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
26 #include "cmd-magiceat.h"
29 #include "player-inventory.h"
30 #include "player-race.h"
31 #include "player-status.h"
32 #include "player-move.h"
33 #include "player-class.h"
34 #include "player-skill.h"
35 #include "player-personality.h"
36 #include "player-sex.h"
37 #include "player-effects.h"
47 #include "monster-process.h"
48 #include "monster-status.h"
49 #include "object-flavor.h"
50 #include "object-hook.h"
52 #include "realm-hex.h"
56 #include "view-mainwindow.h"
57 #include "floor-events.h"
58 #include "floor-town.h"
59 #include "dungeon-file.h"
61 #include "monster-spell.h"
65 #include "objectkind.h"
68 #include "realm-song.h"
70 concptr ANGBAND_DIR; //!< Path name: The main "lib" directory This variable is not actually used anywhere in the code
71 concptr ANGBAND_DIR_APEX; //!< High score files (binary) These files may be portable between platforms
72 concptr ANGBAND_DIR_BONE; //!< Bone files for player ghosts (ascii) These files are portable between platforms
73 concptr ANGBAND_DIR_DATA; //!< Binary image files for the "*_info" arrays (binary) These files are not portable between platforms
74 concptr ANGBAND_DIR_EDIT; //!< Textual template files for the "*_info" arrays (ascii) These files are portable between platforms
75 concptr ANGBAND_DIR_SCRIPT; //!< Script files These files are portable between platforms.
76 concptr ANGBAND_DIR_FILE; //!< Various extra files (ascii) These files may be portable between platforms
77 concptr ANGBAND_DIR_HELP; //!< Help files (normal) for the online help (ascii) These files are portable between platforms
78 concptr ANGBAND_DIR_INFO; //!< Help files (spoilers) for the online help (ascii) These files are portable between platforms
79 concptr ANGBAND_DIR_PREF; //!< Default user "preference" files (ascii) These files are rarely portable between platforms
80 concptr ANGBAND_DIR_SAVE; //!< Savefiles for current characters (binary)
81 concptr ANGBAND_DIR_USER; //!< User "preference" files (ascii) These files are rarely portable between platforms
82 concptr ANGBAND_DIR_XTRA; //!< Various extra files (binary) These files are rarely portable between platforms
84 s16b signal_count; /* Hack -- Count interupts */
87 * Buffer to hold the current savefile name
88 * 'savefile' holds full path name. 'savefile_base' holds only base name.
91 char savefile_base[40];
96 * You may or may not want to use the following "#undef".
98 /* #undef _POSIX_SAVED_IDS */
102 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
104 void safe_setuid_drop(void)
111 # ifdef SAFE_SETUID_POSIX
113 if (setuid(getuid()) != 0)
115 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
117 if (setgid(getgid()) != 0)
119 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
124 if (setreuid(geteuid(), getuid()) != 0)
126 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
128 if (setregid(getegid(), getgid()) != 0)
130 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
143 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
145 void safe_setuid_grab(void)
152 # ifdef SAFE_SETUID_POSIX
154 if (setuid(p_ptr->player_egid) != 0)
156 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
158 if (setgid(p_ptr->player_egid) != 0)
160 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
165 if (setreuid(geteuid(), getuid()) != 0)
167 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
169 if (setregid(getegid(), getgid()) != 0)
171 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
174 # endif /* SAFE_SETUID_POSIX */
176 # endif /* SAFE_SETUID */
184 * @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
185 * @param buf データテキストの参照ポインタ
187 * @param tokens トークンを保管する文字列参照ポインタ配列
192 * This function uses "colon" and "slash" as the delimeter characters.
193 * We never extract more than "num" tokens. The "last" token may include
194 * "delimeter" characters, allowing the buffer to include a "string" token.
195 * We save pointers to the tokens in "tokens", and return the number found.
196 * Hack -- Attempt to handle the 'c' character formalism
197 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
198 * Hack -- We will always extract at least one token
201 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
213 /* Scan the string */
216 /* Found a delimiter */
217 if ((*t == ':') || (*t == '/')) break;
219 /* Handle single quotes */
220 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
225 /* Handle backslash */
228 /* Require a character */
234 /* Hack -- Require a close quote */
235 if (*t != '\'') *t = '\'';
238 /* Handle back-slash */
245 /* Nuke and advance */
263 /* A number with a name */
264 typedef struct named_num named_num;
268 concptr name; /* The name of this thing */
269 int num; /* A number associated with it */
273 /* Index of spell type names */
274 static named_num gf_desc[] =
276 {"GF_ELEC", GF_ELEC },
277 {"GF_POIS", GF_POIS },
278 {"GF_ACID", GF_ACID },
279 {"GF_COLD", GF_COLD },
280 {"GF_FIRE", GF_FIRE },
281 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
282 {"GF_MISSILE", GF_MISSILE },
283 {"GF_ARROW", GF_ARROW },
284 {"GF_PLASMA", GF_PLASMA },
285 {"GF_WATER", GF_WATER },
286 {"GF_LITE", GF_LITE },
287 {"GF_DARK", GF_DARK },
288 {"GF_LITE_WEAK", GF_LITE_WEAK },
289 {"GF_DARK_WEAK", GF_DARK_WEAK },
290 {"GF_SHARDS", GF_SHARDS },
291 {"GF_SOUND", GF_SOUND },
292 {"GF_CONFUSION", GF_CONFUSION },
293 {"GF_FORCE", GF_FORCE },
294 {"GF_INERTIA", GF_INERTIAL },
295 {"GF_MANA", GF_MANA },
296 {"GF_METEOR", GF_METEOR },
298 {"GF_CHAOS", GF_CHAOS },
299 {"GF_NETHER", GF_NETHER },
300 {"GF_DISENCHANT", GF_DISENCHANT },
301 {"GF_NEXUS", GF_NEXUS },
302 {"GF_TIME", GF_TIME },
303 {"GF_GRAVITY", GF_GRAVITY },
304 {"GF_KILL_WALL", GF_KILL_WALL },
305 {"GF_KILL_DOOR", GF_KILL_DOOR },
306 {"GF_KILL_TRAP", GF_KILL_TRAP },
307 {"GF_MAKE_WALL", GF_MAKE_WALL },
308 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
309 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
310 {"GF_MAKE_TREE", GF_MAKE_TREE },
311 {"GF_OLD_CLONE", GF_OLD_CLONE },
312 {"GF_OLD_POLY", GF_OLD_POLY },
313 {"GF_OLD_HEAL", GF_OLD_HEAL },
314 {"GF_OLD_SPEED", GF_OLD_SPEED },
315 {"GF_OLD_SLOW", GF_OLD_SLOW },
316 {"GF_OLD_CONF", GF_OLD_CONF },
317 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
318 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
319 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
320 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
321 {"GF_AWAY_ALL", GF_AWAY_ALL },
322 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
323 {"GF_TURN_EVIL", GF_TURN_EVIL },
324 {"GF_TURN_ALL", GF_TURN_ALL },
325 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
326 {"GF_DISP_EVIL", GF_DISP_EVIL },
327 {"GF_DISP_ALL", GF_DISP_ALL },
328 {"GF_DISP_DEMON", GF_DISP_DEMON },
329 {"GF_DISP_LIVING", GF_DISP_LIVING },
330 {"GF_ROCKET", GF_ROCKET },
331 {"GF_NUKE", GF_NUKE },
332 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
333 {"GF_STASIS", GF_STASIS },
334 {"GF_STONE_WALL", GF_STONE_WALL },
335 {"GF_DEATH_RAY", GF_DEATH_RAY },
336 {"GF_STUN", GF_STUN },
337 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
338 {"GF_HELL_FIRE", GF_HELL_FIRE },
339 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
340 {"GF_CHARM", GF_CHARM },
341 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
342 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
344 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
345 {"GF_TELEKINESIS", GF_TELEKINESIS },
346 {"GF_JAM_DOOR", GF_JAM_DOOR },
347 {"GF_DOMINATION", GF_DOMINATION },
348 {"GF_DISP_GOOD", GF_DISP_GOOD },
349 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
350 {"GF_MIND_BLAST", GF_MIND_BLAST },
351 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
352 {"GF_CAUSE_1", GF_CAUSE_1 },
353 {"GF_CAUSE_2", GF_CAUSE_2 },
354 {"GF_CAUSE_3", GF_CAUSE_3 },
355 {"GF_CAUSE_4", GF_CAUSE_4 },
356 {"GF_HAND_DOOM", GF_HAND_DOOM },
357 {"GF_CAPTURE", GF_CAPTURE },
358 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
359 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
360 {"GF_IDENTIFY", GF_IDENTIFY },
361 {"GF_ATTACK", GF_ATTACK },
362 {"GF_ENGETSU", GF_ENGETSU },
363 {"GF_GENOCIDE", GF_GENOCIDE },
364 {"GF_PHOTO", GF_PHOTO },
365 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
366 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
367 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
368 {"GF_SEEKER", GF_SEEKER },
369 {"GF_SUPER_RAY", GF_SUPER_RAY },
370 {"GF_STAR_HEAL", GF_STAR_HEAL },
371 {"GF_WATER_FLOW", GF_WATER_FLOW },
372 {"GF_CRUSADE", GF_CRUSADE },
373 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
374 {"GF_WOUNDS", GF_WOUNDS },
380 * @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 /
381 * Parse a sub-file of the "extra info" (format shown below)
382 * @param buf データテキストの参照ポインタ
386 * Each "action" line has an "action symbol" in the first column,
387 * followed by a colon, followed by some command specific info,
388 * usually in the form of "tokens" separated by colons or slashes.
389 * Blank lines, lines starting with white space, and lines starting
390 * with pound signs ("#") are ignored (as comments).
391 * Note the use of "tokenize()" to allow the use of both colons and
392 * slashes as delimeters, while still allowing final tokens which
393 * may contain any characters including "delimiters".
394 * Note the use of "strtol()" to allow all "integers" to be encoded
395 * in decimal, hexidecimal, or octal form.
396 * Note that "monster zero" is used for the "player" attr/char, "object
397 * zero" will be used for the "stack" attr/char, and "feature zero" is
398 * used for the "nothing" attr/char.
399 * Parse another file recursively, see below for details
401 * Specify the attr/char values for "monsters" by race index
402 * R:\<num\>:\<a\>:\<c\>
403 * Specify the attr/char values for "objects" by kind index
404 * K:\<num\>:\<a\>:\<c\>
405 * Specify the attr/char values for "features" by feature index
406 * F:\<num\>:\<a\>:\<c\>
407 * Specify the attr/char values for unaware "objects" by kind tval
408 * U:\<tv\>:\<a\>:\<c\>
409 * Specify the attr/char values for inventory "objects" by kind tval
410 * E:\<tv\>:\<a\>:\<c\>
411 * Define a macro action, given an encoded macro action
413 * Create a normal macro, given an encoded macro trigger
415 * Create a command macro, given an encoded macro trigger
417 * Create a keyset mapping
418 * S:\<key\>:\<key\>:\<dir\>
419 * Turn an option off, given its name
421 * Turn an option on, given its name
423 * Specify visual information, given an index, and some data
424 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
425 * Specify the set of colors to use when drawing a zapped spell
427 * Specify a macro trigger template and macro trigger names.
428 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
429 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
432 errr process_pref_file_command(char *buf)
442 /* Require "?:*" format */
443 if (buf[1] != ':') return 1;
448 /* Mega-Hack -- read external player's history file */
449 /* Process "H:<history>" */
451 add_history_from_pref_line(buf + 2);
454 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
456 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
459 i = (huge)strtol(zz[0], NULL, 0);
460 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
461 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
462 if (i >= max_r_idx) return 1;
464 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
465 if (n2) r_ptr->x_char = n2;
470 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
472 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
475 i = (huge)strtol(zz[0], NULL, 0);
476 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
477 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
478 if (i >= max_k_idx) return 1;
480 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
481 if (n2) k_ptr->x_char = n2;
486 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
487 /* "F:<num>:<a>/<c>" */
488 /* "F:<num>:<a>/<c>:LIT" */
489 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
493 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
495 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
496 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
498 i = (huge)strtol(zz[0], NULL, 0);
499 if (i >= max_f_idx) return 1;
502 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
503 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
504 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
505 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
507 /* Mega-hack -- feat supports lighting */
510 /* No lighting support */
512 n1 = f_ptr->x_attr[F_LIT_STANDARD];
513 n2 = f_ptr->x_char[F_LIT_STANDARD];
514 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
516 f_ptr->x_attr[j] = n1;
517 f_ptr->x_char[j] = n2;
521 /* Use default lighting */
523 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
526 /* Use desired lighting */
527 case F_LIT_MAX * 2 + 1:
528 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
530 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
531 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
532 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
533 if (n2) f_ptr->x_char[j] = n2;
540 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
542 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
544 j = (byte)strtol(zz[0], NULL, 0);
545 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
546 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
547 misc_to_attr[j] = n1;
548 misc_to_char[j] = n2;
553 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
555 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
557 j = (huge)strtol(zz[0], NULL, 0);
558 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
559 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
560 for (i = 1; i < max_k_idx; i++)
562 object_kind *k_ptr = &k_info[i];
563 if (k_ptr->tval == j)
565 if (n1) k_ptr->d_attr = n1;
566 if (n2) k_ptr->d_char = n2;
573 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
575 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
577 j = (byte)strtol(zz[0], NULL, 0) % 128;
578 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
579 if (n1) tval_to_attr[j] = n1;
584 /* Process "A:<str>" -- save an "action" for later */
586 text_to_ascii(macro__buf, buf+2);
589 /* Process "P:<str>" -- normal macro */
594 text_to_ascii(tmp, buf+2);
595 macro_add(tmp, macro__buf);
599 /* Process "C:<str>" -- create keymap */
605 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
607 mode = strtol(zz[0], NULL, 0);
608 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
610 text_to_ascii(tmp, zz[1]);
611 if (!tmp[0] || tmp[1]) return 1;
614 string_free(keymap_act[mode][i]);
616 keymap_act[mode][i] = string_make(macro__buf);
621 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
623 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
625 i = (byte)strtol(zz[0], NULL, 0);
626 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
627 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
628 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
629 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
634 /* Process "X:<str>" -- turn option off */
635 /* Process "Y:<str>" -- turn option on */
638 for (i = 0; option_info[i].o_desc; i++)
640 if (option_info[i].o_var &&
641 option_info[i].o_text &&
642 streq(option_info[i].o_text, buf + 2))
644 int os = option_info[i].o_set;
645 int ob = option_info[i].o_bit;
647 if ((p_ptr->playing || current_world_ptr->character_xtra) &&
648 (OPT_PAGE_BIRTH == option_info[i].o_page) && !current_world_ptr->wizard)
650 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);
657 option_flag[os] &= ~(1L << ob);
658 (*option_info[i].o_var) = FALSE;
663 option_flag[os] |= (1L << ob);
664 (*option_info[i].o_var) = TRUE;
670 /* don't know that option. ignore it.*/
671 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);
675 /* Process "Z:<type>:<str>" -- set spell color */
679 char *t = my_strchr(buf + 2, ':');
686 for (i = 0; gf_desc[i].name; i++)
688 /* Match this type */
689 if (streq(gf_desc[i].name, buf + 2))
691 /* Remember this color set */
692 gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
702 /* Initialize macro trigger names and a template */
703 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
704 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
707 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
709 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
714 if (macro_template != NULL)
716 num = strlen(macro_modifier_chr);
718 /* Kill the template string */
719 string_free(macro_template);
720 macro_template = NULL;
722 /* Kill flag characters of modifier keys */
723 string_free(macro_modifier_chr);
725 /* Kill corresponding modifier names */
726 for (i = 0; i < num; i++)
728 string_free(macro_modifier_name[i]);
731 /* Kill trigger name strings */
732 for (i = 0; i < max_macrotrigger; i++)
734 string_free(macro_trigger_name[i]);
735 string_free(macro_trigger_keycode[0][i]);
736 string_free(macro_trigger_keycode[1][i]);
739 max_macrotrigger = 0;
742 if (*zz[0] == '\0') return 0; /* clear template */
744 /* Number of modifier flags */
747 /* Limit the number */
748 num = MIN(MAX_MACRO_MOD, num);
750 /* Stop if number of modifier is not correct */
751 if (2 + num != tok) return 1;
753 /* Get a template string */
754 macro_template = string_make(zz[0]);
756 /* Get flag characters of modifier keys */
757 macro_modifier_chr = string_make(zz[1]);
759 /* Get corresponding modifier names */
760 for (i = 0; i < num; i++)
762 macro_modifier_name[i] = string_make(zz[2+i]);
766 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
772 if (max_macrotrigger >= MAX_MACRO_TRIG)
774 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
777 m = max_macrotrigger;
780 /* Take into account the escape character */
790 /* Get a trigger name */
791 macro_trigger_name[m] = string_make(buf_aux);
793 /* Get the corresponding key code */
794 macro_trigger_keycode[0][m] = string_make(zz[1]);
798 /* Key code of a combination of it with the shift key */
799 macro_trigger_keycode[1][m] = string_make(zz[2]);
803 macro_trigger_keycode[1][m] = string_make(zz[1]);
818 * @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 /
819 * Helper function for "process_pref_file()"
820 * @param sp テキスト文字列の参照ポインタ
821 * @param fp 再帰中のポインタ参照
826 * v: output buffer array
832 concptr process_pref_file_expr(char **sp, char *fp)
849 while (iswspace(*s)) s++;
867 t = process_pref_file_expr(&s, &f);
875 else if (streq(t, "IOR"))
878 while (*s && (f != b2))
880 t = process_pref_file_expr(&s, &f);
881 if (*t && !streq(t, "0")) v = "1";
886 else if (streq(t, "AND"))
889 while (*s && (f != b2))
891 t = process_pref_file_expr(&s, &f);
892 if (*t && streq(t, "0")) v = "0";
897 else if (streq(t, "NOT"))
900 while (*s && (f != b2))
902 t = process_pref_file_expr(&s, &f);
903 if (*t && streq(t, "1")) v = "0";
908 else if (streq(t, "EQU"))
913 t = process_pref_file_expr(&s, &f);
915 while (*s && (f != b2))
917 p = process_pref_file_expr(&s, &f);
918 if (streq(t, p)) v = "1";
923 else if (streq(t, "LEQ"))
928 t = process_pref_file_expr(&s, &f);
930 while (*s && (f != b2))
933 t = process_pref_file_expr(&s, &f);
934 if (*t && atoi(p) > atoi(t)) v = "0";
939 else if (streq(t, "GEQ"))
944 t = process_pref_file_expr(&s, &f);
946 while (*s && (f != b2))
949 t = process_pref_file_expr(&s, &f);
951 /* Compare two numbers instead of string */
952 if (*t && atoi(p) < atoi(t)) v = "0";
958 while (*s && (f != b2))
960 t = process_pref_file_expr(&s, &f);
965 if (f != b2) v = "?x?x?";
967 /* Extract final and Terminate */
968 if ((f = *s) != '\0') *s++ = '\0';
974 /* Accept all printables except spaces and brackets */
976 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
978 if (iskanji(*s)) s++;
982 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
985 /* Extract final and Terminate */
986 if ((f = *s) != '\0') *s++ = '\0';
992 if (streq(b+1, "SYS"))
997 else if (streq(b+1, "KEYBOARD"))
999 v = ANGBAND_KEYBOARD;
1003 else if (streq(b+1, "GRAF"))
1008 /* Monochrome mode */
1009 else if (streq(b+1, "MONOCHROME"))
1018 else if (streq(b+1, "RACE"))
1021 v = rp_ptr->E_title;
1028 else if (streq(b+1, "CLASS"))
1031 v = cp_ptr->E_title;
1038 else if (streq(b+1, "PLAYER"))
1040 static char tmp_player_name[32];
1042 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
1052 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
1055 v = tmp_player_name;
1059 else if (streq(b+1, "REALM1"))
1062 v = E_realm_names[p_ptr->realm1];
1064 v = realm_names[p_ptr->realm1];
1069 else if (streq(b+1, "REALM2"))
1072 v = E_realm_names[p_ptr->realm2];
1074 v = realm_names[p_ptr->realm2];
1079 else if (streq(b+1, "LEVEL"))
1081 sprintf(tmp, "%02d", p_ptr->lev);
1085 /* Autopick auto-register is in-use or not? */
1086 else if (streq(b+1, "AUTOREGISTER"))
1088 if (p_ptr->autopick_autoregister)
1095 else if (streq(b+1, "MONEY"))
1097 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1116 #define PREF_TYPE_NORMAL 0
1117 #define PREF_TYPE_AUTOPICK 1
1118 #define PREF_TYPE_HISTPREF 2
1121 * @brief process_pref_fileのサブルーチン /
1122 * Open the "user pref file" and parse it.
1123 * @param name 読み込むファイル名
1124 * @param preftype prefファイルのタイプ
1129 * v: output buffer array
1130 * f: final character
1135 static errr process_pref_file_aux(concptr name, int preftype)
1147 bool bypass = FALSE;
1149 fp = my_fopen(name, "r");
1152 if (!fp) return (-1);
1154 /* Process the file */
1155 while (0 == my_fgets(fp, buf, sizeof(buf)))
1160 /* Skip "empty" lines */
1161 if (!buf[0]) continue;
1163 /* Skip "blank" lines */
1165 if (!iskanji(buf[0]))
1167 if (iswspace(buf[0])) continue;
1170 if (buf[0] == '#') continue;
1177 /* Process "?:<expr>" */
1178 if ((buf[0] == '?') && (buf[1] == ':'))
1187 /* Parse the expr */
1188 v = process_pref_file_expr(&s, &f);
1191 bypass = (streq(v, "0") ? TRUE : FALSE);
1195 /* Apply conditionals */
1196 if (bypass) continue;
1199 /* Process "%:<file>" */
1202 static int depth_count = 0;
1204 /* Ignore if deeper than 20 level */
1205 if (depth_count > 20) continue;
1207 /* Count depth level */
1210 /* Process that file if allowed */
1213 case PREF_TYPE_AUTOPICK:
1214 (void)process_autopick_file(buf + 2);
1216 case PREF_TYPE_HISTPREF:
1217 (void)process_histpref_file(buf + 2);
1220 (void)process_pref_file(buf + 2);
1224 /* Set back depth level */
1230 /* Process the line */
1231 err = process_pref_file_command(buf);
1233 /* This is not original pref line... */
1236 if (preftype != PREF_TYPE_AUTOPICK)
1238 err = process_autopick_file_command(buf);
1246 /* Print error message */
1247 /* ToDo: Add better error messages */
1248 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'."),
1249 _(name, err), line, _(err, name));
1250 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1259 * @brief pref設定ファイルを読み込み設定を反映させる /
1260 * Process the "user pref file" with the given name
1261 * @param name 読み込むファイル名
1265 * See the functions above for a list of legal "commands".
1266 * We also accept the special "?" and "%" directives, which
1267 * allow conditional evaluation and filename inclusion.
1270 errr process_pref_file(concptr name)
1275 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1277 /* Process the system pref file */
1278 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1280 /* Stop at parser errors, but not at non-existing file */
1281 if (err1 > 0) return err1;
1283 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1285 /* Process the user pref file */
1286 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1289 /* User file does not exist, but read system pref file */
1290 if (err2 < 0 && !err1)
1293 /* Result of user file processing */
1302 * Operating hours for ANGBAND (defaults to non-work hours)
1304 static char days[7][29] =
1306 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1307 "MON:XXXXXXXX.........XXXXXXX",
1308 "TUE:XXXXXXXX.........XXXXXXX",
1309 "WED:XXXXXXXX.........XXXXXXX",
1310 "THU:XXXXXXXX.........XXXXXXX",
1311 "FRI:XXXXXXXX.........XXXXXXX",
1312 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1316 * Restict usage (defaults to no restrictions)
1318 static bool check_time_flag = FALSE;
1324 * @brief Angbandプレイ禁止時刻をチェック /
1328 errr check_time(void)
1336 /* No restrictions */
1337 if (!check_time_flag) return (0);
1339 /* Check for time violation */
1340 c = time((time_t *)0);
1344 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1354 * @brief Angbandプレイ禁止時刻の初期化 /
1355 * Initialize CHECK_TIME
1358 errr check_time_init(void)
1367 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1368 fp = my_fopen(buf, "r");
1370 /* No file, no restrictions */
1371 if (!fp) return (0);
1373 /* Assume restrictions */
1374 check_time_flag = TRUE;
1376 /* Parse the file */
1377 while (0 == my_fgets(fp, buf, sizeof(buf)))
1379 /* Skip comments and blank lines */
1380 if (!buf[0] || (buf[0] == '#')) continue;
1382 /* Chop the buffer */
1385 /* Extract the info */
1386 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1387 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1388 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1389 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1390 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1391 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1392 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1406 #ifndef MAXHOSTNAMELEN
1407 # define MAXHOSTNAMELEN 64
1410 typedef struct statstime statstime;
1416 unsigned int v_pgpgin;
1417 unsigned int v_pgpgout;
1418 unsigned int v_pswpin;
1419 unsigned int v_pswpout;
1420 unsigned int v_intr;
1426 unsigned int v_swtch;
1428 struct timeval boottime;
1429 struct timeval curtime;
1433 * Maximal load (if any).
1435 static int check_load_value = 0;
1441 * @brief Angbandプレイ禁止ホストのチェック /
1445 errr check_load(void)
1450 struct statstime st;
1452 /* Success if not checking */
1453 if (!check_load_value) return (0);
1455 /* Check the load */
1456 if (0 == rstat("localhost", &st))
1458 long val1 = (long)(st.avenrun[2]);
1459 long val2 = (long)(check_load_value) * FSCALE;
1461 /* Check for violation */
1462 if (val1 >= val2) return (1);
1473 * @brief Angbandプレイ禁止ホストの設定初期化 /
1474 * Initialize CHECK_LOAD
1477 errr check_load_init(void)
1486 char temphost[MAXHOSTNAMELEN+1];
1487 char thishost[MAXHOSTNAMELEN+1];
1489 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1491 /* Open the "load" file */
1492 fp = my_fopen(buf, "r");
1494 /* No file, no restrictions */
1495 if (!fp) return (0);
1498 check_load_value = 100;
1500 /* Get the host name */
1501 (void)gethostname(thishost, (sizeof thishost) - 1);
1504 while (0 == my_fgets(fp, buf, sizeof(buf)))
1508 /* Skip comments and blank lines */
1509 if (!buf[0] || (buf[0] == '#')) continue;
1511 /* Parse, or ignore */
1512 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1514 /* Skip other hosts */
1515 if (!streq(temphost, thishost) &&
1516 !streq(temphost, "localhost")) continue;
1518 /* Use that value */
1519 check_load_value = value;
1532 #define ENTRY_BARE_HAND 0
1533 #define ENTRY_TWO_HANDS 1
1534 #define ENTRY_RIGHT_HAND1 2
1535 #define ENTRY_LEFT_HAND1 3
1536 #define ENTRY_LEFT_HAND2 4
1537 #define ENTRY_RIGHT_HAND2 5
1538 #define ENTRY_POSTURE 6
1539 #define ENTRY_SHOOT_HIT_DAM 7
1540 #define ENTRY_SHOOT_POWER 8
1541 #define ENTRY_SPEED 9
1542 #define ENTRY_BASE_AC 10
1543 #define ENTRY_LEVEL 11
1544 #define ENTRY_CUR_EXP 12
1545 #define ENTRY_MAX_EXP 13
1546 #define ENTRY_EXP_TO_ADV 14
1547 #define ENTRY_GOLD 15
1548 #define ENTRY_DAY 16
1551 #define ENTRY_PLAY_TIME 19
1552 #define ENTRY_SKILL_FIGHT 20
1553 #define ENTRY_SKILL_SHOOT 21
1554 #define ENTRY_SKILL_SAVING 22
1555 #define ENTRY_SKILL_STEALTH 23
1556 #define ENTRY_SKILL_PERCEP 24
1557 #define ENTRY_SKILL_SEARCH 25
1558 #define ENTRY_SKILL_DISARM 26
1559 #define ENTRY_SKILL_DEVICE 27
1560 #define ENTRY_SKILL_DIG 45
1563 #define ENTRY_BLOWS 28
1564 #define ENTRY_SHOTS 29
1565 #define ENTRY_AVG_DMG 30
1566 #define ENTRY_INFRA 31
1568 #define ENTRY_NAME 32
1569 #define ENTRY_SEX 33
1570 #define ENTRY_RACE 34
1571 #define ENTRY_CLASS 35
1572 #define ENTRY_REALM 36
1573 #define ENTRY_PATRON 37
1574 #define ENTRY_AGE 38
1575 #define ENTRY_HEIGHT 39
1576 #define ENTRY_WEIGHT 40
1577 #define ENTRY_SOCIAL 41
1578 #define ENTRY_ALIGN 42
1580 #define ENTRY_EXP_ANDR 43
1581 #define ENTRY_EXP_TO_ADV_ANDR 44
1590 } disp_player_line[]
1593 { 1, 10, 25, "打撃修正(格闘)"},
1594 { 1, 10, 25, "打撃修正(両手)"},
1595 { 1, 10, 25, "打撃修正(右手)"},
1596 { 1, 10, 25, "打撃修正(左手)"},
1597 { 1, 11, 25, "打撃修正(左手)"},
1598 { 1, 11, 25, "打撃修正(右手)"},
1600 { 1, 15, 25, "射撃攻撃修正"},
1601 { 1, 16, 25, "射撃武器倍率"},
1604 {29, 13, 21, "レベル"},
1605 {29, 14, 21, "経験値"},
1606 {29, 15, 21, "最大経験"},
1607 {29, 16, 21, "次レベル"},
1608 {29, 17, 21, "所持金"},
1612 {29, 20, 21, "プレイ時間"},
1613 {53, 10, -1, "打撃命中 :"},
1614 {53, 11, -1, "射撃命中 :"},
1615 {53, 12, -1, "魔法防御 :"},
1616 {53, 13, -1, "隠密行動 :"},
1617 {53, 15, -1, "知覚 :"},
1618 {53, 16, -1, "探索 :"},
1619 {53, 17, -1, "解除 :"},
1620 {53, 18, -1, "魔法道具 :"},
1621 { 1, 12, 25, "打撃回数"},
1622 { 1, 17, 25, "射撃回数"},
1623 { 1, 13, 25, "平均ダメージ"},
1624 {53, 20, -1, "赤外線視力:"},
1625 {26, 1, -1, "名前 : "},
1626 { 1, 3, -1, "性別 : "},
1627 { 1, 4, -1, "種族 : "},
1628 { 1, 5, -1, "職業 : "},
1629 { 1, 6, -1, "魔法 : "},
1630 { 1, 7, -1, "守護魔神 : "},
1634 {29, 6, 21, "社会的地位"},
1636 {29, 14, 21, "強化度"},
1637 {29, 16, 21, "次レベル"},
1638 {53, 19, -1, "掘削 :" },
1642 { 1, 10, 25, "Bare hand"},
1643 { 1, 10, 25, "Two hands"},
1644 { 1, 10, 25, "Right hand"},
1645 { 1, 10, 25, "Left hand"},
1646 { 1, 11, 25, "Left hand"},
1647 { 1, 11, 25, "Right hand"},
1648 { 1, 11, 25, "Posture"},
1649 { 1, 15, 25, "Shooting"},
1650 { 1, 16, 25, "Multiplier"},
1651 { 1, 20, 25, "Speed"},
1653 {29, 13, 21, "Level"},
1654 {29, 14, 21, "Experience"},
1655 {29, 15, 21, "Max Exp"},
1656 {29, 16, 21, "Exp to Adv"},
1657 {29, 17, 21, "Gold"},
1658 {29, 19, 21, "Time"},
1659 {29, 10, 21, "Hit point"},
1660 {29, 11, 21, "SP (Mana)"},
1661 {29, 20, 21, "Play time"},
1662 {53, 10, -1, "Fighting : "},
1663 {53, 11, -1, "Bows/Throw : "},
1664 {53, 12, -1, "SavingThrow: "},
1665 {53, 13, -1, "Stealth : "},
1666 {53, 15, -1, "Perception : "},
1667 {53, 16, -1, "Searching : "},
1668 {53, 17, -1, "Disarming : "},
1669 {53, 18, -1, "MagicDevice: "},
1670 { 1, 12, 25, "Blows/Round"},
1671 { 1, 17, 25, "Shots/Round"},
1672 { 1, 13, 25, "AverageDmg/Rnd"},
1673 {53, 20, -1, "Infra-Vision: "},
1674 {26, 1, -1, "Name : "},
1675 { 1, 3, -1, "Sex : "},
1676 { 1, 4, -1, "Race : "},
1677 { 1, 5, -1, "Class : "},
1678 { 1, 6, -1, "Magic : "},
1679 { 1, 7, -1, "Patron : "},
1681 {29, 4, 21, "Height"},
1682 {29, 5, 21, "Weight"},
1683 {29, 6, 21, "Social Class"},
1684 {29, 7, 21, "Align"},
1685 {29, 14, 21, "Construction"},
1686 {29, 16, 21, "Const to Adv"},
1687 {53, 19, -1, "Digging :" },
1692 * @brief プレイヤーのステータス1種を出力する
1694 * @param val 値を保管した文字列ポインタ
1695 * @param attr 項目表示の色
1698 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1702 int row = disp_player_line[entry].row;
1703 int col = disp_player_line[entry].col;
1704 int len = disp_player_line[entry].len;
1705 concptr head = disp_player_line[entry].header;
1707 int head_len = strlen(head);
1709 Term_putstr(col, row, -1, TERM_WHITE, head);
1716 int val_len = len - head_len;
1717 sprintf(buf, "%*.*s", val_len, val_len, val);
1718 Term_putstr(col + head_len, row, -1, attr, buf);
1722 Term_putstr(col + head_len, row, -1, attr, val);
1729 * @brief プレイヤーの打撃能力修正を表示する
1730 * @param hand 武器の装備部位ID
1731 * @param hand_entry 項目ID
1734 static void display_player_melee_bonus(int hand, int hand_entry)
1737 HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
1738 HIT_POINT show_todam = p_ptr->dis_to_d[hand];
1739 object_type *o_ptr = &p_ptr->inventory_list[INVEN_RARM + hand];
1741 /* Hack -- add in weapon info if known */
1742 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1743 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1745 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1748 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1750 /* Dump the bonuses to hit/dam */
1751 if (!has_melee_weapon(p_ptr, INVEN_RARM) && !has_melee_weapon(p_ptr, INVEN_LARM))
1752 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1753 else if (p_ptr->ryoute)
1754 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1756 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1761 * @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
1762 * Prints the following information on the screen.
1765 static void display_player_middle(player_type *creature_ptr)
1770 HIT_PROB show_tohit = creature_ptr->dis_to_h_b;
1771 HIT_POINT show_todam = 0;
1774 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
1779 if (creature_ptr->migite)
1781 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1784 if (creature_ptr->hidarite)
1786 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1788 else if ((creature_ptr->pclass == CLASS_MONK) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
1791 if (creature_ptr->special_defense & KAMAE_MASK)
1793 for (i = 0; i < MAX_KAMAE; i++)
1795 if ((creature_ptr->special_defense >> i) & KAMAE_GENBU) break;
1798 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1801 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1804 /* Apply weapon bonuses */
1805 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1806 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1808 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1809 show_tohit += creature_ptr->weapon_exp[0][o_ptr->sval] / 400;
1811 show_tohit += (creature_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1813 show_tohit += creature_ptr->skill_thb / BTH_PLUS_ADJ;
1816 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1818 if (creature_ptr->inventory_list[INVEN_BOW].k_idx)
1820 tmul = bow_tmul(creature_ptr->inventory_list[INVEN_BOW].sval);
1822 /* Get extra "power" from "extra might" */
1823 if (creature_ptr->xtra_might) tmul++;
1825 tmul = tmul * (100 + (int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
1829 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1831 /* Dump the armor class */
1832 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", creature_ptr->dis_ac, creature_ptr->dis_to_a), TERM_L_BLUE);
1840 i = creature_ptr->pspeed-110;
1842 /* Hack -- Visually "undo" the Search Mode Slowdown */
1843 if (creature_ptr->action == ACTION_SEARCH) i += 10;
1847 if (!creature_ptr->riding)
1848 attr = TERM_L_GREEN;
1854 if (!creature_ptr->riding)
1861 if (!creature_ptr->riding)
1862 attr = TERM_L_UMBER;
1867 if (!creature_ptr->riding)
1869 if (IS_FAST(creature_ptr)) tmp_speed += 10;
1870 if (creature_ptr->slow) tmp_speed -= 10;
1871 if (creature_ptr->lightspeed) tmp_speed = 99;
1875 if (MON_FAST(&p_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed += 10;
1876 if (MON_SLOW(&p_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed -= 10;
1881 if (!creature_ptr->riding)
1882 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1884 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1893 if (!creature_ptr->riding)
1894 sprintf(buf, "(%+d)", i);
1896 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1899 display_player_one_line(ENTRY_SPEED, buf, attr);
1902 /* Dump character level */
1903 display_player_one_line(ENTRY_LEVEL, format("%d", creature_ptr->lev), TERM_L_GREEN);
1905 /* Dump experience */
1906 if (creature_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1907 else e = ENTRY_CUR_EXP;
1909 if (creature_ptr->exp >= creature_ptr->max_exp)
1910 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_L_GREEN);
1912 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_YELLOW);
1914 /* Dump max experience */
1915 if (creature_ptr->prace == RACE_ANDROID)
1918 display_player_one_line(ENTRY_MAX_EXP, format("%ld", creature_ptr->max_exp), TERM_L_GREEN);
1920 /* Dump exp to advance */
1921 if (creature_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1922 else e = ENTRY_EXP_TO_ADV;
1924 if (creature_ptr->lev >= PY_MAX_LEVEL)
1925 display_player_one_line(e, "*****", TERM_L_GREEN);
1926 else if (creature_ptr->prace == RACE_ANDROID)
1927 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1929 display_player_one_line(e, format("%ld", (s32b)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1932 display_player_one_line(ENTRY_GOLD, format("%ld", creature_ptr->au), TERM_L_GREEN);
1937 extract_day_hour_min(&day, &hour, &min);
1939 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1940 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1942 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1944 /* Dump hit point */
1945 if (creature_ptr->chp >= creature_ptr->mhp)
1946 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp , creature_ptr->mhp), TERM_L_GREEN);
1947 else if (creature_ptr->chp > (creature_ptr->mhp * hitpoint_warn) / 10)
1948 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp , creature_ptr->mhp), TERM_YELLOW);
1950 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp , creature_ptr->mhp), TERM_RED);
1952 /* Dump mana power */
1953 if (creature_ptr->csp >= creature_ptr->msp)
1954 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp , creature_ptr->msp), TERM_L_GREEN);
1955 else if (creature_ptr->csp > (creature_ptr->msp * mana_warn) / 10)
1956 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp , creature_ptr->msp), TERM_YELLOW);
1958 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp , creature_ptr->msp), TERM_RED);
1960 /* Dump play time */
1961 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);
1966 * Hack -- pass color info around this file
1968 static TERM_COLOR likert_color = TERM_WHITE;
1972 * @brief 技能ランクの表示基準を定める
1973 * Returns a "rating" of x depending on y
1975 * @param y 技能値に対するランク基準比
1978 static concptr likert(int x, int y)
1980 static char dummy[20] = "", dummy2[20] = "";
1981 memset(dummy, 0, strlen(dummy));
1982 memset(dummy2, 0, strlen(dummy2));
1985 if(show_actual_value)
1987 sprintf(dummy, "%3d-", x);
1990 /* Negative value */
1993 likert_color = TERM_L_DARK;
1994 strcat(dummy, _("最低", "Very Bad"));
1999 /* Analyze the value */
2004 likert_color = TERM_RED;
2005 strcat(dummy, _("悪い", "Bad"));
2008 likert_color = TERM_L_RED;
2009 strcat(dummy, _("劣る", "Poor"));
2014 likert_color = TERM_ORANGE;
2015 strcat(dummy, _("普通", "Fair"));
2019 likert_color = TERM_YELLOW;
2020 strcat(dummy, _("良い", "Good"));
2024 likert_color = TERM_YELLOW;
2025 strcat(dummy, _("大変良い", "Very Good"));
2030 likert_color = TERM_L_GREEN;
2031 strcat(dummy, _("卓越", "Excellent"));
2039 likert_color = TERM_GREEN;
2040 strcat(dummy, _("超越", "Superb"));
2047 likert_color = TERM_BLUE;
2048 strcat(dummy, _("英雄的", "Heroic"));
2052 likert_color = TERM_VIOLET;
2053 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2054 (int)((((x / y) - 17) * 5) / 2));
2055 strcat(dummy, dummy2);
2066 * @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
2067 * Prints ratings on certain abilities
2070 * This code is "imitated" elsewhere to "dump" a character sheet.
2072 static void display_player_various(player_type *creature_ptr)
2074 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2075 int xthn, xthb, xfos, xsrh;
2076 int xdis, xdev, xsav, xstl;
2080 BIT_FLAGS flgs[TR_FLAG_SIZE];
2081 int shots, shot_frac;
2086 if (creature_ptr->muta2 & MUT2_HORNS) muta_att++;
2087 if (creature_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2088 if (creature_ptr->muta2 & MUT2_BEAK) muta_att++;
2089 if (creature_ptr->muta2 & MUT2_TRUNK) muta_att++;
2090 if (creature_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2092 xthn = creature_ptr->skill_thn + (creature_ptr->to_h_m * BTH_PLUS_ADJ);
2094 /* Shooting Skill (with current bow and normal missile) */
2095 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
2096 tmp = creature_ptr->to_h_b + o_ptr->to_h;
2097 xthb = creature_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2099 /* If the player is wielding one? */
2102 ENERGY energy_fire = bow_energy(o_ptr->sval);
2104 /* Calculate shots per round */
2105 shots = creature_ptr->num_fire * 100;
2106 shot_frac = (shots * 100 / energy_fire) % 100;
2107 shots = shots / energy_fire;
2108 if (o_ptr->name1 == ART_CRIMSON)
2112 if (creature_ptr->pclass == CLASS_ARCHER)
2114 /* Extra shot at level 10 */
2115 if (creature_ptr->lev >= 10) shots++;
2117 /* Extra shot at level 30 */
2118 if (creature_ptr->lev >= 30) shots++;
2120 /* Extra shot at level 45 */
2121 if (creature_ptr->lev >= 45) shots++;
2131 for(i = 0; i < 2; i++)
2133 damage[i] = creature_ptr->dis_to_d[i] * 100;
2134 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
2136 PLAYER_LEVEL level = creature_ptr->lev;
2142 if (creature_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2143 if (creature_ptr->special_defense & KAMAE_BYAKKO)
2144 basedam = monk_ave_damage[level][1];
2145 else if (creature_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2146 basedam = monk_ave_damage[level][2];
2148 basedam = monk_ave_damage[level][0];
2152 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
2154 /* Average damage per round */
2160 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2161 if (object_is_known(o_ptr))
2163 damage[i] += o_ptr->to_d * 100;
2164 to_h[i] += o_ptr->to_h;
2166 basedam = ((o_ptr->dd + creature_ptr->to_dd[i]) * (o_ptr->ds + creature_ptr->to_ds[i] + 1)) * 50;
2167 object_flags_known(o_ptr, flgs);
2169 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, creature_ptr->dis_to_h[i], dokubari);
2170 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2176 else if (have_flag(flgs, TR_VORPAL))
2178 /* vorpal flag only */
2182 if ((creature_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (creature_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2183 basedam = basedam * 7 / 2;
2187 damage[i] += basedam;
2188 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2189 if (damage[i] < 0) damage[i] = 0;
2191 blows1 = creature_ptr->migite ? creature_ptr->num_blow[0]: 0;
2192 blows2 = creature_ptr->hidarite ? creature_ptr->num_blow[1] : 0;
2194 /* Basic abilities */
2196 xdis = creature_ptr->skill_dis;
2197 xdev = creature_ptr->skill_dev;
2198 xsav = creature_ptr->skill_sav;
2199 xstl = creature_ptr->skill_stl;
2200 xsrh = creature_ptr->skill_srh;
2201 xfos = creature_ptr->skill_fos;
2202 xdig = creature_ptr->skill_dig;
2205 desc = likert(xthn, 12);
2206 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2208 desc = likert(xthb, 12);
2209 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2211 desc = likert(xsav, 7);
2212 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2214 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2215 desc = likert((xstl > 0) ? xstl : -1, 1);
2216 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2218 desc = likert(xfos, 6);
2219 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2221 desc = likert(xsrh, 6);
2222 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2224 desc = likert(xdis, 8);
2225 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2227 desc = likert(xdev, 6);
2228 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2230 desc = likert(xdev, 6);
2231 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2233 desc = likert(xdig, 4);
2234 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2237 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2239 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2241 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2244 if ((damage[0]+damage[1]) == 0)
2247 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2249 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2251 display_player_one_line(ENTRY_INFRA, format("%d feet", creature_ptr->see_infra * 10), TERM_WHITE);
2257 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2258 * Prints ratings on certain abilities
2259 * @param creature_ptr 参照元クリーチャーポインタ
2260 * @param flgs フラグを保管する配列
2263 * Obtain the "flags" for the player as if he was an item
2265 * xtra1.c周りと多重実装になっているのを何とかする
2267 static void player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2270 for (i = 0; i < TR_FLAG_SIZE; i++)
2274 switch (creature_ptr->pclass)
2277 if (creature_ptr->lev > 44)
2278 add_flag(flgs, TR_REGEN);
2280 if (creature_ptr->lev > 29)
2281 add_flag(flgs, TR_RES_FEAR);
2284 if (creature_ptr->lev > 39)
2285 add_flag(flgs, TR_RES_FEAR);
2287 case CLASS_CHAOS_WARRIOR:
2288 if (creature_ptr->lev > 29)
2289 add_flag(flgs, TR_RES_CHAOS);
2290 if (creature_ptr->lev > 39)
2291 add_flag(flgs, TR_RES_FEAR);
2294 case CLASS_FORCETRAINER:
2295 if ((creature_ptr->lev > 9) && !heavy_armor(creature_ptr))
2296 add_flag(flgs, TR_SPEED);
2297 if ((creature_ptr->lev>24) && !heavy_armor(creature_ptr))
2298 add_flag(flgs, TR_FREE_ACT);
2301 if (heavy_armor(creature_ptr))
2302 add_flag(flgs, TR_SPEED);
2305 if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
2306 (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
2307 add_flag(flgs, TR_SPEED);
2308 if (creature_ptr->lev>24)
2309 add_flag(flgs, TR_FREE_ACT);
2311 add_flag(flgs, TR_SLOW_DIGEST);
2312 add_flag(flgs, TR_RES_FEAR);
2313 if (creature_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2314 if (creature_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2315 if (creature_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2317 case CLASS_MINDCRAFTER:
2318 if (creature_ptr->lev > 9)
2319 add_flag(flgs, TR_RES_FEAR);
2320 if (creature_ptr->lev > 19)
2321 add_flag(flgs, TR_SUST_WIS);
2322 if (creature_ptr->lev > 29)
2323 add_flag(flgs, TR_RES_CONF);
2324 if (creature_ptr->lev > 39)
2325 add_flag(flgs, TR_TELEPATHY);
2328 add_flag(flgs, TR_RES_SOUND);
2330 case CLASS_BERSERKER:
2331 add_flag(flgs, TR_SUST_STR);
2332 add_flag(flgs, TR_SUST_DEX);
2333 add_flag(flgs, TR_SUST_CON);
2334 add_flag(flgs, TR_REGEN);
2335 add_flag(flgs, TR_FREE_ACT);
2336 add_flag(flgs, TR_SPEED);
2337 if (creature_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2339 case CLASS_MIRROR_MASTER:
2340 if(creature_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2343 break; /* Do nothing */
2347 if (creature_ptr->mimic_form)
2349 switch(creature_ptr->mimic_form)
2352 add_flag(flgs, TR_HOLD_EXP);
2353 add_flag(flgs, TR_RES_CHAOS);
2354 add_flag(flgs, TR_RES_NETHER);
2355 add_flag(flgs, TR_RES_FIRE);
2356 add_flag(flgs, TR_SEE_INVIS);
2357 add_flag(flgs, TR_SPEED);
2359 case MIMIC_DEMON_LORD:
2360 add_flag(flgs, TR_HOLD_EXP);
2361 add_flag(flgs, TR_RES_CHAOS);
2362 add_flag(flgs, TR_RES_NETHER);
2363 add_flag(flgs, TR_RES_FIRE);
2364 add_flag(flgs, TR_RES_COLD);
2365 add_flag(flgs, TR_RES_ELEC);
2366 add_flag(flgs, TR_RES_ACID);
2367 add_flag(flgs, TR_RES_POIS);
2368 add_flag(flgs, TR_RES_CONF);
2369 add_flag(flgs, TR_RES_DISEN);
2370 add_flag(flgs, TR_RES_NEXUS);
2371 add_flag(flgs, TR_RES_FEAR);
2372 add_flag(flgs, TR_IM_FIRE);
2373 add_flag(flgs, TR_SH_FIRE);
2374 add_flag(flgs, TR_SEE_INVIS);
2375 add_flag(flgs, TR_TELEPATHY);
2376 add_flag(flgs, TR_LEVITATION);
2377 add_flag(flgs, TR_SPEED);
2380 add_flag(flgs, TR_HOLD_EXP);
2381 add_flag(flgs, TR_RES_DARK);
2382 add_flag(flgs, TR_RES_NETHER);
2383 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2384 add_flag(flgs, TR_RES_POIS);
2385 add_flag(flgs, TR_RES_COLD);
2386 add_flag(flgs, TR_SEE_INVIS);
2387 add_flag(flgs, TR_SPEED);
2393 switch (creature_ptr->prace)
2396 add_flag(flgs, TR_RES_LITE);
2399 add_flag(flgs, TR_HOLD_EXP);
2402 add_flag(flgs, TR_FREE_ACT);
2405 add_flag(flgs, TR_RES_BLIND);
2408 add_flag(flgs, TR_RES_DARK);
2410 case RACE_HALF_TROLL:
2411 add_flag(flgs, TR_SUST_STR);
2412 if (creature_ptr->lev > 14)
2414 add_flag(flgs, TR_REGEN);
2415 if ((creature_ptr->pclass == CLASS_WARRIOR) || (creature_ptr->pclass == CLASS_BERSERKER))
2417 add_flag(flgs, TR_SLOW_DIGEST);
2419 * Let's not make Regeneration a disadvantage
2420 * for the poor warriors who can never learn
2421 * a spell that satisfies hunger (actually
2422 * neither can rogues, but half-trolls are not
2423 * supposed to play rogues)
2429 add_flag(flgs, TR_SUST_CON);
2430 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2433 add_flag(flgs, TR_RES_LITE);
2434 add_flag(flgs, TR_SEE_INVIS);
2436 case RACE_BARBARIAN:
2437 add_flag(flgs, TR_RES_FEAR);
2439 case RACE_HALF_OGRE:
2440 add_flag(flgs, TR_SUST_STR);
2441 add_flag(flgs, TR_RES_DARK);
2443 case RACE_HALF_GIANT:
2444 add_flag(flgs, TR_RES_SHARDS);
2445 add_flag(flgs, TR_SUST_STR);
2447 case RACE_HALF_TITAN:
2448 add_flag(flgs, TR_RES_CHAOS);
2451 add_flag(flgs, TR_RES_SOUND);
2454 add_flag(flgs, TR_RES_ACID);
2455 if (creature_ptr->lev > 19)
2456 add_flag(flgs, TR_IM_ACID);
2459 add_flag(flgs, TR_RES_CONF);
2460 add_flag(flgs, TR_RES_ACID);
2461 if (creature_ptr->lev > 9)
2462 add_flag(flgs, TR_SPEED);
2465 add_flag(flgs, TR_RES_POIS);
2468 add_flag(flgs, TR_RES_DISEN);
2469 add_flag(flgs, TR_RES_DARK);
2472 add_flag(flgs, TR_RES_DARK);
2473 if (creature_ptr->lev > 19)
2474 add_flag(flgs, TR_SEE_INVIS);
2476 case RACE_DRACONIAN:
2477 add_flag(flgs, TR_LEVITATION);
2478 if (creature_ptr->lev > 4)
2479 add_flag(flgs, TR_RES_FIRE);
2480 if (creature_ptr->lev > 9)
2481 add_flag(flgs, TR_RES_COLD);
2482 if (creature_ptr->lev > 14)
2483 add_flag(flgs, TR_RES_ACID);
2484 if (creature_ptr->lev > 19)
2485 add_flag(flgs, TR_RES_ELEC);
2486 if (creature_ptr->lev > 34)
2487 add_flag(flgs, TR_RES_POIS);
2489 case RACE_MIND_FLAYER:
2490 add_flag(flgs, TR_SUST_INT);
2491 add_flag(flgs, TR_SUST_WIS);
2492 if (creature_ptr->lev > 14)
2493 add_flag(flgs, TR_SEE_INVIS);
2494 if (creature_ptr->lev > 29)
2495 add_flag(flgs, TR_TELEPATHY);
2498 add_flag(flgs, TR_RES_FIRE);
2499 if (creature_ptr->lev > 9)
2500 add_flag(flgs, TR_SEE_INVIS);
2503 add_flag(flgs, TR_SEE_INVIS);
2504 add_flag(flgs, TR_FREE_ACT);
2505 add_flag(flgs, TR_RES_POIS);
2506 add_flag(flgs, TR_SLOW_DIGEST);
2507 if (creature_ptr->lev > 34)
2508 add_flag(flgs, TR_HOLD_EXP);
2511 add_flag(flgs, TR_SEE_INVIS);
2512 add_flag(flgs, TR_RES_SHARDS);
2513 add_flag(flgs, TR_HOLD_EXP);
2514 add_flag(flgs, TR_RES_POIS);
2515 if (creature_ptr->lev > 9)
2516 add_flag(flgs, TR_RES_COLD);
2519 add_flag(flgs, TR_SEE_INVIS);
2520 add_flag(flgs, TR_HOLD_EXP);
2521 add_flag(flgs, TR_RES_NETHER);
2522 add_flag(flgs, TR_RES_POIS);
2523 add_flag(flgs, TR_SLOW_DIGEST);
2524 if (creature_ptr->lev > 4)
2525 add_flag(flgs, TR_RES_COLD);
2528 add_flag(flgs, TR_HOLD_EXP);
2529 add_flag(flgs, TR_RES_DARK);
2530 add_flag(flgs, TR_RES_NETHER);
2531 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2532 add_flag(flgs, TR_RES_POIS);
2533 add_flag(flgs, TR_RES_COLD);
2536 add_flag(flgs, TR_LEVITATION);
2537 add_flag(flgs, TR_FREE_ACT);
2538 add_flag(flgs, TR_RES_COLD);
2539 add_flag(flgs, TR_SEE_INVIS);
2540 add_flag(flgs, TR_HOLD_EXP);
2541 add_flag(flgs, TR_RES_NETHER);
2542 add_flag(flgs, TR_RES_POIS);
2543 add_flag(flgs, TR_SLOW_DIGEST);
2545 if (creature_ptr->lev > 34)
2546 add_flag(flgs, TR_TELEPATHY);
2549 add_flag(flgs, TR_RES_LITE);
2550 add_flag(flgs, TR_LEVITATION);
2551 if (creature_ptr->lev > 9)
2552 add_flag(flgs, TR_SPEED);
2555 add_flag(flgs, TR_RES_SOUND);
2556 add_flag(flgs, TR_RES_CONF);
2559 add_flag(flgs, TR_LEVITATION);
2560 add_flag(flgs, TR_SEE_INVIS);
2563 add_flag(flgs, TR_RES_FIRE);
2564 add_flag(flgs, TR_RES_NETHER);
2565 add_flag(flgs, TR_HOLD_EXP);
2566 if (creature_ptr->lev > 9)
2567 add_flag(flgs, TR_SEE_INVIS);
2570 add_flag(flgs, TR_SUST_CON);
2573 add_flag(flgs, TR_LEVITATION);
2576 add_flag(flgs, TR_RES_CONF);
2579 add_flag(flgs, TR_FREE_ACT);
2580 add_flag(flgs, TR_RES_POIS);
2581 add_flag(flgs, TR_SLOW_DIGEST);
2582 add_flag(flgs, TR_HOLD_EXP);
2590 if (creature_ptr->muta3)
2592 if (creature_ptr->muta3 & MUT3_FLESH_ROT)
2594 remove_flag(flgs, TR_REGEN);
2597 if ((creature_ptr->muta3 & MUT3_XTRA_FAT) ||
2598 (creature_ptr->muta3 & MUT3_XTRA_LEGS) ||
2599 (creature_ptr->muta3 & MUT3_SHORT_LEG))
2601 add_flag(flgs, TR_SPEED);
2604 if (creature_ptr->muta3 & MUT3_ELEC_TOUC)
2606 add_flag(flgs, TR_SH_ELEC);
2609 if (creature_ptr->muta3 & MUT3_FIRE_BODY)
2611 add_flag(flgs, TR_SH_FIRE);
2612 add_flag(flgs, TR_LITE_1);
2615 if (creature_ptr->muta3 & MUT3_WINGS)
2617 add_flag(flgs, TR_LEVITATION);
2620 if (creature_ptr->muta3 & MUT3_FEARLESS)
2622 add_flag(flgs, TR_RES_FEAR);
2625 if (creature_ptr->muta3 & MUT3_REGEN)
2627 add_flag(flgs, TR_REGEN);
2630 if (creature_ptr->muta3 & MUT3_ESP)
2632 add_flag(flgs, TR_TELEPATHY);
2635 if (creature_ptr->muta3 & MUT3_MOTION)
2637 add_flag(flgs, TR_FREE_ACT);
2641 if (creature_ptr->pseikaku == SEIKAKU_SEXY)
2642 add_flag(flgs, TR_AGGRAVATE);
2643 if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2644 add_flag(flgs, TR_RES_CONF);
2645 if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2647 add_flag(flgs, TR_RES_BLIND);
2648 add_flag(flgs, TR_RES_CONF);
2649 add_flag(flgs, TR_HOLD_EXP);
2650 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2651 if (creature_ptr->lev > 9)
2652 add_flag(flgs, TR_SPEED);
2654 if (creature_ptr->special_defense & KATA_FUUJIN)
2655 add_flag(flgs, TR_REFLECT);
2656 if (creature_ptr->special_defense & KAMAE_GENBU)
2657 add_flag(flgs, TR_REFLECT);
2658 if (creature_ptr->special_defense & KAMAE_SUZAKU)
2659 add_flag(flgs, TR_LEVITATION);
2660 if (creature_ptr->special_defense & KAMAE_SEIRYU)
2662 add_flag(flgs, TR_RES_FIRE);
2663 add_flag(flgs, TR_RES_COLD);
2664 add_flag(flgs, TR_RES_ACID);
2665 add_flag(flgs, TR_RES_ELEC);
2666 add_flag(flgs, TR_RES_POIS);
2667 add_flag(flgs, TR_LEVITATION);
2668 add_flag(flgs, TR_SH_FIRE);
2669 add_flag(flgs, TR_SH_ELEC);
2670 add_flag(flgs, TR_SH_COLD);
2672 if (creature_ptr->special_defense & KATA_MUSOU)
2674 add_flag(flgs, TR_RES_FEAR);
2675 add_flag(flgs, TR_RES_LITE);
2676 add_flag(flgs, TR_RES_DARK);
2677 add_flag(flgs, TR_RES_BLIND);
2678 add_flag(flgs, TR_RES_CONF);
2679 add_flag(flgs, TR_RES_SOUND);
2680 add_flag(flgs, TR_RES_SHARDS);
2681 add_flag(flgs, TR_RES_NETHER);
2682 add_flag(flgs, TR_RES_NEXUS);
2683 add_flag(flgs, TR_RES_CHAOS);
2684 add_flag(flgs, TR_RES_DISEN);
2685 add_flag(flgs, TR_REFLECT);
2686 add_flag(flgs, TR_HOLD_EXP);
2687 add_flag(flgs, TR_FREE_ACT);
2688 add_flag(flgs, TR_SH_FIRE);
2689 add_flag(flgs, TR_SH_ELEC);
2690 add_flag(flgs, TR_SH_COLD);
2691 add_flag(flgs, TR_LEVITATION);
2692 add_flag(flgs, TR_LITE_1);
2693 add_flag(flgs, TR_SEE_INVIS);
2694 add_flag(flgs, TR_TELEPATHY);
2695 add_flag(flgs, TR_SLOW_DIGEST);
2696 add_flag(flgs, TR_REGEN);
2697 add_flag(flgs, TR_SUST_STR);
2698 add_flag(flgs, TR_SUST_INT);
2699 add_flag(flgs, TR_SUST_WIS);
2700 add_flag(flgs, TR_SUST_DEX);
2701 add_flag(flgs, TR_SUST_CON);
2702 add_flag(flgs, TR_SUST_CHR);
2707 * @brief プレイヤーの一時的魔法効果による耐性を返す
2708 * Prints ratings on certain abilities
2709 * @param flgs フラグを保管する配列
2712 * xtra1.c周りと多重実装になっているのを何とかする
2714 static void tim_player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2717 for (i = 0; i < TR_FLAG_SIZE; i++)
2720 if (IS_HERO(creature_ptr) || creature_ptr->shero)
2721 add_flag(flgs, TR_RES_FEAR);
2722 if (creature_ptr->tim_invis)
2723 add_flag(flgs, TR_SEE_INVIS);
2724 if (creature_ptr->tim_regen)
2725 add_flag(flgs, TR_REGEN);
2727 add_flag(flgs, TR_TELEPATHY);
2728 if (IS_FAST(creature_ptr) || creature_ptr->slow)
2729 add_flag(flgs, TR_SPEED);
2731 if (IS_OPPOSE_ACID() && !(creature_ptr->special_defense & DEFENSE_ACID) && !(PRACE_IS_(creature_ptr, RACE_YEEK) && (creature_ptr->lev > 19)))
2732 add_flag(flgs, TR_RES_ACID);
2733 if (IS_OPPOSE_ELEC() && !(creature_ptr->special_defense & DEFENSE_ELEC))
2734 add_flag(flgs, TR_RES_ELEC);
2735 if (IS_OPPOSE_FIRE() && !(creature_ptr->special_defense & DEFENSE_FIRE))
2736 add_flag(flgs, TR_RES_FIRE);
2737 if (IS_OPPOSE_COLD() && !(creature_ptr->special_defense & DEFENSE_COLD))
2738 add_flag(flgs, TR_RES_COLD);
2739 if (IS_OPPOSE_POIS())
2740 add_flag(flgs, TR_RES_POIS);
2742 if (creature_ptr->special_attack & ATTACK_ACID)
2743 add_flag(flgs, TR_BRAND_ACID);
2744 if (creature_ptr->special_attack & ATTACK_ELEC)
2745 add_flag(flgs, TR_BRAND_ELEC);
2746 if (creature_ptr->special_attack & ATTACK_FIRE)
2747 add_flag(flgs, TR_BRAND_FIRE);
2748 if (creature_ptr->special_attack & ATTACK_COLD)
2749 add_flag(flgs, TR_BRAND_COLD);
2750 if (creature_ptr->special_attack & ATTACK_POIS)
2751 add_flag(flgs, TR_BRAND_POIS);
2752 if (creature_ptr->special_defense & DEFENSE_ACID)
2753 add_flag(flgs, TR_IM_ACID);
2754 if (creature_ptr->special_defense & DEFENSE_ELEC)
2755 add_flag(flgs, TR_IM_ELEC);
2756 if (creature_ptr->special_defense & DEFENSE_FIRE)
2757 add_flag(flgs, TR_IM_FIRE);
2758 if (creature_ptr->special_defense & DEFENSE_COLD)
2759 add_flag(flgs, TR_IM_COLD);
2760 if (creature_ptr->wraith_form)
2761 add_flag(flgs, TR_REFLECT);
2763 if (creature_ptr->tim_reflect)
2764 add_flag(flgs, TR_REFLECT);
2766 if (creature_ptr->magicdef)
2768 add_flag(flgs, TR_RES_BLIND);
2769 add_flag(flgs, TR_RES_CONF);
2770 add_flag(flgs, TR_REFLECT);
2771 add_flag(flgs, TR_FREE_ACT);
2772 add_flag(flgs, TR_LEVITATION);
2774 if (creature_ptr->tim_res_nether)
2776 add_flag(flgs, TR_RES_NETHER);
2778 if (creature_ptr->tim_sh_fire)
2780 add_flag(flgs, TR_SH_FIRE);
2782 if (creature_ptr->ult_res)
2784 add_flag(flgs, TR_RES_FEAR);
2785 add_flag(flgs, TR_RES_LITE);
2786 add_flag(flgs, TR_RES_DARK);
2787 add_flag(flgs, TR_RES_BLIND);
2788 add_flag(flgs, TR_RES_CONF);
2789 add_flag(flgs, TR_RES_SOUND);
2790 add_flag(flgs, TR_RES_SHARDS);
2791 add_flag(flgs, TR_RES_NETHER);
2792 add_flag(flgs, TR_RES_NEXUS);
2793 add_flag(flgs, TR_RES_CHAOS);
2794 add_flag(flgs, TR_RES_DISEN);
2795 add_flag(flgs, TR_REFLECT);
2796 add_flag(flgs, TR_HOLD_EXP);
2797 add_flag(flgs, TR_FREE_ACT);
2798 add_flag(flgs, TR_SH_FIRE);
2799 add_flag(flgs, TR_SH_ELEC);
2800 add_flag(flgs, TR_SH_COLD);
2801 add_flag(flgs, TR_LEVITATION);
2802 add_flag(flgs, TR_LITE_1);
2803 add_flag(flgs, TR_SEE_INVIS);
2804 add_flag(flgs, TR_TELEPATHY);
2805 add_flag(flgs, TR_SLOW_DIGEST);
2806 add_flag(flgs, TR_REGEN);
2807 add_flag(flgs, TR_SUST_STR);
2808 add_flag(flgs, TR_SUST_INT);
2809 add_flag(flgs, TR_SUST_WIS);
2810 add_flag(flgs, TR_SUST_DEX);
2811 add_flag(flgs, TR_SUST_CON);
2812 add_flag(flgs, TR_SUST_CHR);
2816 if (creature_ptr->realm1 == REALM_HEX)
2818 if (hex_spelling(HEX_DEMON_AURA))
2820 add_flag(flgs, TR_SH_FIRE);
2821 add_flag(flgs, TR_REGEN);
2823 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2824 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2829 /* Mode flags for displaying player flags */
2830 #define DP_CURSE 0x01
2836 * @brief プレイヤーの装備一覧をシンボルで並べる
2838 * @param y 表示するコンソールの行
2839 * @param x 表示するコンソールの列
2843 void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2852 /* Weapon flags need only two column */
2853 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2854 else max_i = INVEN_TOTAL;
2856 /* Dump equippy chars */
2857 for (i = INVEN_RARM; i < max_i; i++)
2860 o_ptr = &p_ptr->inventory_list[i];
2862 a = object_attr(o_ptr);
2863 c = object_char(o_ptr);
2865 /* Clear the part of the screen */
2866 if (!equippy_chars || !o_ptr->k_idx)
2873 Term_putch(x + i - INVEN_RARM, y, a, c);
2879 * @brief プレイヤーの装備による免疫フラグを返す
2880 * @param flgs フラグを保管する配列
2883 * xtra1.c周りと多重実装になっているのを何とかする
2885 static void known_obj_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2888 for (i = 0; i < TR_FLAG_SIZE; i++)
2891 /* Check equipment */
2892 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2894 u32b o_flgs[TR_FLAG_SIZE];
2899 o_ptr = &creature_ptr->inventory_list[i];
2901 if (!o_ptr->k_idx) continue;
2904 object_flags_known(o_ptr, o_flgs);
2906 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2907 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2908 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2909 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2914 * @brief プレイヤーの種族による免疫フラグを返す
2915 * @param flgs フラグを保管する配列
2918 * xtra1.c周りと多重実装になっているのを何とかする
2920 static void player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2923 for (i = 0; i < TR_FLAG_SIZE; i++)
2926 if (PRACE_IS_(creature_ptr, RACE_SPECTRE))
2927 add_flag(flgs, TR_RES_NETHER);
2928 if (creature_ptr->mimic_form == MIMIC_VAMPIRE || PRACE_IS_(creature_ptr, RACE_VAMPIRE))
2929 add_flag(flgs, TR_RES_DARK);
2930 if (creature_ptr->mimic_form == MIMIC_DEMON_LORD)
2931 add_flag(flgs, TR_RES_FIRE);
2932 else if (PRACE_IS_(creature_ptr, RACE_YEEK) && creature_ptr->lev > 19)
2933 add_flag(flgs, TR_RES_ACID);
2937 * @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
2938 * @param flgs フラグを保管する配列
2941 * xtra1.c周りと多重実装になっているのを何とかする
2943 static void tim_player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2946 for (i = 0; i < TR_FLAG_SIZE; i++)
2949 if (creature_ptr->special_defense & DEFENSE_ACID)
2950 add_flag(flgs, TR_RES_ACID);
2951 if (creature_ptr->special_defense & DEFENSE_ELEC)
2952 add_flag(flgs, TR_RES_ELEC);
2953 if (creature_ptr->special_defense & DEFENSE_FIRE)
2954 add_flag(flgs, TR_RES_FIRE);
2955 if (creature_ptr->special_defense & DEFENSE_COLD)
2956 add_flag(flgs, TR_RES_COLD);
2957 if (creature_ptr->wraith_form)
2958 add_flag(flgs, TR_RES_DARK);
2962 * @brief プレイヤーの種族による弱点フラグを返す
2963 * @param flgs フラグを保管する配列
2966 * xtra1.c周りと多重実装になっているのを何とかする
2968 static void player_vuln_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2971 for (i = 0; i < TR_FLAG_SIZE; i++)
2974 if ((creature_ptr->muta3 & MUT3_VULN_ELEM) || (creature_ptr->special_defense & KATA_KOUKIJIN))
2976 add_flag(flgs, TR_RES_ACID);
2977 add_flag(flgs, TR_RES_ELEC);
2978 add_flag(flgs, TR_RES_FIRE);
2979 add_flag(flgs, TR_RES_COLD);
2981 if (PRACE_IS_(creature_ptr, RACE_ANDROID))
2982 add_flag(flgs, TR_RES_ELEC);
2983 if (PRACE_IS_(creature_ptr, RACE_ENT))
2984 add_flag(flgs, TR_RES_FIRE);
2985 if (PRACE_IS_(creature_ptr, RACE_VAMPIRE) || PRACE_IS_(creature_ptr, RACE_S_FAIRY) ||
2986 (creature_ptr->mimic_form == MIMIC_VAMPIRE))
2987 add_flag(flgs, TR_RES_LITE);
2992 * A struct for storing misc. flags
2995 BIT_FLAGS player_flags[TR_FLAG_SIZE];
2996 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
2997 BIT_FLAGS player_imm[TR_FLAG_SIZE];
2998 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
2999 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
3000 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
3005 * @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 /
3006 * Helper function, see below
3007 * @param row コンソール表示位置の左上行
3008 * @param col コンソール表示位置の左上列
3009 * @param header コンソール上で表示する特性名
3010 * @param flag1 参照する特性ID
3011 * @param f プレイヤーの特性情報構造体
3012 * @param mode 表示オプション
3015 static void display_flag_aux(TERM_LEN row, TERM_LEN col, concptr header,
3016 int flag1, all_player_flags *f, u16b mode)
3021 byte header_color = TERM_L_DARK;
3022 int header_col = col;
3024 if (have_flag(f->player_vuln, flag1) &&
3025 !(have_flag(f->known_obj_imm, flag1) ||
3026 have_flag(f->player_imm, flag1) ||
3027 have_flag(f->tim_player_imm, flag1)))
3031 col += strlen(header) + 1;
3033 /* Weapon flags need only two column */
3034 if (mode & DP_WP) max_i = INVEN_LARM + 1;
3035 else max_i = INVEN_TOTAL;
3037 /* Check equipment */
3038 for (i = INVEN_RARM; i < max_i; i++)
3040 BIT_FLAGS flgs[TR_FLAG_SIZE];
3044 o_ptr = &p_ptr->inventory_list[i];
3047 object_flags_known(o_ptr, flgs);
3050 if (!(mode & DP_IMM))
3051 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3054 if (mode & DP_CURSE)
3056 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3058 c_put_str(TERM_L_DARK, "+", row, col);
3059 header_color = TERM_WHITE;
3061 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3063 c_put_str(TERM_WHITE, "+", row, col);
3064 header_color = TERM_WHITE;
3066 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3068 c_put_str(TERM_WHITE, "*", row, col);
3069 header_color = TERM_WHITE;
3072 else if (flag1 == TR_LITE_1)
3074 if (HAVE_DARK_FLAG(flgs))
3076 c_put_str(TERM_L_DARK, "+", row, col);
3077 header_color = TERM_WHITE;
3079 else if (HAVE_LITE_FLAG(flgs))
3081 c_put_str(TERM_WHITE, "+", row, col);
3082 header_color = TERM_WHITE;
3087 if (have_flag(flgs, flag1))
3089 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3090 (mode & DP_IMM) ? "*" : "+", row, col);
3091 header_color = TERM_WHITE;
3099 /* Assume that player flag is already written */
3102 if (header_color != TERM_L_DARK)
3104 /* Overwrite Header Color */
3105 c_put_str(header_color, header, row, header_col);
3111 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3114 if (have_flag(f->player_flags, flag1))
3116 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3117 header_color = TERM_WHITE;
3120 /* Timed player flags */
3121 if (have_flag(f->tim_player_flags, flag1))
3123 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3124 header_color = TERM_WHITE;
3128 if (have_flag(f->tim_player_imm, flag1))
3130 c_put_str(TERM_YELLOW, "*", row, col);
3131 header_color = TERM_WHITE;
3133 if (have_flag(f->player_imm, flag1))
3135 c_put_str(TERM_WHITE, "*", row, col);
3136 header_color = TERM_WHITE;
3140 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3143 c_put_str(header_color, header, row, header_col);
3148 * @brief プレイヤーの特性フラグ一覧表示1 /
3149 * Special display, part 1
3152 static void display_player_flag_info(void)
3159 /* Extract flags and store */
3160 player_flags(p_ptr, f.player_flags);
3161 tim_player_flags(p_ptr, f.tim_player_flags);
3162 player_immunity(p_ptr, f.player_imm);
3163 tim_player_immunity(p_ptr, f.tim_player_imm);
3164 known_obj_immunity(p_ptr, f.known_obj_imm);
3165 player_vuln_flags(p_ptr, f.player_vuln);
3172 display_player_equippy(row-2, col+8, 0);
3173 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3176 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3177 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3178 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3179 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3180 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3181 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3182 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3183 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3184 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3185 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3186 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3187 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3188 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3189 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3191 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3192 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3193 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3194 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3195 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3196 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3197 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3198 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3199 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3200 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3201 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3202 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3203 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3204 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3213 display_player_equippy(row-2, col+8, 0);
3215 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3218 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3219 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3220 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3221 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3222 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3223 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3224 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3225 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3226 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3227 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3229 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3230 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3231 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3232 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3233 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3234 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3235 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3236 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3237 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3238 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3247 display_player_equippy(row-2, col+12, 0);
3249 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3252 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3253 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3254 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3255 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3256 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3257 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3258 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3259 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3260 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3261 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3263 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3264 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3265 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3266 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3267 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3268 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3269 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3270 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3271 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3272 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3279 * @brief プレイヤーの特性フラグ一覧表示2 /
3280 * Special display, part 2
3283 static void display_player_other_flag_info(player_type *creature_ptr)
3290 /* Extract flags and store */
3291 player_flags(creature_ptr, f.player_flags);
3292 tim_player_flags(creature_ptr, f.tim_player_flags);
3293 player_immunity(creature_ptr, f.player_imm);
3294 tim_player_immunity(creature_ptr, f.tim_player_imm);
3295 known_obj_immunity(creature_ptr, f.known_obj_imm);
3296 player_vuln_flags(creature_ptr, f.player_vuln);
3303 display_player_equippy(row-2, col+12, DP_WP);
3305 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3308 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3309 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3310 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3311 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3312 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3313 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3314 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3315 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3316 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3317 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3318 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3319 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3320 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3321 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3322 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3323 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3324 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3325 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3326 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3327 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3328 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3329 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3330 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3331 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3332 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3333 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3334 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3335 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3337 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3338 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3339 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3340 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3341 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3342 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3343 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3344 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3345 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3346 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3347 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3348 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3349 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3350 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3351 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3352 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3353 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3354 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3355 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3356 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3357 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3358 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3359 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3360 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3361 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3362 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3363 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3364 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3373 display_player_equippy(row-2, col+13, 0);
3374 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3377 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3378 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3379 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3380 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3381 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3382 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3383 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3384 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3385 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3386 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3387 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3388 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3389 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3390 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3391 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3392 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3393 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3394 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3395 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3397 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3398 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3399 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3400 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3401 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3402 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3403 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3404 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3405 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3406 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3407 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3408 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3409 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3410 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3411 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3412 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3413 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3414 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3415 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3422 col = col + 12 + 17;
3424 display_player_equippy(row-2, col+14, 0);
3426 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3429 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3430 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3431 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3432 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3433 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3434 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3436 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3437 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3438 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3439 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3440 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3441 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3443 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3444 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3445 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3446 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3448 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3449 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3450 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3451 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3452 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3453 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3455 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3456 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3457 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3458 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3459 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3460 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3462 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3463 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3464 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3465 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3472 * @brief プレイヤーの特性フラグ一覧表示2a /
3473 * Special display, part 2a
3476 static void display_player_misc_info(player_type *creature_ptr)
3481 /* Display basics */
3483 put_str("名前 :", 1, 26);
3484 put_str("性別 :", 3, 1);
3485 put_str("種族 :", 4, 1);
3486 put_str("職業 :", 5, 1);
3488 put_str("Name :", 1, 26);
3489 put_str("Sex :", 3, 1);
3490 put_str("Race :", 4, 1);
3491 put_str("Class :", 5, 1);
3494 strcpy(tmp,ap_ptr->title);
3501 strcat(tmp,creature_ptr->name);
3503 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3504 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3505 c_put_str(TERM_L_BLUE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3506 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3508 /* Display extras */
3510 put_str("レベル:", 6, 1);
3511 put_str("HP :", 7, 1);
3512 put_str("MP :", 8, 1);
3514 put_str("Level :", 6, 1);
3515 put_str("Hits :", 7, 1);
3516 put_str("Mana :", 8, 1);
3520 (void)sprintf(buf, "%d", (int)creature_ptr->lev);
3521 c_put_str(TERM_L_BLUE, buf, 6, 9);
3522 (void)sprintf(buf, "%d/%d", (int)creature_ptr->chp, (int)creature_ptr->mhp);
3523 c_put_str(TERM_L_BLUE, buf, 7, 9);
3524 (void)sprintf(buf, "%d/%d", (int)creature_ptr->csp, (int)creature_ptr->msp);
3525 c_put_str(TERM_L_BLUE, buf, 8, 9);
3530 * @brief プレイヤーの特性フラグ一覧表示2b /
3531 * Special display, part 2b
3535 * How to print out the modifications and sustains.
3536 * Positive mods with no sustain will be light green.
3537 * Positive mods with a sustain will be dark green.
3538 * Sustains (with no modification) will be a dark green 's'.
3539 * Negative mods (from a curse) will be red.
3540 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3541 * No mod, no sustain, will be a slate '.'
3544 static void display_player_stat_info(player_type *creature_ptr)
3551 BIT_FLAGS flgs[TR_FLAG_SIZE];
3565 /* Print out the labels for the columns */
3566 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col+1);
3567 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col+7);
3568 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col+13);
3569 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col+28);
3570 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col+35);
3572 /* Display the stats */
3573 for (i = 0; i < A_MAX; i++)
3577 if (creature_ptr->mimic_form) r_adj = mimic_info[creature_ptr->mimic_form].r_adj[i];
3578 else r_adj = rp_ptr->r_adj[i];
3580 /* Calculate equipment adjustment */
3583 /* Icky formula to deal with the 18 barrier */
3584 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] > 18))
3585 e_adj = (creature_ptr->stat_top[i] - creature_ptr->stat_max[i]) / 10;
3586 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] <= 18))
3587 e_adj = creature_ptr->stat_top[i] - creature_ptr->stat_max[i];
3588 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] > 18))
3589 e_adj = (creature_ptr->stat_top[i] - 18) / 10 - creature_ptr->stat_max[i] + 18;
3591 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] <= 18))
3592 e_adj = creature_ptr->stat_top[i] - (creature_ptr->stat_max[i] - 19) / 10 - 19;
3594 if (PRACE_IS_(creature_ptr, RACE_ENT))
3600 if (creature_ptr->lev > 25) r_adj++;
3601 if (creature_ptr->lev > 40) r_adj++;
3602 if (creature_ptr->lev > 45) r_adj++;
3605 if (creature_ptr->lev > 25) r_adj--;
3606 if (creature_ptr->lev > 40) r_adj--;
3607 if (creature_ptr->lev > 45) r_adj--;
3613 e_adj -= cp_ptr->c_adj[i];
3614 e_adj -= ap_ptr->a_adj[i];
3616 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
3617 /* Reduced name of stat */
3618 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3620 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3623 /* Internal "natural" max value. Maxes at 18/100 */
3624 /* This is useful to see if you are maxed out */
3625 cnv_stat(creature_ptr->stat_max[i], buf);
3626 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
3628 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3630 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3632 /* Race, class, and equipment modifiers */
3633 (void)sprintf(buf, "%3d", r_adj);
3634 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3635 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3636 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3637 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3638 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3639 (void)sprintf(buf, "%3d", (int)e_adj);
3640 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3642 /* Actual maximal modified value */
3643 cnv_stat(creature_ptr->stat_top[i], buf);
3644 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3646 /* Only display stat_use if not maximal */
3647 if (creature_ptr->stat_use[i] < creature_ptr->stat_top[i])
3649 cnv_stat(creature_ptr->stat_use[i], buf);
3650 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3655 col = stat_col + 41;
3657 /* Header and Footer */
3658 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3659 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3661 /* Process equipment */
3662 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3664 o_ptr = &creature_ptr->inventory_list[i];
3666 /* Acquire "known" flags */
3667 object_flags_known(o_ptr, flgs);
3669 /* Initialize color based of sign of pval. */
3670 for (stat = 0; stat < A_MAX; stat++)
3677 if (have_flag(flgs, stat))
3683 if (o_ptr->pval > 0)
3689 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3692 if (have_flag(flgs, stat + TR_SUST_STR))
3694 /* Dark green for sustained stats */
3699 if (o_ptr->pval < 0)
3705 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3710 else if (have_flag(flgs, stat + TR_SUST_STR))
3712 /* Dark green "s" */
3717 /* Dump proper character */
3718 Term_putch(col, row + stat+1, a, c);
3726 player_flags(p_ptr, flgs);
3729 for (stat = 0; stat < A_MAX; stat++)
3736 if (creature_ptr->muta3 || creature_ptr->tsuyoshi)
3742 if (creature_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3743 if (creature_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3744 if (creature_ptr->tsuyoshi) dummy += 4;
3746 else if (stat == A_WIS || stat == A_INT)
3748 if (creature_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3749 if (creature_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3751 else if (stat == A_DEX)
3753 if (creature_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3754 if (creature_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3755 if (creature_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3757 else if (stat == A_CON)
3759 if (creature_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3760 if (creature_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3761 if (creature_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3762 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3763 if (creature_ptr->tsuyoshi) dummy += 4;
3765 else if (stat == A_CHR)
3767 if (creature_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3768 if (creature_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3769 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3770 if (creature_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3771 if (creature_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3772 if (creature_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3788 if (dummy < 10) c = '0' + dummy;
3798 if (dummy > -10) c = '0' - dummy;
3805 if (have_flag(flgs, stat + TR_SUST_STR))
3807 /* Dark green "s" */
3814 Term_putch(col, row + stat+1, a, c);
3820 * @brief プレイヤーのステータス表示メイン処理
3821 * Display the character on the screen (various modes)
3822 * @param mode 表示モードID
3826 * The top one and bottom two lines are left blank.
3827 * Mode 0 = standard display with skills
3828 * Mode 1 = standard display with history
3829 * Mode 2 = summary of various things
3830 * Mode 3 = summary of various things (part 2)
3831 * Mode 4 = mutations
3834 void display_player(player_type *creature_ptr, int mode)
3840 if ((creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3) && display_mutations)
3849 if ((mode == 0) || (mode == 1))
3851 /* Name, Sex, Race, Class */
3853 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", creature_ptr->name);
3855 sprintf(tmp, "%s %s", ap_ptr->title, creature_ptr->name);
3858 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3859 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3860 display_player_one_line(ENTRY_RACE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3861 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3863 if (creature_ptr->realm1)
3865 if (creature_ptr->realm2)
3866 sprintf(tmp, "%s, %s", realm_names[creature_ptr->realm1], realm_names[creature_ptr->realm2]);
3868 strcpy(tmp, realm_names[creature_ptr->realm1]);
3869 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3872 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
3873 display_player_one_line(ENTRY_PATRON, chaos_patrons[creature_ptr->chaos_patron], TERM_L_BLUE);
3875 /* Age, Height, Weight, Social */
3876 /* 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 */
3878 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)creature_ptr->age), TERM_L_BLUE);
3879 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((creature_ptr->ht*254)/100)), TERM_L_BLUE);
3880 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((creature_ptr->wt*4536)/10000)), TERM_L_BLUE);
3881 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)creature_ptr->sc), TERM_L_BLUE);
3883 display_player_one_line(ENTRY_AGE, format("%d" ,(int)creature_ptr->age), TERM_L_BLUE);
3884 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)creature_ptr->ht), TERM_L_BLUE);
3885 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)creature_ptr->wt), TERM_L_BLUE);
3886 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)creature_ptr->sc), TERM_L_BLUE);
3888 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment(creature_ptr)), TERM_L_BLUE);
3891 /* Display the stats */
3892 for (i = 0; i < A_MAX; i++)
3894 /* Special treatment of "injured" stats */
3895 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
3899 /* Use lowercase stat name */
3900 put_str(stat_names_reduced[i], 3 + i, 53);
3902 /* Get the current stat */
3903 value = creature_ptr->stat_use[i];
3905 /* Obtain the current stat (modified) */
3906 cnv_stat(value, buf);
3908 /* Display the current stat (modified) */
3909 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3911 /* Acquire the max stat */
3912 value = creature_ptr->stat_top[i];
3914 /* Obtain the maximum stat (modified) */
3915 cnv_stat(value, buf);
3917 /* Display the maximum stat (modified) */
3918 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3921 /* Normal treatment of "normal" stats */
3924 /* Assume uppercase stat name */
3925 put_str(stat_names[i], 3 + i, 53);
3927 /* Obtain the current stat (modified) */
3928 cnv_stat(creature_ptr->stat_use[i], buf);
3930 /* Display the current stat (modified) */
3931 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3934 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
3936 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3940 /* Display "history" info */
3944 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3946 for (i = 0; i < 4; i++)
3948 put_str(creature_ptr->history[i], i + 12, 10);
3953 if (creature_ptr->is_dead)
3955 if (current_world_ptr->total_winner)
3958 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(creature_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3960 sprintf(statmsg, "...You %s after the winning.", streq(creature_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3963 else if (!p_ptr->current_floor_ptr->dun_level)
3966 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), creature_ptr->died_from);
3968 sprintf(statmsg, "...You were killed by %s in %s.", creature_ptr->died_from, map_name());
3971 else if (creature_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(creature_ptr->current_floor_ptr->inside_quest))
3973 /* Get the quest text */
3974 /* Bewere that INIT_ASSIGN resets the cur_num. */
3975 init_flags = INIT_NAME_ONLY;
3977 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3980 sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[creature_ptr->current_floor_ptr->inside_quest].name, creature_ptr->died_from);
3982 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", creature_ptr->died_from, quest[creature_ptr->current_floor_ptr->inside_quest].name);
3988 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), (int)p_ptr->current_floor_ptr->dun_level, creature_ptr->died_from);
3990 sprintf(statmsg, "...You were killed by %s on level %d of %s.", creature_ptr->died_from, p_ptr->current_floor_ptr->dun_level, map_name());
3994 else if (current_world_ptr->character_dungeon)
3996 if (!p_ptr->current_floor_ptr->dun_level)
3998 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
4000 else if (creature_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(creature_ptr->current_floor_ptr->inside_quest))
4002 /* Clear the text */
4003 /* Must be done before doing INIT_SHOW_TEXT */
4004 for (i = 0; i < 10; i++)
4006 quest_text[i][0] = '\0';
4008 quest_text_line = 0;
4010 /* Get the quest text */
4011 init_flags = INIT_NAME_ONLY;
4013 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
4015 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[creature_ptr->current_floor_ptr->inside_quest].name);
4020 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)p_ptr->current_floor_ptr->dun_level);
4022 sprintf(statmsg, "...Now, you are exploring level %d of %s.", p_ptr->current_floor_ptr->dun_level, map_name());
4029 char temp[64*2], *t;
4030 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4032 for(i=0 ; i<2 ; i++)
4038 put_str(t, i + 5 + 12, 10);
4046 /* Display "various" info */
4049 display_player_middle(creature_ptr);
4050 display_player_various(creature_ptr);
4057 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4060 display_player_misc_info(creature_ptr);
4061 display_player_stat_info(creature_ptr);
4062 display_player_flag_info();
4068 display_player_other_flag_info(creature_ptr);
4073 do_cmd_knowledge_mutations(creature_ptr);
4078 * @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
4079 * @param fff ファイルポインタ
4082 static void dump_aux_display_player(player_type *creature_ptr, FILE *fff)
4089 display_player(creature_ptr, 0);
4091 /* Dump part of the screen */
4092 for (y = 1; y < 22; y++)
4095 for (x = 0; x < 79; x++)
4097 /* Get the attr/char */
4098 (void)(Term_what(x, y, &a, &c));
4104 /* End the string */
4107 /* Kill trailing spaces */
4108 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4111 fprintf(fff, _("%s\n", "%s\n"), buf);
4114 /* Display history */
4115 display_player(creature_ptr, 1);
4117 /* Dump part of the screen */
4118 for (y = 10; y < 19; y++)
4121 for (x = 0; x < 79; x++)
4123 /* Get the attr/char */
4124 (void)(Term_what(x, y, &a, &c));
4130 /* End the string */
4133 /* Kill trailing spaces */
4134 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4137 fprintf(fff, "%s\n", buf);
4142 /* Display flags (part 1) */
4143 display_player(creature_ptr, 2);
4145 /* Dump part of the screen */
4146 for (y = 2; y < 22; y++)
4149 for (x = 0; x < 79; x++)
4151 /* Get the attr/char */
4152 (void)(Term_what(x, y, &a, &c));
4154 /* Dump it (Ignore equippy tile graphic) */
4161 /* End the string */
4164 /* Kill trailing spaces */
4165 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4168 fprintf(fff, "%s\n", buf);
4173 /* Display flags (part 2) */
4174 display_player(creature_ptr, 3);
4176 /* Dump part of the screen */
4177 for (y = 1; y < 22; y++)
4180 for (x = 0; x < 79; x++)
4182 /* Get the attr/char */
4183 (void)(Term_what(x, y, &a, &c));
4185 /* Dump it (Ignore equippy tile graphic) */
4192 /* End the string */
4195 /* Kill trailing spaces */
4196 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4199 fprintf(fff, "%s\n", buf);
4207 * @brief プレイヤーのペット情報をファイルにダンプする
4208 * @param fff ファイルポインタ
4211 static void dump_aux_pet(player_type *master_ptr, FILE *fff)
4215 bool pet_settings = FALSE;
4216 GAME_TEXT pet_name[MAX_NLEN];
4218 for (i = master_ptr->current_floor_ptr->m_max - 1; i >= 1; i--)
4220 monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[i];
4222 if (!monster_is_valid(m_ptr)) continue;
4223 if (!is_pet(m_ptr)) continue;
4224 pet_settings = TRUE;
4225 if (!m_ptr->nickname && (master_ptr->riding != i)) continue;
4228 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4231 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4232 fprintf(fff, "%s\n", pet_name);
4237 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4239 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4240 (master_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4242 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4243 (master_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4245 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4246 (master_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4248 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4249 (master_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4251 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4252 (master_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4254 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"),
4255 (master_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4263 * @brief プレイヤーの職業能力情報をファイルにダンプする
4264 * @param fff ファイルポインタ
4267 static void dump_aux_class_special(FILE *fff)
4269 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4276 int spellnum[MAX_MONSPELLS];
4277 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4282 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4284 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4289 set_rf_masks(&f4, &f5, &f6, j);
4292 case MONSPELL_TYPE_BOLT:
4293 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4296 case MONSPELL_TYPE_BALL:
4297 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4300 case MONSPELL_TYPE_BREATH:
4301 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4304 case MONSPELL_TYPE_SUMMON:
4305 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4308 case MONSPELL_TYPE_OTHER:
4309 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4313 for (i = 0, num = 0; i < 32; i++)
4315 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4319 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4323 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4328 strcat(p[col], " ");
4330 for (i = 0; i < num; i++)
4332 if (p_ptr->magic_num2[spellnum[i]])
4335 /* Dump blue magic */
4336 l1 = strlen(p[col]);
4337 l2 = strlen(monster_powers_short[spellnum[i]]);
4338 if ((l1 + l2) >= 75)
4340 strcat(p[col], "\n");
4342 strcat(p[col], " ");
4344 strcat(p[col], monster_powers_short[spellnum[i]]);
4345 strcat(p[col], ", ");
4351 strcat(p[col], _("なし", "None"));
4355 if (p[col][strlen(p[col])-2] == ',')
4357 p[col][strlen(p[col])-2] = '\0';
4361 p[col][strlen(p[col])-10] = '\0';
4365 strcat(p[col], "\n");
4368 for (i=0;i<=col;i++)
4373 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4375 char s[EATER_EXT][MAX_NLEN];
4376 OBJECT_TYPE_VALUE tval = 0;
4378 KIND_OBJECT_IDX k_idx;
4379 OBJECT_SUBTYPE_VALUE i;
4382 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4384 for (ext = 0; ext < 3; ext++)
4388 /* Dump an extent name */
4393 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4397 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4401 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4405 /* Get magic device names that were eaten */
4406 for (i = 0; i < EATER_EXT; i++)
4408 int idx = EATER_EXT * ext + i;
4410 magic_num = p_ptr->magic_num2[idx];
4411 if (!magic_num) continue;
4413 k_idx = lookup_kind(tval, i);
4414 if (!k_idx) continue;
4415 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4419 /* Dump magic devices in this extent */
4422 for (i = 0; i < eat_num; i++)
4425 if (i % 3 < 2) fputs(" ", fff);
4426 else fputs("\n", fff);
4429 if (i % 3 > 0) fputs("\n", fff);
4431 else /* Not found */
4433 fputs(_(" (なし)\n", " (none)\n"), fff);
4437 else if (p_ptr->pclass == CLASS_SMITH)
4439 int i, id[250], n = 0, row;
4441 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4442 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4443 "Essence Num Essence Num Essence Num "));
4444 for (i = 0; essence_name[i]; i++)
4446 if (!essence_name[i][0]) continue;
4453 for (i = 0; i < row; i++)
4456 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4457 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4458 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4468 * @brief クエスト情報をファイルにダンプする
4469 * @param creature_ptr プレーヤーへの参照ポインタ
4470 * @param fff ファイルポインタ
4473 static void dump_aux_quest(player_type *creature_ptr, FILE *fff)
4476 QUEST_IDX *quest_num;
4479 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4481 /* Allocate Memory */
4482 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4484 /* Sort by compete level */
4485 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4486 ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
4488 /* Dump Quest Information */
4490 do_cmd_knowledge_quests_completed(creature_ptr, fff, quest_num);
4492 do_cmd_knowledge_quests_failed(creature_ptr, fff, quest_num);
4496 C_KILL(quest_num, max_q_idx, QUEST_IDX);
4501 * @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
4502 * @param fff ファイルポインタ
4505 static void dump_aux_last_message(FILE *fff)
4509 if (!current_world_ptr->total_winner)
4513 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4514 for (i = MIN(message_num(), 30); i >= 0; i--)
4516 fprintf(fff,"> %s\n",message_str((s16b)i));
4521 /* Hack -- *Winning* message */
4522 else if (p_ptr->last_message)
4524 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4525 fprintf(fff," %s\n", p_ptr->last_message);
4532 * @brief 帰還場所情報をファイルにダンプする
4533 * @param fff ファイルポインタ
4536 static void dump_aux_recall(FILE *fff)
4539 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4541 for (y = 1; y < current_world_ptr->max_d_idx; y++)
4545 if (!d_info[y].maxdepth) continue;
4546 if (!max_dlv[y]) continue;
4547 if (d_info[y].final_guardian)
4549 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4551 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4553 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4554 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4560 * @brief オプション情報をファイルにダンプする
4561 * @param fff ファイルポインタ
4564 static void dump_aux_options(FILE *fff)
4566 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4569 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4572 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4574 if (ironman_small_levels)
4575 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4576 else if (always_small_levels)
4577 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4578 else if (small_levels)
4579 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4581 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4585 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4587 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4591 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4593 if (ironman_downward)
4594 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4597 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4599 if (ironman_nightmare)
4600 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4603 if (ironman_empty_levels)
4604 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4605 else if (empty_levels)
4606 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4608 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4612 if (current_world_ptr->noscore)
4613 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"));
4620 * @brief 闘技場の情報をファイルにダンプする
4621 * @param fff ファイルポインタ
4624 static void dump_aux_arena(player_type *creature_ptr, FILE *fff)
4626 if (lite_town || vanilla_town) return;
4628 if (creature_ptr->arena_number < 0)
4630 if (creature_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4632 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4637 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -creature_ptr->arena_number,
4638 r_name + r_info[arena_info[-1 - creature_ptr->arena_number].r_idx].name);
4640 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4641 r_name + r_info[arena_info[-1 - creature_ptr->arena_number].r_idx].name,
4642 -creature_ptr->arena_number, get_ordinal_number_suffix(-creature_ptr->arena_number));
4646 else if (creature_ptr->arena_number > MAX_ARENA_MONS + 2)
4648 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4650 else if (creature_ptr->arena_number > MAX_ARENA_MONS - 1)
4652 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4657 fprintf(fff, "\n 闘技場: %2d勝\n", (creature_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : creature_ptr->arena_number));
4659 fprintf(fff, "\n Arena: %2d Victor%s\n", (creature_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : creature_ptr->arena_number), (creature_ptr->arena_number > 1) ? "ies" : "y");
4668 * @brief 撃破モンスターの情報をファイルにダンプする
4669 * @param fff ファイルポインタ
4672 static void dump_aux_monsters(FILE *fff)
4674 /* Monsters slain */
4677 long uniq_total = 0;
4678 long norm_total = 0;
4681 /* Sort by monster level */
4684 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4686 /* Allocate the "who" array */
4687 C_MAKE(who, max_r_idx, MONRACE_IDX);
4689 /* Count monster kills */
4690 for (k = 1; k < max_r_idx; k++)
4692 monster_race *r_ptr = &r_info[k];
4694 /* Ignore unused index */
4695 if (!r_ptr->name) continue;
4697 if (r_ptr->flags1 & RF1_UNIQUE)
4699 bool dead = (r_ptr->max_num == 0);
4704 /* Add a unique monster to the list */
4705 who[uniq_total++] = k;
4710 if (r_ptr->r_pkills > 0)
4712 norm_total += r_ptr->r_pkills;
4718 /* No monsters is defeated */
4721 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4724 /* Defeated more than one normal monsters */
4725 else if (uniq_total == 0)
4728 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4730 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4734 /* Defeated more than one unique monsters */
4735 else /* if (uniq_total > 0) */
4738 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);
4740 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"));
4743 /* Sort the array by dungeon depth of monsters */
4744 ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
4745 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));
4748 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4750 monster_race *r_ptr = &r_info[who[k]];
4751 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4756 /* Free the "who" array */
4757 C_KILL(who, max_r_idx, s16b);
4762 * @brief 元種族情報をファイルにダンプする
4763 * @param fff ファイルポインタ
4766 static void dump_aux_race_history(player_type *creature_ptr, FILE *fff)
4768 if (creature_ptr->old_race1 || creature_ptr->old_race2)
4772 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[creature_ptr->start_race].title);
4773 for (i = 0; i < MAX_RACES; i++)
4775 if (creature_ptr->start_race == i) continue;
4778 if (!(creature_ptr->old_race1 & 1L << i)) continue;
4782 if (!(creature_ptr->old_race2 & 1L << (i-32))) continue;
4784 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4793 * @brief 元魔法領域情報をファイルにダンプする
4794 * @param fff ファイルポインタ
4797 static void dump_aux_realm_history(FILE *fff)
4799 if (p_ptr->old_realm)
4804 for (i = 0; i < MAX_MAGIC; i++)
4806 if (!(p_ptr->old_realm & 1L << i)) continue;
4807 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]);
4815 * @brief 徳の情報をファイルにダンプする
4816 * @param fff ファイルポインタ
4819 static void dump_aux_virtues(FILE *fff)
4823 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4825 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4826 (2 * p_ptr->hitdie +
4827 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4830 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4831 else fprintf(fff, "現在の体力ランク : ???\n\n");
4832 fprintf(fff, "能力の最大値\n");
4834 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4835 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4836 fprintf(fff, "Limits of maximum stats\n");
4838 for (v_nr = 0; v_nr < A_MAX; v_nr++)
4840 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);
4841 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4844 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment(p_ptr));
4846 dump_virtues(p_ptr, fff);
4851 * @brief 突然変異の情報をファイルにダンプする
4852 * @param fff ファイルポインタ
4855 static void dump_aux_mutations(FILE *fff)
4857 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4859 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4860 dump_mutations(p_ptr, fff);
4866 * @brief 所持品の情報をファイルにダンプする
4867 * @param fff ファイルポインタ
4870 static void dump_aux_equipment_inventory(FILE *fff)
4873 GAME_TEXT o_name[MAX_NLEN];
4875 /* Dump the equipment */
4876 if (p_ptr->equip_cnt)
4878 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4879 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4881 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4882 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4883 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4885 fprintf(fff, "%c) %s\n",
4886 index_to_label(i), o_name);
4888 fprintf(fff, "\n\n");
4891 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4893 for (i = 0; i < INVEN_PACK; i++)
4895 /* Don't dump the empty slots */
4896 if (!p_ptr->inventory_list[i].k_idx) break;
4898 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4899 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4902 /* Add an empty line */
4903 fprintf(fff, "\n\n");
4908 * @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
4909 * @param fff ファイルポインタ
4912 static void dump_aux_home_museum(FILE *fff)
4914 GAME_TEXT o_name[MAX_NLEN];
4917 /* Do we need it?? */
4918 /* process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x); */
4920 /* Print the home */
4921 st_ptr = &town_info[1].store[STORE_HOME];
4923 /* Home -- if anything there */
4924 if (st_ptr->stock_num)
4929 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4931 /* Dump all available items */
4932 for (i = 0; i < st_ptr->stock_num; i++)
4935 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4936 object_desc(o_name, &st_ptr->stock[i], 0);
4937 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4940 /* Add an empty line */
4941 fprintf(fff, "\n\n");
4945 /* Print the home */
4946 st_ptr = &town_info[1].store[STORE_MUSEUM];
4948 /* Home -- if anything there */
4949 if (st_ptr->stock_num)
4954 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4956 /* Dump all available items */
4957 for (i = 0; i < st_ptr->stock_num; i++)
4960 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4961 object_desc(o_name, &st_ptr->stock[i], 0);
4962 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4964 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4965 object_desc(o_name, &st_ptr->stock[i], 0);
4966 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4971 /* Add an empty line */
4972 fprintf(fff, "\n\n");
4978 * @brief ダンプ出力のメインルーチン
4979 * Output the character dump to a file
4980 * @param creature_ptr プレーヤーへの参照ポインタ
4981 * @param fff ファイルポインタ
4984 errr make_character_dump(player_type *creature_ptr, FILE *fff)
4987 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4988 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4990 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4991 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4996 dump_aux_display_player(p_ptr, fff);
4997 dump_aux_last_message(fff);
4998 dump_aux_options(fff);
4999 dump_aux_recall(fff);
5000 dump_aux_quest(creature_ptr, fff);
5001 dump_aux_arena(p_ptr, fff);
5002 dump_aux_monsters(fff);
5003 dump_aux_virtues(fff);
5004 dump_aux_race_history(p_ptr, fff);
5005 dump_aux_realm_history(fff);
5006 dump_aux_class_special(fff);
5007 dump_aux_mutations(fff);
5008 dump_aux_pet(p_ptr, fff);
5010 dump_aux_equipment_inventory(fff);
5011 dump_aux_home_museum(fff);
5013 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
5018 * @brief プレイヤーステータスをファイルダンプ出力する
5019 * Hack -- Dump a character description file
5020 * @param creature_ptr プレーヤーへの参照ポインタ
5021 * @param name 出力ファイル名
5024 * Allow the "full" flag to dump additional info,
5025 * and trigger its usage from various places in the code.
5027 errr file_character(player_type *creature_ptr, concptr name)
5032 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5034 /* File type is "TEXT" */
5035 FILE_TYPE(FILE_TYPE_TEXT);
5037 /* Check for existing file */
5038 fd = fd_open(buf, O_RDONLY);
5047 (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);
5050 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5053 /* Open the non-existing file */
5054 if (fd < 0) fff = my_fopen(buf, "w");
5059 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);
5067 (void)make_character_dump(creature_ptr, fff);
5071 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."));
5080 * @brief ファイル内容の一行をコンソールに出力する
5081 * Display single line of on-line help file
5082 * @param str 出力する文字列
5088 * You can insert some special color tag to change text color.
5090 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5091 * A colored segment is between "[[[[y|" and the last "|".
5092 * You can use any single character in place of the "|".
5095 static void show_file_aux_line(concptr str, int cy, concptr shower)
5097 static const char tag_str[] = "[[[[";
5098 byte color = TERM_WHITE;
5106 /* Make a lower case version of str for searching */
5111 /* Initial cursor position */
5112 Term_gotoxy(cx, cy);
5114 for (i = 0; str[i];)
5116 int len = strlen(&str[i]);
5117 int showercol = len + 1;
5118 int bracketcol = len + 1;
5122 /* Search for a shower string in the line */
5125 ptr = my_strstr(&lcstr[i], shower);
5126 if (ptr) showercol = ptr - &lcstr[i];
5129 /* Search for a color segment tag */
5130 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5131 if (ptr) bracketcol = ptr - &str[i];
5133 /* A color tag is found */
5134 if (bracketcol < endcol) endcol = bracketcol;
5136 /* The shower string is found before the color tag */
5137 if (showercol < endcol) endcol = showercol;
5139 /* Print a segment of the line */
5140 Term_addstr(endcol, color, &str[i]);
5144 /* Shower string? */
5145 if (endcol == showercol)
5147 int showerlen = strlen(shower);
5149 /* Print the shower string in yellow */
5150 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5155 /* Colored segment? */
5156 else if (endcol == bracketcol)
5160 /* Found the end of colored segment */
5163 /* Now looking for an another tag_str */
5166 /* Set back to the default color */
5171 /* Found a tag_str, and get a tag color */
5172 i += sizeof(tag_str)-1;
5175 color = color_char_to_attr(str[i]);
5177 /* Illegal color tag */
5178 if (color == 255 || str[i+1] == '\0')
5180 /* Illegal color tag */
5183 /* Print the broken tag as a string */
5184 Term_addstr(-1, TERM_WHITE, tag_str);
5185 cx += sizeof(tag_str)-1;
5189 /* Skip the color tag */
5192 /* Now looking for a close tag */
5195 /* Skip the close-tag-indicator */
5201 } /* for (i = 0; str[i];) */
5203 /* Clear rest of line */
5204 Term_erase(cx, cy, 255);
5209 * @brief ファイル内容をコンソールに出力する
5210 * Recursive file perusal.
5211 * @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
5212 * @param name ファイル名の文字列
5213 * @param what 内容キャプションの文字列
5214 * @param line 表示の現在行
5219 * Process various special text in the input file, including
5220 * the "menu" structures used by the "help file" system.
5221 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5224 bool show_file(bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
5228 /* Number of "real" lines passed by */
5231 /* Number of "real" lines in the file */
5234 /* Backup value for "line" */
5237 /* This screen has sub-screens */
5240 /* Current help file */
5243 /* Find this string (if any) */
5244 concptr find = NULL;
5246 /* Jump to this tag */
5249 /* Hold strings to find/show */
5250 char finder_str[81];
5251 char shower_str[81];
5254 /* String to show */
5255 concptr shower = NULL;
5258 char filename[1024];
5260 /* Describe this thing */
5266 /* General buffer */
5269 /* Sub-menu information */
5272 bool reverse = (line < 0);
5276 Term_get_size(&wid, &hgt);
5279 strcpy(finder_str, "");
5280 strcpy(shower_str, "");
5281 strcpy(caption, "");
5282 for (i = 0; i < 68; i++)
5287 strcpy(filename, name);
5289 n = strlen(filename);
5291 /* Extract the tag from the filename */
5292 for (i = 0; i < n; i++)
5294 if (filename[i] == '#')
5297 tag = filename + i + 1;
5302 /* Redirect the name */
5307 strcpy(caption, what);
5309 fff = my_fopen(path, "r");
5312 /* Look in "help" */
5315 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5316 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5317 fff = my_fopen(path, "r");
5320 /* Look in "info" */
5323 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5324 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5325 fff = my_fopen(path, "r");
5328 /* Look in "info" */
5331 path_build(path, sizeof(path), ANGBAND_DIR, name);
5333 for (i = 0; path[i]; i++)
5334 if ('\\' == path[i])
5335 path[i] = PATH_SEP[0];
5337 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5338 fff = my_fopen(path, "r");
5343 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5350 /* Pre-Parse the file */
5355 /* Read a line or stop */
5356 if (my_fgets(fff, buf, sizeof(buf))) break;
5358 /* XXX Parse "menu" items */
5359 if (prefix(str, "***** "))
5361 /* Notice "menu" requests */
5362 if ((str[6] == '[') && isalpha(str[7]))
5364 /* Extract the menu item */
5365 int k = str[7] - 'A';
5367 /* This is a menu file */
5370 if ((str[8] == ']') && (str[9] == ' '))
5372 /* Extract the menu item */
5373 strncpy(hook[k], str + 10, 31);
5375 /* Make sure it's null-terminated */
5379 /* Notice "tag" requests */
5380 else if (str[6] == '<')
5382 size_t len = strlen(str);
5384 if (str[len - 1] == '>')
5386 str[len - 1] = '\0';
5387 if (tag && streq(str + 7, tag)) line = next;
5395 /* Count the "real" lines */
5399 /* Save the number of "real" lines */
5402 /* start from bottom when reverse mode */
5403 if (line == -1) line = ((size-1)/rows)*rows;
5406 /* Display the file */
5409 /* Restart when necessary */
5410 if (line >= size - rows) line = size - rows;
5411 if (line < 0) line = 0;
5413 /* Re-open the file if needed */
5418 /* Hack -- Re-Open the file */
5419 fff = my_fopen(path, "r");
5421 if (!fff) return (FALSE);
5423 /* File has been restarted */
5427 /* Goto the selected line */
5431 if (my_fgets(fff, buf, sizeof(buf))) break;
5433 /* Skip tags/links */
5434 if (prefix(buf, "***** ")) continue;
5436 /* Count the lines */
5440 /* Dump the next 20, or rows, lines of the file */
5441 for (i = 0; i < rows; )
5445 /* Hack -- track the "first" line */
5446 if (!i) line = next;
5448 /* Get a line of the file or stop */
5449 if (my_fgets(fff, buf, sizeof(buf))) break;
5451 /* Hack -- skip "special" lines */
5452 if (prefix(buf, "***** ")) continue;
5454 /* Count the "real" lines */
5457 /* Hack -- keep searching */
5462 /* Make a lower case version of str for searching */
5463 strcpy(lc_buf, str);
5464 str_tolower(lc_buf);
5466 if (!my_strstr(lc_buf, find)) continue;
5469 /* Hack -- stop searching */
5473 show_file_aux_line(str, i + 2, shower);
5475 /* Count the printed lines */
5481 /* Clear rest of line */
5482 Term_erase(0, i + 2, 255);
5487 /* Hack -- failed search */
5497 /* Show a general "title" */
5500 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5501 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5502 caption, line, size), 0, 0);
5506 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5507 caption, line, size), 0, 0);
5510 /* Prompt -- small files */
5514 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5517 /* Prompt -- large files */
5522 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5524 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5526 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5530 /* Get a special key code */
5531 skey = inkey_special(TRUE);
5535 /* Show the help for the help */
5537 /* Hack - prevent silly recursion */
5538 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5539 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5542 /* Hack -- try showing */
5545 prt(_("強調: ", "Show: "), hgt - 1, 0);
5547 strcpy(back_str, shower_str);
5548 if (askfor(shower_str, 80))
5552 /* Make it lowercase */
5553 str_tolower(shower_str);
5556 shower = shower_str;
5558 else shower = NULL; /* Stop showing */
5560 else strcpy(shower_str, back_str);
5563 /* Hack -- try finding */
5567 prt(_("検索: ", "Find: "), hgt - 1, 0);
5569 strcpy(back_str, finder_str);
5570 if (askfor(finder_str, 80))
5579 /* Make finder lowercase */
5580 str_tolower(finder_str);
5583 shower = finder_str;
5585 else shower = NULL; /* Stop showing */
5587 else strcpy(finder_str, back_str);
5590 /* Hack -- go to a specific line */
5594 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5597 if (askfor(tmp, 80)) line = atoi(tmp);
5601 /* Hack -- go to the top line */
5606 /* Hack -- go to the bottom line */
5608 line = ((size - 1) / rows) * rows;
5611 /* Hack -- go to a specific file */
5615 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5616 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5618 if (askfor(tmp, 80))
5620 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5625 /* Allow backing up */
5627 line = line + (reverse ? rows : -rows);
5628 if (line < 0) line = 0;
5634 if (line < 0) line = 0;
5637 /* Advance a single line */
5640 line = line + (reverse ? -1 : 1);
5641 if (line < 0) line = 0;
5644 /* Move up / down */
5648 if (line < 0) line = 0;
5656 /* Advance one page */
5658 line = line + (reverse ? -rows : rows);
5659 if (line < 0) line = 0;
5668 /* Recurse on numbers */
5673 if (!(skey & SKEY_MASK) && isalpha(skey))
5676 if ((key > -1) && hook[key][0])
5678 /* Recurse on that file */
5679 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5684 /* Hack, dump to file */
5693 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5695 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5697 /* Hack -- Re-Open the file */
5698 fff = my_fopen(path, "r");
5700 ffp = my_fopen(buff, "w");
5704 msg_print(_("ファイルを開けません。", "Failed to open file."));
5709 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5710 my_fputs(ffp, xtmp, 80);
5711 my_fputs(ffp, "\n", 80);
5713 while (!my_fgets(fff, buff, sizeof(buff)))
5714 my_fputs(ffp, buff, 80);
5718 /* Hack -- Re-Open the file */
5719 fff = my_fopen(path, "r");
5722 /* Return to last screen */
5723 if ((skey == ESCAPE) || (skey == '<')) break;
5725 /* Exit on the ^q */
5726 if (skey == KTRL('q')) skey = 'q';
5728 /* Exit on the q key */
5729 if (skey == 'q') break;
5734 if (skey == 'q') return (FALSE);
5742 * @brief ヘルプを表示するコマンドのメインルーチン
5743 * Peruse the On-Line-Help
5747 void do_cmd_help(void)
5751 /* Peruse the main help file */
5752 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5758 * @brief プレイヤーの名前をチェックして修正する
5759 * Process the player name.
5760 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5763 * Extract a clean "base name".
5764 * Build the savefile name if needed.
5766 void process_player_name(bool sf)
5769 char old_player_base[32] = "";
5771 if (current_world_ptr->character_generated) strcpy(old_player_base, p_ptr->base_name);
5773 /* Cannot be too long */
5774 #if defined(MACINTOSH) || defined(ACORN)
5775 if (strlen(p_ptr->name) > 15)
5778 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5782 /* Cannot contain "icky" characters */
5783 for (i = 0; p_ptr->name[i]; i++)
5785 /* No control characters */
5787 if (iskanji(p_ptr->name[i])){i++;continue;}
5788 if (iscntrl( (unsigned char)p_ptr->name[i]))
5790 if (iscntrl(p_ptr->name[i]))
5794 /* Illegal characters */
5795 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);
5802 /* Extract "useful" letters */
5803 for (i = 0; p_ptr->name[i]; i++)
5806 unsigned char c = p_ptr->name[i];
5808 char c = p_ptr->name[i];
5812 /* Convert "dot" to "underscore" */
5813 if (c == '.') c = '_';
5815 /* Accept all the letters */
5816 p_ptr->base_name[k++] = c;
5821 /* Extract "useful" letters */
5822 for (i = 0; p_ptr->name[i]; i++)
5825 unsigned char c = p_ptr->name[i];
5827 char c = p_ptr->name[i];
5830 /* Accept some letters */
5833 if(k + 2 >= sizeof(p_ptr->base_name) || !p_ptr->name[i+1]) break;
5834 p_ptr->base_name[k++] = c;
5836 p_ptr->base_name[k++] = p_ptr->name[i];
5839 else if (iskana(c)) p_ptr->base_name[k++] = c;
5843 /* Convert path separator to underscore */
5844 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5845 p_ptr->base_name[k++] = '_';
5846 i += strlen(PATH_SEP);
5848 /* Convert some characters to underscore */
5849 #if defined(WINDOWS)
5850 else if (my_strchr("\"*,/:;<>?\\|", c)) p_ptr->base_name[k++] = '_';
5852 else if (isprint(c)) p_ptr->base_name[k++] = c;
5858 p_ptr->base_name[k] = '\0';
5860 /* Require a "base" name */
5861 if (!p_ptr->base_name[0]) strcpy(p_ptr->base_name, "PLAYER");
5864 #ifdef SAVEFILE_MUTABLE
5870 if (!savefile_base[0] && savefile[0])
5877 t = my_strstr(s, PATH_SEP);
5882 strcpy(savefile_base, s);
5885 if (!savefile_base[0] || !savefile[0])
5888 /* Change the savefile name */
5893 strcpy(savefile_base, p_ptr->base_name);
5895 #ifdef SAVEFILE_USE_UID
5896 /* Rename the savefile, using the p_ptr->player_uid and p_ptr->base_name */
5897 (void)sprintf(temp, "%d.%s", p_ptr->player_uid, p_ptr->base_name);
5899 /* Rename the savefile, using the p_ptr->base_name */
5900 (void)sprintf(temp, "%s", p_ptr->base_name);
5902 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5905 /* Load an autopick preference file */
5906 if (current_world_ptr->character_generated)
5908 if (!streq(old_player_base, p_ptr->base_name)) autopick_load_pref(FALSE);
5914 * @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
5915 * Gets a name for the character, reacting to name changes.
5919 * Assumes that "display_player()" has just been called
5920 * Perhaps we should NOT ask for a name (at "birth()") on
5921 * Unix machines? XXX XXX
5922 * What a horrible name for a global function.
5925 void get_name(player_type *creature_ptr)
5929 /* Save the player name */
5930 strcpy(tmp, creature_ptr->name);
5932 /* Prompt for a new name */
5933 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))
5936 strcpy(creature_ptr->name, tmp);
5939 if (0 == strlen(creature_ptr->name))
5941 /* Use default name */
5942 strcpy(creature_ptr->name, "PLAYER");
5945 strcpy(tmp,ap_ptr->title);
5952 strcat(tmp,creature_ptr->name);
5954 /* Re-Draw the name (in light blue) */
5955 Term_erase(34, 1, 255);
5956 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5958 /* Erase the prompt, etc */
5965 * @brief セーブするコマンドのメインルーチン
5967 * @param creature_ptr プレーヤーへの参照ポインタ
5968 * @param is_autosave オートセーブ中の処理ならばTRUE
5972 void do_cmd_save_game(player_type *creature_ptr, int is_autosave)
5974 /* Autosaves do not disturb */
5977 msg_print(_("自動セーブ中", "Autosaving the game..."));
5981 disturb(p_ptr, TRUE, TRUE);
5984 /* Clear messages */
5988 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
5992 /* The player is not dead */
5993 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
5995 /* Forbid suspend */
5996 signals_ignore_tstp();
5998 /* Save the player */
5999 if (save_player(creature_ptr))
6001 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6004 /* Save failed (oops) */
6007 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6010 /* Allow suspend again */
6011 signals_handle_tstp();
6015 /* Note that the player is not dead */
6016 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6018 /* HACK -- don't get sanity blast on updating view */
6019 current_world_ptr->is_loading_now = FALSE;
6021 update_creature(p_ptr);
6023 /* Initialize monster process */
6026 /* HACK -- reset the hackish flag */
6027 current_world_ptr->is_loading_now = TRUE;
6032 * @brief セーブ後にゲーム中断フラグを立てる/
6033 * Save the game and exit
6037 void do_cmd_save_and_exit(void)
6039 p_ptr->playing = FALSE;
6040 p_ptr->leaving = TRUE;
6041 exe_write_diary(p_ptr, NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6045 #define GRAVE_LINE_WIDTH 31
6048 * @brief 墓石の真ん中に文字列を書き込む /
6049 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6053 static void center_string(char *buf, concptr str)
6060 /* Necessary border */
6061 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6064 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6071 * Save a "bones" file for a dead character
6074 * Note that we will not use these files until Angband 2.8.0, and
6075 * then we will only use the name and level on which death occured.
6076 * Should probably attempt some form of locking...
6079 static void make_bones(void)
6086 /* Ignore wizards and borgs */
6087 if (!(current_world_ptr->noscore & 0x00FF))
6089 /* Ignore people who die in town */
6090 if (p_ptr->current_floor_ptr->dun_level)
6095 sprintf(tmp, "bone.%03d", p_ptr->current_floor_ptr->dun_level);
6096 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6098 /* Attempt to open the bones file */
6099 fp = my_fopen(str, "r");
6101 /* Close it right away */
6102 if (fp) my_fclose(fp);
6104 /* Do not over-write a previous ghost */
6107 /* File type is "TEXT" */
6108 FILE_TYPE(FILE_TYPE_TEXT);
6110 /* Grab permissions */
6113 /* Try to write a new "Bones File" */
6114 fp = my_fopen(str, "w");
6116 /* Drop permissions */
6119 /* Not allowed to write it? Weird. */
6123 fprintf(fp, "%s\n", p_ptr->name);
6124 fprintf(fp, "%d\n", p_ptr->mhp);
6125 fprintf(fp, "%d\n", p_ptr->prace);
6126 fprintf(fp, "%d\n", p_ptr->pclass);
6128 /* Close and save the Bones file */
6137 * Redefinable "print_tombstone" action
6139 bool (*tombstone_aux)(void) = NULL;
6143 * @brief 墓石のアスキーアート表示 /
6144 * Display a "tomb-stone"
6147 void print_tomb(player_type *dead_ptr)
6151 /* Do we use a special tombstone ? */
6154 /* Use tombstone hook */
6155 done = (*tombstone_aux)();
6158 /* Print the text-tombstone */
6167 time_t ct = time((time_t)0);
6172 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6174 /* Open the News file */
6175 fp = my_fopen(buf, "r");
6182 /* Dump the file to the screen */
6183 while (0 == my_fgets(fp, buf, sizeof(buf)))
6185 /* Display and advance */
6186 put_str(buf, i++, 0);
6194 if (current_world_ptr->total_winner || (dead_ptr->lev > PY_MAX_LEVEL))
6207 p = player_title[dead_ptr->pclass][(dead_ptr->lev - 1) / 5];
6210 center_string(buf, dead_ptr->name);
6211 put_str(buf, 6, 11);
6214 center_string(buf, "the");
6215 put_str(buf, 7, 11);
6218 center_string(buf, p);
6219 put_str(buf, 8, 11);
6221 center_string(buf, cp_ptr->title);
6222 put_str(buf, 10, 11);
6224 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)dead_ptr->lev);
6225 center_string(buf, tmp);
6226 put_str(buf, 11, 11);
6228 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)dead_ptr->exp);
6229 center_string(buf, tmp);
6230 put_str(buf, 12, 11);
6232 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)dead_ptr->au);
6233 center_string(buf, tmp);
6234 put_str(buf, 13, 11);
6237 /* 墓に刻む言葉をオリジナルより細かく表示 */
6238 if (streq(dead_ptr->died_from, "途中終了"))
6240 strcpy(tmp, "<自殺>");
6242 else if (streq(dead_ptr->died_from, "ripe"))
6244 strcpy(tmp, "引退後に天寿を全う");
6246 else if (streq(dead_ptr->died_from, "Seppuku"))
6248 strcpy(tmp, "勝利の後、切腹");
6252 roff_to_buf(dead_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6253 t = tmp + strlen(tmp) + 1;
6256 strcpy(dummy, t); /* 2nd line */
6257 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6259 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6262 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6265 char *name_head = my_strstr(tmp, "『");
6266 sprintf(dummy2, "%s%s", name_head, dummy);
6267 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6269 strcpy(dummy, dummy2);
6273 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6276 char *name_head = my_strstr(tmp, "「");
6277 sprintf(dummy2, "%s%s", name_head, dummy);
6278 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6280 strcpy(dummy, dummy2);
6284 center_string(buf, dummy);
6285 put_str(buf, 15, 11);
6289 center_string(buf, tmp);
6290 put_str(buf, 14, 11);
6292 if (!streq(dead_ptr->died_from, "ripe") && !streq(dead_ptr->died_from, "Seppuku"))
6294 if (dead_ptr->current_floor_ptr->dun_level == 0)
6296 concptr field_name = dead_ptr->town_num ? "街" : "荒野";
6297 if (streq(dead_ptr->died_from, "途中終了"))
6299 sprintf(tmp, "%sで死んだ", field_name);
6303 sprintf(tmp, "に%sで殺された", field_name);
6308 if (streq(dead_ptr->died_from, "途中終了"))
6310 sprintf(tmp, "地下 %d 階で死んだ", (int)dead_ptr->current_floor_ptr->dun_level);
6314 sprintf(tmp, "に地下 %d 階で殺された", (int)dead_ptr->current_floor_ptr->dun_level);
6317 center_string(buf, tmp);
6318 put_str(buf, 15 + extra_line, 11);
6321 (void)sprintf(tmp, "Killed on Level %d", dead_ptr->current_floor_ptr->dun_level);
6322 center_string(buf, tmp);
6323 put_str(buf, 14, 11);
6325 roff_to_buf(format("by %s.", dead_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6326 center_string(buf, tmp);
6327 put_str(buf, 15, 11);
6328 t = tmp + strlen(tmp) + 1;
6331 strcpy(dummy, t); /* 2nd line */
6332 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6334 int dummy_len = strlen(dummy);
6335 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6337 center_string(buf, dummy);
6338 put_str(buf, 16, 11);
6342 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6343 center_string(buf, tmp);
6344 put_str(buf, 17, 11);
6345 msg_format(_("さようなら、%s!", "Goodbye, %s!"), dead_ptr->name);
6351 * @brief 死亡、引退時の簡易ステータス表示 /
6352 * Display some character info
6353 * @param creature_ptr プレーヤーへの参照ポインタ
6356 void show_info(player_type *creature_ptr)
6362 /* Hack -- Know everything in the inven/equip */
6363 for (i = 0; i < INVEN_TOTAL; i++)
6365 o_ptr = &creature_ptr->inventory_list[i];
6366 if (!o_ptr->k_idx) continue;
6368 /* Aware and Known */
6369 object_aware(o_ptr);
6370 object_known(o_ptr);
6373 for (i = 1; i < max_towns; i++)
6375 st_ptr = &town_info[i].store[STORE_HOME];
6377 /* Hack -- Know everything in the home */
6378 for (j = 0; j < st_ptr->stock_num; j++)
6380 o_ptr = &st_ptr->stock[j];
6381 if (!o_ptr->k_idx) continue;
6383 /* Aware and Known */
6384 object_aware(o_ptr);
6385 object_known(o_ptr);
6389 /* Hack -- Recalculate bonuses */
6390 creature_ptr->update |= (PU_BONUS);
6393 /* Flush all input keys */
6399 /* Describe options */
6400 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);
6401 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);
6403 /* Dump character records as requested */
6409 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6412 strcpy(out_val, "");
6414 /* Ask for filename (or abort) */
6415 if (!askfor(out_val, 60)) return;
6417 /* Return means "show on screen" */
6418 if (!out_val[0]) break;
6421 /* Dump a character file */
6422 (void)file_character(creature_ptr, out_val);
6427 display_player(creature_ptr, 0);
6429 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);
6431 /* Allow abort at this point */
6432 if (inkey() == ESCAPE) return;
6434 /* Equipment -- if any */
6435 if (creature_ptr->equip_cnt)
6438 (void)show_equip(creature_ptr, 0, USE_FULL, 0);
6439 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6441 if (inkey() == ESCAPE) return;
6444 /* Inventory -- if any */
6445 if (creature_ptr->inven_cnt)
6448 (void)show_inven(creature_ptr, 0, USE_FULL, 0);
6449 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6451 if (inkey() == ESCAPE) return;
6454 /* Homes in the different towns */
6455 for (l = 1; l < max_towns; l++)
6457 st_ptr = &town_info[l].store[STORE_HOME];
6459 /* Home -- if anything there */
6460 if (st_ptr->stock_num)
6462 /* Display contents of the home */
6463 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6468 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6470 GAME_TEXT o_name[MAX_NLEN];
6474 o_ptr = &st_ptr->stock[i];
6476 /* Print header, clear line */
6477 sprintf(tmp_val, "%c) ", I2A(j));
6478 prt(tmp_val, j+2, 4);
6480 /* Display object description */
6481 object_desc(o_name, o_ptr, 0);
6482 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6485 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);
6488 if (inkey() == ESCAPE) return;
6496 * @brief 異常発生時のゲーム緊急終了処理 /
6497 * Handle abrupt death of the visual system
6498 * @param creature_ptr プレーヤーへの参照ポインタ
6502 * This routine is called only in very rare situations, and only
6503 * by certain visual systems, when they experience fatal errors.
6504 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6505 * save file so that player can see tombstone when restart.
6508 void exit_game_panic(player_type *creature_ptr)
6510 /* If nothing important has happened, just quit */
6511 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(_("緊急事態", "panic"));
6513 /* Mega-Hack -- see "msg_print()" */
6516 /* Clear the top line */
6519 /* Hack -- turn off some things */
6520 disturb(p_ptr, TRUE, TRUE);
6522 /* Mega-Hack -- Delay death */
6523 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6525 /* Hardcode panic save */
6526 p_ptr->panic_save = 1;
6528 /* Forbid suspend */
6529 signals_ignore_tstp();
6531 /* Indicate panic save */
6532 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6534 /* Panic save, or get worried */
6535 if (!save_player(creature_ptr)) quit(_("緊急セーブ失敗!", "panic save failed!"));
6537 /* Successful panic save */
6538 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6543 * @brief ファイルからランダムに行を一つ取得する /
6544 * Get a random line from a file
6545 * @param file_name ファイル名
6546 * @param entry 特定条件時のN:タグヘッダID
6547 * @param output 出力先の文字列参照ポインタ
6551 * Based on the monster speech patch by Matt Graham,
6554 errr get_rnd_line(concptr file_name, int entry, char *output)
6561 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6562 fp = my_fopen(buf, "r");
6567 /* Find the entry of the monster */
6570 /* Get a line from the file */
6571 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6573 /* Count the lines */
6576 /* Look for lines starting with 'N:' */
6577 if ((buf[0] == 'N') && (buf[1] == ':'))
6579 /* Allow default lines */
6585 else if (buf[2] == 'M')
6587 if (r_info[entry].flags1 & RF1_MALE) break;
6589 else if (buf[2] == 'F')
6591 if (r_info[entry].flags1 & RF1_FEMALE) break;
6593 /* Get the monster number */
6594 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6596 /* Is it the right number? */
6597 if (test == entry) break;
6601 /* Error while converting the number */
6602 msg_format("Error in line %d of %s!", line_num, file_name);
6610 /* Reached end of file */
6616 /* Get the random line */
6617 for (counter = 0; ; counter++)
6621 test = my_fgets(fp, buf, sizeof(buf));
6623 /* Count the lines */
6624 /* line_num++; No more needed */
6628 /* Ignore lines starting with 'N:' */
6629 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6631 if (buf[0] != '#') break;
6640 if (one_in_(counter + 1)) strcpy(output, buf);
6645 return counter ? 0 : -1;
6651 * @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) /
6652 * @param file_name ファイル名
6653 * @param entry 特定条件時のN:タグヘッダID
6654 * @param output 出力先の文字列参照ポインタ
6659 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
6664 for (i = 0; i < count; i++)
6666 result = get_rnd_line(file_name, entry, output);
6669 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
6677 * @brief 自動拾いファイルを読み込む /
6681 errr process_autopick_file(concptr name)
6686 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6688 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
6694 * @brief プレイヤーの生い立ちファイルを読み込む /
6695 * Process file for player's history editor.
6700 errr process_histpref_file(concptr name)
6704 bool old_character_xtra = current_world_ptr->character_xtra;
6705 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6707 /* Hack -- prevent modification birth options in this file */
6708 current_world_ptr->character_xtra = TRUE;
6710 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
6712 current_world_ptr->character_xtra = old_character_xtra;
6717 * @brief ファイル位置をシーク /
6718 * @param fd ファイルディスクリプタ
6719 * @param where ファイルバイト位置
6720 * @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
6724 static errr counts_seek(int fd, u32b where, bool flag)
6727 char temp1[128], temp2[128];
6728 u32b zero_header[3] = {0L, 0L, 0L};
6731 #ifdef SAVEFILE_USE_UID
6732 (void)sprintf(temp1, "%d.%s.%d%d%d", p_ptr->player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6734 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6736 for (i = 0; temp1[i]; i++)
6737 temp1[i] ^= (i+1) * 63;
6742 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
6744 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
6749 fd_seek(fd, seekpoint);
6750 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
6751 fd_write(fd, (char*)(temp1), sizeof(temp1));
6755 if (strcmp(temp1, temp2) == 0)
6758 seekpoint += 128 + 3 * sizeof(u32b);
6761 return fd_seek(fd, seekpoint + where * sizeof(u32b));
6765 * @brief ファイル位置を読み込む
6766 * @param where ファイルバイト位置
6770 u32b counts_read(int where)
6776 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6777 fd = fd_open(buf, O_RDONLY);
6779 if (counts_seek(fd, where, FALSE) ||
6780 fd_read(fd, (char*)(&count), sizeof(u32b)))
6789 * @brief ファイル位置に書き込む /
6790 * @param where ファイルバイト位置
6791 * @param count 書き込む値
6795 errr counts_write(int where, u32b count)
6801 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6803 /* Grab permissions */
6806 fd = fd_open(buf, O_RDWR);
6808 /* Drop permissions */
6813 /* File type is "DATA" */
6814 FILE_TYPE(FILE_TYPE_DATA);
6816 /* Grab permissions */
6819 /* Create a new high score file */
6820 fd = fd_make(buf, 0644);
6822 /* Drop permissions */
6826 /* Grab permissions */
6829 err = fd_lock(fd, F_WRLCK);
6831 /* Drop permissions */
6836 counts_seek(fd, where, TRUE);
6837 fd_write(fd, (char*)(&count), sizeof(u32b));
6839 /* Grab permissions */
6842 err = fd_lock(fd, F_UNLCK);
6844 /* Drop permissions */
6855 #ifdef HANDLE_SIGNALS
6862 * @brief OSからのシグナルを受けてサスペンド状態に入る /
6863 * Handle signals -- suspend
6864 * @param sig 受け取ったシグナル
6866 * Actually suspend the game, and then resume cleanly
6868 static void handle_signal_suspend(int sig)
6870 /* Disable handler */
6871 (void)signal(sig, SIG_IGN);
6878 /* Suspend the "Term" */
6879 Term_xtra(TERM_XTRA_ALIVE, 0);
6881 /* Suspend ourself */
6882 (void)kill(0, SIGSTOP);
6884 /* Resume the "Term" */
6885 Term_xtra(TERM_XTRA_ALIVE, 1);
6887 /* Redraw the term */
6890 /* Flush the term */
6895 /* Restore handler */
6896 (void)signal(sig, handle_signal_suspend);
6901 * @brief OSからのシグナルを受けて中断、終了する /
6902 * Handle signals -- simple (interrupt and quit)
6903 * @param sig 受け取ったシグナル
6906 * This function was causing a *huge* number of problems, so it has
6907 * been simplified greatly. We keep a global variable which counts
6908 * the number of times the user attempts to kill the process, and
6909 * we commit suicide if the user does this a certain number of times.
6910 * We attempt to give "feedback" to the user as he approaches the
6911 * suicide thresh-hold, but without penalizing accidental keypresses.
6912 * To prevent messy accidents, we should reset this global variable
6913 * whenever the user enters a keypress, or something like that.
6916 static void handle_signal_simple(int sig)
6918 /* Disable handler */
6919 (void)signal(sig, SIG_IGN);
6922 /* Nothing to save, just quit */
6923 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(NULL);
6926 /* Count the signals */
6930 /* Terminate dead characters */
6933 /* Mark the savefile */
6934 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
6936 forget_lite(p_ptr->current_floor_ptr);
6937 forget_view(p_ptr->current_floor_ptr);
6938 clear_mon_lite(p_ptr->current_floor_ptr);
6944 quit(_("強制終了", "interrupt"));
6947 /* Allow suicide (after 5) */
6948 else if (signal_count >= 5)
6950 /* Cause of "death" */
6951 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
6953 forget_lite(p_ptr->current_floor_ptr);
6954 forget_view(p_ptr->current_floor_ptr);
6955 clear_mon_lite(p_ptr->current_floor_ptr);
6958 p_ptr->playing = FALSE;
6961 p_ptr->is_dead = TRUE;
6962 p_ptr->leaving = TRUE;
6968 quit(_("強制終了", "interrupt"));
6971 /* Give warning (after 4) */
6972 else if (signal_count >= 4)
6975 Term_xtra(TERM_XTRA_NOISE, 0);
6977 /* Clear the top line */
6978 Term_erase(0, 0, 255);
6980 /* Display the cause */
6981 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
6986 /* Give warning (after 2) */
6987 else if (signal_count >= 2)
6990 Term_xtra(TERM_XTRA_NOISE, 0);
6993 /* Restore handler */
6994 (void)signal(sig, handle_signal_simple);
6999 * @brief OSからのシグナルを受けて強制終了する /
7000 * Handle signal -- abort, kill, etc
7001 * @param sig 受け取ったシグナル
7005 * This function was causing a *huge* number of problems, so it has
7006 * been simplified greatly. We keep a global variable which counts
7007 * the number of times the user attempts to kill the process, and
7008 * we commit suicide if the user does this a certain number of times.
7009 * We attempt to give "feedback" to the user as he approaches the
7010 * suicide thresh-hold, but without penalizing accidental keypresses.
7011 * To prevent messy accidents, we should reset this global variable
7012 * whenever the user enters a keypress, or something like that.
7015 static void handle_signal_abort(int sig)
7019 Term_get_size(&wid, &hgt);
7021 /* Disable handler */
7022 (void)signal(sig, SIG_IGN);
7025 /* Nothing to save, just quit */
7026 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(NULL);
7029 forget_lite(p_ptr->current_floor_ptr);
7030 forget_view(p_ptr->current_floor_ptr);
7031 clear_mon_lite(p_ptr->current_floor_ptr);
7033 /* Clear the bottom line */
7034 Term_erase(0, hgt - 1, 255);
7036 /* Give a warning */
7037 Term_putstr(0, hgt - 1, -1, TERM_RED,
7038 _("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!"));
7041 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7043 exe_write_diary(p_ptr, NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7049 p_ptr->panic_save = 1;
7052 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7054 /* Forbid suspend */
7055 signals_ignore_tstp();
7057 /* Attempt to save */
7058 if (save_player(p_ptr))
7060 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7066 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7073 quit(_("ソフトのバグ", "software bug"));
7077 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7078 * Ignore SIGTSTP signals (keyboard suspend)
7082 void signals_ignore_tstp(void)
7086 (void)signal(SIGTSTP, SIG_IGN);
7092 * @brief OSからのSIGTSTPシグナルハンドラ /
7093 * Handle SIGTSTP signals (keyboard suspend)
7097 void signals_handle_tstp(void)
7101 (void)signal(SIGTSTP, handle_signal_suspend);
7108 * @brief OSからのシグナルハンドルを初期化する /
7109 * Prepare to handle the relevant signals
7113 void signals_init(void)
7117 (void)signal(SIGHUP, SIG_IGN);
7122 (void)signal(SIGTSTP, handle_signal_suspend);
7127 (void)signal(SIGINT, handle_signal_simple);
7131 (void)signal(SIGQUIT, handle_signal_simple);
7136 (void)signal(SIGFPE, handle_signal_abort);
7140 (void)signal(SIGILL, handle_signal_abort);
7144 (void)signal(SIGTRAP, handle_signal_abort);
7148 (void)signal(SIGIOT, handle_signal_abort);
7152 (void)signal(SIGKILL, handle_signal_abort);
7156 (void)signal(SIGBUS, handle_signal_abort);
7160 (void)signal(SIGSEGV, handle_signal_abort);
7164 (void)signal(SIGTERM, handle_signal_abort);
7168 (void)signal(SIGPIPE, handle_signal_abort);
7172 (void)signal(SIGEMT, handle_signal_abort);
7176 (void)signal(SIGDANGER, handle_signal_abort);
7180 (void)signal(SIGSYS, handle_signal_abort);
7184 (void)signal(SIGXCPU, handle_signal_abort);
7188 (void)signal(SIGPWR, handle_signal_abort);
7194 #else /* HANDLE_SIGNALS */
7201 void signals_ignore_tstp(void)
7209 void signals_handle_tstp(void)
7217 void signals_init(void)
7220 #endif /* HANDLE_SIGNALS */