 6
1489 #define ENTRY_SHOOT_HIT_DAM 7
1490 #define ENTRY_SHOOT_POWER 8
1491 #define ENTRY_SPEED 9
1492 #define ENTRY_BASE_AC 10
1493 #define ENTRY_LEVEL 11
1494 #define ENTRY_CUR_EXP 12
1495 #define ENTRY_MAX_EXP 13
1496 #define ENTRY_EXP_TO_ADV 14
1497 #define ENTRY_GOLD 15
1498 #define ENTRY_DAY 16
1501 #define ENTRY_PLAY_TIME 19
1502 #define ENTRY_SKILL_FIGHT 20
1503 #define ENTRY_SKILL_SHOOT 21
1504 #define ENTRY_SKILL_SAVING 22
1505 #define ENTRY_SKILL_STEALTH 23
1506 #define ENTRY_SKILL_PERCEP 24
1507 #define ENTRY_SKILL_SEARCH 25
1508 #define ENTRY_SKILL_DISARM 26
1509 #define ENTRY_SKILL_DEVICE 27
1510 #define ENTRY_SKILL_DIG 45
1513 #define ENTRY_BLOWS 28
1514 #define ENTRY_SHOTS 29
1515 #define ENTRY_AVG_DMG 30
1516 #define ENTRY_INFRA 31
1518 #define ENTRY_NAME 32
1519 #define ENTRY_SEX 33
1520 #define ENTRY_RACE 34
1521 #define ENTRY_CLASS 35
1522 #define ENTRY_REALM 36
1523 #define ENTRY_PATRON 37
1524 #define ENTRY_AGE 38
1525 #define ENTRY_HEIGHT 39
1526 #define ENTRY_WEIGHT 40
1527 #define ENTRY_SOCIAL 41
1528 #define ENTRY_ALIGN 42
1530 #define ENTRY_EXP_ANDR 43
1531 #define ENTRY_EXP_TO_ADV_ANDR 44
1540 } disp_player_line[]
1543 { 1, 10, 25, "打撃修正(格闘)"},
1544 { 1, 10, 25, "打撃修正(両手)"},
1545 { 1, 10, 25, "打撃修正(右手)"},
1546 { 1, 10, 25, "打撃修正(左手)"},
1547 { 1, 11, 25, "打撃修正(左手)"},
1548 { 1, 11, 25, "打撃修正(右手)"},
1550 { 1, 15, 25, "射撃攻撃修正"},
1551 { 1, 16, 25, "射撃武器倍率"},
1554 {29, 13, 21, "レベル"},
1555 {29, 14, 21, "経験値"},
1556 {29, 15, 21, "最大経験"},
1557 {29, 16, 21, "次レベル"},
1558 {29, 17, 21, "所持金"},
1562 {29, 20, 21, "プレイ時間"},
1563 {53, 10, -1, "打撃命中 :"},
1564 {53, 11, -1, "射撃命中 :"},
1565 {53, 12, -1, "魔法防御 :"},
1566 {53, 13, -1, "隠密行動 :"},
1567 {53, 15, -1, "知覚 :"},
1568 {53, 16, -1, "探索 :"},
1569 {53, 17, -1, "解除 :"},
1570 {53, 18, -1, "魔法道具 :"},
1571 { 1, 12, 25, "打撃回数"},
1572 { 1, 17, 25, "射撃回数"},
1573 { 1, 13, 25, "平均ダメージ"},
1574 {53, 20, -1, "赤外線視力:"},
1575 {26, 1, -1, "名前 : "},
1576 { 1, 3, -1, "性別 : "},
1577 { 1, 4, -1, "種族 : "},
1578 { 1, 5, -1, "職業 : "},
1579 { 1, 6, -1, "魔法 : "},
1580 { 1, 7, -1, "守護魔神 : "},
1584 {29, 6, 21, "社会的地位"},
1586 {29, 14, 21, "強化度"},
1587 {29, 16, 21, "次レベル"},
1588 {53, 19, -1, "掘削 :" },
1592 { 1, 10, 25, "Bare hand"},
1593 { 1, 10, 25, "Two hands"},
1594 { 1, 10, 25, "Right hand"},
1595 { 1, 10, 25, "Left hand"},
1596 { 1, 11, 25, "Left hand"},
1597 { 1, 11, 25, "Right hand"},
1598 { 1, 11, 25, "Posture"},
1599 { 1, 15, 25, "Shooting"},
1600 { 1, 16, 25, "Multiplier"},
1601 { 1, 20, 25, "Speed"},
1603 {29, 13, 21, "Level"},
1604 {29, 14, 21, "Experience"},
1605 {29, 15, 21, "Max Exp"},
1606 {29, 16, 21, "Exp to Adv"},
1607 {29, 17, 21, "Gold"},
1608 {29, 19, 21, "Time"},
1609 {29, 10, 21, "Hit point"},
1610 {29, 11, 21, "SP (Mana)"},
1611 {29, 20, 21, "Play time"},
1612 {53, 10, -1, "Fighting : "},
1613 {53, 11, -1, "Bows/Throw : "},
1614 {53, 12, -1, "SavingThrow: "},
1615 {53, 13, -1, "Stealth : "},
1616 {53, 15, -1, "Perception : "},
1617 {53, 16, -1, "Searching : "},
1618 {53, 17, -1, "Disarming : "},
1619 {53, 18, -1, "MagicDevice: "},
1620 { 1, 12, 25, "Blows/Round"},
1621 { 1, 17, 25, "Shots/Round"},
1622 { 1, 13, 25, "AverageDmg/Rnd"},
1623 {53, 20, -1, "Infravision: "},
1624 {26, 1, -1, "Name : "},
1625 { 1, 3, -1, "Sex : "},
1626 { 1, 4, -1, "Race : "},
1627 { 1, 5, -1, "Class : "},
1628 { 1, 6, -1, "Magic : "},
1629 { 1, 7, -1, "Patron : "},
1631 {29, 4, 21, "Height"},
1632 {29, 5, 21, "Weight"},
1633 {29, 6, 21, "Social Class"},
1634 {29, 7, 21, "Align"},
1635 {29, 14, 21, "Construction"},
1636 {29, 16, 21, "Const to Adv"},
1637 {53, 19, -1, "Digging : " },
1642 * @brief プレイヤーのステータス1種を出力する
1644 * @param val 値を保管した文字列ポインタ
1645 * @param attr 項目表示の色
1648 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1652 int row = disp_player_line[entry].row;
1653 int col = disp_player_line[entry].col;
1654 int len = disp_player_line[entry].len;
1655 concptr head = disp_player_line[entry].header;
1657 int head_len = strlen(head);
1659 Term_putstr(col, row, -1, TERM_WHITE, head);
1666 int val_len = len - head_len;
1667 sprintf(buf, "%*.*s", val_len, val_len, val);
1668 Term_putstr(col + head_len, row, -1, attr, buf);
1672 Term_putstr(col + head_len, row, -1, attr, val);
1679 * @brief プレイヤーの打撃能力修正を表示する
1680 * @param hand 武器の装備部位ID
1681 * @param hand_entry 項目ID
1684 static void display_player_melee_bonus(int hand, int hand_entry)
1687 HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
1688 HIT_POINT show_todam = p_ptr->dis_to_d[hand];
1689 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1691 /* Hack -- add in weapon info if known */
1692 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1693 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1695 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1698 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1700 /* Dump the bonuses to hit/dam */
1701 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
1702 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1703 else if (p_ptr->ryoute)
1704 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1706 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1711 * @brief プレイヤーステータス表示の中央部分を表示するサブルーチン
1712 * Prints the following information on the screen.
1715 static void display_player_middle(void)
1720 HIT_PROB show_tohit = p_ptr->dis_to_h_b;
1721 HIT_POINT show_todam = 0;
1724 object_type *o_ptr = &inventory[INVEN_BOW];
1731 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1734 if (p_ptr->hidarite)
1736 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1738 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
1741 if (p_ptr->special_defense & KAMAE_MASK)
1743 for (i = 0; i < MAX_KAMAE; i++)
1745 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1748 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1751 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1754 /* Apply weapon bonuses */
1755 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1756 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1758 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1759 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1761 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1763 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1766 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1768 if (inventory[INVEN_BOW].k_idx)
1770 tmul = bow_tmul(inventory[INVEN_BOW].sval);
1772 /* Get extra "power" from "extra might" */
1773 if (p_ptr->xtra_might) tmul++;
1775 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1779 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1781 /* Dump the armor class */
1782 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1790 i = p_ptr->pspeed-110;
1792 /* Hack -- Visually "undo" the Search Mode Slowdown */
1793 if (p_ptr->action == ACTION_SEARCH) i += 10;
1798 attr = TERM_L_GREEN;
1812 attr = TERM_L_UMBER;
1819 if (IS_FAST()) tmp_speed += 10;
1820 if (p_ptr->slow) tmp_speed -= 10;
1821 if (p_ptr->lightspeed) tmp_speed = 99;
1825 if (MON_FAST(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed += 10;
1826 if (MON_SLOW(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed -= 10;
1832 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1834 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1844 sprintf(buf, "(%+d)", i);
1846 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1849 display_player_one_line(ENTRY_SPEED, buf, attr);
1852 /* Dump character level */
1853 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1855 /* Dump experience */
1856 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1857 else e = ENTRY_CUR_EXP;
1859 if (p_ptr->exp >= p_ptr->max_exp)
1860 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1862 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1864 /* Dump max experience */
1865 if (p_ptr->prace == RACE_ANDROID)
1868 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1870 /* Dump exp to advance */
1871 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1872 else e = ENTRY_EXP_TO_ADV;
1874 if (p_ptr->lev >= PY_MAX_LEVEL)
1875 display_player_one_line(e, "*****", TERM_L_GREEN);
1876 else if (p_ptr->prace == RACE_ANDROID)
1877 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1879 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1882 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1887 extract_day_hour_min(&day, &hour, &min);
1889 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1890 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1892 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1894 /* Dump hit point */
1895 if (p_ptr->chp >= p_ptr->mhp)
1896 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1897 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1898 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1900 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1902 /* Dump mana power */
1903 if (p_ptr->csp >= p_ptr->msp)
1904 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1905 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1906 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1908 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1910 /* Dump play time */
1911 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", current_world_ptr->play_time/(60*60), (current_world_ptr->play_time/60)%60, current_world_ptr->play_time%60), TERM_L_GREEN);
1916 * Hack -- pass color info around this file
1918 static TERM_COLOR likert_color = TERM_WHITE;
1922 * @brief 技能ランクの表示基準を定める
1923 * Returns a "rating" of x depending on y
1925 * @param y 技能値に対するランク基準比
1928 static concptr likert(int x, int y)
1930 static char dummy[20] = "", dummy2[20] = "";
1931 memset(dummy, 0, strlen(dummy));
1932 memset(dummy2, 0, strlen(dummy2));
1935 if(show_actual_value)
1937 sprintf(dummy, "%3d-", x);
1940 /* Negative value */
1943 likert_color = TERM_L_DARK;
1944 strcat(dummy, _("最低", "Very Bad"));
1949 /* Analyze the value */
1954 likert_color = TERM_RED;
1955 strcat(dummy, _("悪い", "Bad"));
1958 likert_color = TERM_L_RED;
1959 strcat(dummy, _("劣る", "Poor"));
1964 likert_color = TERM_ORANGE;
1965 strcat(dummy, _("普通", "Fair"));
1969 likert_color = TERM_YELLOW;
1970 strcat(dummy, _("良い", "Good"));
1974 likert_color = TERM_YELLOW;
1975 strcat(dummy, _("大変良い", "Very Good"));
1980 likert_color = TERM_L_GREEN;
1981 strcat(dummy, _("卓越", "Excellent"));
1989 likert_color = TERM_GREEN;
1990 strcat(dummy, _("超越", "Superb"));
1997 likert_color = TERM_BLUE;
1998 strcat(dummy, _("英雄的", "Heroic"));
2002 likert_color = TERM_VIOLET;
2003 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2004 (int)((((x / y) - 17) * 5) / 2));
2005 strcat(dummy, dummy2);
2016 * @brief プレイヤーステータスの1ページ目各種詳細をまとめて表示するサブルーチン
2017 * Prints ratings on certain abilities
2020 * This code is "imitated" elsewhere to "dump" a character sheet.
2022 static void display_player_various(void)
2024 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2025 int xthn, xthb, xfos, xsrh;
2026 int xdis, xdev, xsav, xstl;
2030 BIT_FLAGS flgs[TR_FLAG_SIZE];
2031 int shots, shot_frac;
2036 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2037 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2038 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2039 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2040 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2042 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2044 /* Shooting Skill (with current bow and normal missile) */
2045 o_ptr = &inventory[INVEN_BOW];
2046 tmp = p_ptr->to_h_b + o_ptr->to_h;
2047 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2049 /* If the player is wielding one? */
2052 ENERGY energy_fire = bow_energy(o_ptr->sval);
2054 /* Calculate shots per round */
2055 shots = p_ptr->num_fire * 100;
2056 shot_frac = (shots * 100 / energy_fire) % 100;
2057 shots = shots / energy_fire;
2058 if (o_ptr->name1 == ART_CRIMSON)
2062 if (p_ptr->pclass == CLASS_ARCHER)
2064 /* Extra shot at level 10 */
2065 if (p_ptr->lev >= 10) shots++;
2067 /* Extra shot at level 30 */
2068 if (p_ptr->lev >= 30) shots++;
2070 /* Extra shot at level 45 */
2071 if (p_ptr->lev >= 45) shots++;
2081 for(i = 0; i < 2; i++)
2083 damage[i] = p_ptr->dis_to_d[i] * 100;
2084 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
2086 PLAYER_LEVEL level = p_ptr->lev;
2092 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2093 if (p_ptr->special_defense & KAMAE_BYAKKO)
2094 basedam = monk_ave_damage[level][1];
2095 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2096 basedam = monk_ave_damage[level][2];
2098 basedam = monk_ave_damage[level][0];
2102 o_ptr = &inventory[INVEN_RARM + i];
2104 /* Average damage per round */
2110 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2111 if (object_is_known(o_ptr))
2113 damage[i] += o_ptr->to_d * 100;
2114 to_h[i] += o_ptr->to_h;
2116 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2117 object_flags_known(o_ptr, flgs);
2119 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2120 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2126 else if (have_flag(flgs, TR_VORPAL))
2128 /* vorpal flag only */
2132 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2133 basedam = basedam * 7 / 2;
2137 damage[i] += basedam;
2138 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2139 if (damage[i] < 0) damage[i] = 0;
2141 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2142 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2144 /* Basic abilities */
2146 xdis = p_ptr->skill_dis;
2147 xdev = p_ptr->skill_dev;
2148 xsav = p_ptr->skill_sav;
2149 xstl = p_ptr->skill_stl;
2150 xsrh = p_ptr->skill_srh;
2151 xfos = p_ptr->skill_fos;
2152 xdig = p_ptr->skill_dig;
2155 desc = likert(xthn, 12);
2156 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2158 desc = likert(xthb, 12);
2159 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2161 desc = likert(xsav, 7);
2162 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2164 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2165 desc = likert((xstl > 0) ? xstl : -1, 1);
2166 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2168 desc = likert(xfos, 6);
2169 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2171 desc = likert(xsrh, 6);
2172 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2174 desc = likert(xdis, 8);
2175 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2177 desc = likert(xdev, 6);
2178 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2180 desc = likert(xdev, 6);
2181 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2183 desc = likert(xdig, 4);
2184 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2187 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2189 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2191 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2194 if ((damage[0]+damage[1]) == 0)
2197 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2199 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2201 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2207 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2208 * Prints ratings on certain abilities
2209 * @param flgs フラグを保管する配列
2212 * Obtain the "flags" for the player as if he was an item
2214 * xtra1.c周りと多重実装になっているのを何とかする
2216 static void player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2221 for (i = 0; i < TR_FLAG_SIZE; i++)
2225 switch (p_ptr->pclass)
2228 if (p_ptr->lev > 44)
2229 add_flag(flgs, TR_REGEN);
2231 if (p_ptr->lev > 29)
2232 add_flag(flgs, TR_RES_FEAR);
2235 if (p_ptr->lev > 39)
2236 add_flag(flgs, TR_RES_FEAR);
2238 case CLASS_CHAOS_WARRIOR:
2239 if (p_ptr->lev > 29)
2240 add_flag(flgs, TR_RES_CHAOS);
2241 if (p_ptr->lev > 39)
2242 add_flag(flgs, TR_RES_FEAR);
2245 case CLASS_FORCETRAINER:
2246 if ((p_ptr->lev > 9) && !heavy_armor())
2247 add_flag(flgs, TR_SPEED);
2248 if ((p_ptr->lev>24) && !heavy_armor())
2249 add_flag(flgs, TR_FREE_ACT);
2253 add_flag(flgs, TR_SPEED);
2256 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
2257 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
2258 add_flag(flgs, TR_SPEED);
2260 add_flag(flgs, TR_FREE_ACT);
2262 add_flag(flgs, TR_SLOW_DIGEST);
2263 add_flag(flgs, TR_RES_FEAR);
2264 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2265 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2266 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2268 case CLASS_MINDCRAFTER:
2270 add_flag(flgs, TR_RES_FEAR);
2271 if (p_ptr->lev > 19)
2272 add_flag(flgs, TR_SUST_WIS);
2273 if (p_ptr->lev > 29)
2274 add_flag(flgs, TR_RES_CONF);
2275 if (p_ptr->lev > 39)
2276 add_flag(flgs, TR_TELEPATHY);
2279 add_flag(flgs, TR_RES_SOUND);
2281 case CLASS_BERSERKER:
2282 add_flag(flgs, TR_SUST_STR);
2283 add_flag(flgs, TR_SUST_DEX);
2284 add_flag(flgs, TR_SUST_CON);
2285 add_flag(flgs, TR_REGEN);
2286 add_flag(flgs, TR_FREE_ACT);
2287 add_flag(flgs, TR_SPEED);
2288 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2290 case CLASS_MIRROR_MASTER:
2291 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2294 break; /* Do nothing */
2298 if (p_ptr->mimic_form)
2300 switch(p_ptr->mimic_form)
2303 add_flag(flgs, TR_HOLD_EXP);
2304 add_flag(flgs, TR_RES_CHAOS);
2305 add_flag(flgs, TR_RES_NETHER);
2306 add_flag(flgs, TR_RES_FIRE);
2307 add_flag(flgs, TR_SEE_INVIS);
2308 add_flag(flgs, TR_SPEED);
2310 case MIMIC_DEMON_LORD:
2311 add_flag(flgs, TR_HOLD_EXP);
2312 add_flag(flgs, TR_RES_CHAOS);
2313 add_flag(flgs, TR_RES_NETHER);
2314 add_flag(flgs, TR_RES_FIRE);
2315 add_flag(flgs, TR_RES_COLD);
2316 add_flag(flgs, TR_RES_ELEC);
2317 add_flag(flgs, TR_RES_ACID);
2318 add_flag(flgs, TR_RES_POIS);
2319 add_flag(flgs, TR_RES_CONF);
2320 add_flag(flgs, TR_RES_DISEN);
2321 add_flag(flgs, TR_RES_NEXUS);
2322 add_flag(flgs, TR_RES_FEAR);
2323 add_flag(flgs, TR_IM_FIRE);
2324 add_flag(flgs, TR_SH_FIRE);
2325 add_flag(flgs, TR_SEE_INVIS);
2326 add_flag(flgs, TR_TELEPATHY);
2327 add_flag(flgs, TR_LEVITATION);
2328 add_flag(flgs, TR_SPEED);
2331 add_flag(flgs, TR_HOLD_EXP);
2332 add_flag(flgs, TR_RES_DARK);
2333 add_flag(flgs, TR_RES_NETHER);
2334 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2335 add_flag(flgs, TR_RES_POIS);
2336 add_flag(flgs, TR_RES_COLD);
2337 add_flag(flgs, TR_SEE_INVIS);
2338 add_flag(flgs, TR_SPEED);
2344 switch (p_ptr->prace)
2347 add_flag(flgs, TR_RES_LITE);
2350 add_flag(flgs, TR_HOLD_EXP);
2353 add_flag(flgs, TR_FREE_ACT);
2356 add_flag(flgs, TR_RES_BLIND);
2359 add_flag(flgs, TR_RES_DARK);
2361 case RACE_HALF_TROLL:
2362 add_flag(flgs, TR_SUST_STR);
2363 if (p_ptr->lev > 14)
2365 add_flag(flgs, TR_REGEN);
2366 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2368 add_flag(flgs, TR_SLOW_DIGEST);
2370 * Let's not make Regeneration a disadvantage
2371 * for the poor warriors who can never learn
2372 * a spell that satisfies hunger (actually
2373 * neither can rogues, but half-trolls are not
2374 * supposed to play rogues)
2380 add_flag(flgs, TR_SUST_CON);
2381 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2384 add_flag(flgs, TR_RES_LITE);
2385 add_flag(flgs, TR_SEE_INVIS);
2387 case RACE_BARBARIAN:
2388 add_flag(flgs, TR_RES_FEAR);
2390 case RACE_HALF_OGRE:
2391 add_flag(flgs, TR_SUST_STR);
2392 add_flag(flgs, TR_RES_DARK);
2394 case RACE_HALF_GIANT:
2395 add_flag(flgs, TR_RES_SHARDS);
2396 add_flag(flgs, TR_SUST_STR);
2398 case RACE_HALF_TITAN:
2399 add_flag(flgs, TR_RES_CHAOS);
2402 add_flag(flgs, TR_RES_SOUND);
2405 add_flag(flgs, TR_RES_ACID);
2406 if (p_ptr->lev > 19)
2407 add_flag(flgs, TR_IM_ACID);
2410 add_flag(flgs, TR_RES_CONF);
2411 add_flag(flgs, TR_RES_ACID);
2413 add_flag(flgs, TR_SPEED);
2416 add_flag(flgs, TR_RES_POIS);
2419 add_flag(flgs, TR_RES_DISEN);
2420 add_flag(flgs, TR_RES_DARK);
2423 add_flag(flgs, TR_RES_DARK);
2424 if (p_ptr->lev > 19)
2425 add_flag(flgs, TR_SEE_INVIS);
2427 case RACE_DRACONIAN:
2428 add_flag(flgs, TR_LEVITATION);
2430 add_flag(flgs, TR_RES_FIRE);
2432 add_flag(flgs, TR_RES_COLD);
2433 if (p_ptr->lev > 14)
2434 add_flag(flgs, TR_RES_ACID);
2435 if (p_ptr->lev > 19)
2436 add_flag(flgs, TR_RES_ELEC);
2437 if (p_ptr->lev > 34)
2438 add_flag(flgs, TR_RES_POIS);
2440 case RACE_MIND_FLAYER:
2441 add_flag(flgs, TR_SUST_INT);
2442 add_flag(flgs, TR_SUST_WIS);
2443 if (p_ptr->lev > 14)
2444 add_flag(flgs, TR_SEE_INVIS);
2445 if (p_ptr->lev > 29)
2446 add_flag(flgs, TR_TELEPATHY);
2449 add_flag(flgs, TR_RES_FIRE);
2451 add_flag(flgs, TR_SEE_INVIS);
2454 add_flag(flgs, TR_SEE_INVIS);
2455 add_flag(flgs, TR_FREE_ACT);
2456 add_flag(flgs, TR_RES_POIS);
2457 add_flag(flgs, TR_SLOW_DIGEST);
2458 if (p_ptr->lev > 34)
2459 add_flag(flgs, TR_HOLD_EXP);
2462 add_flag(flgs, TR_SEE_INVIS);
2463 add_flag(flgs, TR_RES_SHARDS);
2464 add_flag(flgs, TR_HOLD_EXP);
2465 add_flag(flgs, TR_RES_POIS);
2467 add_flag(flgs, TR_RES_COLD);
2470 add_flag(flgs, TR_SEE_INVIS);
2471 add_flag(flgs, TR_HOLD_EXP);
2472 add_flag(flgs, TR_RES_NETHER);
2473 add_flag(flgs, TR_RES_POIS);
2474 add_flag(flgs, TR_SLOW_DIGEST);
2476 add_flag(flgs, TR_RES_COLD);
2479 add_flag(flgs, TR_HOLD_EXP);
2480 add_flag(flgs, TR_RES_DARK);
2481 add_flag(flgs, TR_RES_NETHER);
2482 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2483 add_flag(flgs, TR_RES_POIS);
2484 add_flag(flgs, TR_RES_COLD);
2487 add_flag(flgs, TR_LEVITATION);
2488 add_flag(flgs, TR_FREE_ACT);
2489 add_flag(flgs, TR_RES_COLD);
2490 add_flag(flgs, TR_SEE_INVIS);
2491 add_flag(flgs, TR_HOLD_EXP);
2492 add_flag(flgs, TR_RES_NETHER);
2493 add_flag(flgs, TR_RES_POIS);
2494 add_flag(flgs, TR_SLOW_DIGEST);
2496 if (p_ptr->lev > 34)
2497 add_flag(flgs, TR_TELEPATHY);
2500 add_flag(flgs, TR_RES_LITE);
2501 add_flag(flgs, TR_LEVITATION);
2503 add_flag(flgs, TR_SPEED);
2506 add_flag(flgs, TR_RES_SOUND);
2507 add_flag(flgs, TR_RES_CONF);
2510 add_flag(flgs, TR_LEVITATION);
2511 add_flag(flgs, TR_SEE_INVIS);
2514 add_flag(flgs, TR_RES_FIRE);
2515 add_flag(flgs, TR_RES_NETHER);
2516 add_flag(flgs, TR_HOLD_EXP);
2518 add_flag(flgs, TR_SEE_INVIS);
2521 add_flag(flgs, TR_SUST_CON);
2524 add_flag(flgs, TR_LEVITATION);
2527 add_flag(flgs, TR_RES_CONF);
2530 add_flag(flgs, TR_FREE_ACT);
2531 add_flag(flgs, TR_RES_POIS);
2532 add_flag(flgs, TR_SLOW_DIGEST);
2533 add_flag(flgs, TR_HOLD_EXP);
2543 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2545 remove_flag(flgs, TR_REGEN);
2548 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2549 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2550 (p_ptr->muta3 & MUT3_SHORT_LEG))
2552 add_flag(flgs, TR_SPEED);
2555 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2557 add_flag(flgs, TR_SH_ELEC);
2560 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2562 add_flag(flgs, TR_SH_FIRE);
2563 add_flag(flgs, TR_LITE_1);
2566 if (p_ptr->muta3 & MUT3_WINGS)
2568 add_flag(flgs, TR_LEVITATION);
2571 if (p_ptr->muta3 & MUT3_FEARLESS)
2573 add_flag(flgs, TR_RES_FEAR);
2576 if (p_ptr->muta3 & MUT3_REGEN)
2578 add_flag(flgs, TR_REGEN);
2581 if (p_ptr->muta3 & MUT3_ESP)
2583 add_flag(flgs, TR_TELEPATHY);
2586 if (p_ptr->muta3 & MUT3_MOTION)
2588 add_flag(flgs, TR_FREE_ACT);
2592 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2593 add_flag(flgs, TR_AGGRAVATE);
2594 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2595 add_flag(flgs, TR_RES_CONF);
2596 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2598 add_flag(flgs, TR_RES_BLIND);
2599 add_flag(flgs, TR_RES_CONF);
2600 add_flag(flgs, TR_HOLD_EXP);
2601 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2603 add_flag(flgs, TR_SPEED);
2605 if (p_ptr->special_defense & KATA_FUUJIN)
2606 add_flag(flgs, TR_REFLECT);
2607 if (p_ptr->special_defense & KAMAE_GENBU)
2608 add_flag(flgs, TR_REFLECT);
2609 if (p_ptr->special_defense & KAMAE_SUZAKU)
2610 add_flag(flgs, TR_LEVITATION);
2611 if (p_ptr->special_defense & KAMAE_SEIRYU)
2613 add_flag(flgs, TR_RES_FIRE);
2614 add_flag(flgs, TR_RES_COLD);
2615 add_flag(flgs, TR_RES_ACID);
2616 add_flag(flgs, TR_RES_ELEC);
2617 add_flag(flgs, TR_RES_POIS);
2618 add_flag(flgs, TR_LEVITATION);
2619 add_flag(flgs, TR_SH_FIRE);
2620 add_flag(flgs, TR_SH_ELEC);
2621 add_flag(flgs, TR_SH_COLD);
2623 if (p_ptr->special_defense & KATA_MUSOU)
2625 add_flag(flgs, TR_RES_FEAR);
2626 add_flag(flgs, TR_RES_LITE);
2627 add_flag(flgs, TR_RES_DARK);
2628 add_flag(flgs, TR_RES_BLIND);
2629 add_flag(flgs, TR_RES_CONF);
2630 add_flag(flgs, TR_RES_SOUND);
2631 add_flag(flgs, TR_RES_SHARDS);
2632 add_flag(flgs, TR_RES_NETHER);
2633 add_flag(flgs, TR_RES_NEXUS);
2634 add_flag(flgs, TR_RES_CHAOS);
2635 add_flag(flgs, TR_RES_DISEN);
2636 add_flag(flgs, TR_REFLECT);
2637 add_flag(flgs, TR_HOLD_EXP);
2638 add_flag(flgs, TR_FREE_ACT);
2639 add_flag(flgs, TR_SH_FIRE);
2640 add_flag(flgs, TR_SH_ELEC);
2641 add_flag(flgs, TR_SH_COLD);
2642 add_flag(flgs, TR_LEVITATION);
2643 add_flag(flgs, TR_LITE_1);
2644 add_flag(flgs, TR_SEE_INVIS);
2645 add_flag(flgs, TR_TELEPATHY);
2646 add_flag(flgs, TR_SLOW_DIGEST);
2647 add_flag(flgs, TR_REGEN);
2648 add_flag(flgs, TR_SUST_STR);
2649 add_flag(flgs, TR_SUST_INT);
2650 add_flag(flgs, TR_SUST_WIS);
2651 add_flag(flgs, TR_SUST_DEX);
2652 add_flag(flgs, TR_SUST_CON);
2653 add_flag(flgs, TR_SUST_CHR);
2658 * @brief プレイヤーの一時的魔法効果による耐性を返す
2659 * Prints ratings on certain abilities
2660 * @param flgs フラグを保管する配列
2663 * xtra1.c周りと多重実装になっているのを何とかする
2665 static void tim_player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2670 for (i = 0; i < TR_FLAG_SIZE; i++)
2673 if (IS_HERO() || p_ptr->shero)
2674 add_flag(flgs, TR_RES_FEAR);
2675 if (p_ptr->tim_invis)
2676 add_flag(flgs, TR_SEE_INVIS);
2677 if (p_ptr->tim_regen)
2678 add_flag(flgs, TR_REGEN);
2680 add_flag(flgs, TR_TELEPATHY);
2681 if (IS_FAST() || p_ptr->slow)
2682 add_flag(flgs, TR_SPEED);
2684 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(prace_is_(RACE_YEEK) && (p_ptr->lev > 19)))
2685 add_flag(flgs, TR_RES_ACID);
2686 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2687 add_flag(flgs, TR_RES_ELEC);
2688 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2689 add_flag(flgs, TR_RES_FIRE);
2690 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2691 add_flag(flgs, TR_RES_COLD);
2692 if (IS_OPPOSE_POIS())
2693 add_flag(flgs, TR_RES_POIS);
2695 if (p_ptr->special_attack & ATTACK_ACID)
2696 add_flag(flgs, TR_BRAND_ACID);
2697 if (p_ptr->special_attack & ATTACK_ELEC)
2698 add_flag(flgs, TR_BRAND_ELEC);
2699 if (p_ptr->special_attack & ATTACK_FIRE)
2700 add_flag(flgs, TR_BRAND_FIRE);
2701 if (p_ptr->special_attack & ATTACK_COLD)
2702 add_flag(flgs, TR_BRAND_COLD);
2703 if (p_ptr->special_attack & ATTACK_POIS)
2704 add_flag(flgs, TR_BRAND_POIS);
2705 if (p_ptr->special_defense & DEFENSE_ACID)
2706 add_flag(flgs, TR_IM_ACID);
2707 if (p_ptr->special_defense & DEFENSE_ELEC)
2708 add_flag(flgs, TR_IM_ELEC);
2709 if (p_ptr->special_defense & DEFENSE_FIRE)
2710 add_flag(flgs, TR_IM_FIRE);
2711 if (p_ptr->special_defense & DEFENSE_COLD)
2712 add_flag(flgs, TR_IM_COLD);
2713 if (p_ptr->wraith_form)
2714 add_flag(flgs, TR_REFLECT);
2716 if (p_ptr->tim_reflect)
2717 add_flag(flgs, TR_REFLECT);
2719 if (p_ptr->magicdef)
2721 add_flag(flgs, TR_RES_BLIND);
2722 add_flag(flgs, TR_RES_CONF);
2723 add_flag(flgs, TR_REFLECT);
2724 add_flag(flgs, TR_FREE_ACT);
2725 add_flag(flgs, TR_LEVITATION);
2727 if (p_ptr->tim_res_nether)
2729 add_flag(flgs, TR_RES_NETHER);
2731 if (p_ptr->tim_sh_fire)
2733 add_flag(flgs, TR_SH_FIRE);
2737 add_flag(flgs, TR_RES_FEAR);
2738 add_flag(flgs, TR_RES_LITE);
2739 add_flag(flgs, TR_RES_DARK);
2740 add_flag(flgs, TR_RES_BLIND);
2741 add_flag(flgs, TR_RES_CONF);
2742 add_flag(flgs, TR_RES_SOUND);
2743 add_flag(flgs, TR_RES_SHARDS);
2744 add_flag(flgs, TR_RES_NETHER);
2745 add_flag(flgs, TR_RES_NEXUS);
2746 add_flag(flgs, TR_RES_CHAOS);
2747 add_flag(flgs, TR_RES_DISEN);
2748 add_flag(flgs, TR_REFLECT);
2749 add_flag(flgs, TR_HOLD_EXP);
2750 add_flag(flgs, TR_FREE_ACT);
2751 add_flag(flgs, TR_SH_FIRE);
2752 add_flag(flgs, TR_SH_ELEC);
2753 add_flag(flgs, TR_SH_COLD);
2754 add_flag(flgs, TR_LEVITATION);
2755 add_flag(flgs, TR_LITE_1);
2756 add_flag(flgs, TR_SEE_INVIS);
2757 add_flag(flgs, TR_TELEPATHY);
2758 add_flag(flgs, TR_SLOW_DIGEST);
2759 add_flag(flgs, TR_REGEN);
2760 add_flag(flgs, TR_SUST_STR);
2761 add_flag(flgs, TR_SUST_INT);
2762 add_flag(flgs, TR_SUST_WIS);
2763 add_flag(flgs, TR_SUST_DEX);
2764 add_flag(flgs, TR_SUST_CON);
2765 add_flag(flgs, TR_SUST_CHR);
2769 if (p_ptr->realm1 == REALM_HEX)
2771 if (hex_spelling(HEX_DEMON_AURA))
2773 add_flag(flgs, TR_SH_FIRE);
2774 add_flag(flgs, TR_REGEN);
2776 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2777 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2782 /* Mode flags for displaying player flags */
2783 #define DP_CURSE 0x01
2789 * @brief プレイヤーの装備一覧をシンボルで並べる
2791 * @param y 表示するコンソールの行
2792 * @param x 表示するコンソールの列
2796 void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2805 /* Weapon flags need only two column */
2806 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2807 else max_i = INVEN_TOTAL;
2809 /* Dump equippy chars */
2810 for (i = INVEN_RARM; i < max_i; i++)
2813 o_ptr = &inventory[i];
2815 a = object_attr(o_ptr);
2816 c = object_char(o_ptr);
2818 /* Clear the part of the screen */
2819 if (!equippy_chars || !o_ptr->k_idx)
2826 Term_putch(x + i - INVEN_RARM, y, a, c);
2832 * @brief プレイヤーの装備による免疫フラグを返す
2833 * @param flgs フラグを保管する配列
2836 * xtra1.c周りと多重実装になっているのを何とかする
2838 static void known_obj_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2843 for (i = 0; i < TR_FLAG_SIZE; i++)
2846 /* Check equipment */
2847 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2849 u32b o_flgs[TR_FLAG_SIZE];
2854 o_ptr = &inventory[i];
2856 if (!o_ptr->k_idx) continue;
2859 object_flags_known(o_ptr, o_flgs);
2861 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2862 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2863 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2864 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2869 * @brief プレイヤーの種族による免疫フラグを返す
2870 * @param flgs フラグを保管する配列
2873 * xtra1.c周りと多重実装になっているのを何とかする
2875 static void player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2880 for (i = 0; i < TR_FLAG_SIZE; i++)
2883 if (prace_is_(RACE_SPECTRE))
2884 add_flag(flgs, TR_RES_NETHER);
2885 if (p_ptr->mimic_form == MIMIC_VAMPIRE || prace_is_(RACE_VAMPIRE))
2886 add_flag(flgs, TR_RES_DARK);
2887 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2888 add_flag(flgs, TR_RES_FIRE);
2889 else if (prace_is_(RACE_YEEK) && p_ptr->lev > 19)
2890 add_flag(flgs, TR_RES_ACID);
2894 * @brief プレイヤーの一時的魔法効果による免疫フラグを返す
2895 * @param flgs フラグを保管する配列
2898 * xtra1.c周りと多重実装になっているのを何とかする
2900 static void tim_player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2905 for (i = 0; i < TR_FLAG_SIZE; i++)
2908 if (p_ptr->special_defense & DEFENSE_ACID)
2909 add_flag(flgs, TR_RES_ACID);
2910 if (p_ptr->special_defense & DEFENSE_ELEC)
2911 add_flag(flgs, TR_RES_ELEC);
2912 if (p_ptr->special_defense & DEFENSE_FIRE)
2913 add_flag(flgs, TR_RES_FIRE);
2914 if (p_ptr->special_defense & DEFENSE_COLD)
2915 add_flag(flgs, TR_RES_COLD);
2916 if (p_ptr->wraith_form)
2917 add_flag(flgs, TR_RES_DARK);
2921 * @brief プレイヤーの種族による弱点フラグを返す
2922 * @param flgs フラグを保管する配列
2925 * xtra1.c周りと多重実装になっているのを何とかする
2927 static void player_vuln_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2932 for (i = 0; i < TR_FLAG_SIZE; i++)
2935 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2937 add_flag(flgs, TR_RES_ACID);
2938 add_flag(flgs, TR_RES_ELEC);
2939 add_flag(flgs, TR_RES_FIRE);
2940 add_flag(flgs, TR_RES_COLD);
2942 if (prace_is_(RACE_ANDROID))
2943 add_flag(flgs, TR_RES_ELEC);
2944 if (prace_is_(RACE_ENT))
2945 add_flag(flgs, TR_RES_FIRE);
2946 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) ||
2947 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2948 add_flag(flgs, TR_RES_LITE);
2953 * A struct for storing misc. flags
2956 BIT_FLAGS player_flags[TR_FLAG_SIZE];
2957 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
2958 BIT_FLAGS player_imm[TR_FLAG_SIZE];
2959 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
2960 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
2961 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
2966 * @brief プレイヤーの特性フラグ一種を表示するサブルーチン /
2967 * Helper function, see below
2968 * @param row コンソール表示位置の左上行
2969 * @param col コンソール表示位置の左上列
2970 * @param header コンソール上で表示する特性名
2971 * @param flag1 参照する特性ID
2972 * @param f プレイヤーの特性情報構造体
2973 * @param mode 表示オプション
2976 static void display_flag_aux(TERM_LEN row, TERM_LEN col, concptr header,
2977 int flag1, all_player_flags *f, u16b mode)
2982 byte header_color = TERM_L_DARK;
2983 int header_col = col;
2985 if (have_flag(f->player_vuln, flag1) &&
2986 !(have_flag(f->known_obj_imm, flag1) ||
2987 have_flag(f->player_imm, flag1) ||
2988 have_flag(f->tim_player_imm, flag1)))
2992 col += strlen(header) + 1;
2994 /* Weapon flags need only two column */
2995 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2996 else max_i = INVEN_TOTAL;
2998 /* Check equipment */
2999 for (i = INVEN_RARM; i < max_i; i++)
3001 BIT_FLAGS flgs[TR_FLAG_SIZE];
3005 o_ptr = &inventory[i];
3008 object_flags_known(o_ptr, flgs);
3011 if (!(mode & DP_IMM))
3012 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3015 if (mode & DP_CURSE)
3017 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3019 c_put_str(TERM_L_DARK, "+", row, col);
3020 header_color = TERM_WHITE;
3022 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3024 c_put_str(TERM_WHITE, "+", row, col);
3025 header_color = TERM_WHITE;
3027 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3029 c_put_str(TERM_WHITE, "*", row, col);
3030 header_color = TERM_WHITE;
3033 else if (flag1 == TR_LITE_1)
3035 if (have_dark_flag(flgs))
3037 c_put_str(TERM_L_DARK, "+", row, col);
3038 header_color = TERM_WHITE;
3040 else if (have_lite_flag(flgs))
3042 c_put_str(TERM_WHITE, "+", row, col);
3043 header_color = TERM_WHITE;
3048 if (have_flag(flgs, flag1))
3050 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3051 (mode & DP_IMM) ? "*" : "+", row, col);
3052 header_color = TERM_WHITE;
3060 /* Assume that player flag is already written */
3063 if (header_color != TERM_L_DARK)
3065 /* Overwrite Header Color */
3066 c_put_str(header_color, header, row, header_col);
3072 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3075 if (have_flag(f->player_flags, flag1))
3077 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3078 header_color = TERM_WHITE;
3081 /* Timed player flags */
3082 if (have_flag(f->tim_player_flags, flag1))
3084 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3085 header_color = TERM_WHITE;
3089 if (have_flag(f->tim_player_imm, flag1))
3091 c_put_str(TERM_YELLOW, "*", row, col);
3092 header_color = TERM_WHITE;
3094 if (have_flag(f->player_imm, flag1))
3096 c_put_str(TERM_WHITE, "*", row, col);
3097 header_color = TERM_WHITE;
3101 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3104 c_put_str(header_color, header, row, header_col);
3109 * @brief プレイヤーの特性フラグ一覧表示1 /
3110 * Special display, part 1
3113 static void display_player_flag_info(void)
3120 /* Extract flags and store */
3121 player_flags(f.player_flags);
3122 tim_player_flags(f.tim_player_flags);
3123 player_immunity(f.player_imm);
3124 tim_player_immunity(f.tim_player_imm);
3125 known_obj_immunity(f.known_obj_imm);
3126 player_vuln_flags(f.player_vuln);
3133 display_player_equippy(row-2, col+8, 0);
3134 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3137 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3138 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3139 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3140 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3141 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3142 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3143 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3144 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3145 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3146 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3147 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3148 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3149 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3150 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3152 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3153 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3154 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3155 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3156 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3157 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3158 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3159 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3160 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3161 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3162 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3163 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3164 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3165 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3174 display_player_equippy(row-2, col+8, 0);
3176 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3179 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3180 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3181 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3182 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3183 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3184 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3185 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3186 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3187 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3188 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3190 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3191 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3192 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3193 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3194 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3195 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3196 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3197 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3198 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3199 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3208 display_player_equippy(row-2, col+12, 0);
3210 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3213 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3214 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3215 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3216 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3217 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3218 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3219 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3220 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3221 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3222 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3224 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3225 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3226 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3227 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3228 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3229 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3230 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3231 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3232 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3233 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3240 * @brief プレイヤーの特性フラグ一覧表示2 /
3241 * Special display, part 2
3244 static void display_player_other_flag_info(void)
3251 /* Extract flags and store */
3252 player_flags(f.player_flags);
3253 tim_player_flags(f.tim_player_flags);
3254 player_immunity(f.player_imm);
3255 tim_player_immunity(f.tim_player_imm);
3256 known_obj_immunity(f.known_obj_imm);
3257 player_vuln_flags(f.player_vuln);
3264 display_player_equippy(row-2, col+12, DP_WP);
3266 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3269 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3270 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3271 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3272 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3273 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3274 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3275 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3276 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3277 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3278 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3279 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3280 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3281 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3282 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3283 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3284 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3285 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3286 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3287 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3288 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3289 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3290 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3291 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3292 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3293 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3294 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3295 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3296 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3298 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3299 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3300 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3301 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3302 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3303 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3304 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3305 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3306 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3307 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3308 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3309 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3310 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3311 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3312 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3313 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3314 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3315 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3316 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3317 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3318 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3319 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3320 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3321 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3322 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3323 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3324 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3325 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3334 display_player_equippy(row-2, col+13, 0);
3335 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3338 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3339 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3340 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3341 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3342 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3343 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3344 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3345 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3346 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3347 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3348 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3349 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3350 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3351 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3352 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3353 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3354 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3355 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3356 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3358 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3359 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3360 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3361 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3362 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3363 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3364 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3365 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3366 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3367 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3368 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3369 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3370 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3371 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3372 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3373 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3374 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3375 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3376 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3383 col = col + 12 + 17;
3385 display_player_equippy(row-2, col+14, 0);
3387 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3390 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3391 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3392 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3393 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3394 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3395 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3397 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3398 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3399 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3400 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3401 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3402 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3404 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3405 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3406 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3407 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3409 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3410 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3411 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3412 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3413 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3414 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3416 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3417 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3418 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3419 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3420 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3421 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3423 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3424 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3425 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3426 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3433 * @brief プレイヤーの特性フラグ一覧表示2a /
3434 * Special display, part 2a
3437 static void display_player_misc_info(void)
3442 /* Display basics */
3444 put_str("名前 :", 1, 26);
3445 put_str("性別 :", 3, 1);
3446 put_str("種族 :", 4, 1);
3447 put_str("職業 :", 5, 1);
3449 put_str("Name :", 1, 26);
3450 put_str("Sex :", 3, 1);
3451 put_str("Race :", 4, 1);
3452 put_str("Class :", 5, 1);
3455 strcpy(tmp,ap_ptr->title);
3462 strcat(tmp,p_ptr->name);
3464 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3465 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3466 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3467 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3469 /* Display extras */
3471 put_str("レベル:", 6, 1);
3472 put_str("HP :", 7, 1);
3473 put_str("MP :", 8, 1);
3475 put_str("Level :", 6, 1);
3476 put_str("Hits :", 7, 1);
3477 put_str("Mana :", 8, 1);
3481 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3482 c_put_str(TERM_L_BLUE, buf, 6, 9);
3483 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3484 c_put_str(TERM_L_BLUE, buf, 7, 9);
3485 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3486 c_put_str(TERM_L_BLUE, buf, 8, 9);
3491 * @brief プレイヤーの特性フラグ一覧表示2b /
3492 * Special display, part 2b
3496 * How to print out the modifications and sustains.
3497 * Positive mods with no sustain will be light green.
3498 * Positive mods with a sustain will be dark green.
3499 * Sustains (with no modification) will be a dark green 's'.
3500 * Negative mods (from a curse) will be red.
3501 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3502 * No mod, no sustain, will be a slate '.'
3505 static void display_player_stat_info(void)
3512 BIT_FLAGS flgs[TR_FLAG_SIZE];
3526 /* Print out the labels for the columns */
3527 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col+1);
3528 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col+7);
3529 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col+13);
3530 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col+28);
3531 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col+35);
3533 /* Display the stats */
3534 for (i = 0; i < A_MAX; i++)
3538 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3539 else r_adj = rp_ptr->r_adj[i];
3541 /* Calculate equipment adjustment */
3544 /* Icky formula to deal with the 18 barrier */
3545 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] > 18))
3546 e_adj = (p_ptr->stat_top[i] - p_ptr->stat_max[i]) / 10;
3547 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3548 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3549 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3550 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3552 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3553 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3555 if (prace_is_(RACE_ENT))
3561 if (p_ptr->lev > 25) r_adj++;
3562 if (p_ptr->lev > 40) r_adj++;
3563 if (p_ptr->lev > 45) r_adj++;
3566 if (p_ptr->lev > 25) r_adj--;
3567 if (p_ptr->lev > 40) r_adj--;
3568 if (p_ptr->lev > 45) r_adj--;
3574 e_adj -= cp_ptr->c_adj[i];
3575 e_adj -= ap_ptr->a_adj[i];
3577 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3578 /* Reduced name of stat */
3579 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3581 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3584 /* Internal "natural" max value. Maxes at 18/100 */
3585 /* This is useful to see if you are maxed out */
3586 cnv_stat(p_ptr->stat_max[i], buf);
3587 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3589 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3591 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3593 /* Race, class, and equipment modifiers */
3594 (void)sprintf(buf, "%3d", r_adj);
3595 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3596 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3597 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3598 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3599 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3600 (void)sprintf(buf, "%3d", (int)e_adj);
3601 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3603 /* Actual maximal modified value */
3604 cnv_stat(p_ptr->stat_top[i], buf);
3605 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3607 /* Only display stat_use if not maximal */
3608 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3610 cnv_stat(p_ptr->stat_use[i], buf);
3611 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3616 col = stat_col + 41;
3618 /* Header and Footer */
3619 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3620 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3622 /* Process equipment */
3623 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3625 o_ptr = &inventory[i];
3627 /* Acquire "known" flags */
3628 object_flags_known(o_ptr, flgs);
3630 /* Initialize color based of sign of pval. */
3631 for (stat = 0; stat < A_MAX; stat++)
3638 if (have_flag(flgs, stat))
3644 if (o_ptr->pval > 0)
3650 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3653 if (have_flag(flgs, stat + TR_SUST_STR))
3655 /* Dark green for sustained stats */
3660 if (o_ptr->pval < 0)
3666 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3671 else if (have_flag(flgs, stat + TR_SUST_STR))
3673 /* Dark green "s" */
3678 /* Dump proper character */
3679 Term_putch(col, row + stat+1, a, c);
3690 for (stat = 0; stat < A_MAX; stat++)
3697 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3703 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3704 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3705 if (p_ptr->tsuyoshi) dummy += 4;
3707 else if (stat == A_WIS || stat == A_INT)
3709 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3710 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3712 else if (stat == A_DEX)
3714 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3715 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3716 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3718 else if (stat == A_CON)
3720 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3721 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3722 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3723 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3724 if (p_ptr->tsuyoshi) dummy += 4;
3726 else if (stat == A_CHR)
3728 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3729 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3730 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3731 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3732 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3733 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3749 if (dummy < 10) c = '0' + dummy;
3759 if (dummy > -10) c = '0' - dummy;
3766 if (have_flag(flgs, stat + TR_SUST_STR))
3768 /* Dark green "s" */
3775 Term_putch(col, row + stat+1, a, c);
3781 * @brief プレイヤーのステータス表示メイン処理
3782 * Display the character on the screen (various modes)
3783 * @param mode 表示モードID
3787 * The top one and bottom two lines are left blank.
3788 * Mode 0 = standard display with skills
3789 * Mode 1 = standard display with history
3790 * Mode 2 = summary of various things
3791 * Mode 3 = summary of various things (part 2)
3792 * Mode 4 = mutations
3795 void display_player(int mode)
3801 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3810 if ((mode == 0) || (mode == 1))
3812 /* Name, Sex, Race, Class */
3814 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", p_ptr->name);
3816 sprintf(tmp, "%s %s", ap_ptr->title, p_ptr->name);
3819 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3820 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3821 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3822 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3827 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3829 strcpy(tmp, realm_names[p_ptr->realm1]);
3830 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3833 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3834 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3836 /* Age, Height, Weight, Social */
3837 /* 身長はセンチメートルに、体重はキログラムに変更してあります */
3839 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3840 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3841 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3842 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3844 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3845 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3846 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3847 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3849 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3852 /* Display the stats */
3853 for (i = 0; i < A_MAX; i++)
3855 /* Special treatment of "injured" stats */
3856 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3860 /* Use lowercase stat name */
3861 put_str(stat_names_reduced[i], 3 + i, 53);
3863 /* Get the current stat */
3864 value = p_ptr->stat_use[i];
3866 /* Obtain the current stat (modified) */
3867 cnv_stat(value, buf);
3869 /* Display the current stat (modified) */
3870 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3872 /* Acquire the max stat */
3873 value = p_ptr->stat_top[i];
3875 /* Obtain the maximum stat (modified) */
3876 cnv_stat(value, buf);
3878 /* Display the maximum stat (modified) */
3879 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3882 /* Normal treatment of "normal" stats */
3885 /* Assume uppercase stat name */
3886 put_str(stat_names[i], 3 + i, 53);
3888 /* Obtain the current stat (modified) */
3889 cnv_stat(p_ptr->stat_use[i], buf);
3891 /* Display the current stat (modified) */
3892 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3895 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3897 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3901 /* Display "history" info */
3905 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3907 for (i = 0; i < 4; i++)
3909 put_str(p_ptr->history[i], i + 12, 10);
3916 if (p_ptr->total_winner)
3919 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3921 sprintf(statmsg, "...You %s after winning.", streq(p_ptr->died_from, "Seppuku") ? "committed seppuku" : "retired from the adventure");
3924 else if (!current_floor_ptr->dun_level)
3927 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3929 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3932 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3934 /* Get the quest text */
3935 /* Bewere that INIT_ASSIGN resets the cur_num. */
3936 init_flags = INIT_NAME_ONLY;
3938 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3941 sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[p_ptr->inside_quest].name, p_ptr->died_from);
3943 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
3949 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), (int)current_floor_ptr->dun_level, p_ptr->died_from);
3951 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, current_floor_ptr->dun_level, map_name());
3955 else if (character_dungeon)
3957 if (!current_floor_ptr->dun_level)
3959 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
3961 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3963 /* Clear the text */
3964 /* Must be done before doing INIT_SHOW_TEXT */
3965 for (i = 0; i < 10; i++)
3967 quest_text[i][0] = '\0';
3969 quest_text_line = 0;
3971 /* Get the quest text */
3972 init_flags = INIT_NAME_ONLY;
3974 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3976 sprintf(statmsg, _("…あなたは現在、 クエスト「%s」を遂行中だ。", "...Now, you are in the quest '%s'."), quest[p_ptr->inside_quest].name);
3981 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)current_floor_ptr->dun_level);
3983 sprintf(statmsg, "...Now, you are exploring level %d of %s.", current_floor_ptr->dun_level, map_name());
3990 char temp[64*2], *t;
3991 roff_to_buf(statmsg, 60, temp, sizeof(temp));
3993 for(i=0 ; i<2 ; i++)
3999 put_str(t, i + 5 + 12, 10);
4007 /* Display "various" info */
4010 display_player_middle();
4011 display_player_various();
4018 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4021 display_player_misc_info();
4022 display_player_stat_info();
4023 display_player_flag_info();
4029 display_player_other_flag_info();
4034 do_cmd_knowledge_mutations();
4039 * @brief プレイヤーのステータス表示をファイルにダンプする
4040 * @param fff ファイルポインタ
4043 static void dump_aux_display_player(FILE *fff)
4052 /* Dump part of the screen */
4053 for (y = 1; y < 22; y++)
4056 for (x = 0; x < 79; x++)
4058 /* Get the attr/char */
4059 (void)(Term_what(x, y, &a, &c));
4065 /* End the string */
4068 /* Kill trailing spaces */
4069 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4072 fprintf(fff, _("%s\n", "%s\n"), buf);
4075 /* Display history */
4078 /* Dump part of the screen */
4079 for (y = 10; y < 19; y++)
4082 for (x = 0; x < 79; x++)
4084 /* Get the attr/char */
4085 (void)(Term_what(x, y, &a, &c));
4091 /* End the string */
4094 /* Kill trailing spaces */
4095 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4098 fprintf(fff, "%s\n", buf);
4103 /* Display flags (part 1) */
4106 /* Dump part of the screen */
4107 for (y = 2; y < 22; y++)
4110 for (x = 0; x < 79; x++)
4112 /* Get the attr/char */
4113 (void)(Term_what(x, y, &a, &c));
4115 /* Dump it (Ignore equippy tile graphic) */
4122 /* End the string */
4125 /* Kill trailing spaces */
4126 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4129 fprintf(fff, "%s\n", buf);
4134 /* Display flags (part 2) */
4137 /* Dump part of the screen */
4138 for (y = 1; y < 22; y++)
4141 for (x = 0; x < 79; x++)
4143 /* Get the attr/char */
4144 (void)(Term_what(x, y, &a, &c));
4146 /* Dump it (Ignore equippy tile graphic) */
4153 /* End the string */
4156 /* Kill trailing spaces */
4157 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4160 fprintf(fff, "%s\n", buf);
4168 * @brief プレイヤーのペット情報をファイルにダンプする
4169 * @param fff ファイルポインタ
4172 static void dump_aux_pet(FILE *fff)
4176 bool pet_settings = FALSE;
4177 GAME_TEXT pet_name[MAX_NLEN];
4179 for (i = m_max - 1; i >= 1; i--)
4181 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
4183 if (!monster_is_valid(m_ptr)) continue;
4184 if (!is_pet(m_ptr)) continue;
4185 pet_settings = TRUE;
4186 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4189 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4192 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4193 fprintf(fff, "%s\n", pet_name);
4198 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4200 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4201 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4203 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4204 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4206 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4207 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4209 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4210 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4212 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4213 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4215 fprintf(fff, _("\n プレイヤーを巻き込む範囲魔法を使う: %s", "\n Allow involve player in area spell: %s"),
4216 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4224 * @brief プレイヤーの職業能力情報をファイルにダンプする
4225 * @param fff ファイルポインタ
4228 static void dump_aux_class_special(FILE *fff)
4230 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4237 int spellnum[MAX_MONSPELLS];
4238 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4243 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4245 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4250 set_rf_masks(&f4, &f5, &f6, j);
4253 case MONSPELL_TYPE_BOLT:
4254 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4257 case MONSPELL_TYPE_BALL:
4258 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4261 case MONSPELL_TYPE_BREATH:
4262 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4265 case MONSPELL_TYPE_SUMMON:
4266 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4269 case MONSPELL_TYPE_OTHER:
4270 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4274 for (i = 0, num = 0; i < 32; i++)
4276 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4280 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4284 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4289 strcat(p[col], " ");
4291 for (i = 0; i < num; i++)
4293 if (p_ptr->magic_num2[spellnum[i]])
4296 /* Dump blue magic */
4297 l1 = strlen(p[col]);
4298 l2 = strlen(monster_powers_short[spellnum[i]]);
4299 if ((l1 + l2) >= 75)
4301 strcat(p[col], "\n");
4303 strcat(p[col], " ");
4305 strcat(p[col], monster_powers_short[spellnum[i]]);
4306 strcat(p[col], ", ");
4312 strcat(p[col], _("なし", "None"));
4316 if (p[col][strlen(p[col])-2] == ',')
4318 p[col][strlen(p[col])-2] = '\0';
4322 p[col][strlen(p[col])-10] = '\0';
4326 strcat(p[col], "\n");
4329 for (i=0;i<=col;i++)
4334 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4336 char s[EATER_EXT][MAX_NLEN];
4337 OBJECT_TYPE_VALUE tval = 0;
4339 KIND_OBJECT_IDX k_idx;
4340 OBJECT_SUBTYPE_VALUE i;
4343 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4345 for (ext = 0; ext < 3; ext++)
4349 /* Dump an extent name */
4354 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4358 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4362 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4366 /* Get magic device names that were eaten */
4367 for (i = 0; i < EATER_EXT; i++)
4369 int idx = EATER_EXT * ext + i;
4371 magic_num = p_ptr->magic_num2[idx];
4372 if (!magic_num) continue;
4374 k_idx = lookup_kind(tval, i);
4375 if (!k_idx) continue;
4376 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4380 /* Dump magic devices in this extent */
4383 for (i = 0; i < eat_num; i++)
4386 if (i % 3 < 2) fputs(" ", fff);
4387 else fputs("\n", fff);
4390 if (i % 3 > 0) fputs("\n", fff);
4392 else /* Not found */
4394 fputs(_(" (なし)\n", " (none)\n"), fff);
4398 else if (p_ptr->pclass == CLASS_SMITH)
4400 int i, id[250], n = 0, row;
4402 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4403 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4404 "Essence Num Essence Num Essence Num "));
4405 for (i = 0; essence_name[i]; i++)
4407 if (!essence_name[i][0]) continue;
4414 for (i = 0; i < row; i++)
4417 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4418 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4419 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4429 * @brief クエスト情報をファイルにダンプする
4430 * @param fff ファイルポインタ
4433 static void dump_aux_quest(FILE *fff)
4436 QUEST_IDX *quest_num;
4439 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4441 /* Allocate Memory */
4442 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4444 /* Sort by compete level */
4445 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4446 ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
4448 /* Dump Quest Information */
4450 do_cmd_knowledge_quests_completed(fff, quest_num);
4452 do_cmd_knowledge_quests_failed(fff, quest_num);
4456 C_KILL(quest_num, max_q_idx, QUEST_IDX);
4461 * @brief 死の直前メッセージ並びに遺言をファイルにダンプする
4462 * @param fff ファイルポインタ
4465 static void dump_aux_last_message(FILE *fff)
4469 if (!p_ptr->total_winner)
4473 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4474 for (i = MIN(message_num(), 30); i >= 0; i--)
4476 fprintf(fff,"> %s\n",message_str((s16b)i));
4481 /* Hack -- *Winning* message */
4482 else if (p_ptr->last_message)
4484 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4485 fprintf(fff," %s\n", p_ptr->last_message);
4492 * @brief 帰還場所情報をファイルにダンプする
4493 * @param fff ファイルポインタ
4496 static void dump_aux_recall(FILE *fff)
4499 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4501 for (y = 1; y < max_d_idx; y++)
4505 if (!d_info[y].maxdepth) continue;
4506 if (!max_dlv[y]) continue;
4507 if (d_info[y].final_guardian)
4509 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4511 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4513 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4514 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4520 * @brief オプション情報をファイルにダンプする
4521 * @param fff ファイルポインタ
4524 static void dump_aux_options(FILE *fff)
4526 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4529 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4532 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4534 if (ironman_small_levels)
4535 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4536 else if (always_small_levels)
4537 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4538 else if (small_levels)
4539 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4541 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4545 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4547 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4551 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4553 if (ironman_downward)
4554 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4557 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4559 if (ironman_nightmare)
4560 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4563 if (ironman_empty_levels)
4564 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4565 else if (empty_levels)
4566 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4568 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4573 fprintf(fff, _("\n 何か不正なことをしてしまっています。\n", "\n You have done something illegal.\n"));
4580 * @brief 闘技場の情報をファイルにダンプする
4581 * @param fff ファイルポインタ
4584 static void dump_aux_arena(FILE *fff)
4586 if (lite_town || vanilla_town) return;
4588 if (p_ptr->arena_number < 0)
4590 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4592 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4597 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4598 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4600 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4601 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4602 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4606 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4608 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4610 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4612 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4617 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4619 fprintf(fff, "\n Arena: %2d Victor%s\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number), (p_ptr->arena_number > 1) ? "ies" : "y");
4628 * @brief 撃破モンスターの情報をファイルにダンプする
4629 * @param fff ファイルポインタ
4632 static void dump_aux_monsters(FILE *fff)
4634 /* Monsters slain */
4637 long uniq_total = 0;
4638 long norm_total = 0;
4641 /* Sort by monster level */
4644 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4646 /* Allocate the "who" array */
4647 C_MAKE(who, max_r_idx, MONRACE_IDX);
4649 /* Count monster kills */
4650 for (k = 1; k < max_r_idx; k++)
4652 monster_race *r_ptr = &r_info[k];
4654 /* Ignore unused index */
4655 if (!r_ptr->name) continue;
4657 /* Unique monsters */
4658 if (r_ptr->flags1 & RF1_UNIQUE)
4660 bool dead = (r_ptr->max_num == 0);
4665 /* Add a unique monster to the list */
4666 who[uniq_total++] = k;
4670 /* Normal monsters */
4673 if (r_ptr->r_pkills > 0)
4675 norm_total += r_ptr->r_pkills;
4681 /* No monsters is defeated */
4684 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4687 /* Defeated more than one normal monsters */
4688 else if (uniq_total == 0)
4691 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4693 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4697 /* Defeated more than one unique monsters */
4698 else /* if (uniq_total > 0) */
4701 fprintf(fff, "%ld体のユニーク・モンスターを含む、合計%ld体の敵を倒しています。\n", uniq_total, norm_total);
4703 fprintf(fff, "You have defeated %ld %s including %ld unique monster%s in total.\n", norm_total, norm_total == 1 ? "enemy" : "enemies", uniq_total, (uniq_total == 1 ? "" : "s"));
4706 /* Sort the array by dungeon depth of monsters */
4707 ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
4708 fprintf(fff, _("\n《上位%ld体のユニーク・モンスター》\n", "\n< Unique monsters top %ld >\n"), MIN(uniq_total, 10));
4711 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4713 monster_race *r_ptr = &r_info[who[k]];
4714 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4719 /* Free the "who" array */
4720 C_KILL(who, max_r_idx, s16b);
4725 * @brief 元種族情報をファイルにダンプする
4726 * @param fff ファイルポインタ
4729 static void dump_aux_race_history(FILE *fff)
4731 if (p_ptr->old_race1 || p_ptr->old_race2)
4735 fprintf(fff, _("\n\n あなたは%sとして生まれた。", "\n\n You were born as %s."), race_info[p_ptr->start_race].title);
4736 for (i = 0; i < MAX_RACES; i++)
4738 if (p_ptr->start_race == i) continue;
4741 if (!(p_ptr->old_race1 & 1L << i)) continue;
4745 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4747 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4756 * @brief 元魔法領域情報をファイルにダンプする
4757 * @param fff ファイルポインタ
4760 static void dump_aux_realm_history(FILE *fff)
4762 if (p_ptr->old_realm)
4767 for (i = 0; i < MAX_MAGIC; i++)
4769 if (!(p_ptr->old_realm & 1L << i)) continue;
4770 fprintf(fff, _("\n あなたはかつて%s魔法を使えた。", "\n You were able to use %s magic before."), realm_names[i+1]);
4778 * @brief 徳の情報をファイルにダンプする
4779 * @param fff ファイルポインタ
4782 static void dump_aux_virtues(FILE *fff)
4786 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4788 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4789 (2 * p_ptr->hitdie +
4790 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4793 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4794 else fprintf(fff, "現在の体力ランク : ???\n\n");
4795 fprintf(fff, "能力の最大値\n");
4797 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4798 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4799 fprintf(fff, "Limits of maximum stats\n");
4801 for (v_nr = 0; v_nr < A_MAX; v_nr++)
4803 if ((p_ptr->knowledge & KNOW_STAT) || p_ptr->stat_max[v_nr] == p_ptr->stat_max_max[v_nr]) fprintf(fff, "%s 18/%d\n", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
4804 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4807 fprintf(fff, _("\n属性 : %s\n", "\nYour alignment : %s\n"), your_alignment());
4814 * @brief 突然変異の情報をファイルにダンプする
4815 * @param fff ファイルポインタ
4818 static void dump_aux_mutations(FILE *fff)
4820 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4822 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4823 dump_mutations(fff);
4829 * @brief 所持品の情報をファイルにダンプする
4830 * @param fff ファイルポインタ
4833 static void dump_aux_equipment_inventory(FILE *fff)
4836 GAME_TEXT o_name[MAX_NLEN];
4838 /* Dump the equipment */
4841 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4842 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4844 object_desc(o_name, &inventory[i], 0);
4845 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4846 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4848 fprintf(fff, "%c) %s\n",
4849 index_to_label(i), o_name);
4851 fprintf(fff, "\n\n");
4854 /* Dump the inventory */
4855 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4857 for (i = 0; i < INVEN_PACK; i++)
4859 /* Don't dump the empty slots */
4860 if (!inventory[i].k_idx) break;
4862 /* Dump the inventory slots */
4863 object_desc(o_name, &inventory[i], 0);
4864 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4867 /* Add an empty line */
4868 fprintf(fff, "\n\n");
4873 * @brief 我が家と博物館のオブジェクト情報をファイルにダンプする
4874 * @param fff ファイルポインタ
4877 static void dump_aux_home_museum(FILE *fff)
4879 GAME_TEXT o_name[MAX_NLEN];
4882 /* Do we need it?? */
4883 /* process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x); */
4885 /* Print the home */
4886 st_ptr = &town_info[1].store[STORE_HOME];
4888 /* Home -- if anything there */
4889 if (st_ptr->stock_num)
4894 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4896 /* Dump all available items */
4897 for (i = 0; i < st_ptr->stock_num; i++)
4900 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4901 object_desc(o_name, &st_ptr->stock[i], 0);
4902 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4905 /* Add an empty line */
4906 fprintf(fff, "\n\n");
4910 /* Print the home */
4911 st_ptr = &town_info[1].store[STORE_MUSEUM];
4913 /* Home -- if anything there */
4914 if (st_ptr->stock_num)
4919 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4921 /* Dump all available items */
4922 for (i = 0; i < st_ptr->stock_num; i++)
4925 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4926 object_desc(o_name, &st_ptr->stock[i], 0);
4927 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4929 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4930 object_desc(o_name, &st_ptr->stock[i], 0);
4931 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4936 /* Add an empty line */
4937 fprintf(fff, "\n\n");
4943 * @brief ダンプ出力のメインルーチン
4944 * Output the character dump to a file
4945 * @param fff ファイルポインタ
4948 errr make_character_dump(FILE *fff)
4951 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4952 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4954 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4955 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4960 dump_aux_display_player(fff);
4961 dump_aux_last_message(fff);
4962 dump_aux_options(fff);
4963 dump_aux_recall(fff);
4964 dump_aux_quest(fff);
4965 dump_aux_arena(fff);
4966 dump_aux_monsters(fff);
4967 dump_aux_virtues(fff);
4968 dump_aux_race_history(fff);
4969 dump_aux_realm_history(fff);
4970 dump_aux_class_special(fff);
4971 dump_aux_mutations(fff);
4974 dump_aux_equipment_inventory(fff);
4975 dump_aux_home_museum(fff);
4977 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
4982 * @brief プレイヤーステータスをファイルダンプ出力する
4983 * Hack -- Dump a character description file
4984 * @param name 出力ファイル名
4987 * Allow the "full" flag to dump additional info,
4988 * and trigger its usage from various places in the code.
4990 errr file_character(concptr name)
4996 /* Build the filename */
4997 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
4999 /* File type is "TEXT" */
5000 FILE_TYPE(FILE_TYPE_TEXT);
5002 /* Check for existing file */
5003 fd = fd_open(buf, O_RDONLY);
5012 (void)sprintf(out_val, _("現存するファイル %s に上書きしますか? ", "Replace existing file %s? "), buf);
5015 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5018 /* Open the non-existing file */
5019 if (fd < 0) fff = my_fopen(buf, "w");
5024 prt(_("キャラクタ情報のファイルへの書き出しに失敗しました!", "Character dump failed!"), 0, 0);
5032 (void)make_character_dump(fff);
5036 msg_print(_("キャラクタ情報のファイルへの書き出しに成功しました。", "Character dump successful."));
5045 * @brief ファイル内容の一行をコンソールに出力する
5046 * Display single line of on-line help file
5047 * @param str 出力する文字列
5053 * You can insert some special color tag to change text color.
5055 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5056 * A colored segment is between "[[[[y|" and the last "|".
5057 * You can use any single character in place of the "|".
5060 static void show_file_aux_line(concptr str, int cy, concptr shower)
5062 static const char tag_str[] = "[[[[";
5063 byte color = TERM_WHITE;
5071 /* Make a lower case version of str for searching */
5076 /* Initial cursor position */
5077 Term_gotoxy(cx, cy);
5079 for (i = 0; str[i];)
5081 int len = strlen(&str[i]);
5082 int showercol = len + 1;
5083 int bracketcol = len + 1;
5087 /* Search for a shower string in the line */
5090 ptr = my_strstr(&lcstr[i], shower);
5091 if (ptr) showercol = ptr - &lcstr[i];
5094 /* Search for a color segment tag */
5095 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5096 if (ptr) bracketcol = ptr - &str[i];
5098 /* A color tag is found */
5099 if (bracketcol < endcol) endcol = bracketcol;
5101 /* The shower string is found before the color tag */
5102 if (showercol < endcol) endcol = showercol;
5104 /* Print a segment of the line */
5105 Term_addstr(endcol, color, &str[i]);
5109 /* Shower string? */
5110 if (endcol == showercol)
5112 int showerlen = strlen(shower);
5114 /* Print the shower string in yellow */
5115 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5120 /* Colored segment? */
5121 else if (endcol == bracketcol)
5125 /* Found the end of colored segment */
5128 /* Now looking for an another tag_str */
5131 /* Set back to the default color */
5136 /* Found a tag_str, and get a tag color */
5137 i += sizeof(tag_str)-1;
5140 color = color_char_to_attr(str[i]);
5142 /* Illegal color tag */
5143 if (color == 255 || str[i+1] == '\0')
5145 /* Illegal color tag */
5148 /* Print the broken tag as a string */
5149 Term_addstr(-1, TERM_WHITE, tag_str);
5150 cx += sizeof(tag_str)-1;
5154 /* Skip the color tag */
5157 /* Now looking for a close tag */
5160 /* Skip the close-tag-indicator */
5166 } /* for (i = 0; str[i];) */
5168 /* Clear rest of line */
5169 Term_erase(cx, cy, 255);
5174 * @brief ファイル内容をコンソールに出力する
5175 * Recursive file perusal.
5176 * @param show_version TRUEならばコンソール上にゲームのバージョンを表示する
5177 * @param name ファイル名の文字列
5178 * @param what 内容キャプションの文字列
5179 * @param line 表示の現在行
5184 * Process various special text in the input file, including
5185 * the "menu" structures used by the "help file" system.
5186 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5189 bool show_file(bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
5193 /* Number of "real" lines passed by */
5196 /* Number of "real" lines in the file */
5199 /* Backup value for "line" */
5202 /* This screen has sub-screens */
5205 /* Current help file */
5208 /* Find this string (if any) */
5209 concptr find = NULL;
5211 /* Jump to this tag */
5214 /* Hold strings to find/show */
5215 char finder_str[81];
5216 char shower_str[81];
5219 /* String to show */
5220 concptr shower = NULL;
5223 char filename[1024];
5225 /* Describe this thing */
5231 /* General buffer */
5234 /* Sub-menu information */
5237 bool reverse = (line < 0);
5241 Term_get_size(&wid, &hgt);
5245 strcpy(finder_str, "");
5248 strcpy(shower_str, "");
5251 strcpy(caption, "");
5253 /* Wipe the hooks */
5254 for (i = 0; i < 68; i++)
5259 /* Copy the filename */
5260 strcpy(filename, name);
5262 n = strlen(filename);
5264 /* Extract the tag from the filename */
5265 for (i = 0; i < n; i++)
5267 if (filename[i] == '#')
5270 tag = filename + i + 1;
5275 /* Redirect the name */
5282 strcpy(caption, what);
5284 /* Access the "file" */
5288 fff = my_fopen(path, "r");
5291 /* Look in "help" */
5295 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5297 /* Build the filename */
5298 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5301 fff = my_fopen(path, "r");
5304 /* Look in "info" */
5308 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5310 /* Build the filename */
5311 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5314 fff = my_fopen(path, "r");
5317 /* Look in "info" */
5320 /* Build the filename */
5321 path_build(path, sizeof(path), ANGBAND_DIR, name);
5323 for (i = 0; path[i]; i++)
5324 if ('\\' == path[i])
5325 path[i] = PATH_SEP[0];
5328 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5331 fff = my_fopen(path, "r");
5336 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5343 /* Pre-Parse the file */
5348 /* Read a line or stop */
5349 if (my_fgets(fff, buf, sizeof(buf))) break;
5351 /* XXX Parse "menu" items */
5352 if (prefix(str, "***** "))
5354 /* Notice "menu" requests */
5355 if ((str[6] == '[') && isalpha(str[7]))
5357 /* Extract the menu item */
5358 int k = str[7] - 'A';
5360 /* This is a menu file */
5363 if ((str[8] == ']') && (str[9] == ' '))
5365 /* Extract the menu item */
5366 strncpy(hook[k], str + 10, 31);
5368 /* Make sure it's null-terminated */
5372 /* Notice "tag" requests */
5373 else if (str[6] == '<')
5375 size_t len = strlen(str);
5377 if (str[len - 1] == '>')
5379 str[len - 1] = '\0';
5380 if (tag && streq(str + 7, tag)) line = next;
5388 /* Count the "real" lines */
5392 /* Save the number of "real" lines */
5395 /* start from bottom when reverse mode */
5396 if (line == -1) line = ((size-1)/rows)*rows;
5399 /* Display the file */
5402 /* Restart when necessary */
5403 if (line >= size - rows) line = size - rows;
5404 if (line < 0) line = 0;
5406 /* Re-open the file if needed */
5411 /* Hack -- Re-Open the file */
5412 fff = my_fopen(path, "r");
5414 if (!fff) return (FALSE);
5416 /* File has been restarted */
5420 /* Goto the selected line */
5424 if (my_fgets(fff, buf, sizeof(buf))) break;
5426 /* Skip tags/links */
5427 if (prefix(buf, "***** ")) continue;
5429 /* Count the lines */
5433 /* Dump the next 20, or rows, lines of the file */
5434 for (i = 0; i < rows; )
5438 /* Hack -- track the "first" line */
5439 if (!i) line = next;
5441 /* Get a line of the file or stop */
5442 if (my_fgets(fff, buf, sizeof(buf))) break;
5444 /* Hack -- skip "special" lines */
5445 if (prefix(buf, "***** ")) continue;
5447 /* Count the "real" lines */
5450 /* Hack -- keep searching */
5455 /* Make a lower case version of str for searching */
5456 strcpy(lc_buf, str);
5457 str_tolower(lc_buf);
5459 if (!my_strstr(lc_buf, find)) continue;
5462 /* Hack -- stop searching */
5466 show_file_aux_line(str, i + 2, shower);
5468 /* Count the printed lines */
5474 /* Clear rest of line */
5475 Term_erase(0, i + 2, 255);
5480 /* Hack -- failed search */
5490 /* Show a general "title" */
5493 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5494 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5495 caption, line, size), 0, 0);
5499 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5500 caption, line, size), 0, 0);
5503 /* Prompt -- small files */
5507 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5510 /* Prompt -- large files */
5515 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5517 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5519 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5523 /* Get a special key code */
5524 skey = inkey_special(TRUE);
5528 /* Show the help for the help */
5530 /* Hack - prevent silly recursion */
5531 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5532 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5535 /* Hack -- try showing */
5538 prt(_("強調: ", "Show: "), hgt - 1, 0);
5540 strcpy(back_str, shower_str);
5541 if (askfor(shower_str, 80))
5545 /* Make it lowercase */
5546 str_tolower(shower_str);
5549 shower = shower_str;
5551 else shower = NULL; /* Stop showing */
5553 else strcpy(shower_str, back_str);
5556 /* Hack -- try finding */
5560 prt(_("検索: ", "Find: "), hgt - 1, 0);
5562 strcpy(back_str, finder_str);
5563 if (askfor(finder_str, 80))
5572 /* Make finder lowercase */
5573 str_tolower(finder_str);
5576 shower = finder_str;
5578 else shower = NULL; /* Stop showing */
5580 else strcpy(finder_str, back_str);
5583 /* Hack -- go to a specific line */
5587 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5590 if (askfor(tmp, 80)) line = atoi(tmp);
5594 /* Hack -- go to the top line */
5599 /* Hack -- go to the bottom line */
5601 line = ((size - 1) / rows) * rows;
5604 /* Hack -- go to a specific file */
5608 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5609 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5611 if (askfor(tmp, 80))
5613 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5618 /* Allow backing up */
5620 line = line + (reverse ? rows : -rows);
5621 if (line < 0) line = 0;
5627 if (line < 0) line = 0;
5630 /* Advance a single line */
5633 line = line + (reverse ? -1 : 1);
5634 if (line < 0) line = 0;
5637 /* Move up / down */
5641 if (line < 0) line = 0;
5649 /* Advance one page */
5651 line = line + (reverse ? -rows : rows);
5652 if (line < 0) line = 0;
5661 /* Recurse on numbers */
5666 if (!(skey & SKEY_MASK) && isalpha(skey))
5669 if ((key > -1) && hook[key][0])
5671 /* Recurse on that file */
5672 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5677 /* Hack, dump to file */
5686 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5689 /* Build the filename */
5690 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5692 /* Hack -- Re-Open the file */
5693 fff = my_fopen(path, "r");
5695 ffp = my_fopen(buff, "w");
5699 msg_print(_("ファイルを開けません。", "Failed to open file."));
5704 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5705 my_fputs(ffp, xtmp, 80);
5706 my_fputs(ffp, "\n", 80);
5708 while (!my_fgets(fff, buff, sizeof(buff)))
5709 my_fputs(ffp, buff, 80);
5713 /* Hack -- Re-Open the file */
5714 fff = my_fopen(path, "r");
5717 /* Return to last screen */
5718 if ((skey == ESCAPE) || (skey == '<')) break;
5720 /* Exit on the ^q */
5721 if (skey == KTRL('q')) skey = 'q';
5723 /* Exit on the q key */
5724 if (skey == 'q') break;
5729 if (skey == 'q') return (FALSE);
5737 * @brief ヘルプを表示するコマンドのメインルーチン
5738 * Peruse the On-Line-Help
5742 void do_cmd_help(void)
5746 /* Peruse the main help file */
5747 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5753 * @brief プレイヤーの名前をチェックして修正する
5754 * Process the player name.
5755 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5758 * Extract a clean "base name".
5759 * Build the savefile name if needed.
5761 void process_player_name(bool sf)
5764 char old_player_base[32] = "";
5766 if (character_generated) strcpy(old_player_base, player_base);
5768 /* Cannot be too long */
5769 #if defined(MACINTOSH) || defined(ACORN)
5770 if (strlen(p_ptr->name) > 15)
5773 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5777 /* Cannot contain "icky" characters */
5778 for (i = 0; p_ptr->name[i]; i++)
5780 /* No control characters */
5782 if (iskanji(p_ptr->name[i])){i++;continue;}
5783 if (iscntrl( (unsigned char)p_ptr->name[i]))
5785 if (iscntrl(p_ptr->name[i]))
5789 /* Illegal characters */
5790 quit_fmt(_("'%s' という名前は不正なコントロールコードを含んでいます。", "The name '%s' contains control chars!"), p_ptr->name);
5797 /* Extract "useful" letters */
5798 for (i = 0; p_ptr->name[i]; i++)
5801 unsigned char c = p_ptr->name[i];
5803 char c = p_ptr->name[i];
5807 /* Convert "dot" to "underscore" */
5808 if (c == '.') c = '_';
5810 /* Accept all the letters */
5811 player_base[k++] = c;
5816 /* Extract "useful" letters */
5817 for (i = 0; p_ptr->name[i]; i++)
5820 unsigned char c = p_ptr->name[i];
5822 char c = p_ptr->name[i];
5825 /* Accept some letters */
5828 if(k + 2 >= sizeof(player_base) || !p_ptr->name[i+1]) break;
5829 player_base[k++] = c;
5831 player_base[k++] = p_ptr->name[i];
5834 else if (iskana(c)) player_base[k++] = c;
5838 /* Convert path separator to underscore */
5839 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5840 player_base[k++] = '_';
5841 i += strlen(PATH_SEP);
5843 /* Convert some characters to underscore */
5844 #if defined(WINDOWS)
5845 else if (my_strchr("\"*,/:;<>?\\|", c)) player_base[k++] = '_';
5847 else if (isprint(c)) player_base[k++] = c;
5853 player_base[k] = '\0';
5855 /* Require a "base" name */
5856 if (!player_base[0]) strcpy(player_base, "PLAYER");
5859 #ifdef SAVEFILE_MUTABLE
5865 if (!savefile_base[0] && savefile[0])
5872 t = my_strstr(s, PATH_SEP);
5877 strcpy(savefile_base, s);
5880 if (!savefile_base[0] || !savefile[0])
5883 /* Change the savefile name */
5888 strcpy(savefile_base, player_base);
5890 #ifdef SAVEFILE_USE_UID
5891 /* Rename the savefile, using the player_uid and player_base */
5892 (void)sprintf(temp, "%d.%s", player_uid, player_base);
5894 /* Rename the savefile, using the player_base */
5895 (void)sprintf(temp, "%s", player_base);
5898 /* Build the filename */
5899 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5902 /* Load an autopick preference file */
5903 if (character_generated)
5905 if (!streq(old_player_base, player_base)) autopick_load_pref(FALSE);
5911 * @brief プレイヤーの名前を変更するコマンドのメインルーチン
5912 * Gets a name for the character, reacting to name changes.
5916 * Assumes that "display_player(0)" has just been called
5917 * Perhaps we should NOT ask for a name (at "birth()") on
5918 * Unix machines? XXX XXX
5919 * What a horrible name for a global function.
5926 /* Save the player name */
5927 strcpy(tmp, p_ptr->name);
5929 /* Prompt for a new name */
5930 if (get_string(_("キャラクターの名前を入力して下さい: ", "Enter a name for your character: "), tmp, 15))
5933 strcpy(p_ptr->name, tmp);
5936 if (0 == strlen(p_ptr->name))
5938 /* Use default name */
5939 strcpy(p_ptr->name, "PLAYER");
5942 strcpy(tmp,ap_ptr->title);
5949 strcat(tmp,p_ptr->name);
5951 /* Re-Draw the name (in light blue) */
5952 Term_erase(34, 1, 255);
5953 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5955 /* Erase the prompt, etc */
5962 * @brief セーブするコマンドのメインルーチン
5964 * @param is_autosave オートセーブ中の処理ならばTRUE
5968 void do_cmd_save_game(int is_autosave)
5970 /* Autosaves do not disturb */
5973 msg_print(_("自動セーブ中", "Autosaving the game..."));
5977 disturb(TRUE, TRUE);
5980 /* Clear messages */
5984 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
5988 /* The player is not dead */
5989 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
5991 /* Forbid suspend */
5992 signals_ignore_tstp();
5994 /* Save the player */
5997 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6000 /* Save failed (oops) */
6003 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6006 /* Allow suspend again */
6007 signals_handle_tstp();
6011 /* Note that the player is not dead */
6012 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6014 /* HACK -- don't get sanity blast on updating view */
6015 is_loading_now = FALSE;
6017 update_creature(p_ptr);
6019 /* Initialize monster process */
6022 /* HACK -- reset the hackish flag */
6023 is_loading_now = TRUE;
6028 * @brief セーブ後にゲーム中断フラグを立てる/
6029 * Save the game and exit
6033 void do_cmd_save_and_exit(void)
6035 p_ptr->playing = FALSE;
6036 p_ptr->leaving = TRUE;
6037 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6043 * Hack -- Calculates the total number of points earned -JWT-
6047 long total_points(void)
6051 u32b point, point_h, point_l;
6052 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
6054 if (!preserve_mode) mult += 10;
6055 if (!autoroller) mult += 10;
6056 if (!smart_learn) mult -= 20;
6057 if (smart_cheat) mult += 30;
6058 if (ironman_shops) mult += 50;
6059 if (ironman_small_levels) mult += 10;
6060 if (ironman_empty_levels) mult += 20;
6061 if (!powerup_home) mult += 50;
6062 if (ironman_rooms) mult += 100;
6063 if (ironman_nightmare) mult += 100;
6065 if (mult < 5) mult = 5;
6067 for (i = 0; i < max_d_idx; i++)
6068 if(max_dlv[i] > max_dl)
6069 max_dl = max_dlv[i];
6071 point_l = (p_ptr->max_max_exp + (100 * max_dl));
6072 point_h = point_l / 0x10000L;
6073 point_l = point_l % 0x10000L;
6076 point_h += point_l / 0x10000L;
6077 point_l %= 0x10000L;
6079 point_l += ((point_h % 100) << 16);
6083 point = (point_h << 16) + (point_l);
6084 if (p_ptr->arena_number >= 0)
6085 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
6087 if (ironman_downward) point *= 2;
6088 if (p_ptr->pclass == CLASS_BERSERKER)
6090 if ( p_ptr->prace == RACE_SPECTRE )
6094 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
6097 if (p_ptr->total_winner) point = 2;
6099 if (easy_band) point = (0 - point);
6105 #define GRAVE_LINE_WIDTH 31
6108 * @brief 墓石の真ん中に文字列を書き込む /
6109 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6113 static void center_string(char *buf, concptr str)
6120 /* Necessary border */
6121 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6124 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6131 * Save a "bones" file for a dead character
6134 * Note that we will not use these files until Angband 2.8.0, and
6135 * then we will only use the name and level on which death occured.
6136 * Should probably attempt some form of locking...
6139 static void make_bones(void)
6146 /* Ignore wizards and borgs */
6147 if (!(p_ptr->noscore & 0x00FF))
6149 /* Ignore people who die in town */
6150 if (current_floor_ptr->dun_level)
6155 sprintf(tmp, "bone.%03d", current_floor_ptr->dun_level);
6157 /* Build the filename */
6158 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6160 /* Attempt to open the bones file */
6161 fp = my_fopen(str, "r");
6163 /* Close it right away */
6164 if (fp) my_fclose(fp);
6166 /* Do not over-write a previous ghost */
6169 /* File type is "TEXT" */
6170 FILE_TYPE(FILE_TYPE_TEXT);
6172 /* Grab permissions */
6175 /* Try to write a new "Bones File" */
6176 fp = my_fopen(str, "w");
6178 /* Drop permissions */
6181 /* Not allowed to write it? Weird. */
6185 fprintf(fp, "%s\n", p_ptr->name);
6186 fprintf(fp, "%d\n", p_ptr->mhp);
6187 fprintf(fp, "%d\n", p_ptr->prace);
6188 fprintf(fp, "%d\n", p_ptr->pclass);
6190 /* Close and save the Bones file */
6199 * Redefinable "print_tombstone" action
6201 bool (*tombstone_aux)(void) = NULL;
6205 * @brief 墓石のアスキーアート表示 /
6206 * Display a "tomb-stone"
6209 void print_tomb(void)
6213 /* Do we use a special tombstone ? */
6216 /* Use tombstone hook */
6217 done = (*tombstone_aux)();
6220 /* Print the text-tombstone */
6229 time_t ct = time((time_t*)0);
6235 /* Build the filename */
6236 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6238 /* Open the News file */
6239 fp = my_fopen(buf, "r");
6246 /* Dump the file to the screen */
6247 while (0 == my_fgets(fp, buf, sizeof(buf)))
6249 /* Display and advance */
6250 put_str(buf, i++, 0);
6258 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6271 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6274 center_string(buf, p_ptr->name);
6275 put_str(buf, 6, 11);
6278 center_string(buf, "the");
6279 put_str(buf, 7, 11);
6282 center_string(buf, p);
6283 put_str(buf, 8, 11);
6285 center_string(buf, cp_ptr->title);
6286 put_str(buf, 10, 11);
6288 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6289 center_string(buf, tmp);
6290 put_str(buf, 11, 11);
6292 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6293 center_string(buf, tmp);
6294 put_str(buf, 12, 11);
6296 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6297 center_string(buf, tmp);
6298 put_str(buf, 13, 11);
6301 /* 墓に刻む言葉をオリジナルより細かく表示 */
6302 if (streq(p_ptr->died_from, "途中終了"))
6304 strcpy(tmp, "<自殺>");
6306 else if (streq(p_ptr->died_from, "ripe"))
6308 strcpy(tmp, "引退後に天寿を全う");
6310 else if (streq(p_ptr->died_from, "Seppuku"))
6312 strcpy(tmp, "勝利の後、切腹");
6316 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6317 t = tmp + strlen(tmp) + 1;
6320 strcpy(dummy, t); /* 2nd line */
6321 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6323 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6326 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6329 char *name_head = my_strstr(tmp, "『");
6330 sprintf(dummy2, "%s%s", name_head, dummy);
6331 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6333 strcpy(dummy, dummy2);
6337 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6340 char *name_head = my_strstr(tmp, "「");
6341 sprintf(dummy2, "%s%s", name_head, dummy);
6342 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6344 strcpy(dummy, dummy2);
6348 center_string(buf, dummy);
6349 put_str(buf, 15, 11);
6353 center_string(buf, tmp);
6354 put_str(buf, 14, 11);
6356 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6358 if (current_floor_ptr->dun_level == 0)
6360 concptr field_name = p_ptr->town_num ? "街" : "荒野";
6361 if (streq(p_ptr->died_from, "途中終了"))
6363 sprintf(tmp, "%sで死んだ", field_name);
6367 sprintf(tmp, "に%sで殺された", field_name);
6372 if (streq(p_ptr->died_from, "途中終了"))
6374 sprintf(tmp, "地下 %d 階で死んだ", (int)current_floor_ptr->dun_level);
6378 sprintf(tmp, "に地下 %d 階で殺された", (int)current_floor_ptr->dun_level);
6381 center_string(buf, tmp);
6382 put_str(buf, 15 + extra_line, 11);
6385 (void)sprintf(tmp, "Killed on Level %d", current_floor_ptr->dun_level);
6386 center_string(buf, tmp);
6387 put_str(buf, 14, 11);
6389 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6390 center_string(buf, tmp);
6391 put_str(buf, 15, 11);
6392 t = tmp + strlen(tmp) + 1;
6395 strcpy(dummy, t); /* 2nd line */
6396 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6398 int dummy_len = strlen(dummy);
6399 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6401 center_string(buf, dummy);
6402 put_str(buf, 16, 11);
6406 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6407 center_string(buf, tmp);
6408 put_str(buf, 17, 11);
6409 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6415 * @brief 死亡、引退時の簡易ステータス表示 /
6416 * Display some character info
6419 void show_info(void)
6425 /* Hack -- Know everything in the inven/equip */
6426 for (i = 0; i < INVEN_TOTAL; i++)
6428 o_ptr = &inventory[i];
6430 /* Skip non-objects */
6431 if (!o_ptr->k_idx) continue;
6433 /* Aware and Known */
6434 object_aware(o_ptr);
6435 object_known(o_ptr);
6438 for (i = 1; i < max_towns; i++)
6440 st_ptr = &town_info[i].store[STORE_HOME];
6442 /* Hack -- Know everything in the home */
6443 for (j = 0; j < st_ptr->stock_num; j++)
6445 o_ptr = &st_ptr->stock[j];
6447 /* Skip non-objects */
6448 if (!o_ptr->k_idx) continue;
6450 /* Aware and Known */
6451 object_aware(o_ptr);
6452 object_known(o_ptr);
6456 /* Hack -- Recalculate bonuses */
6457 p_ptr->update |= (PU_BONUS);
6460 /* Flush all input keys */
6466 /* Describe options */
6467 prt(_("キャラクターの記録をファイルに書き出すことができます。", "You may now dump a character record to one or more files."), 21, 0);
6468 prt(_("リターンキーでキャラクターを見ます。ESCで中断します。", "Then, hit RETURN to see the character, or ESC to abort."), 22, 0);
6470 /* Dump character records as requested */
6476 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6479 strcpy(out_val, "");
6481 /* Ask for filename (or abort) */
6482 if (!askfor(out_val, 60)) return;
6484 /* Return means "show on screen" */
6485 if (!out_val[0]) break;
6488 /* Dump a character file */
6489 (void)file_character(out_val);
6496 /* Prompt for inventory */
6497 prt(_("何かキーを押すとさらに情報が続きます (ESCで中断): ", "Hit any key to see more information (ESC to abort): "), 23, 0);
6499 /* Allow abort at this point */
6500 if (inkey() == ESCAPE) return;
6503 /* Show equipment and inventory */
6505 /* Equipment -- if any */
6509 (void)show_equip(0, USE_FULL);
6510 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6512 if (inkey() == ESCAPE) return;
6515 /* Inventory -- if any */
6519 (void)show_inven(0, USE_FULL);
6520 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6522 if (inkey() == ESCAPE) return;
6525 /* Homes in the different towns */
6526 for (l = 1; l < max_towns; l++)
6528 st_ptr = &town_info[l].store[STORE_HOME];
6530 /* Home -- if anything there */
6531 if (st_ptr->stock_num)
6533 /* Display contents of the home */
6534 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6539 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6541 GAME_TEXT o_name[MAX_NLEN];
6545 o_ptr = &st_ptr->stock[i];
6547 /* Print header, clear line */
6548 sprintf(tmp_val, "%c) ", I2A(j));
6549 prt(tmp_val, j+2, 4);
6551 /* Display object description */
6552 object_desc(o_name, o_ptr, 0);
6553 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6557 prt(format(_("我が家に置いてあったアイテム ( %d ページ): -続く-", "Your home contains (page %d): -more-"), k+1), 0, 0);
6560 if (inkey() == ESCAPE) return;
6568 * Display some character info
6571 bool check_score(void)
6576 if (highscore_fd < 0)
6578 msg_print(_("スコア・ファイルが使用できません。", "Score file unavailable."));
6583 #ifndef SCORE_WIZARDS
6584 /* Wizard-mode pre-empts scoring */
6585 if (p_ptr->noscore & 0x000F)
6587 msg_print(_("ウィザード・モードではスコアが記録されません。", "Score not registered for wizards."));
6594 /* Borg-mode pre-empts scoring */
6595 if (p_ptr->noscore & 0x00F0)
6597 msg_print(_("ボーグ・モードではスコアが記録されません。", "Score not registered for borgs."));
6603 #ifndef SCORE_CHEATERS
6604 /* Cheaters are not scored */
6605 if (p_ptr->noscore & 0xFF00)
6607 msg_print(_("詐欺をやった人はスコアが記録されません。", "Score not registered for cheaters."));
6614 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("強制終了", "Interrupting")))
6616 msg_print(_("強制終了のためスコアが記録されません。", "Score not registered due to interruption."));
6622 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("途中終了", "Quitting")))
6624 msg_print(_("途中終了のためスコアが記録されません。", "Score not registered due to quitting."));
6633 * @brief 異常発生時のゲーム緊急終了処理 /
6634 * Handle abrupt death of the visual system
6638 * This routine is called only in very rare situations, and only
6639 * by certain visual systems, when they experience fatal errors.
6640 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6641 * save file so that player can see tombstone when restart.
6644 void exit_game_panic(void)
6646 /* If nothing important has happened, just quit */
6647 if (!character_generated || character_saved) quit(_("緊急事態", "panic"));
6649 /* Mega-Hack -- see "msg_print()" */
6652 /* Clear the top line */
6655 /* Hack -- turn off some things */
6656 disturb(TRUE, TRUE);
6658 /* Mega-Hack -- Delay death */
6659 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6661 /* Hardcode panic save */
6662 p_ptr->panic_save = 1;
6664 /* Forbid suspend */
6665 signals_ignore_tstp();
6667 /* Indicate panic save */
6668 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6670 /* Panic save, or get worried */
6671 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6673 /* Successful panic save */
6674 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6679 * @brief ファイルからランダムに行を一つ取得する /
6680 * Get a random line from a file
6681 * @param file_name ファイル名
6682 * @param entry 特定条件時のN:タグヘッダID
6683 * @param output 出力先の文字列参照ポインタ
6687 * Based on the monster speech patch by Matt Graham,
6690 errr get_rnd_line(concptr file_name, int entry, char *output)
6698 /* Build the filename */
6699 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6702 fp = my_fopen(buf, "r");
6707 /* Find the entry of the monster */
6710 /* Get a line from the file */
6711 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6713 /* Count the lines */
6716 /* Look for lines starting with 'N:' */
6717 if ((buf[0] == 'N') && (buf[1] == ':'))
6719 /* Allow default lines */
6725 else if (buf[2] == 'M')
6727 if (r_info[entry].flags1 & RF1_MALE) break;
6729 else if (buf[2] == 'F')
6731 if (r_info[entry].flags1 & RF1_FEMALE) break;
6733 /* Get the monster number */
6734 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6736 /* Is it the right number? */
6737 if (test == entry) break;
6741 /* Error while converting the number */
6742 msg_format("Error in line %d of %s!", line_num, file_name);
6750 /* Reached end of file */
6756 /* Get the random line */
6757 for (counter = 0; ; counter++)
6761 test = my_fgets(fp, buf, sizeof(buf));
6763 /* Count the lines */
6764 /* line_num++; No more needed */
6768 /* Ignore lines starting with 'N:' */
6769 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6771 if (buf[0] != '#') break;
6780 if (one_in_(counter + 1)) strcpy(output, buf);
6785 return counter ? 0 : -1;
6791 * @brief ファイルからランダムに行を一つ取得する(日本語文字列のみ) /
6792 * @param file_name ファイル名
6793 * @param entry 特定条件時のN:タグヘッダID
6794 * @param output 出力先の文字列参照ポインタ
6799 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
6804 for (i = 0; i < count; i++)
6806 result = get_rnd_line(file_name, entry, output);
6809 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
6817 * @brief 自動拾いファイルを読み込む /
6821 errr process_autopick_file(concptr name)
6827 /* Build the filename */
6828 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6830 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
6836 * @brief プレイヤーの生い立ちファイルを読み込む /
6837 * Process file for player's history editor.
6842 errr process_histpref_file(concptr name)
6846 bool old_character_xtra = character_xtra;
6848 /* Build the filename */
6849 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6851 /* Hack -- prevent modification birth options in this file */
6852 character_xtra = TRUE;
6854 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
6856 character_xtra = old_character_xtra;
6861 * @brief ファイル位置をシーク /
6862 * @param fd ファイルディスクリプタ
6863 * @param where ファイルバイト位置
6864 * @param flag FALSEならば現ファイルを超えた位置へシーク時エラー、TRUEなら足りない間を0で埋め尽くす
6868 static errr counts_seek(int fd, u32b where, bool flag)
6871 char temp1[128], temp2[128];
6872 u32b zero_header[3] = {0L, 0L, 0L};
6875 #ifdef SAVEFILE_USE_UID
6876 (void)sprintf(temp1, "%d.%s.%d%d%d", player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6878 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6880 for (i = 0; temp1[i]; i++)
6881 temp1[i] ^= (i+1) * 63;
6886 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
6888 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
6893 fd_seek(fd, seekpoint);
6894 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
6895 fd_write(fd, (char*)(temp1), sizeof(temp1));
6899 if (strcmp(temp1, temp2) == 0)
6902 seekpoint += 128 + 3 * sizeof(u32b);
6905 return fd_seek(fd, seekpoint + where * sizeof(u32b));
6909 * @brief ファイル位置を読み込む
6910 * @param where ファイルバイト位置
6914 u32b counts_read(int where)
6920 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6921 fd = fd_open(buf, O_RDONLY);
6923 if (counts_seek(fd, where, FALSE) ||
6924 fd_read(fd, (char*)(&count), sizeof(u32b)))
6933 * @brief ファイル位置に書き込む /
6934 * @param where ファイルバイト位置
6935 * @param count 書き込む値
6939 errr counts_write(int where, u32b count)
6945 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6947 /* Grab permissions */
6950 fd = fd_open(buf, O_RDWR);
6952 /* Drop permissions */
6957 /* File type is "DATA" */
6958 FILE_TYPE(FILE_TYPE_DATA);
6960 /* Grab permissions */
6963 /* Create a new high score file */
6964 fd = fd_make(buf, 0644);
6966 /* Drop permissions */
6970 /* Grab permissions */
6973 err = fd_lock(fd, F_WRLCK);
6975 /* Drop permissions */
6980 counts_seek(fd, where, TRUE);
6981 fd_write(fd, (char*)(&count), sizeof(u32b));
6983 /* Grab permissions */
6986 err = fd_lock(fd, F_UNLCK);
6988 /* Drop permissions */
6999 #ifdef HANDLE_SIGNALS
7006 * @brief OSからのシグナルを受けてサスペンド状態に入る /
7007 * Handle signals -- suspend
7008 * @param sig 受け取ったシグナル
7010 * Actually suspend the game, and then resume cleanly
7012 static void handle_signal_suspend(int sig)
7014 /* Disable handler */
7015 (void)signal(sig, SIG_IGN);
7022 /* Suspend the "Term" */
7023 Term_xtra(TERM_XTRA_ALIVE, 0);
7025 /* Suspend ourself */
7026 (void)kill(0, SIGSTOP);
7028 /* Resume the "Term" */
7029 Term_xtra(TERM_XTRA_ALIVE, 1);
7031 /* Redraw the term */
7034 /* Flush the term */
7039 /* Restore handler */
7040 (void)signal(sig, handle_signal_suspend);
7045 * @brief OSからのシグナルを受けて中断、終了する /
7046 * Handle signals -- simple (interrupt and quit)
7047 * @param sig 受け取ったシグナル
7050 * This function was causing a *huge* number of problems, so it has
7051 * been simplified greatly. We keep a global variable which counts
7052 * the number of times the user attempts to kill the process, and
7053 * we commit suicide if the user does this a certain number of times.
7054 * We attempt to give "feedback" to the user as he approaches the
7055 * suicide thresh-hold, but without penalizing accidental keypresses.
7056 * To prevent messy accidents, we should reset this global variable
7057 * whenever the user enters a keypress, or something like that.
7060 static void handle_signal_simple(int sig)
7062 /* Disable handler */
7063 (void)signal(sig, SIG_IGN);
7066 /* Nothing to save, just quit */
7067 if (!character_generated || character_saved) quit(NULL);
7070 /* Count the signals */
7074 /* Terminate dead characters */
7077 /* Mark the savefile */
7078 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
7088 quit(_("強制終了", "interrupt"));
7091 /* Allow suicide (after 5) */
7092 else if (signal_count >= 5)
7094 /* Cause of "death" */
7095 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
7102 p_ptr->playing = FALSE;
7105 p_ptr->is_dead = TRUE;
7106 p_ptr->leaving = TRUE;
7112 quit(_("強制終了", "interrupt"));
7115 /* Give warning (after 4) */
7116 else if (signal_count >= 4)
7119 Term_xtra(TERM_XTRA_NOISE, 0);
7121 /* Clear the top line */
7122 Term_erase(0, 0, 255);
7124 /* Display the cause */
7125 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7130 /* Give warning (after 2) */
7131 else if (signal_count >= 2)
7134 Term_xtra(TERM_XTRA_NOISE, 0);
7137 /* Restore handler */
7138 (void)signal(sig, handle_signal_simple);
7143 * @brief OSからのシグナルを受けて強制終了する /
7144 * Handle signal -- abort, kill, etc
7145 * @param sig 受け取ったシグナル
7149 * This function was causing a *huge* number of problems, so it has
7150 * been simplified greatly. We keep a global variable which counts
7151 * the number of times the user attempts to kill the process, and
7152 * we commit suicide if the user does this a certain number of times.
7153 * We attempt to give "feedback" to the user as he approaches the
7154 * suicide thresh-hold, but without penalizing accidental keypresses.
7155 * To prevent messy accidents, we should reset this global variable
7156 * whenever the user enters a keypress, or something like that.
7159 static void handle_signal_abort(int sig)
7163 Term_get_size(&wid, &hgt);
7165 /* Disable handler */
7166 (void)signal(sig, SIG_IGN);
7169 /* Nothing to save, just quit */
7170 if (!character_generated || character_saved) quit(NULL);
7177 /* Clear the bottom line */
7178 Term_erase(0, hgt - 1, 255);
7180 /* Give a warning */
7181 Term_putstr(0, hgt - 1, -1, TERM_RED,
7182 _("恐ろしいソフトのバグが飛びかかってきた!", "A gruesome software bug LEAPS out at you!"));
7185 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7187 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7193 p_ptr->panic_save = 1;
7196 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7198 /* Forbid suspend */
7199 signals_ignore_tstp();
7201 /* Attempt to save */
7204 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7210 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7217 quit(_("ソフトのバグ", "software bug"));
7221 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7222 * Ignore SIGTSTP signals (keyboard suspend)
7226 void signals_ignore_tstp(void)
7230 (void)signal(SIGTSTP, SIG_IGN);
7236 * @brief OSからのSIGTSTPシグナルハンドラ /
7237 * Handle SIGTSTP signals (keyboard suspend)
7241 void signals_handle_tstp(void)
7245 (void)signal(SIGTSTP, handle_signal_suspend);
7252 * @brief OSからのシグナルハンドルを初期化する /
7253 * Prepare to handle the relevant signals
7257 void signals_init(void)
7261 (void)signal(SIGHUP, SIG_IGN);
7266 (void)signal(SIGTSTP, handle_signal_suspend);
7271 (void)signal(SIGINT, handle_signal_simple);
7275 (void)signal(SIGQUIT, handle_signal_simple);
7280 (void)signal(SIGFPE, handle_signal_abort);
7284 (void)signal(SIGILL, handle_signal_abort);
7288 (void)signal(SIGTRAP, handle_signal_abort);
7292 (void)signal(SIGIOT, handle_signal_abort);
7296 (void)signal(SIGKILL, handle_signal_abort);
7300 (void)signal(SIGBUS, handle_signal_abort);
7304 (void)signal(SIGSEGV, handle_signal_abort);
7308 (void)signal(SIGTERM, handle_signal_abort);
7312 (void)signal(SIGPIPE, handle_signal_abort);
7316 (void)signal(SIGEMT, handle_signal_abort);
7320 (void)signal(SIGDANGER, handle_signal_abort);
7324 (void)signal(SIGSYS, handle_signal_abort);
7328 (void)signal(SIGXCPU, handle_signal_abort);
7332 (void)signal(SIGPWR, handle_signal_abort);
7338 #else /* HANDLE_SIGNALS */
7345 void signals_ignore_tstp(void)
7353 void signals_handle_tstp(void)
7361 void signals_init(void)
7364 #endif /* HANDLE_SIGNALS */