OSDN Git Service

[Refactor] #39962 make_character_dump() の返り値をvoid に変更 / Changed return type to void...
[hengband/hengband.git] / src / files.c
1 /*!
2  * @file files.c
3  * @brief ファイル入出力管理 / Purpose: code dealing with files (and death)
4  * @date 2014/01/28
5  * @author
6  * <pre>
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
12  * </pre>
13  */
14
15 #include "angband.h"
16 #include "term.h"
17 #include "signal-handlers.h"
18 #include "view/display-util.h"
19 #include "view/status-first-page.h"
20 #include "uid-checker.h"
21 #include "files.h"
22 #include "core.h"
23
24 #include "birth.h"
25 #include "character-dump.h"
26 #include "cmd-dump.h"
27 #include "world.h"
28 #include "player-inventory.h"
29 #include "player-move.h"
30 #include "player-skill.h"
31 #include "player-personality.h"
32 #include "player-sex.h"
33 #include "player-effects.h"
34 #include "mutation.h"
35 #include "quest.h"
36 #include "shoot.h"
37 #include "patron.h"
38 #include "monster-status.h"
39 #include "object-hook.h"
40 #include "realm-hex.h"
41 #include "view-mainwindow.h"
42 #include "dungeon-file.h"
43 #include "objectkind.h"
44 #include "autopick.h"
45 #include "save.h"
46 #include "realm-song.h"
47
48 #define PREF_TYPE_NORMAL   0
49 #define PREF_TYPE_AUTOPICK 1
50 #define PREF_TYPE_HISTPREF 2
51
52  /* Mode flags for displaying player flags */
53 #define DP_CURSE   0x01
54 #define DP_IMM     0x02
55 #define DP_WP      0x08
56
57 concptr ANGBAND_DIR; //!< Path name: The main "lib" directory This variable is not actually used anywhere in the code
58 concptr ANGBAND_DIR_APEX; //!< High score files (binary) These files may be portable between platforms
59 concptr ANGBAND_DIR_BONE; //!< Bone files for player ghosts (ascii) These files are portable between platforms
60 concptr ANGBAND_DIR_DATA; //!< Binary image files for the "*_info" arrays (binary) These files are not portable between platforms
61 concptr ANGBAND_DIR_EDIT; //!< Textual template files for the "*_info" arrays (ascii) These files are portable between platforms
62 concptr ANGBAND_DIR_SCRIPT; //!< Script files These files are portable between platforms.
63 concptr ANGBAND_DIR_FILE; //!< Various extra files (ascii) These files may be portable between platforms
64 concptr ANGBAND_DIR_HELP; //!< Help files (normal) for the online help (ascii) These files are portable between platforms
65 concptr ANGBAND_DIR_INFO; //!< Help files (spoilers) for the online help (ascii) These files are portable between platforms
66 concptr ANGBAND_DIR_PREF; //!< Default user "preference" files (ascii) These files are rarely portable between platforms
67 concptr ANGBAND_DIR_SAVE; //!< Savefiles for current characters (binary)
68 concptr ANGBAND_DIR_USER; //!< User "preference" files (ascii) These files are rarely portable between platforms
69 concptr ANGBAND_DIR_XTRA; //!< Various extra files (binary) These files are rarely portable between platforms
70
71 /*
72  * Buffer to hold the current savefile name
73  * 'savefile' holds full path name. 'savefile_base' holds only base name.
74  */
75 char savefile[1024];
76 char savefile_base[40];
77
78 /*!
79  * @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
80  * @param buf データテキストの参照ポインタ
81  * @param num トークンの数
82  * @param tokens トークンを保管する文字列参照ポインタ配列
83  * @param mode オプション
84  * @return 解釈した文字列数
85  * @details
86  * <pre>
87  * This function uses "colon" and "slash" as the delimeter characters.
88  * We never extract more than "num" tokens.  The "last" token may include
89  * "delimeter" characters, allowing the buffer to include a "string" token.
90  * We save pointers to the tokens in "tokens", and return the number found.
91  * Hack -- Attempt to handle the 'c' character formalism
92  * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
93  * Hack -- We will always extract at least one token
94  * </pre>
95  */
96 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
97 {
98         s16b i = 0;
99         char *s = buf;
100         while (i < num - 1)
101         {
102                 char *t;
103                 for (t = s; *t; t++)
104                 {
105                         if ((*t == ':') || (*t == '/')) break;
106
107                         if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
108                         {
109                                 t++;
110                                 if (*t == '\\') t++;
111                                 if (!*t) break;
112
113                                 t++;
114                                 if (*t != '\'') *t = '\'';
115                         }
116
117                         if (*t == '\\') t++;
118                 }
119
120                 if (!*t) break;
121
122                 *t++ = '\0';
123                 tokens[i++] = s;
124                 s = t;
125         }
126
127         tokens[i++] = s;
128         return i;
129 }
130
131 /* A number with a name */
132 typedef struct named_num named_num;
133
134 struct named_num
135 {
136         concptr name;           /* The name of this thing */
137         int num;                        /* A number associated with it */
138 };
139
140 /* Index of spell type names */
141 static named_num gf_desc[] =
142 {
143         {"GF_ELEC",                             GF_ELEC                         },
144         {"GF_POIS",                             GF_POIS                         },
145         {"GF_ACID",                             GF_ACID                         },
146         {"GF_COLD",                             GF_COLD                         },
147         {"GF_FIRE",                                     GF_FIRE                         },
148         {"GF_PSY_SPEAR",                        GF_PSY_SPEAR            },
149         {"GF_MISSILE",                          GF_MISSILE                      },
150         {"GF_ARROW",                            GF_ARROW                        },
151         {"GF_PLASMA",                           GF_PLASMA                       },
152         {"GF_WATER",                            GF_WATER                        },
153         {"GF_LITE",                                     GF_LITE                         },
154         {"GF_DARK",                                     GF_DARK                         },
155         {"GF_LITE_WEAK",                        GF_LITE_WEAK            },
156         {"GF_DARK_WEAK",                        GF_DARK_WEAK            },
157         {"GF_SHARDS",                           GF_SHARDS                       },
158         {"GF_SOUND",                            GF_SOUND                        },
159         {"GF_CONFUSION",                        GF_CONFUSION            },
160         {"GF_FORCE",                            GF_FORCE                        },
161         {"GF_INERTIA",                          GF_INERTIAL                     },
162         {"GF_MANA",                                     GF_MANA                         },
163         {"GF_METEOR",                           GF_METEOR                       },
164         {"GF_ICE",                                      GF_ICE                          },
165         {"GF_CHAOS",                            GF_CHAOS                        },
166         {"GF_NETHER",                           GF_NETHER                       },
167         {"GF_DISENCHANT",                       GF_DISENCHANT           },
168         {"GF_NEXUS",                            GF_NEXUS                        },
169         {"GF_TIME",                                     GF_TIME                         },
170         {"GF_GRAVITY",                          GF_GRAVITY                      },
171         {"GF_KILL_WALL",                        GF_KILL_WALL            },
172         {"GF_KILL_DOOR",                        GF_KILL_DOOR            },
173         {"GF_KILL_TRAP",                        GF_KILL_TRAP            },
174         {"GF_MAKE_WALL",                        GF_MAKE_WALL            },
175         {"GF_MAKE_DOOR",                        GF_MAKE_DOOR            },
176         {"GF_MAKE_TRAP",                        GF_MAKE_TRAP            },
177         {"GF_MAKE_TREE",                        GF_MAKE_TREE            },
178         {"GF_OLD_CLONE",                        GF_OLD_CLONE            },
179         {"GF_OLD_POLY",                         GF_OLD_POLY                     },
180         {"GF_OLD_HEAL",                         GF_OLD_HEAL                     },
181         {"GF_OLD_SPEED",                        GF_OLD_SPEED            },
182         {"GF_OLD_SLOW",                         GF_OLD_SLOW                     },
183         {"GF_OLD_CONF",                         GF_OLD_CONF                     },
184         {"GF_OLD_SLEEP",                        GF_OLD_SLEEP            },
185         {"GF_HYPODYNAMIA",                      GF_HYPODYNAMIA          },
186         {"GF_AWAY_UNDEAD",                      GF_AWAY_UNDEAD          },
187         {"GF_AWAY_EVIL",                        GF_AWAY_EVIL            },
188         {"GF_AWAY_ALL",                         GF_AWAY_ALL                     },
189         {"GF_TURN_UNDEAD",                      GF_TURN_UNDEAD          },
190         {"GF_TURN_EVIL",                        GF_TURN_EVIL            },
191         {"GF_TURN_ALL",                         GF_TURN_ALL                     },
192         {"GF_DISP_UNDEAD",                      GF_DISP_UNDEAD          },
193         {"GF_DISP_EVIL",                        GF_DISP_EVIL            },
194         {"GF_DISP_ALL",                         GF_DISP_ALL                     },
195         {"GF_DISP_DEMON",                       GF_DISP_DEMON           },
196         {"GF_DISP_LIVING",                      GF_DISP_LIVING          },
197         {"GF_ROCKET",                           GF_ROCKET                       },
198         {"GF_NUKE",                                     GF_NUKE                         },
199         {"GF_MAKE_GLYPH",                       GF_MAKE_GLYPH           },
200         {"GF_STASIS",                           GF_STASIS                       },
201         {"GF_STONE_WALL",                       GF_STONE_WALL           },
202         {"GF_DEATH_RAY",                        GF_DEATH_RAY            },
203         {"GF_STUN",                                     GF_STUN                         },
204         {"GF_HOLY_FIRE",                        GF_HOLY_FIRE            },
205         {"GF_HELL_FIRE",                        GF_HELL_FIRE            },
206         {"GF_DISINTEGRATE",                     GF_DISINTEGRATE         },
207         {"GF_CHARM",                            GF_CHARM                        },
208         {"GF_CONTROL_UNDEAD",           GF_CONTROL_UNDEAD       },
209         {"GF_CONTROL_ANIMAL",           GF_CONTROL_ANIMAL       },
210         {"GF_PSI",                                      GF_PSI                          },
211         {"GF_PSI_DRAIN",                        GF_PSI_DRAIN            },
212         {"GF_TELEKINESIS",                      GF_TELEKINESIS          },
213         {"GF_JAM_DOOR",                         GF_JAM_DOOR                     },
214         {"GF_DOMINATION",                       GF_DOMINATION           },
215         {"GF_DISP_GOOD",                        GF_DISP_GOOD            },
216         {"GF_DRAIN_MANA",                       GF_DRAIN_MANA           },
217         {"GF_MIND_BLAST",                       GF_MIND_BLAST           },
218         {"GF_BRAIN_SMASH",                      GF_BRAIN_SMASH          },
219         {"GF_CAUSE_1",                          GF_CAUSE_1                      },
220         {"GF_CAUSE_2",                          GF_CAUSE_2                      },
221         {"GF_CAUSE_3",                          GF_CAUSE_3                      },
222         {"GF_CAUSE_4",                          GF_CAUSE_4                      },
223         {"GF_HAND_DOOM",                        GF_HAND_DOOM            },
224         {"GF_CAPTURE",                          GF_CAPTURE                      },
225         {"GF_ANIM_DEAD",                        GF_ANIM_DEAD            },
226         {"GF_CHARM_LIVING",                     GF_CHARM_LIVING         },
227         {"GF_IDENTIFY",                         GF_IDENTIFY                     },
228         {"GF_ATTACK",                           GF_ATTACK                       },
229         {"GF_ENGETSU",                          GF_ENGETSU                      },
230         {"GF_GENOCIDE",                         GF_GENOCIDE                     },
231         {"GF_PHOTO",                            GF_PHOTO                        },
232         {"GF_CONTROL_DEMON",            GF_CONTROL_DEMON        },
233         {"GF_LAVA_FLOW",                        GF_LAVA_FLOW            },
234         {"GF_BLOOD_CURSE",                      GF_BLOOD_CURSE          },
235         {"GF_SEEKER",                           GF_SEEKER                       },
236         {"GF_SUPER_RAY",                        GF_SUPER_RAY            },
237         {"GF_STAR_HEAL",                        GF_STAR_HEAL            },
238         {"GF_WATER_FLOW",                       GF_WATER_FLOW           },
239         {"GF_CRUSADE",                          GF_CRUSADE                      },
240         {"GF_STASIS_EVIL",                      GF_STASIS_EVIL          },
241         {"GF_WOUNDS",                           GF_WOUNDS                       },
242         {NULL,                                          0                                       }
243 };
244
245
246 /*!
247  * @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 /
248  * Parse a sub-file of the "extra info" (format shown below)
249  * @param creature_ptr プレーヤーへの参照ポインタ
250  * @param buf データテキストの参照ポインタ
251  * @return エラーコード
252  * @details
253  * <pre>
254  * Each "action" line has an "action symbol" in the first column,
255  * followed by a colon, followed by some command specific info,
256  * usually in the form of "tokens" separated by colons or slashes.
257  * Blank lines, lines starting with white space, and lines starting
258  * with pound signs ("#") are ignored (as comments).
259  * Note the use of "tokenize()" to allow the use of both colons and
260  * slashes as delimeters, while still allowing final tokens which
261  * may contain any characters including "delimiters".
262  * Note the use of "strtol()" to allow all "integers" to be encoded
263  * in decimal, hexidecimal, or octal form.
264  * Note that "monster zero" is used for the "player" attr/char, "object
265  * zero" will be used for the "stack" attr/char, and "feature zero" is
266  * used for the "nothing" attr/char.
267  * Parse another file recursively, see below for details
268  *   %:\<filename\>
269  * Specify the attr/char values for "monsters" by race index
270  *   R:\<num\>:\<a\>:\<c\>
271  * Specify the attr/char values for "objects" by kind index
272  *   K:\<num\>:\<a\>:\<c\>
273  * Specify the attr/char values for "features" by feature index
274  *   F:\<num\>:\<a\>:\<c\>
275  * Specify the attr/char values for unaware "objects" by kind tval
276  *   U:\<tv\>:\<a\>:\<c\>
277  * Specify the attr/char values for inventory "objects" by kind tval
278  *   E:\<tv\>:\<a\>:\<c\>
279  * Define a macro action, given an encoded macro action
280  *   A:\<str\>
281  * Create a normal macro, given an encoded macro trigger
282  *   P:\<str\>
283  * Create a command macro, given an encoded macro trigger
284  *   C:\<str\>
285  * Create a keyset mapping
286  *   S:\<key\>:\<key\>:\<dir\>
287  * Turn an option off, given its name
288  *   X:\<str\>
289  * Turn an option on, given its name
290  *   Y:\<str\>
291  * Specify visual information, given an index, and some data
292  *   V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
293  * Specify the set of colors to use when drawing a zapped spell
294  *   Z:\<type\>:\<str\>
295  * Specify a macro trigger template and macro trigger names.
296  *   T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
297  *   T:\<trigger\>:\<keycode\>:\<shift-keycode\>
298  * </pre>
299  */
300 errr process_pref_file_command(player_type *creature_ptr, char *buf)
301 {
302         if (buf[1] != ':') return 1;
303
304         char *zz[16];
305         switch (buf[0])
306         {
307         case 'H':
308         {
309                 /* Process "H:<history>" */
310                 add_history_from_pref_line(buf + 2);
311                 return 0;
312         }
313         case 'R':
314         {
315                 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
316                 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) return 1;
317
318                 monster_race *r_ptr;
319                 int i = (huge)strtol(zz[0], NULL, 0);
320                 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
321                 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
322                 if (i >= max_r_idx) return 1;
323                 r_ptr = &r_info[i];
324                 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
325                 if (n2) r_ptr->x_char = n2;
326                 return 0;
327         }
328         case 'K':
329         {
330                 /* Process "K:<num>:<a>/<c>"  -- attr/char for object kinds */
331                 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) return 1;
332                 
333                 object_kind *k_ptr;
334                 int i = (huge)strtol(zz[0], NULL, 0);
335                 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
336                 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
337                 if (i >= max_k_idx) return 1;
338                 k_ptr = &k_info[i];
339                 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
340                 if (n2) k_ptr->x_char = n2;
341                 return 0;
342         }
343         case 'F':
344         {
345                 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
346                 /* "F:<num>:<a>/<c>" */
347                 /* "F:<num>:<a>/<c>:LIT" */
348                 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
349                 feature_type *f_ptr;
350                 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
351
352                 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
353                 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
354
355                 int i = (huge)strtol(zz[0], NULL, 0);
356                 if (i >= max_f_idx) return 1;
357                 f_ptr = &f_info[i];
358
359                 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
360                 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
361                 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
362                 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
363
364                 switch (num)
365                 {
366                 case 3:
367                 {
368                         /* No lighting support */
369                         n1 = f_ptr->x_attr[F_LIT_STANDARD];
370                         n2 = f_ptr->x_char[F_LIT_STANDARD];
371                         for (int j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
372                         {
373                                 f_ptr->x_attr[j] = n1;
374                                 f_ptr->x_char[j] = n2;
375                         }
376
377                         return 0;
378                 }
379                 case 4:
380                 {
381                         /* Use default lighting */
382                         apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
383                         return 0;
384                 }
385                 case F_LIT_MAX * 2 + 1:
386                 {
387                         /* Use desired lighting */
388                         for (int j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
389                         {
390                                 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
391                                 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
392                                 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
393                                 if (n2) f_ptr->x_char[j] = n2;
394                         }
395
396                         return 0;
397                 }
398                 default:
399                         return 0;
400                 }
401         }
402         case 'S':
403         {
404                 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
405                 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) return 1;
406
407                 int j = (byte)strtol(zz[0], NULL, 0);
408                 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
409                 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
410                 misc_to_attr[j] = n1;
411                 misc_to_char[j] = n2;
412                 return 0;
413         }
414         case 'U':
415         {
416                 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
417                 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) return 1;
418
419                 int j = (huge)strtol(zz[0], NULL, 0);
420                 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
421                 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
422                 for (int i = 1; i < max_k_idx; i++)
423                 {
424                         object_kind *k_ptr = &k_info[i];
425                         if (k_ptr->tval == j)
426                         {
427                                 if (n1) k_ptr->d_attr = n1;
428                                 if (n2) k_ptr->d_char = n2;
429                         }
430                 }
431
432                 return 0;
433         }
434         case 'E':
435         {
436                 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
437                 if (tokenize(buf + 2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
438
439                 int j = (byte)strtol(zz[0], NULL, 0) % 128;
440                 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
441                 if (n1) tval_to_attr[j] = n1;
442                 return 0;
443         }
444         case 'A':
445         {
446                 /* Process "A:<str>" -- save an "action" for later */
447                 text_to_ascii(macro__buf, buf + 2);
448                 return 0;
449         }
450         case 'P':
451         {
452                 /* Process "P:<str>" -- normal macro */
453                 char tmp[1024];
454                 text_to_ascii(tmp, buf + 2);
455                 macro_add(tmp, macro__buf);
456                 return 0;
457         }
458         case 'C':
459         {
460                 /* Process "C:<str>" -- create keymap */
461                 if (tokenize(buf + 2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
462
463                 int mode = strtol(zz[0], NULL, 0);
464                 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
465
466                 char tmp[1024];
467                 text_to_ascii(tmp, zz[1]);
468                 if (!tmp[0] || tmp[1]) return 1;
469
470                 int i = (byte)(tmp[0]);
471                 string_free(keymap_act[mode][i]);
472                 keymap_act[mode][i] = string_make(macro__buf);
473                 return 0;
474         }
475         case 'V':
476         {
477                 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
478                 if (tokenize(buf + 2, 5, zz, TOKENIZE_CHECKQUOTE) != 5) return 1;
479
480                 int i = (byte)strtol(zz[0], NULL, 0);
481                 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
482                 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
483                 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
484                 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
485                 return 0;
486         }
487         case 'X':
488         case 'Y':
489         {
490                 /* Process "X:<str>" -- turn option off */
491                 /* Process "Y:<str>" -- turn option on */
492                 for (int i = 0; option_info[i].o_desc; i++)
493                 {
494                         bool is_option = option_info[i].o_var != NULL;
495                         is_option &= option_info[i].o_text != NULL;
496                         is_option &= streq(option_info[i].o_text, buf + 2);
497                         if (!is_option) continue;
498
499                         int os = option_info[i].o_set;
500                         int ob = option_info[i].o_bit;
501
502                         if ((creature_ptr->playing || current_world_ptr->character_xtra) &&
503                                 (OPT_PAGE_BIRTH == option_info[i].o_page) && !current_world_ptr->wizard)
504                         {
505                                 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);
506                                 msg_print(NULL);
507                                 return 0;
508                         }
509
510                         if (buf[0] == 'X')
511                         {
512                                 option_flag[os] &= ~(1L << ob);
513                                 (*option_info[i].o_var) = FALSE;
514                                 return 0;
515                         }
516
517                         option_flag[os] |= (1L << ob);
518                         (*option_info[i].o_var) = TRUE;
519                         return 0;
520                 }
521
522                 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);
523                 msg_print(NULL);
524                 return 0;
525         }
526         case 'Z':
527         {
528                 /* Process "Z:<type>:<str>" -- set spell color */
529                 char *t = my_strchr(buf + 2, ':');
530                 if (!t) return 1;
531
532                 *(t++) = '\0';
533                 for (int i = 0; gf_desc[i].name; i++)
534                 {
535                         if (!streq(gf_desc[i].name, buf + 2)) continue;
536
537                         gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
538                         return 0;
539                 }
540
541                 return 1;
542         }
543         case 'T':
544         {
545                 /* Initialize macro trigger names and a template */
546                 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
547                 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
548                 int tok = tokenize(buf + 2, 2 + MAX_MACRO_MOD, zz, 0);
549
550                 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
551                 if (tok >= 4)
552                 {
553                         if (macro_template != NULL)
554                         {
555                                 int macro_modifier_length = strlen(macro_modifier_chr);
556                                 string_free(macro_template);
557                                 macro_template = NULL;
558                                 string_free(macro_modifier_chr);
559                                 for (int i = 0; i < macro_modifier_length; i++)
560                                 {
561                                         string_free(macro_modifier_name[i]);
562                                 }
563
564                                 for (int i = 0; i < max_macrotrigger; i++)
565                                 {
566                                         string_free(macro_trigger_name[i]);
567                                         string_free(macro_trigger_keycode[0][i]);
568                                         string_free(macro_trigger_keycode[1][i]);
569                                 }
570
571                                 max_macrotrigger = 0;
572                         }
573
574                         if (*zz[0] == '\0') return 0;
575
576                         int zz_length = strlen(zz[1]);
577                         zz_length = MIN(MAX_MACRO_MOD, zz_length);
578                         if (2 + zz_length != tok) return 1;
579
580                         macro_template = string_make(zz[0]);
581                         macro_modifier_chr = string_make(zz[1]);
582                         for (int i = 0; i < zz_length; i++)
583                         {
584                                 macro_modifier_name[i] = string_make(zz[2 + i]);
585                         }
586
587                         return 0;
588                 }
589
590                 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
591                 if (tok < 2) return 0;
592
593                 char buf_aux[1024];
594                 char *t, *s;
595                 if (max_macrotrigger >= MAX_MACRO_TRIG)
596                 {
597                         msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
598                         return 1;
599                 }
600
601                 int m = max_macrotrigger;
602                 max_macrotrigger++;
603                 t = buf_aux;
604                 s = zz[0];
605                 while (*s)
606                 {
607                         if ('\\' == *s) s++;
608                         *t++ = *s++;
609                 }
610
611                 *t = '\0';
612                 macro_trigger_name[m] = string_make(buf_aux);
613                 macro_trigger_keycode[0][m] = string_make(zz[1]);
614                 if (tok == 3)
615                 {
616                         macro_trigger_keycode[1][m] = string_make(zz[2]);
617                         return 0;
618                 }
619
620                 macro_trigger_keycode[1][m] = string_make(zz[1]);
621                 return 0;
622         }
623         }
624
625         return 1;
626 }
627
628
629 /*!
630  * @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 /
631  * Helper function for "process_pref_file()"
632  * @param creature_ptr プレーヤーへの参照ポインタ
633  * @param sp テキスト文字列の参照ポインタ
634  * @param fp 再帰中のポインタ参照
635  * @return
636  * @details
637  * <pre>
638  * Input:
639  *   v: output buffer array
640  *   f: final character
641  * Output:
642  *   result
643  * </pre>
644  */
645 concptr process_pref_file_expr(player_type *creature_ptr, char **sp, char *fp)
646 {
647         char *s;
648         s = (*sp);
649         while (iswspace(*s)) s++;
650
651         char *b;
652         b = s;
653
654         concptr v = "?o?o?";
655
656         char b1 = '[';
657         char b2 = ']';
658         char f = ' ';
659         static char tmp[16];
660         if (*s == b1)
661         {
662                 concptr p;
663                 concptr t;
664
665                 /* Skip b1 */
666                 s++;
667
668                 /* First */
669                 t = process_pref_file_expr(creature_ptr, &s, &f);
670
671                 if (!*t)
672                 {
673                 }
674                 else if (streq(t, "IOR"))
675                 {
676                         v = "0";
677                         while (*s && (f != b2))
678                         {
679                                 t = process_pref_file_expr(creature_ptr, &s, &f);
680                                 if (*t && !streq(t, "0")) v = "1";
681                         }
682                 }
683                 else if (streq(t, "AND"))
684                 {
685                         v = "1";
686                         while (*s && (f != b2))
687                         {
688                                 t = process_pref_file_expr(creature_ptr, &s, &f);
689                                 if (*t && streq(t, "0")) v = "0";
690                         }
691                 }
692                 else if (streq(t, "NOT"))
693                 {
694                         v = "1";
695                         while (*s && (f != b2))
696                         {
697                                 t = process_pref_file_expr(creature_ptr, &s, &f);
698                                 if (*t && streq(t, "1")) v = "0";
699                         }
700                 }
701                 else if (streq(t, "EQU"))
702                 {
703                         v = "0";
704                         if (*s && (f != b2))
705                         {
706                                 t = process_pref_file_expr(creature_ptr, &s, &f);
707                         }
708                         while (*s && (f != b2))
709                         {
710                                 p = process_pref_file_expr(creature_ptr, &s, &f);
711                                 if (streq(t, p)) v = "1";
712                         }
713                 }
714                 else if (streq(t, "LEQ"))
715                 {
716                         v = "1";
717                         if (*s && (f != b2))
718                         {
719                                 t = process_pref_file_expr(creature_ptr, &s, &f);
720                         }
721                         while (*s && (f != b2))
722                         {
723                                 p = t;
724                                 t = process_pref_file_expr(creature_ptr, &s, &f);
725                                 if (*t && atoi(p) > atoi(t)) v = "0";
726                         }
727                 }
728                 else if (streq(t, "GEQ"))
729                 {
730                         v = "1";
731                         if (*s && (f != b2))
732                         {
733                                 t = process_pref_file_expr(creature_ptr, &s, &f);
734                         }
735                         while (*s && (f != b2))
736                         {
737                                 p = t;
738                                 t = process_pref_file_expr(creature_ptr, &s, &f);
739                                 if (*t && atoi(p) < atoi(t)) v = "0";
740                         }
741                 }
742                 else
743                 {
744                         while (*s && (f != b2))
745                         {
746                                 t = process_pref_file_expr(creature_ptr, &s, &f);
747                         }
748                 }
749
750                 if (f != b2) v = "?x?x?";
751
752                 if ((f = *s) != '\0') *s++ = '\0';
753
754                 *fp = f;
755                 *sp = s;
756                 return v;
757         }
758
759         /* Accept all printables except spaces and brackets */
760 #ifdef JP
761         while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
762         {
763                 if (iskanji(*s)) s++;
764                 s++;
765         }
766 #else
767         while (isprint(*s) && !my_strchr(" []", *s)) ++s;
768 #endif
769
770         if ((f = *s) != '\0') *s++ = '\0';
771
772         if (*b != '$')
773         {
774                 v = b;
775                 *fp = f;
776                 *sp = s;
777                 return v;
778         }
779
780         if (streq(b + 1, "SYS"))
781         {
782                 v = ANGBAND_SYS;
783         }
784         else if (streq(b + 1, "KEYBOARD"))
785         {
786                 v = ANGBAND_KEYBOARD;
787         }
788         else if (streq(b + 1, "GRAF"))
789         {
790                 v = ANGBAND_GRAF;
791         }
792         else if (streq(b + 1, "MONOCHROME"))
793         {
794                 if (arg_monochrome)
795                         v = "ON";
796                 else
797                         v = "OFF";
798         }
799         else if (streq(b + 1, "RACE"))
800         {
801 #ifdef JP
802                 v = rp_ptr->E_title;
803 #else
804                 v = rp_ptr->title;
805 #endif
806         }
807         else if (streq(b + 1, "CLASS"))
808         {
809 #ifdef JP
810                 v = cp_ptr->E_title;
811 #else
812                 v = cp_ptr->title;
813 #endif
814         }
815         else if (streq(b + 1, "PLAYER"))
816         {
817                 static char tmp_player_name[32];
818                 char *pn, *tpn;
819                 for (pn = creature_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
820                 {
821 #ifdef JP
822                         if (iskanji(*pn))
823                         {
824                                 *(tpn++) = *(pn++);
825                                 *tpn = *pn;
826                                 continue;
827                         }
828 #endif
829                         *tpn = my_strchr(" []", *pn) ? '_' : *pn;
830                 }
831
832                 *tpn = '\0';
833                 v = tmp_player_name;
834         }
835         else if (streq(b + 1, "REALM1"))
836         {
837 #ifdef JP
838                 v = E_realm_names[creature_ptr->realm1];
839 #else
840                 v = realm_names[creature_ptr->realm1];
841 #endif
842         }
843         else if (streq(b + 1, "REALM2"))
844         {
845 #ifdef JP
846                 v = E_realm_names[creature_ptr->realm2];
847 #else
848                 v = realm_names[creature_ptr->realm2];
849 #endif
850         }
851         else if (streq(b + 1, "LEVEL"))
852         {
853                 sprintf(tmp, "%02d", creature_ptr->lev);
854                 v = tmp;
855         }
856         else if (streq(b + 1, "AUTOREGISTER"))
857         {
858                 if (creature_ptr->autopick_autoregister)
859                         v = "1";
860                 else
861                         v = "0";
862         }
863         else if (streq(b + 1, "MONEY"))
864         {
865                 sprintf(tmp, "%09ld", (long int)creature_ptr->au);
866                 v = tmp;
867         }
868
869         *fp = f;
870         *sp = s;
871         return v;
872 }
873
874
875 /*!
876  * @brief process_pref_fileのサブルーチン /
877  * Open the "user pref file" and parse it.
878  * @param creature_ptr プレーヤーへの参照ポインタ
879  * @param name 読み込むファイル名
880  * @param preftype prefファイルのタイプ
881  * @return エラーコード
882  * @details
883  * <pre>
884  * Input:
885  *   v: output buffer array
886  *   f: final character
887  * Output:
888  *   result
889  * </pre>
890  */
891 static errr process_pref_file_aux(player_type *creature_ptr, concptr name, int preftype)
892 {
893         FILE *fp;
894         fp = my_fopen(name, "r");
895         if (!fp) return -1;
896
897         char buf[1024];
898         char old[1024];
899         int line = -1;
900         errr err = 0;
901         bool bypass = FALSE;
902         while (my_fgets(fp, buf, sizeof(buf)) == 0)
903         {
904                 line++;
905                 if (!buf[0]) continue;
906
907 #ifdef JP
908                 if (!iskanji(buf[0]))
909 #endif
910                         if (iswspace(buf[0])) continue;
911
912                 if (buf[0] == '#') continue;
913                 strcpy(old, buf);
914
915                 /* Process "?:<expr>" */
916                 if ((buf[0] == '?') && (buf[1] == ':'))
917                 {
918                         char f;
919                         char *s;
920                         s = buf + 2;
921                         concptr v = process_pref_file_expr(creature_ptr, &s, &f);
922                         bypass = streq(v, "0");
923                         continue;
924                 }
925
926                 if (bypass) continue;
927
928                 /* Process "%:<file>" */
929                 if (buf[0] == '%')
930                 {
931                         static int depth_count = 0;
932                         if (depth_count > 20) continue;
933
934                         depth_count++;
935
936                         /* Process that file if allowed */
937                         switch (preftype)
938                         {
939                         case PREF_TYPE_AUTOPICK:
940                                 (void)process_autopick_file(creature_ptr, buf + 2);
941                                 break;
942                         case PREF_TYPE_HISTPREF:
943                                 (void)process_histpref_file(creature_ptr, buf + 2);
944                                 break;
945                         default:
946                                 (void)process_pref_file(creature_ptr, buf + 2);
947                                 break;
948                         }
949
950                         depth_count--;
951                         continue;
952                 }
953
954                 err = process_pref_file_command(creature_ptr, buf);
955                 if (err != 0)
956                 {
957                         if (preftype != PREF_TYPE_AUTOPICK)
958                                 break;
959                         err = process_autopick_file_command(buf);
960                 }
961         }
962
963         if (err != 0)
964         {
965                 /* Print error message */
966                 /* ToDo: Add better error messages */
967                 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'."),
968                         _(name, err), line, _(err, name));
969                 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
970                 msg_print(NULL);
971         }
972
973         my_fclose(fp);
974         return (err);
975 }
976
977
978 /*!
979  * @brief pref設定ファイルを読み込み設定を反映させる /
980  * Process the "user pref file" with the given name
981  * @param creature_ptr プレーヤーへの参照ポインタ
982  * @param name 読み込むファイル名
983  * @return エラーコード
984  * @details
985  * <pre>
986  * See the functions above for a list of legal "commands".
987  * We also accept the special "?" and "%" directives, which
988  * allow conditional evaluation and filename inclusion.
989  * </pre>
990  */
991 errr process_pref_file(player_type *creature_ptr, concptr name)
992 {
993         char buf[1024];
994         path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
995
996         errr err1 = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_NORMAL);
997         if (err1 > 0) return err1;
998
999         path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1000         errr err2 = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_NORMAL);
1001         if (err2 < 0 && !err1)
1002                 return -2;
1003
1004         return err2;
1005 }
1006
1007
1008 /*!
1009  * @brief プレイヤーの打撃能力修正を表示する
1010  * @param creature_ptr プレーヤーへの参照ポインタ
1011  * @param hand 武器の装備部位ID
1012  * @param hand_entry 項目ID
1013  * @return なし
1014  */
1015 static void display_player_melee_bonus(player_type *creature_ptr, int hand, int hand_entry)
1016 {
1017         HIT_PROB show_tohit = creature_ptr->dis_to_h[hand];
1018         HIT_POINT show_todam = creature_ptr->dis_to_d[hand];
1019         object_type *o_ptr = &creature_ptr->inventory_list[INVEN_RARM + hand];
1020
1021         if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1022         if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1023
1024         show_tohit += creature_ptr->skill_thn / BTH_PLUS_ADJ;
1025
1026         char buf[160];
1027         sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1028
1029         if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
1030                 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1031         else if (creature_ptr->ryoute)
1032                 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1033         else
1034                 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1035 }
1036
1037
1038 /*!
1039  * @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
1040  * @param creature_ptr プレーヤーへの参照ポインタ
1041  * Prints the following information on the screen.
1042  * @return なし
1043  */
1044 static void display_player_middle(player_type *creature_ptr)
1045 {
1046         HIT_PROB show_tohit = creature_ptr->dis_to_h_b;
1047         HIT_POINT show_todam = 0;
1048         if (creature_ptr->migite)
1049         {
1050                 display_player_melee_bonus(creature_ptr, 0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1051         }
1052
1053         if (creature_ptr->hidarite)
1054         {
1055                 display_player_melee_bonus(creature_ptr, 1, left_hander ? ENTRY_RIGHT_HAND2 : ENTRY_LEFT_HAND2);
1056         }
1057         else if ((creature_ptr->pclass == CLASS_MONK) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
1058         {
1059                 int i;
1060                 if (creature_ptr->special_defense & KAMAE_MASK)
1061                 {
1062                         for (i = 0; i < MAX_KAMAE; i++)
1063                         {
1064                                 if ((creature_ptr->special_defense >> i) & KAMAE_GENBU) break;
1065                         }
1066                         if (i < MAX_KAMAE)
1067                         {
1068                                 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1069                         }
1070                 }
1071                 else
1072                 {
1073                         display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1074                 }
1075         }
1076
1077         object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
1078         if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1079         if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1080
1081         if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1082                 show_tohit += creature_ptr->weapon_exp[0][o_ptr->sval] / 400;
1083         else
1084                 show_tohit += (creature_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1085
1086         show_tohit += creature_ptr->skill_thb / BTH_PLUS_ADJ;
1087
1088         display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1089         int tmul = 0;
1090         if (creature_ptr->inventory_list[INVEN_BOW].k_idx)
1091         {
1092                 tmul = bow_tmul(creature_ptr->inventory_list[INVEN_BOW].sval);
1093                 if (creature_ptr->xtra_might) tmul++;
1094
1095                 tmul = tmul * (100 + (int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
1096         }
1097
1098         display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul / 100, tmul % 100), TERM_L_BLUE);
1099         display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", creature_ptr->dis_ac, creature_ptr->dis_to_a), TERM_L_BLUE);
1100
1101         int i = creature_ptr->pspeed - 110;
1102         if (creature_ptr->action == ACTION_SEARCH) i += 10;
1103
1104         TERM_COLOR attr;
1105         if (i > 0)
1106         {
1107                 if (!creature_ptr->riding)
1108                         attr = TERM_L_GREEN;
1109                 else
1110                         attr = TERM_GREEN;
1111         }
1112         else if (i == 0)
1113         {
1114                 if (!creature_ptr->riding)
1115                         attr = TERM_L_BLUE;
1116                 else
1117                         attr = TERM_GREEN;
1118         }
1119         else
1120         {
1121                 if (!creature_ptr->riding)
1122                         attr = TERM_L_UMBER;
1123                 else
1124                         attr = TERM_RED;
1125         }
1126
1127         int tmp_speed = 0;
1128         if (!creature_ptr->riding)
1129         {
1130                 if (IS_FAST(creature_ptr)) tmp_speed += 10;
1131                 if (creature_ptr->slow) tmp_speed -= 10;
1132                 if (creature_ptr->lightspeed) tmp_speed = 99;
1133         }
1134         else
1135         {
1136                 if (MON_FAST(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed += 10;
1137                 if (MON_SLOW(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed -= 10;
1138         }
1139
1140         char buf[160];
1141         if (tmp_speed)
1142         {
1143                 if (!creature_ptr->riding)
1144                         sprintf(buf, "(%+d%+d)", i - tmp_speed, tmp_speed);
1145                 else
1146                         sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i - tmp_speed, tmp_speed);
1147
1148                 if (tmp_speed > 0)
1149                         attr = TERM_YELLOW;
1150                 else
1151                         attr = TERM_VIOLET;
1152         }
1153         else
1154         {
1155                 if (!creature_ptr->riding)
1156                         sprintf(buf, "(%+d)", i);
1157                 else
1158                         sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1159         }
1160
1161         display_player_one_line(ENTRY_SPEED, buf, attr);
1162         display_player_one_line(ENTRY_LEVEL, format("%d", creature_ptr->lev), TERM_L_GREEN);
1163
1164         int e = (creature_ptr->prace == RACE_ANDROID) ? ENTRY_EXP_ANDR : ENTRY_CUR_EXP;
1165         if (creature_ptr->exp >= creature_ptr->max_exp)
1166                 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_L_GREEN);
1167         else
1168                 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_YELLOW);
1169
1170         if (creature_ptr->prace != RACE_ANDROID)
1171                 display_player_one_line(ENTRY_MAX_EXP, format("%ld", creature_ptr->max_exp), TERM_L_GREEN);
1172
1173         e = (creature_ptr->prace == RACE_ANDROID) ? ENTRY_EXP_TO_ADV_ANDR : ENTRY_EXP_TO_ADV;
1174
1175         if (creature_ptr->lev >= PY_MAX_LEVEL)
1176                 display_player_one_line(e, "*****", TERM_L_GREEN);
1177         else if (creature_ptr->prace == RACE_ANDROID)
1178                 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1179         else
1180                 display_player_one_line(e, format("%ld", (s32b)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1181
1182         display_player_one_line(ENTRY_GOLD, format("%ld", creature_ptr->au), TERM_L_GREEN);
1183
1184         int day, hour, min;
1185         extract_day_hour_min(creature_ptr, &day, &hour, &min);
1186
1187         if (day < MAX_DAYS)
1188                 sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1189         else
1190                 sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1191
1192         display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1193
1194         if (creature_ptr->chp >= creature_ptr->mhp)
1195                 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_L_GREEN);
1196         else if (creature_ptr->chp > (creature_ptr->mhp * hitpoint_warn) / 10)
1197                 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_YELLOW);
1198         else
1199                 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_RED);
1200
1201         if (creature_ptr->csp >= creature_ptr->msp)
1202                 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_L_GREEN);
1203         else if (creature_ptr->csp > (creature_ptr->msp * mana_warn) / 10)
1204                 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_YELLOW);
1205         else
1206                 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_RED);
1207
1208         u32b play_hour = current_world_ptr->play_time / (60 * 60);
1209         u32b play_min = (current_world_ptr->play_time / 60) % 60;
1210         u32b play_sec = current_world_ptr->play_time % 60;
1211         display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", play_hour, play_min, play_sec), TERM_L_GREEN);
1212 }
1213
1214
1215 /*!
1216  * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
1217  * Prints ratings on certain abilities
1218  * @param creature_ptr 参照元クリーチャーポインタ
1219  * @param flgs フラグを保管する配列
1220  * @return なし
1221  * @details
1222  * Obtain the "flags" for the player as if he was an item
1223  * @todo
1224  * xtra1.c周りと多重実装になっているのを何とかする
1225  */
1226 static void player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1227 {
1228         for (int i = 0; i < TR_FLAG_SIZE; i++)
1229                 flgs[i] = 0L;
1230
1231         switch (creature_ptr->pclass)
1232         {
1233         case CLASS_WARRIOR:
1234                 if (creature_ptr->lev > 44)
1235                         add_flag(flgs, TR_REGEN);
1236         case CLASS_SAMURAI:
1237                 if (creature_ptr->lev > 29)
1238                         add_flag(flgs, TR_RES_FEAR);
1239                 break;
1240         case CLASS_PALADIN:
1241                 if (creature_ptr->lev > 39)
1242                         add_flag(flgs, TR_RES_FEAR);
1243                 break;
1244         case CLASS_CHAOS_WARRIOR:
1245                 if (creature_ptr->lev > 29)
1246                         add_flag(flgs, TR_RES_CHAOS);
1247                 if (creature_ptr->lev > 39)
1248                         add_flag(flgs, TR_RES_FEAR);
1249                 break;
1250         case CLASS_MONK:
1251         case CLASS_FORCETRAINER:
1252                 if ((creature_ptr->lev > 9) && !heavy_armor(creature_ptr))
1253                         add_flag(flgs, TR_SPEED);
1254                 if ((creature_ptr->lev > 24) && !heavy_armor(creature_ptr))
1255                         add_flag(flgs, TR_FREE_ACT);
1256                 break;
1257         case CLASS_NINJA:
1258                 if (heavy_armor(creature_ptr))
1259                         add_flag(flgs, TR_SPEED);
1260                 else
1261                 {
1262                         if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
1263                                 (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
1264                                 add_flag(flgs, TR_SPEED);
1265                         if (creature_ptr->lev > 24)
1266                                 add_flag(flgs, TR_FREE_ACT);
1267                 }
1268
1269                 add_flag(flgs, TR_SLOW_DIGEST);
1270                 add_flag(flgs, TR_RES_FEAR);
1271                 if (creature_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
1272                 if (creature_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
1273                 if (creature_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
1274                 break;
1275         case CLASS_MINDCRAFTER:
1276                 if (creature_ptr->lev > 9)
1277                         add_flag(flgs, TR_RES_FEAR);
1278                 if (creature_ptr->lev > 19)
1279                         add_flag(flgs, TR_SUST_WIS);
1280                 if (creature_ptr->lev > 29)
1281                         add_flag(flgs, TR_RES_CONF);
1282                 if (creature_ptr->lev > 39)
1283                         add_flag(flgs, TR_TELEPATHY);
1284                 break;
1285         case CLASS_BARD:
1286                 add_flag(flgs, TR_RES_SOUND);
1287                 break;
1288         case CLASS_BERSERKER:
1289                 add_flag(flgs, TR_SUST_STR);
1290                 add_flag(flgs, TR_SUST_DEX);
1291                 add_flag(flgs, TR_SUST_CON);
1292                 add_flag(flgs, TR_REGEN);
1293                 add_flag(flgs, TR_FREE_ACT);
1294                 add_flag(flgs, TR_SPEED);
1295                 if (creature_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
1296                 break;
1297         case CLASS_MIRROR_MASTER:
1298                 if (creature_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
1299                 break;
1300         default:
1301                 break; /* Do nothing */
1302         }
1303
1304         /* Races */
1305         if (creature_ptr->mimic_form)
1306         {
1307                 switch (creature_ptr->mimic_form)
1308                 {
1309                 case MIMIC_DEMON:
1310                         add_flag(flgs, TR_HOLD_EXP);
1311                         add_flag(flgs, TR_RES_CHAOS);
1312                         add_flag(flgs, TR_RES_NETHER);
1313                         add_flag(flgs, TR_RES_FIRE);
1314                         add_flag(flgs, TR_SEE_INVIS);
1315                         add_flag(flgs, TR_SPEED);
1316                         break;
1317                 case MIMIC_DEMON_LORD:
1318                         add_flag(flgs, TR_HOLD_EXP);
1319                         add_flag(flgs, TR_RES_CHAOS);
1320                         add_flag(flgs, TR_RES_NETHER);
1321                         add_flag(flgs, TR_RES_FIRE);
1322                         add_flag(flgs, TR_RES_COLD);
1323                         add_flag(flgs, TR_RES_ELEC);
1324                         add_flag(flgs, TR_RES_ACID);
1325                         add_flag(flgs, TR_RES_POIS);
1326                         add_flag(flgs, TR_RES_CONF);
1327                         add_flag(flgs, TR_RES_DISEN);
1328                         add_flag(flgs, TR_RES_NEXUS);
1329                         add_flag(flgs, TR_RES_FEAR);
1330                         add_flag(flgs, TR_IM_FIRE);
1331                         add_flag(flgs, TR_SH_FIRE);
1332                         add_flag(flgs, TR_SEE_INVIS);
1333                         add_flag(flgs, TR_TELEPATHY);
1334                         add_flag(flgs, TR_LEVITATION);
1335                         add_flag(flgs, TR_SPEED);
1336                         break;
1337                 case MIMIC_VAMPIRE:
1338                         add_flag(flgs, TR_HOLD_EXP);
1339                         add_flag(flgs, TR_RES_DARK);
1340                         add_flag(flgs, TR_RES_NETHER);
1341                         if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
1342                         add_flag(flgs, TR_RES_POIS);
1343                         add_flag(flgs, TR_RES_COLD);
1344                         add_flag(flgs, TR_SEE_INVIS);
1345                         add_flag(flgs, TR_SPEED);
1346                         break;
1347                 }
1348         }
1349         else
1350         {
1351                 switch (creature_ptr->prace)
1352                 {
1353                 case RACE_ELF:
1354                         add_flag(flgs, TR_RES_LITE);
1355                         break;
1356                 case RACE_HOBBIT:
1357                         add_flag(flgs, TR_HOLD_EXP);
1358                         break;
1359                 case RACE_GNOME:
1360                         add_flag(flgs, TR_FREE_ACT);
1361                         break;
1362                 case RACE_DWARF:
1363                         add_flag(flgs, TR_RES_BLIND);
1364                         break;
1365                 case RACE_HALF_ORC:
1366                         add_flag(flgs, TR_RES_DARK);
1367                         break;
1368                 case RACE_HALF_TROLL:
1369                         add_flag(flgs, TR_SUST_STR);
1370                         if (creature_ptr->lev <= 14) break;
1371
1372                         add_flag(flgs, TR_REGEN);
1373                         if ((creature_ptr->pclass == CLASS_WARRIOR) || (creature_ptr->pclass == CLASS_BERSERKER))
1374                         {
1375                                 add_flag(flgs, TR_SLOW_DIGEST);
1376                                 /*
1377                                  * Let's not make Regeneration a disadvantage
1378                                  * for the poor warriors who can never learn
1379                                  * a spell that satisfies hunger (actually
1380                                  * neither can rogues, but half-trolls are not
1381                                  * supposed to play rogues)
1382                                  */
1383                         }
1384
1385                         break;
1386                 case RACE_AMBERITE:
1387                         add_flag(flgs, TR_SUST_CON);
1388                         add_flag(flgs, TR_REGEN);
1389                         break;
1390                 case RACE_HIGH_ELF:
1391                         add_flag(flgs, TR_RES_LITE);
1392                         add_flag(flgs, TR_SEE_INVIS);
1393                         break;
1394                 case RACE_BARBARIAN:
1395                         add_flag(flgs, TR_RES_FEAR);
1396                         break;
1397                 case RACE_HALF_OGRE:
1398                         add_flag(flgs, TR_SUST_STR);
1399                         add_flag(flgs, TR_RES_DARK);
1400                         break;
1401                 case RACE_HALF_GIANT:
1402                         add_flag(flgs, TR_RES_SHARDS);
1403                         add_flag(flgs, TR_SUST_STR);
1404                         break;
1405                 case RACE_HALF_TITAN:
1406                         add_flag(flgs, TR_RES_CHAOS);
1407                         break;
1408                 case RACE_CYCLOPS:
1409                         add_flag(flgs, TR_RES_SOUND);
1410                         break;
1411                 case RACE_YEEK:
1412                         add_flag(flgs, TR_RES_ACID);
1413                         if (creature_ptr->lev > 19)
1414                                 add_flag(flgs, TR_IM_ACID);
1415                         break;
1416                 case RACE_KLACKON:
1417                         add_flag(flgs, TR_RES_CONF);
1418                         add_flag(flgs, TR_RES_ACID);
1419                         if (creature_ptr->lev > 9)
1420                                 add_flag(flgs, TR_SPEED);
1421                         break;
1422                 case RACE_KOBOLD:
1423                         add_flag(flgs, TR_RES_POIS);
1424                         break;
1425                 case RACE_NIBELUNG:
1426                         add_flag(flgs, TR_RES_DISEN);
1427                         add_flag(flgs, TR_RES_DARK);
1428                         break;
1429                 case RACE_DARK_ELF:
1430                         add_flag(flgs, TR_RES_DARK);
1431                         if (creature_ptr->lev > 19)
1432                                 add_flag(flgs, TR_SEE_INVIS);
1433                         break;
1434                 case RACE_DRACONIAN:
1435                         add_flag(flgs, TR_LEVITATION);
1436                         if (creature_ptr->lev > 4)
1437                                 add_flag(flgs, TR_RES_FIRE);
1438                         if (creature_ptr->lev > 9)
1439                                 add_flag(flgs, TR_RES_COLD);
1440                         if (creature_ptr->lev > 14)
1441                                 add_flag(flgs, TR_RES_ACID);
1442                         if (creature_ptr->lev > 19)
1443                                 add_flag(flgs, TR_RES_ELEC);
1444                         if (creature_ptr->lev > 34)
1445                                 add_flag(flgs, TR_RES_POIS);
1446                         break;
1447                 case RACE_MIND_FLAYER:
1448                         add_flag(flgs, TR_SUST_INT);
1449                         add_flag(flgs, TR_SUST_WIS);
1450                         if (creature_ptr->lev > 14)
1451                                 add_flag(flgs, TR_SEE_INVIS);
1452                         if (creature_ptr->lev > 29)
1453                                 add_flag(flgs, TR_TELEPATHY);
1454                         break;
1455                 case RACE_IMP:
1456                         add_flag(flgs, TR_RES_FIRE);
1457                         if (creature_ptr->lev > 9)
1458                                 add_flag(flgs, TR_SEE_INVIS);
1459                         break;
1460                 case RACE_GOLEM:
1461                         add_flag(flgs, TR_SEE_INVIS);
1462                         add_flag(flgs, TR_FREE_ACT);
1463                         add_flag(flgs, TR_RES_POIS);
1464                         add_flag(flgs, TR_SLOW_DIGEST);
1465                         if (creature_ptr->lev > 34)
1466                                 add_flag(flgs, TR_HOLD_EXP);
1467                         break;
1468                 case RACE_SKELETON:
1469                         add_flag(flgs, TR_SEE_INVIS);
1470                         add_flag(flgs, TR_RES_SHARDS);
1471                         add_flag(flgs, TR_HOLD_EXP);
1472                         add_flag(flgs, TR_RES_POIS);
1473                         if (creature_ptr->lev > 9)
1474                                 add_flag(flgs, TR_RES_COLD);
1475                         break;
1476                 case RACE_ZOMBIE:
1477                         add_flag(flgs, TR_SEE_INVIS);
1478                         add_flag(flgs, TR_HOLD_EXP);
1479                         add_flag(flgs, TR_RES_NETHER);
1480                         add_flag(flgs, TR_RES_POIS);
1481                         add_flag(flgs, TR_SLOW_DIGEST);
1482                         if (creature_ptr->lev > 4)
1483                                 add_flag(flgs, TR_RES_COLD);
1484                         break;
1485                 case RACE_VAMPIRE:
1486                         add_flag(flgs, TR_HOLD_EXP);
1487                         add_flag(flgs, TR_RES_DARK);
1488                         add_flag(flgs, TR_RES_NETHER);
1489                         if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
1490                         add_flag(flgs, TR_RES_POIS);
1491                         add_flag(flgs, TR_RES_COLD);
1492                         break;
1493                 case RACE_SPECTRE:
1494                         add_flag(flgs, TR_LEVITATION);
1495                         add_flag(flgs, TR_FREE_ACT);
1496                         add_flag(flgs, TR_RES_COLD);
1497                         add_flag(flgs, TR_SEE_INVIS);
1498                         add_flag(flgs, TR_HOLD_EXP);
1499                         add_flag(flgs, TR_RES_NETHER);
1500                         add_flag(flgs, TR_RES_POIS);
1501                         add_flag(flgs, TR_SLOW_DIGEST);
1502                         /* XXX pass_wall */
1503                         if (creature_ptr->lev > 34)
1504                                 add_flag(flgs, TR_TELEPATHY);
1505                         break;
1506                 case RACE_SPRITE:
1507                         add_flag(flgs, TR_RES_LITE);
1508                         add_flag(flgs, TR_LEVITATION);
1509                         if (creature_ptr->lev > 9)
1510                                 add_flag(flgs, TR_SPEED);
1511                         break;
1512                 case RACE_BEASTMAN:
1513                         add_flag(flgs, TR_RES_SOUND);
1514                         add_flag(flgs, TR_RES_CONF);
1515                         break;
1516                 case RACE_ANGEL:
1517                         add_flag(flgs, TR_LEVITATION);
1518                         add_flag(flgs, TR_SEE_INVIS);
1519                         break;
1520                 case RACE_DEMON:
1521                         add_flag(flgs, TR_RES_FIRE);
1522                         add_flag(flgs, TR_RES_NETHER);
1523                         add_flag(flgs, TR_HOLD_EXP);
1524                         if (creature_ptr->lev > 9)
1525                                 add_flag(flgs, TR_SEE_INVIS);
1526                         break;
1527                 case RACE_DUNADAN:
1528                         add_flag(flgs, TR_SUST_CON);
1529                         break;
1530                 case RACE_S_FAIRY:
1531                         add_flag(flgs, TR_LEVITATION);
1532                         break;
1533                 case RACE_KUTAR:
1534                         add_flag(flgs, TR_RES_CONF);
1535                         break;
1536                 case RACE_ANDROID:
1537                         add_flag(flgs, TR_FREE_ACT);
1538                         add_flag(flgs, TR_RES_POIS);
1539                         add_flag(flgs, TR_SLOW_DIGEST);
1540                         add_flag(flgs, TR_HOLD_EXP);
1541                         break;
1542                 default:
1543                         ; /* Do nothing */
1544                 }
1545         }
1546
1547         /* Mutations */
1548         if (creature_ptr->muta3)
1549         {
1550                 if (creature_ptr->muta3 & MUT3_FLESH_ROT)
1551                 {
1552                         remove_flag(flgs, TR_REGEN);
1553                 }
1554
1555                 if ((creature_ptr->muta3 & MUT3_XTRA_FAT) ||
1556                         (creature_ptr->muta3 & MUT3_XTRA_LEGS) ||
1557                         (creature_ptr->muta3 & MUT3_SHORT_LEG))
1558                 {
1559                         add_flag(flgs, TR_SPEED);
1560                 }
1561
1562                 if (creature_ptr->muta3  & MUT3_ELEC_TOUC)
1563                 {
1564                         add_flag(flgs, TR_SH_ELEC);
1565                 }
1566
1567                 if (creature_ptr->muta3 & MUT3_FIRE_BODY)
1568                 {
1569                         add_flag(flgs, TR_SH_FIRE);
1570                         add_flag(flgs, TR_LITE_1);
1571                 }
1572
1573                 if (creature_ptr->muta3 & MUT3_WINGS)
1574                 {
1575                         add_flag(flgs, TR_LEVITATION);
1576                 }
1577
1578                 if (creature_ptr->muta3 & MUT3_FEARLESS)
1579                 {
1580                         add_flag(flgs, TR_RES_FEAR);
1581                 }
1582
1583                 if (creature_ptr->muta3 & MUT3_REGEN)
1584                 {
1585                         add_flag(flgs, TR_REGEN);
1586                 }
1587
1588                 if (creature_ptr->muta3 & MUT3_ESP)
1589                 {
1590                         add_flag(flgs, TR_TELEPATHY);
1591                 }
1592
1593                 if (creature_ptr->muta3 & MUT3_MOTION)
1594                 {
1595                         add_flag(flgs, TR_FREE_ACT);
1596                 }
1597         }
1598
1599         if (creature_ptr->pseikaku == SEIKAKU_SEXY)
1600                 add_flag(flgs, TR_AGGRAVATE);
1601         if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN)
1602                 add_flag(flgs, TR_RES_CONF);
1603         if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1604         {
1605                 add_flag(flgs, TR_RES_BLIND);
1606                 add_flag(flgs, TR_RES_CONF);
1607                 add_flag(flgs, TR_HOLD_EXP);
1608                 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
1609                 if (creature_ptr->lev > 9)
1610                         add_flag(flgs, TR_SPEED);
1611         }
1612
1613         if (creature_ptr->special_defense & KATA_FUUJIN)
1614                 add_flag(flgs, TR_REFLECT);
1615
1616         if (creature_ptr->special_defense & KAMAE_GENBU)
1617                 add_flag(flgs, TR_REFLECT);
1618
1619         if (creature_ptr->special_defense & KAMAE_SUZAKU)
1620                 add_flag(flgs, TR_LEVITATION);
1621
1622         if (creature_ptr->special_defense & KAMAE_SEIRYU)
1623         {
1624                 add_flag(flgs, TR_RES_FIRE);
1625                 add_flag(flgs, TR_RES_COLD);
1626                 add_flag(flgs, TR_RES_ACID);
1627                 add_flag(flgs, TR_RES_ELEC);
1628                 add_flag(flgs, TR_RES_POIS);
1629                 add_flag(flgs, TR_LEVITATION);
1630                 add_flag(flgs, TR_SH_FIRE);
1631                 add_flag(flgs, TR_SH_ELEC);
1632                 add_flag(flgs, TR_SH_COLD);
1633         }
1634
1635         if (creature_ptr->special_defense & KATA_MUSOU)
1636         {
1637                 add_flag(flgs, TR_RES_FEAR);
1638                 add_flag(flgs, TR_RES_LITE);
1639                 add_flag(flgs, TR_RES_DARK);
1640                 add_flag(flgs, TR_RES_BLIND);
1641                 add_flag(flgs, TR_RES_CONF);
1642                 add_flag(flgs, TR_RES_SOUND);
1643                 add_flag(flgs, TR_RES_SHARDS);
1644                 add_flag(flgs, TR_RES_NETHER);
1645                 add_flag(flgs, TR_RES_NEXUS);
1646                 add_flag(flgs, TR_RES_CHAOS);
1647                 add_flag(flgs, TR_RES_DISEN);
1648                 add_flag(flgs, TR_REFLECT);
1649                 add_flag(flgs, TR_HOLD_EXP);
1650                 add_flag(flgs, TR_FREE_ACT);
1651                 add_flag(flgs, TR_SH_FIRE);
1652                 add_flag(flgs, TR_SH_ELEC);
1653                 add_flag(flgs, TR_SH_COLD);
1654                 add_flag(flgs, TR_LEVITATION);
1655                 add_flag(flgs, TR_LITE_1);
1656                 add_flag(flgs, TR_SEE_INVIS);
1657                 add_flag(flgs, TR_TELEPATHY);
1658                 add_flag(flgs, TR_SLOW_DIGEST);
1659                 add_flag(flgs, TR_REGEN);
1660                 add_flag(flgs, TR_SUST_STR);
1661                 add_flag(flgs, TR_SUST_INT);
1662                 add_flag(flgs, TR_SUST_WIS);
1663                 add_flag(flgs, TR_SUST_DEX);
1664                 add_flag(flgs, TR_SUST_CON);
1665                 add_flag(flgs, TR_SUST_CHR);
1666         }
1667 }
1668
1669
1670 /*!
1671  * @brief プレイヤーの一時的魔法効果による耐性を返す
1672  * Prints ratings on certain abilities
1673  * @param creature_ptr プレーヤーへの参照ポインタ
1674  * @param flgs フラグを保管する配列
1675  * @return なし
1676  * @todo
1677  * xtra1.c周りと多重実装になっているのを何とかする
1678  */
1679 static void tim_player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1680 {
1681         for (int i = 0; i < TR_FLAG_SIZE; i++)
1682                 flgs[i] = 0L;
1683
1684         if (IS_HERO(creature_ptr) || creature_ptr->shero)
1685                 add_flag(flgs, TR_RES_FEAR);
1686         if (creature_ptr->tim_invis)
1687                 add_flag(flgs, TR_SEE_INVIS);
1688         if (creature_ptr->tim_regen)
1689                 add_flag(flgs, TR_REGEN);
1690         if (is_time_limit_esp(creature_ptr))
1691                 add_flag(flgs, TR_TELEPATHY);
1692         if (IS_FAST(creature_ptr) || creature_ptr->slow)
1693                 add_flag(flgs, TR_SPEED);
1694
1695         if (is_oppose_acid(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_ACID) && !(PRACE_IS_(creature_ptr, RACE_YEEK) && (creature_ptr->lev > 19)))
1696                 add_flag(flgs, TR_RES_ACID);
1697         if (is_oppose_elec(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_ELEC))
1698                 add_flag(flgs, TR_RES_ELEC);
1699         if (is_oppose_fire(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_FIRE))
1700                 add_flag(flgs, TR_RES_FIRE);
1701         if (is_oppose_cold(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_COLD))
1702                 add_flag(flgs, TR_RES_COLD);
1703         if (is_oppose_pois(creature_ptr))
1704                 add_flag(flgs, TR_RES_POIS);
1705
1706         if (creature_ptr->special_attack & ATTACK_ACID)
1707                 add_flag(flgs, TR_BRAND_ACID);
1708         if (creature_ptr->special_attack & ATTACK_ELEC)
1709                 add_flag(flgs, TR_BRAND_ELEC);
1710         if (creature_ptr->special_attack & ATTACK_FIRE)
1711                 add_flag(flgs, TR_BRAND_FIRE);
1712         if (creature_ptr->special_attack & ATTACK_COLD)
1713                 add_flag(flgs, TR_BRAND_COLD);
1714         if (creature_ptr->special_attack & ATTACK_POIS)
1715                 add_flag(flgs, TR_BRAND_POIS);
1716         if (creature_ptr->special_defense & DEFENSE_ACID)
1717                 add_flag(flgs, TR_IM_ACID);
1718         if (creature_ptr->special_defense & DEFENSE_ELEC)
1719                 add_flag(flgs, TR_IM_ELEC);
1720         if (creature_ptr->special_defense & DEFENSE_FIRE)
1721                 add_flag(flgs, TR_IM_FIRE);
1722         if (creature_ptr->special_defense & DEFENSE_COLD)
1723                 add_flag(flgs, TR_IM_COLD);
1724         if (creature_ptr->wraith_form)
1725                 add_flag(flgs, TR_REFLECT);
1726         if (creature_ptr->tim_reflect)
1727                 add_flag(flgs, TR_REFLECT);
1728
1729         if (creature_ptr->magicdef)
1730         {
1731                 add_flag(flgs, TR_RES_BLIND);
1732                 add_flag(flgs, TR_RES_CONF);
1733                 add_flag(flgs, TR_REFLECT);
1734                 add_flag(flgs, TR_FREE_ACT);
1735                 add_flag(flgs, TR_LEVITATION);
1736         }
1737
1738         if (creature_ptr->tim_res_nether) add_flag(flgs, TR_RES_NETHER);
1739
1740         if (creature_ptr->tim_sh_fire) add_flag(flgs, TR_SH_FIRE);
1741
1742         if (creature_ptr->ult_res)
1743         {
1744                 add_flag(flgs, TR_RES_FEAR);
1745                 add_flag(flgs, TR_RES_LITE);
1746                 add_flag(flgs, TR_RES_DARK);
1747                 add_flag(flgs, TR_RES_BLIND);
1748                 add_flag(flgs, TR_RES_CONF);
1749                 add_flag(flgs, TR_RES_SOUND);
1750                 add_flag(flgs, TR_RES_SHARDS);
1751                 add_flag(flgs, TR_RES_NETHER);
1752                 add_flag(flgs, TR_RES_NEXUS);
1753                 add_flag(flgs, TR_RES_CHAOS);
1754                 add_flag(flgs, TR_RES_DISEN);
1755                 add_flag(flgs, TR_REFLECT);
1756                 add_flag(flgs, TR_HOLD_EXP);
1757                 add_flag(flgs, TR_FREE_ACT);
1758                 add_flag(flgs, TR_SH_FIRE);
1759                 add_flag(flgs, TR_SH_ELEC);
1760                 add_flag(flgs, TR_SH_COLD);
1761                 add_flag(flgs, TR_LEVITATION);
1762                 add_flag(flgs, TR_LITE_1);
1763                 add_flag(flgs, TR_SEE_INVIS);
1764                 add_flag(flgs, TR_TELEPATHY);
1765                 add_flag(flgs, TR_SLOW_DIGEST);
1766                 add_flag(flgs, TR_REGEN);
1767                 add_flag(flgs, TR_SUST_STR);
1768                 add_flag(flgs, TR_SUST_INT);
1769                 add_flag(flgs, TR_SUST_WIS);
1770                 add_flag(flgs, TR_SUST_DEX);
1771                 add_flag(flgs, TR_SUST_CON);
1772                 add_flag(flgs, TR_SUST_CHR);
1773         }
1774
1775         if (creature_ptr->realm1 != REALM_HEX) return;
1776
1777         if (hex_spelling(creature_ptr, HEX_DEMON_AURA))
1778         {
1779                 add_flag(flgs, TR_SH_FIRE);
1780                 add_flag(flgs, TR_REGEN);
1781         }
1782
1783         if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
1784         if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
1785 }
1786
1787
1788 /*!
1789  * @brief プレイヤーの装備一覧をシンボルで並べる
1790  * Equippy chars
1791  * @param creature_ptr プレーヤーへの参照ポインタ
1792  * @param y 表示するコンソールの行
1793  * @param x 表示するコンソールの列
1794  * @param mode オプション
1795  * @return なし
1796  */
1797 void display_player_equippy(player_type *creature_ptr, TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
1798 {
1799         /* Weapon flags need only two column */
1800         int max_i = (mode & DP_WP) ? INVEN_LARM + 1 : INVEN_TOTAL;
1801
1802         /* Dump equippy chars */
1803         for (int i = INVEN_RARM; i < max_i; i++)
1804         {
1805                 object_type *o_ptr;
1806                 o_ptr = &creature_ptr->inventory_list[i];
1807
1808                 TERM_COLOR a = object_attr(o_ptr);
1809                 char c = object_char(o_ptr);
1810
1811                 if (!equippy_chars || !o_ptr->k_idx)
1812                 {
1813                         c = ' ';
1814                         a = TERM_DARK;
1815                 }
1816
1817                 Term_putch(x + i - INVEN_RARM, y, a, c);
1818         }
1819 }
1820
1821
1822 /*!
1823  * @brief プレイヤーの装備による免疫フラグを返す
1824  * @param creature_ptr プレーヤーへの参照ポインタ
1825  * @param flgs フラグを保管する配列
1826  * @return なし
1827  * @todo
1828  * xtra1.c周りと多重実装になっているのを何とかする
1829  */
1830 static void known_obj_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1831 {
1832         for (int i = 0; i < TR_FLAG_SIZE; i++)
1833                 flgs[i] = 0L;
1834
1835         for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
1836         {
1837                 u32b o_flgs[TR_FLAG_SIZE];
1838                 object_type *o_ptr;
1839                 o_ptr = &creature_ptr->inventory_list[i];
1840                 if (!o_ptr->k_idx) continue;
1841
1842                 object_flags_known(o_ptr, o_flgs);
1843                 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
1844                 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
1845                 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
1846                 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
1847         }
1848 }
1849
1850
1851 /*!
1852  * @brief プレイヤーの種族による免疫フラグを返す
1853  * @param creature_ptr プレーヤーへの参照ポインタ
1854  * @param flgs フラグを保管する配列
1855  * @return なし
1856  * @todo
1857  * xtra1.c周りと多重実装になっているのを何とかする
1858  */
1859 static void player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1860 {
1861         for (int i = 0; i < TR_FLAG_SIZE; i++)
1862                 flgs[i] = 0L;
1863
1864         if (PRACE_IS_(creature_ptr, RACE_SPECTRE))
1865                 add_flag(flgs, TR_RES_NETHER);
1866         if (creature_ptr->mimic_form == MIMIC_VAMPIRE || PRACE_IS_(creature_ptr, RACE_VAMPIRE))
1867                 add_flag(flgs, TR_RES_DARK);
1868         if (creature_ptr->mimic_form == MIMIC_DEMON_LORD)
1869                 add_flag(flgs, TR_RES_FIRE);
1870         else if (PRACE_IS_(creature_ptr, RACE_YEEK) && creature_ptr->lev > 19)
1871                 add_flag(flgs, TR_RES_ACID);
1872 }
1873
1874
1875 /*!
1876  * @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
1877  * @param creature_ptr プレーヤーへの参照ポインタ
1878  * @param flgs フラグを保管する配列
1879  * @return なし
1880  * @todo
1881  * xtra1.c周りと多重実装になっているのを何とかする
1882  */
1883 static void tim_player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1884 {
1885         for (int i = 0; i < TR_FLAG_SIZE; i++)
1886                 flgs[i] = 0L;
1887
1888         if (creature_ptr->special_defense & DEFENSE_ACID)
1889                 add_flag(flgs, TR_RES_ACID);
1890         if (creature_ptr->special_defense & DEFENSE_ELEC)
1891                 add_flag(flgs, TR_RES_ELEC);
1892         if (creature_ptr->special_defense & DEFENSE_FIRE)
1893                 add_flag(flgs, TR_RES_FIRE);
1894         if (creature_ptr->special_defense & DEFENSE_COLD)
1895                 add_flag(flgs, TR_RES_COLD);
1896         if (creature_ptr->wraith_form)
1897                 add_flag(flgs, TR_RES_DARK);
1898 }
1899
1900
1901 /*!
1902  * @brief プレイヤーの種族による弱点フラグを返す
1903  * @param creature_ptr プレーヤーへの参照ポインタ
1904  * @param flgs フラグを保管する配列
1905  * @return なし
1906  * @todo
1907  * xtra1.c周りと多重実装になっているのを何とかする
1908  */
1909 static void player_vuln_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1910 {
1911         for (int i = 0; i < TR_FLAG_SIZE; i++)
1912                 flgs[i] = 0L;
1913
1914         if ((creature_ptr->muta3 & MUT3_VULN_ELEM) || (creature_ptr->special_defense & KATA_KOUKIJIN))
1915         {
1916                 add_flag(flgs, TR_RES_ACID);
1917                 add_flag(flgs, TR_RES_ELEC);
1918                 add_flag(flgs, TR_RES_FIRE);
1919                 add_flag(flgs, TR_RES_COLD);
1920         }
1921
1922         if (PRACE_IS_(creature_ptr, RACE_ANDROID))
1923                 add_flag(flgs, TR_RES_ELEC);
1924         if (PRACE_IS_(creature_ptr, RACE_ENT))
1925                 add_flag(flgs, TR_RES_FIRE);
1926         if (PRACE_IS_(creature_ptr, RACE_VAMPIRE) || PRACE_IS_(creature_ptr, RACE_S_FAIRY) ||
1927                 (creature_ptr->mimic_form == MIMIC_VAMPIRE))
1928                 add_flag(flgs, TR_RES_LITE);
1929 }
1930
1931
1932 /*
1933  * A struct for storing misc. flags
1934  */
1935 typedef struct {
1936         BIT_FLAGS player_flags[TR_FLAG_SIZE];
1937         BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
1938         BIT_FLAGS player_imm[TR_FLAG_SIZE];
1939         BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
1940         BIT_FLAGS player_vuln[TR_FLAG_SIZE];
1941         BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
1942 } all_player_flags;
1943
1944 /*!
1945  * @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 /
1946  * Helper function, see below
1947  * @param creature_ptr プレーヤーへの参照ポインタ
1948  * @param row コンソール表示位置の左上行
1949  * @param col コンソール表示位置の左上列
1950  * @param header コンソール上で表示する特性名
1951  * @param flag1 参照する特性ID
1952  * @param f プレイヤーの特性情報構造体
1953  * @param mode 表示オプション
1954  * @return なし
1955  */
1956 static void display_flag_aux(player_type *creature_ptr, TERM_LEN row, TERM_LEN col, concptr header, int flag1, all_player_flags *f, u16b mode)
1957 {
1958         byte header_color = TERM_L_DARK;
1959         int header_col = col;
1960
1961         bool vuln = FALSE;
1962         if (have_flag(f->player_vuln, flag1) &&
1963                 !(have_flag(f->known_obj_imm, flag1) ||
1964                         have_flag(f->player_imm, flag1) ||
1965                         have_flag(f->tim_player_imm, flag1)))
1966                 vuln = TRUE;
1967
1968         col += strlen(header) + 1;
1969
1970         /* Weapon flags need only two column */
1971         int max_i = (mode & DP_WP) ? INVEN_LARM + 1 : INVEN_TOTAL;
1972
1973         for (int i = INVEN_RARM; i < max_i; i++)
1974         {
1975                 BIT_FLAGS flgs[TR_FLAG_SIZE];
1976                 object_type *o_ptr;
1977                 o_ptr = &creature_ptr->inventory_list[i];
1978                 object_flags_known(o_ptr, flgs);
1979                 if (!(mode & DP_IMM))
1980                         c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
1981
1982                 if (mode & DP_CURSE)
1983                 {
1984                         if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
1985                         {
1986                                 c_put_str(TERM_L_DARK, "+", row, col);
1987                                 header_color = TERM_WHITE;
1988                         }
1989
1990                         if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
1991                         {
1992                                 c_put_str(TERM_WHITE, "+", row, col);
1993                                 header_color = TERM_WHITE;
1994                         }
1995
1996                         if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1997                         {
1998                                 c_put_str(TERM_WHITE, "*", row, col);
1999                                 header_color = TERM_WHITE;
2000                         }
2001
2002                         col++;
2003                         continue;
2004                 }
2005
2006                 if (flag1 == TR_LITE_1)
2007                 {
2008                         if (HAVE_DARK_FLAG(flgs))
2009                         {
2010                                 c_put_str(TERM_L_DARK, "+", row, col);
2011                                 header_color = TERM_WHITE;
2012                         }
2013                         else if (HAVE_LITE_FLAG(flgs))
2014                         {
2015                                 c_put_str(TERM_WHITE, "+", row, col);
2016                                 header_color = TERM_WHITE;
2017                         }
2018
2019                         col++;
2020                         continue;
2021                 }
2022
2023                 if (have_flag(flgs, flag1))
2024                 {
2025                         c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
2026                                 (mode & DP_IMM) ? "*" : "+", row, col);
2027                         header_color = TERM_WHITE;
2028                 }
2029
2030                 col++;
2031         }
2032
2033         if (mode & DP_IMM)
2034         {
2035                 if (header_color != TERM_L_DARK)
2036                 {
2037                         c_put_str(header_color, header, row, header_col);
2038                 }
2039
2040                 return;
2041         }
2042
2043         c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
2044         if (have_flag(f->player_flags, flag1))
2045         {
2046                 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
2047                 header_color = TERM_WHITE;
2048         }
2049
2050         if (have_flag(f->tim_player_flags, flag1))
2051         {
2052                 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
2053                 header_color = TERM_WHITE;
2054         }
2055
2056         if (have_flag(f->tim_player_imm, flag1))
2057         {
2058                 c_put_str(TERM_YELLOW, "*", row, col);
2059                 header_color = TERM_WHITE;
2060         }
2061
2062         if (have_flag(f->player_imm, flag1))
2063         {
2064                 c_put_str(TERM_WHITE, "*", row, col);
2065                 header_color = TERM_WHITE;
2066         }
2067
2068         if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
2069         c_put_str(header_color, header, row, header_col);
2070 }
2071
2072
2073 /*!
2074  * @brief プレイヤーの特性フラグ一覧表示1 /
2075  * @param creature_ptr プレーヤーへの参照ポインタ
2076  * Special display, part 1
2077  * @return なし
2078  */
2079 static void display_player_flag_info(player_type *creature_ptr)
2080 {
2081         all_player_flags f;
2082         player_flags(creature_ptr, f.player_flags);
2083         tim_player_flags(creature_ptr, f.tim_player_flags);
2084         player_immunity(creature_ptr, f.player_imm);
2085         tim_player_immunity(creature_ptr, f.tim_player_imm);
2086         known_obj_immunity(creature_ptr, f.known_obj_imm);
2087         player_vuln_flags(creature_ptr, f.player_vuln);
2088
2089         /*** Set 1 ***/
2090         TERM_LEN row = 12;
2091         TERM_LEN col = 1;
2092         display_player_equippy(creature_ptr, row - 2, col + 8, 0);
2093         c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 8);
2094
2095 #ifdef JP
2096         display_flag_aux(creature_ptr, row + 0, col, "耐酸  :", TR_RES_ACID, &f, 0);
2097         display_flag_aux(creature_ptr, row + 0, col, "耐酸  :", TR_IM_ACID, &f, DP_IMM);
2098         display_flag_aux(creature_ptr, row + 1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
2099         display_flag_aux(creature_ptr, row + 1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
2100         display_flag_aux(creature_ptr, row + 2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
2101         display_flag_aux(creature_ptr, row + 2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
2102         display_flag_aux(creature_ptr, row + 3, col, "耐冷気:", TR_RES_COLD, &f, 0);
2103         display_flag_aux(creature_ptr, row + 3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
2104         display_flag_aux(creature_ptr, row + 4, col, "耐毒  :", TR_RES_POIS, &f, 0);
2105         display_flag_aux(creature_ptr, row + 5, col, "耐閃光:", TR_RES_LITE, &f, 0);
2106         display_flag_aux(creature_ptr, row + 6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
2107         display_flag_aux(creature_ptr, row + 7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
2108         display_flag_aux(creature_ptr, row + 8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
2109         display_flag_aux(creature_ptr, row + 9, col, "耐混乱:", TR_RES_CONF, &f, 0);
2110 #else
2111         display_flag_aux(creature_ptr, row + 0, col, "Acid  :", TR_RES_ACID, &f, 0);
2112         display_flag_aux(creature_ptr, row + 0, col, "Acid  :", TR_IM_ACID, &f, DP_IMM);
2113         display_flag_aux(creature_ptr, row + 1, col, "Elec  :", TR_RES_ELEC, &f, 0);
2114         display_flag_aux(creature_ptr, row + 1, col, "Elec  :", TR_IM_ELEC, &f, DP_IMM);
2115         display_flag_aux(creature_ptr, row + 2, col, "Fire  :", TR_RES_FIRE, &f, 0);
2116         display_flag_aux(creature_ptr, row + 2, col, "Fire  :", TR_IM_FIRE, &f, DP_IMM);
2117         display_flag_aux(creature_ptr, row + 3, col, "Cold  :", TR_RES_COLD, &f, 0);
2118         display_flag_aux(creature_ptr, row + 3, col, "Cold  :", TR_IM_COLD, &f, DP_IMM);
2119         display_flag_aux(creature_ptr, row + 4, col, "Poison:", TR_RES_POIS, &f, 0);
2120         display_flag_aux(creature_ptr, row + 5, col, "Light :", TR_RES_LITE, &f, 0);
2121         display_flag_aux(creature_ptr, row + 6, col, "Dark  :", TR_RES_DARK, &f, 0);
2122         display_flag_aux(creature_ptr, row + 7, col, "Shard :", TR_RES_SHARDS, &f, 0);
2123         display_flag_aux(creature_ptr, row + 8, col, "Blind :", TR_RES_BLIND, &f, 0);
2124         display_flag_aux(creature_ptr, row + 9, col, "Conf  :", TR_RES_CONF, &f, 0);
2125 #endif
2126
2127         /*** Set 2 ***/
2128         row = 12;
2129         col = 26;
2130         display_player_equippy(creature_ptr, row - 2, col + 8, 0);
2131         c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 8);
2132
2133 #ifdef JP
2134         display_flag_aux(creature_ptr, row + 0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
2135         display_flag_aux(creature_ptr, row + 1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
2136         display_flag_aux(creature_ptr, row + 2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
2137         display_flag_aux(creature_ptr, row + 3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
2138         display_flag_aux(creature_ptr, row + 4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
2139         display_flag_aux(creature_ptr, row + 5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
2140         display_flag_aux(creature_ptr, row + 6, col, "反射  :", TR_REFLECT, &f, 0);
2141         display_flag_aux(creature_ptr, row + 7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
2142         display_flag_aux(creature_ptr, row + 8, col, "電気オ:", TR_SH_ELEC, &f, 0);
2143         display_flag_aux(creature_ptr, row + 9, col, "冷気オ:", TR_SH_COLD, &f, 0);
2144 #else
2145         display_flag_aux(creature_ptr, row + 0, col, "Sound :", TR_RES_SOUND, &f, 0);
2146         display_flag_aux(creature_ptr, row + 1, col, "Nether:", TR_RES_NETHER, &f, 0);
2147         display_flag_aux(creature_ptr, row + 2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
2148         display_flag_aux(creature_ptr, row + 3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
2149         display_flag_aux(creature_ptr, row + 4, col, "Disnch:", TR_RES_DISEN, &f, 0);
2150         display_flag_aux(creature_ptr, row + 5, col, "Fear  :", TR_RES_FEAR, &f, 0);
2151         display_flag_aux(creature_ptr, row + 6, col, "Reflct:", TR_REFLECT, &f, 0);
2152         display_flag_aux(creature_ptr, row + 7, col, "AuFire:", TR_SH_FIRE, &f, 0);
2153         display_flag_aux(creature_ptr, row + 8, col, "AuElec:", TR_SH_ELEC, &f, 0);
2154         display_flag_aux(creature_ptr, row + 9, col, "AuCold:", TR_SH_COLD, &f, 0);
2155 #endif
2156
2157         /*** Set 3 ***/
2158         row = 12;
2159         col = 51;
2160         display_player_equippy(creature_ptr, row - 2, col + 12, 0);
2161         c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 12);
2162
2163 #ifdef JP
2164         display_flag_aux(creature_ptr, row + 0, col, "加速      :", TR_SPEED, &f, 0);
2165         display_flag_aux(creature_ptr, row + 1, col, "耐麻痺    :", TR_FREE_ACT, &f, 0);
2166         display_flag_aux(creature_ptr, row + 2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
2167         display_flag_aux(creature_ptr, row + 3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
2168         display_flag_aux(creature_ptr, row + 4, col, "警告      :", TR_WARNING, &f, 0);
2169         display_flag_aux(creature_ptr, row + 5, col, "遅消化    :", TR_SLOW_DIGEST, &f, 0);
2170         display_flag_aux(creature_ptr, row + 6, col, "急回復    :", TR_REGEN, &f, 0);
2171         display_flag_aux(creature_ptr, row + 7, col, "浮遊      :", TR_LEVITATION, &f, 0);
2172         display_flag_aux(creature_ptr, row + 8, col, "永遠光源  :", TR_LITE_1, &f, 0);
2173         display_flag_aux(creature_ptr, row + 9, col, "呪い      :", 0, &f, DP_CURSE);
2174 #else
2175         display_flag_aux(creature_ptr, row + 0, col, "Speed     :", TR_SPEED, &f, 0);
2176         display_flag_aux(creature_ptr, row + 1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
2177         display_flag_aux(creature_ptr, row + 2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
2178         display_flag_aux(creature_ptr, row + 3, col, "Hold Exp  :", TR_HOLD_EXP, &f, 0);
2179         display_flag_aux(creature_ptr, row + 4, col, "Warning   :", TR_WARNING, &f, 0);
2180         display_flag_aux(creature_ptr, row + 5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
2181         display_flag_aux(creature_ptr, row + 6, col, "Regene.   :", TR_REGEN, &f, 0);
2182         display_flag_aux(creature_ptr, row + 7, col, "Levitation:", TR_LEVITATION, &f, 0);
2183         display_flag_aux(creature_ptr, row + 8, col, "Perm Lite :", TR_LITE_1, &f, 0);
2184         display_flag_aux(creature_ptr, row + 9, col, "Cursed    :", 0, &f, DP_CURSE);
2185 #endif
2186 }
2187
2188
2189 /*!
2190  * @brief プレイヤーの特性フラグ一覧表示2 /
2191  * @param creature_ptr プレーヤーへの参照ポインタ
2192  * Special display, part 2
2193  * @return なし
2194  */
2195 static void display_player_other_flag_info(player_type *creature_ptr)
2196 {
2197         /* Extract flags and store */
2198         all_player_flags f;
2199         player_flags(creature_ptr, f.player_flags);
2200         tim_player_flags(creature_ptr, f.tim_player_flags);
2201         player_immunity(creature_ptr, f.player_imm);
2202         tim_player_immunity(creature_ptr, f.tim_player_imm);
2203         known_obj_immunity(creature_ptr, f.known_obj_imm);
2204         player_vuln_flags(creature_ptr, f.player_vuln);
2205
2206         /*** Set 1 ***/
2207         TERM_LEN row = 3;
2208         TERM_LEN col = 1;
2209         display_player_equippy(creature_ptr, row - 2, col + 12, DP_WP);
2210         c_put_str(TERM_WHITE, "ab@", row - 1, col + 12);
2211
2212 #ifdef JP
2213         display_flag_aux(creature_ptr, row + 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
2214         display_flag_aux(creature_ptr, row + 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP | DP_IMM));
2215         display_flag_aux(creature_ptr, row + 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
2216         display_flag_aux(creature_ptr, row + 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP | DP_IMM));
2217         display_flag_aux(creature_ptr, row + 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
2218         display_flag_aux(creature_ptr, row + 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP | DP_IMM));
2219         display_flag_aux(creature_ptr, row + 3, col, "龍 倍打   :", TR_SLAY_DRAGON, &f, DP_WP);
2220         display_flag_aux(creature_ptr, row + 3, col, "龍 倍打   :", TR_KILL_DRAGON, &f, (DP_WP | DP_IMM));
2221         display_flag_aux(creature_ptr, row + 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
2222         display_flag_aux(creature_ptr, row + 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP | DP_IMM));
2223         display_flag_aux(creature_ptr, row + 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
2224         display_flag_aux(creature_ptr, row + 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP | DP_IMM));
2225         display_flag_aux(creature_ptr, row + 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
2226         display_flag_aux(creature_ptr, row + 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP | DP_IMM));
2227         display_flag_aux(creature_ptr, row + 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
2228         display_flag_aux(creature_ptr, row + 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP | DP_IMM));
2229         display_flag_aux(creature_ptr, row + 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
2230         display_flag_aux(creature_ptr, row + 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP | DP_IMM));
2231         display_flag_aux(creature_ptr, row + 9, col, "溶解      :", TR_BRAND_ACID, &f, DP_WP);
2232         display_flag_aux(creature_ptr, row + 10, col, "電撃      :", TR_BRAND_ELEC, &f, DP_WP);
2233         display_flag_aux(creature_ptr, row + 11, col, "焼棄      :", TR_BRAND_FIRE, &f, DP_WP);
2234         display_flag_aux(creature_ptr, row + 12, col, "凍結      :", TR_BRAND_COLD, &f, DP_WP);
2235         display_flag_aux(creature_ptr, row + 13, col, "毒殺      :", TR_BRAND_POIS, &f, DP_WP);
2236         display_flag_aux(creature_ptr, row + 14, col, "切れ味    :", TR_VORPAL, &f, DP_WP);
2237         display_flag_aux(creature_ptr, row + 15, col, "地震      :", TR_IMPACT, &f, DP_WP);
2238         display_flag_aux(creature_ptr, row + 16, col, "吸血      :", TR_VAMPIRIC, &f, DP_WP);
2239         display_flag_aux(creature_ptr, row + 17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
2240         display_flag_aux(creature_ptr, row + 18, col, "理力      :", TR_FORCE_WEAPON, &f, DP_WP);
2241 #else
2242         display_flag_aux(creature_ptr, row + 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
2243         display_flag_aux(creature_ptr, row + 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP | DP_IMM));
2244         display_flag_aux(creature_ptr, row + 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
2245         display_flag_aux(creature_ptr, row + 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP | DP_IMM));
2246         display_flag_aux(creature_ptr, row + 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
2247         display_flag_aux(creature_ptr, row + 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP | DP_IMM));
2248         display_flag_aux(creature_ptr, row + 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
2249         display_flag_aux(creature_ptr, row + 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP | DP_IMM));
2250         display_flag_aux(creature_ptr, row + 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
2251         display_flag_aux(creature_ptr, row + 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP | DP_IMM));
2252         display_flag_aux(creature_ptr, row + 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
2253         display_flag_aux(creature_ptr, row + 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP | DP_IMM));
2254         display_flag_aux(creature_ptr, row + 6, col, "Slay Orc  :", TR_SLAY_ORC, &f, DP_WP);
2255         display_flag_aux(creature_ptr, row + 6, col, "Slay Orc  :", TR_KILL_ORC, &f, (DP_WP | DP_IMM));
2256         display_flag_aux(creature_ptr, row + 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
2257         display_flag_aux(creature_ptr, row + 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP | DP_IMM));
2258         display_flag_aux(creature_ptr, row + 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
2259         display_flag_aux(creature_ptr, row + 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP | DP_IMM));
2260         display_flag_aux(creature_ptr, row + 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
2261         display_flag_aux(creature_ptr, row + 10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
2262         display_flag_aux(creature_ptr, row + 11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
2263         display_flag_aux(creature_ptr, row + 12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
2264         display_flag_aux(creature_ptr, row + 13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
2265         display_flag_aux(creature_ptr, row + 14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
2266         display_flag_aux(creature_ptr, row + 15, col, "Quake     :", TR_IMPACT, &f, DP_WP);
2267         display_flag_aux(creature_ptr, row + 16, col, "Vampiric  :", TR_VAMPIRIC, &f, DP_WP);
2268         display_flag_aux(creature_ptr, row + 17, col, "Chaotic   :", TR_CHAOTIC, &f, DP_WP);
2269         display_flag_aux(creature_ptr, row + 18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
2270 #endif
2271
2272         /*** Set 2 ***/
2273         row = 3;
2274         col = col + 12 + 7;
2275         display_player_equippy(creature_ptr, row - 2, col + 13, 0);
2276         c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 13);
2277
2278 #ifdef JP
2279         display_flag_aux(creature_ptr, row + 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
2280         display_flag_aux(creature_ptr, row + 1, col, "邪悪ESP    :", TR_ESP_EVIL, &f, 0);
2281         display_flag_aux(creature_ptr, row + 2, col, "無生物ESP  :", TR_ESP_NONLIVING, &f, 0);
2282         display_flag_aux(creature_ptr, row + 3, col, "善良ESP    :", TR_ESP_GOOD, &f, 0);
2283         display_flag_aux(creature_ptr, row + 4, col, "不死ESP    :", TR_ESP_UNDEAD, &f, 0);
2284         display_flag_aux(creature_ptr, row + 5, col, "悪魔ESP    :", TR_ESP_DEMON, &f, 0);
2285         display_flag_aux(creature_ptr, row + 6, col, "龍ESP      :", TR_ESP_DRAGON, &f, 0);
2286         display_flag_aux(creature_ptr, row + 7, col, "人間ESP    :", TR_ESP_HUMAN, &f, 0);
2287         display_flag_aux(creature_ptr, row + 8, col, "動物ESP    :", TR_ESP_ANIMAL, &f, 0);
2288         display_flag_aux(creature_ptr, row + 9, col, "オークESP  :", TR_ESP_ORC, &f, 0);
2289         display_flag_aux(creature_ptr, row + 10, col, "トロルESP  :", TR_ESP_TROLL, &f, 0);
2290         display_flag_aux(creature_ptr, row + 11, col, "巨人ESP    :", TR_ESP_GIANT, &f, 0);
2291         display_flag_aux(creature_ptr, row + 12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
2292         display_flag_aux(creature_ptr, row + 13, col, "腕力維持   :", TR_SUST_STR, &f, 0);
2293         display_flag_aux(creature_ptr, row + 14, col, "知力維持   :", TR_SUST_INT, &f, 0);
2294         display_flag_aux(creature_ptr, row + 15, col, "賢さ維持   :", TR_SUST_WIS, &f, 0);
2295         display_flag_aux(creature_ptr, row + 16, col, "器用維持   :", TR_SUST_DEX, &f, 0);
2296         display_flag_aux(creature_ptr, row + 17, col, "耐久維持   :", TR_SUST_CON, &f, 0);
2297         display_flag_aux(creature_ptr, row + 18, col, "魅力維持   :", TR_SUST_CHR, &f, 0);
2298 #else
2299         display_flag_aux(creature_ptr, row + 0, col, "Telepathy  :", TR_TELEPATHY, &f, 0);
2300         display_flag_aux(creature_ptr, row + 1, col, "ESP Evil   :", TR_ESP_EVIL, &f, 0);
2301         display_flag_aux(creature_ptr, row + 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
2302         display_flag_aux(creature_ptr, row + 3, col, "ESP Good   :", TR_ESP_GOOD, &f, 0);
2303         display_flag_aux(creature_ptr, row + 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
2304         display_flag_aux(creature_ptr, row + 5, col, "ESP Demon  :", TR_ESP_DEMON, &f, 0);
2305         display_flag_aux(creature_ptr, row + 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
2306         display_flag_aux(creature_ptr, row + 7, col, "ESP Human  :", TR_ESP_HUMAN, &f, 0);
2307         display_flag_aux(creature_ptr, row + 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
2308         display_flag_aux(creature_ptr, row + 9, col, "ESP Orc    :", TR_ESP_ORC, &f, 0);
2309         display_flag_aux(creature_ptr, row + 10, col, "ESP Troll  :", TR_ESP_TROLL, &f, 0);
2310         display_flag_aux(creature_ptr, row + 11, col, "ESP Giant  :", TR_ESP_GIANT, &f, 0);
2311         display_flag_aux(creature_ptr, row + 12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
2312         display_flag_aux(creature_ptr, row + 13, col, "Sust Str   :", TR_SUST_STR, &f, 0);
2313         display_flag_aux(creature_ptr, row + 14, col, "Sust Int   :", TR_SUST_INT, &f, 0);
2314         display_flag_aux(creature_ptr, row + 15, col, "Sust Wis   :", TR_SUST_WIS, &f, 0);
2315         display_flag_aux(creature_ptr, row + 16, col, "Sust Dex   :", TR_SUST_DEX, &f, 0);
2316         display_flag_aux(creature_ptr, row + 17, col, "Sust Con   :", TR_SUST_CON, &f, 0);
2317         display_flag_aux(creature_ptr, row + 18, col, "Sust Chr   :", TR_SUST_CHR, &f, 0);
2318 #endif
2319
2320         /*** Set 3 ***/
2321         row = 3;
2322         col = col + 12 + 17;
2323         display_player_equippy(creature_ptr, row - 2, col + 14, 0);
2324         c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 14);
2325
2326 #ifdef JP
2327         display_flag_aux(creature_ptr, row + 0, col, "追加攻撃    :", TR_BLOWS, &f, 0);
2328         display_flag_aux(creature_ptr, row + 1, col, "採掘        :", TR_TUNNEL, &f, 0);
2329         display_flag_aux(creature_ptr, row + 2, col, "赤外線視力  :", TR_INFRA, &f, 0);
2330         display_flag_aux(creature_ptr, row + 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
2331         display_flag_aux(creature_ptr, row + 4, col, "隠密        :", TR_STEALTH, &f, 0);
2332         display_flag_aux(creature_ptr, row + 5, col, "探索        :", TR_SEARCH, &f, 0);
2333
2334         display_flag_aux(creature_ptr, row + 7, col, "乗馬        :", TR_RIDING, &f, 0);
2335         display_flag_aux(creature_ptr, row + 8, col, "投擲        :", TR_THROW, &f, 0);
2336         display_flag_aux(creature_ptr, row + 9, col, "祝福        :", TR_BLESSED, &f, 0);
2337         display_flag_aux(creature_ptr, row + 10, col, "反テレポート:", TR_NO_TELE, &f, 0);
2338         display_flag_aux(creature_ptr, row + 11, col, "反魔法      :", TR_NO_MAGIC, &f, 0);
2339         display_flag_aux(creature_ptr, row + 12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
2340
2341         display_flag_aux(creature_ptr, row + 14, col, "経験値減少  :", TR_DRAIN_EXP, &f, 0);
2342         display_flag_aux(creature_ptr, row + 15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
2343         display_flag_aux(creature_ptr, row + 16, col, "反感        :", TR_AGGRAVATE, &f, 0);
2344         display_flag_aux(creature_ptr, row + 17, col, "太古の怨念  :", TR_TY_CURSE, &f, 0);
2345 #else
2346         display_flag_aux(creature_ptr, row + 0, col, "Add Blows   :", TR_BLOWS, &f, 0);
2347         display_flag_aux(creature_ptr, row + 1, col, "Add Tunnel  :", TR_TUNNEL, &f, 0);
2348         display_flag_aux(creature_ptr, row + 2, col, "Add Infra   :", TR_INFRA, &f, 0);
2349         display_flag_aux(creature_ptr, row + 3, col, "Add Device  :", TR_MAGIC_MASTERY, &f, 0);
2350         display_flag_aux(creature_ptr, row + 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
2351         display_flag_aux(creature_ptr, row + 5, col, "Add Search  :", TR_SEARCH, &f, 0);
2352
2353         display_flag_aux(creature_ptr, row + 7, col, "Riding      :", TR_RIDING, &f, 0);
2354         display_flag_aux(creature_ptr, row + 8, col, "Throw       :", TR_THROW, &f, 0);
2355         display_flag_aux(creature_ptr, row + 9, col, "Blessed     :", TR_BLESSED, &f, 0);
2356         display_flag_aux(creature_ptr, row + 10, col, "No Teleport :", TR_NO_TELE, &f, 0);
2357         display_flag_aux(creature_ptr, row + 11, col, "Anti Magic  :", TR_NO_MAGIC, &f, 0);
2358         display_flag_aux(creature_ptr, row + 12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
2359
2360         display_flag_aux(creature_ptr, row + 14, col, "Drain Exp   :", TR_DRAIN_EXP, &f, 0);
2361         display_flag_aux(creature_ptr, row + 15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
2362         display_flag_aux(creature_ptr, row + 16, col, "Aggravate   :", TR_AGGRAVATE, &f, 0);
2363         display_flag_aux(creature_ptr, row + 17, col, "TY Curse    :", TR_TY_CURSE, &f, 0);
2364 #endif
2365
2366 }
2367
2368
2369 /*!
2370  * @brief プレイヤーの特性フラグ一覧表示2a /
2371  * @param creature_ptr プレーヤーへの参照ポインタ
2372  * Special display, part 2a
2373  * @return なし
2374  */
2375 static void display_player_misc_info(player_type *creature_ptr)
2376 {
2377 #ifdef JP
2378         put_str("名前  :", 1, 26);
2379         put_str("性別  :", 3, 1);
2380         put_str("種族  :", 4, 1);
2381         put_str("職業  :", 5, 1);
2382 #else
2383         put_str("Name  :", 1, 26);
2384         put_str("Sex   :", 3, 1);
2385         put_str("Race  :", 4, 1);
2386         put_str("Class :", 5, 1);
2387 #endif
2388
2389         char    buf[80];
2390         char    tmp[80];
2391         strcpy(tmp, ap_ptr->title);
2392 #ifdef JP
2393         if (ap_ptr->no == 1)
2394                 strcat(tmp, "の");
2395 #else
2396         strcat(tmp, " ");
2397 #endif
2398         strcat(tmp, creature_ptr->name);
2399
2400         c_put_str(TERM_L_BLUE, tmp, 1, 34);
2401         c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
2402         c_put_str(TERM_L_BLUE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), 4, 9);
2403         c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
2404
2405 #ifdef JP
2406         put_str("レベル:", 6, 1);
2407         put_str("HP  :", 7, 1);
2408         put_str("MP  :", 8, 1);
2409 #else
2410         put_str("Level :", 6, 1);
2411         put_str("Hits  :", 7, 1);
2412         put_str("Mana  :", 8, 1);
2413 #endif
2414
2415         (void)sprintf(buf, "%d", (int)creature_ptr->lev);
2416         c_put_str(TERM_L_BLUE, buf, 6, 9);
2417         (void)sprintf(buf, "%d/%d", (int)creature_ptr->chp, (int)creature_ptr->mhp);
2418         c_put_str(TERM_L_BLUE, buf, 7, 9);
2419         (void)sprintf(buf, "%d/%d", (int)creature_ptr->csp, (int)creature_ptr->msp);
2420         c_put_str(TERM_L_BLUE, buf, 8, 9);
2421 }
2422
2423
2424 /*!
2425  * @brief プレイヤーの特性フラグ一覧表示2b /
2426  * Special display, part 2b
2427  * @param creature_ptr プレーヤーへの参照ポインタ
2428  * @return なし
2429  * @details
2430  * <pre>
2431  * How to print out the modifications and sustains.
2432  * Positive mods with no sustain will be light green.
2433  * Positive mods with a sustain will be dark green.
2434  * Sustains (with no modification) will be a dark green 's'.
2435  * Negative mods (from a curse) will be red.
2436  * Huge mods (>9), like from MICoMorgoth, will be a '*'
2437  * No mod, no sustain, will be a slate '.'
2438  * </pre>
2439  */
2440 static void display_player_stat_info(player_type *creature_ptr)
2441 {
2442         /* Print out the labels for the columns */
2443         int stat_col = 22;
2444         int row = 3;
2445         c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col + 1);
2446         c_put_str(TERM_BLUE, _("  基本", "  Base"), row, stat_col + 7);
2447         c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col + 13);
2448         c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col + 28);
2449         c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col + 35);
2450
2451         /* Display the stats */
2452         char buf[80];
2453         for (int i = 0; i < A_MAX; i++)
2454         {
2455                 int r_adj;
2456                 if (creature_ptr->mimic_form) r_adj = mimic_info[creature_ptr->mimic_form].r_adj[i];
2457                 else r_adj = rp_ptr->r_adj[i];
2458
2459                 int e_adj = 0;
2460
2461                 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] > 18))
2462                         e_adj = (creature_ptr->stat_top[i] - creature_ptr->stat_max[i]) / 10;
2463                 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] <= 18))
2464                         e_adj = creature_ptr->stat_top[i] - creature_ptr->stat_max[i];
2465                 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] > 18))
2466                         e_adj = (creature_ptr->stat_top[i] - 18) / 10 - creature_ptr->stat_max[i] + 18;
2467
2468                 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] <= 18))
2469                         e_adj = creature_ptr->stat_top[i] - (creature_ptr->stat_max[i] - 19) / 10 - 19;
2470
2471                 if (PRACE_IS_(creature_ptr, RACE_ENT))
2472                 {
2473                         switch (i)
2474                         {
2475                         case A_STR:
2476                         case A_CON:
2477                                 if (creature_ptr->lev > 25) r_adj++;
2478                                 if (creature_ptr->lev > 40) r_adj++;
2479                                 if (creature_ptr->lev > 45) r_adj++;
2480                                 break;
2481                         case A_DEX:
2482                                 if (creature_ptr->lev > 25) r_adj--;
2483                                 if (creature_ptr->lev > 40) r_adj--;
2484                                 if (creature_ptr->lev > 45) r_adj--;
2485                                 break;
2486                         }
2487                 }
2488
2489                 e_adj -= r_adj;
2490                 e_adj -= cp_ptr->c_adj[i];
2491                 e_adj -= ap_ptr->a_adj[i];
2492
2493                 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
2494                         c_put_str(TERM_WHITE, stat_names_reduced[i], row + i + 1, stat_col + 1);
2495                 else
2496                         c_put_str(TERM_WHITE, stat_names[i], row + i + 1, stat_col + 1);
2497
2498                 /* Internal "natural" max value.  Maxes at 18/100 */
2499                 /* This is useful to see if you are maxed out */
2500                 cnv_stat(creature_ptr->stat_max[i], buf);
2501                 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
2502                 {
2503                         c_put_str(TERM_WHITE, "!", row + i + 1, _(stat_col + 6, stat_col + 4));
2504                 }
2505
2506                 c_put_str(TERM_BLUE, buf, row + i + 1, stat_col + 13 - strlen(buf));
2507
2508                 /* Race, class, and equipment modifiers */
2509                 (void)sprintf(buf, "%3d", r_adj);
2510                 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 13);
2511                 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
2512                 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 16);
2513                 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
2514                 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 19);
2515                 (void)sprintf(buf, "%3d", (int)e_adj);
2516                 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 22);
2517
2518                 /* Actual maximal modified value */
2519                 cnv_stat(creature_ptr->stat_top[i], buf);
2520                 c_put_str(TERM_L_GREEN, buf, row + i + 1, stat_col + 26);
2521
2522                 /* Only display stat_use if not maximal */
2523                 if (creature_ptr->stat_use[i] < creature_ptr->stat_top[i])
2524                 {
2525                         cnv_stat(creature_ptr->stat_use[i], buf);
2526                         c_put_str(TERM_YELLOW, buf, row + i + 1, stat_col + 33);
2527                 }
2528         }
2529
2530         int col = stat_col + 41;
2531         c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
2532         c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
2533
2534         BIT_FLAGS flgs[TR_FLAG_SIZE];
2535         for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
2536         {
2537                 object_type *o_ptr;
2538                 o_ptr = &creature_ptr->inventory_list[i];
2539                 object_flags_known(o_ptr, flgs);
2540
2541                 /* Initialize color based of sign of pval. */
2542                 for (int stat = 0; stat < A_MAX; stat++)
2543                 {
2544                         byte a = TERM_SLATE;
2545                         char c = '.';
2546
2547                         /* Boost */
2548                         if (have_flag(flgs, stat))
2549                         {
2550                                 /* Default */
2551                                 c = '*';
2552
2553                                 /* Good */
2554                                 if (o_ptr->pval > 0)
2555                                 {
2556                                         /* Good */
2557                                         a = TERM_L_GREEN;
2558
2559                                         /* Label boost */
2560                                         if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
2561                                 }
2562
2563                                 if (have_flag(flgs, stat + TR_SUST_STR))
2564                                 {
2565                                         /* Dark green for sustained stats */
2566                                         a = TERM_GREEN;
2567                                 }
2568
2569                                 /* Bad */
2570                                 if (o_ptr->pval < 0)
2571                                 {
2572                                         /* Bad */
2573                                         a = TERM_RED;
2574
2575                                         /* Label boost */
2576                                         if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
2577                                 }
2578                         }
2579
2580                         /* Sustain */
2581                         else if (have_flag(flgs, stat + TR_SUST_STR))
2582                         {
2583                                 /* Dark green "s" */
2584                                 a = TERM_GREEN;
2585                                 c = 's';
2586                         }
2587
2588                         Term_putch(col, row + stat + 1, a, c);
2589                 }
2590
2591                 col++;
2592         }
2593
2594         player_flags(creature_ptr, flgs);
2595
2596         for (int stat = 0; stat < A_MAX; stat++)
2597         {
2598                 byte a = TERM_SLATE;
2599                 char c = '.';
2600
2601                 if (creature_ptr->muta3 || creature_ptr->tsuyoshi)
2602                 {
2603                         int dummy = 0;
2604
2605                         if (stat == A_STR)
2606                         {
2607                                 if (creature_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
2608                                 if (creature_ptr->muta3 & MUT3_PUNY) dummy -= 4;
2609                                 if (creature_ptr->tsuyoshi) dummy += 4;
2610                         }
2611                         else if (stat == A_WIS || stat == A_INT)
2612                         {
2613                                 if (creature_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
2614                                 if (creature_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
2615                         }
2616                         else if (stat == A_DEX)
2617                         {
2618                                 if (creature_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
2619                                 if (creature_ptr->muta3 & MUT3_LIMBER) dummy += 3;
2620                                 if (creature_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
2621                         }
2622                         else if (stat == A_CON)
2623                         {
2624                                 if (creature_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
2625                                 if (creature_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
2626                                 if (creature_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
2627                                 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
2628                                 if (creature_ptr->tsuyoshi) dummy += 4;
2629                         }
2630                         else if (stat == A_CHR)
2631                         {
2632                                 if (creature_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
2633                                 if (creature_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
2634                                 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
2635                                 if (creature_ptr->muta3 & MUT3_SCALES) dummy -= 1;
2636                                 if (creature_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
2637                                 if (creature_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
2638                         }
2639
2640                         /* Boost */
2641                         if (dummy)
2642                         {
2643                                 c = '*';
2644
2645                                 /* Good */
2646                                 if (dummy > 0)
2647                                 {
2648                                         /* Good */
2649                                         a = TERM_L_GREEN;
2650
2651                                         /* Label boost */
2652                                         if (dummy < 10) c = '0' + dummy;
2653                                 }
2654
2655                                 /* Bad */
2656                                 if (dummy < 0)
2657                                 {
2658                                         /* Bad */
2659                                         a = TERM_RED;
2660
2661                                         /* Label boost */
2662                                         if (dummy > -10) c = '0' - dummy;
2663                                 }
2664                         }
2665                 }
2666
2667                 if (have_flag(flgs, stat + TR_SUST_STR))
2668                 {
2669                         /* Dark green "s" */
2670                         a = TERM_GREEN;
2671                         c = 's';
2672                 }
2673
2674                 Term_putch(col, row + stat + 1, a, c);
2675         }
2676 }
2677
2678
2679 /*!
2680  * @brief プレイヤーのステータス表示メイン処理
2681  * Display the character on the screen (various modes)
2682  * @param creature_ptr プレーヤーへの参照ポインタ
2683  * @param mode 表示モードID
2684  * @return なし
2685  * @details
2686  * <pre>
2687  * The top one and bottom two lines are left blank.
2688  * Mode 0 = standard display with skills
2689  * Mode 1 = standard display with history
2690  * Mode 2 = summary of various things
2691  * Mode 3 = summary of various things (part 2)
2692  * Mode 4 = mutations
2693  * </pre>
2694  */
2695 void display_player(player_type *creature_ptr, int mode)
2696 {
2697         if ((creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3) && display_mutations)
2698                 mode = (mode % 5);
2699         else
2700                 mode = (mode % 4);
2701
2702         clear_from(0);
2703
2704         if (mode == 2)
2705         {
2706                 display_player_misc_info(creature_ptr);
2707                 display_player_stat_info(creature_ptr);
2708                 display_player_flag_info(creature_ptr);
2709                 return;
2710         }
2711
2712         if (mode == 3)
2713         {
2714                 display_player_other_flag_info(creature_ptr);
2715                 return;
2716         }
2717
2718         if (mode == 4)
2719         {
2720                 do_cmd_knowledge_mutations(creature_ptr);
2721                 return;
2722         }
2723
2724         char tmp[64];
2725         if ((mode != 0) && (mode != 1)) return;
2726
2727         /* Name, Sex, Race, Class */
2728 #ifdef JP
2729         sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の" : "", creature_ptr->name);
2730 #else
2731         sprintf(tmp, "%s %s", ap_ptr->title, creature_ptr->name);
2732 #endif
2733
2734         display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
2735         display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
2736         display_player_one_line(ENTRY_RACE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
2737         display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
2738
2739         if (creature_ptr->realm1)
2740         {
2741                 if (creature_ptr->realm2)
2742                         sprintf(tmp, "%s, %s", realm_names[creature_ptr->realm1], realm_names[creature_ptr->realm2]);
2743                 else
2744                         strcpy(tmp, realm_names[creature_ptr->realm1]);
2745                 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
2746         }
2747
2748         if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
2749                 display_player_one_line(ENTRY_PATRON, chaos_patrons[creature_ptr->chaos_patron], TERM_L_BLUE);
2750
2751         /* Age, Height, Weight, Social */
2752         /* 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 */
2753 #ifdef JP
2754         display_player_one_line(ENTRY_AGE, format("%d才", (int)creature_ptr->age), TERM_L_BLUE);
2755         display_player_one_line(ENTRY_HEIGHT, format("%dcm", (int)((creature_ptr->ht * 254) / 100)), TERM_L_BLUE);
2756         display_player_one_line(ENTRY_WEIGHT, format("%dkg", (int)((creature_ptr->wt * 4536) / 10000)), TERM_L_BLUE);
2757         display_player_one_line(ENTRY_SOCIAL, format("%d  ", (int)creature_ptr->sc), TERM_L_BLUE);
2758 #else
2759         display_player_one_line(ENTRY_AGE, format("%d", (int)creature_ptr->age), TERM_L_BLUE);
2760         display_player_one_line(ENTRY_HEIGHT, format("%d", (int)creature_ptr->ht), TERM_L_BLUE);
2761         display_player_one_line(ENTRY_WEIGHT, format("%d", (int)creature_ptr->wt), TERM_L_BLUE);
2762         display_player_one_line(ENTRY_SOCIAL, format("%d", (int)creature_ptr->sc), TERM_L_BLUE);
2763 #endif
2764         display_player_one_line(ENTRY_ALIGN, format("%s", your_alignment(creature_ptr)), TERM_L_BLUE);
2765
2766         char buf[80];
2767         for (int i = 0; i < A_MAX; i++)
2768         {
2769                 /* Special treatment of "injured" stats */
2770                 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
2771                 {
2772                         int value;
2773
2774                         /* Use lowercase stat name */
2775                         put_str(stat_names_reduced[i], 3 + i, 53);
2776
2777                         /* Get the current stat */
2778                         value = creature_ptr->stat_use[i];
2779
2780                         /* Obtain the current stat (modified) */
2781                         cnv_stat(value, buf);
2782
2783                         /* Display the current stat (modified) */
2784                         c_put_str(TERM_YELLOW, buf, 3 + i, 60);
2785
2786                         /* Acquire the max stat */
2787                         value = creature_ptr->stat_top[i];
2788
2789                         /* Obtain the maximum stat (modified) */
2790                         cnv_stat(value, buf);
2791
2792                         /* Display the maximum stat (modified) */
2793                         c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
2794                 }
2795
2796                 /* Normal treatment of "normal" stats */
2797                 else
2798                 {
2799                         /* Assume uppercase stat name */
2800                         put_str(stat_names[i], 3 + i, 53);
2801
2802                         /* Obtain the current stat (modified) */
2803                         cnv_stat(creature_ptr->stat_use[i], buf);
2804
2805                         /* Display the current stat (modified) */
2806                         c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
2807                 }
2808
2809                 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
2810                 {
2811                         c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58 - 2));
2812                 }
2813         }
2814
2815         /* Display "history" info */
2816         floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2817         if (mode == 0)
2818         {
2819                 display_player_middle(creature_ptr);
2820                 display_player_various(creature_ptr);
2821                 return;
2822         }
2823
2824         char statmsg[1000];
2825         put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
2826
2827         for (int i = 0; i < 4; i++)
2828         {
2829                 put_str(creature_ptr->history[i], i + 12, 10);
2830         }
2831
2832         *statmsg = '\0';
2833
2834         if (creature_ptr->is_dead)
2835         {
2836                 if (current_world_ptr->total_winner)
2837                 {
2838 #ifdef JP
2839                         sprintf(statmsg, "…あなたは勝利の後%sした。", streq(creature_ptr->died_from, "Seppuku") ? "切腹" : "引退");
2840 #else
2841                         sprintf(statmsg, "...You %s after winning.", streq(creature_ptr->died_from, "Seppuku") ? "committed seppuku" : "retired from the adventure");
2842 #endif
2843                 }
2844                 else if (!floor_ptr->dun_level)
2845                 {
2846 #ifdef JP
2847                         sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(creature_ptr), creature_ptr->died_from);
2848 #else
2849                         sprintf(statmsg, "...You were killed by %s in %s.", creature_ptr->died_from, map_name(creature_ptr));
2850 #endif
2851                 }
2852                 else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
2853                 {
2854                         /* Get the quest text */
2855                         /* Bewere that INIT_ASSIGN resets the cur_num. */
2856                         init_flags = INIT_NAME_ONLY;
2857
2858                         process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
2859
2860 #ifdef JP
2861                         sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[floor_ptr->inside_quest].name, creature_ptr->died_from);
2862 #else
2863                         sprintf(statmsg, "...You were killed by %s in the quest '%s'.", creature_ptr->died_from, quest[floor_ptr->inside_quest].name);
2864 #endif
2865                 }
2866                 else
2867                 {
2868 #ifdef JP
2869                         sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(creature_ptr), (int)floor_ptr->dun_level, creature_ptr->died_from);
2870 #else
2871                         sprintf(statmsg, "...You were killed by %s on level %d of %s.", creature_ptr->died_from, floor_ptr->dun_level, map_name(creature_ptr));
2872 #endif
2873                 }
2874         }
2875         else if (current_world_ptr->character_dungeon)
2876         {
2877                 if (!floor_ptr->dun_level)
2878                 {
2879                         sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name(creature_ptr));
2880                 }
2881                 else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
2882                 {
2883                         /* Clear the text */
2884                         /* Must be done before doing INIT_SHOW_TEXT */
2885                         for (int i = 0; i < 10; i++)
2886                         {
2887                                 quest_text[i][0] = '\0';
2888                         }
2889
2890                         quest_text_line = 0;
2891
2892                         /* Get the quest text */
2893                         init_flags = INIT_NAME_ONLY;
2894                         process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
2895                         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[floor_ptr->inside_quest].name);
2896                 }
2897                 else
2898                 {
2899 #ifdef JP
2900                         sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(creature_ptr), (int)floor_ptr->dun_level);
2901 #else
2902                         sprintf(statmsg, "...Now, you are exploring level %d of %s.", floor_ptr->dun_level, map_name(creature_ptr));
2903 #endif
2904                 }
2905         }
2906
2907         if (!*statmsg) return;
2908
2909         char temp[64 * 2];
2910         roff_to_buf(statmsg, 60, temp, sizeof(temp));
2911         char  *t;
2912         t = temp;
2913         for (int i = 0; i < 2; i++)
2914         {
2915                 if (t[0] == 0) return;
2916
2917                 put_str(t, i + 5 + 12, 10);
2918                 t += strlen(t) + 1;
2919         }
2920 }
2921
2922
2923 /*!
2924  * @brief プレイヤーステータスをファイルダンプ出力する
2925  * Hack -- Dump a character description file
2926  * @param creature_ptr プレーヤーへの参照ポインタ
2927  * @param name 出力ファイル名
2928  * @return エラーコード
2929  * @details
2930  * Allow the "full" flag to dump additional info,
2931  * and trigger its usage from various places in the code.
2932  */
2933 errr file_character(player_type *creature_ptr, concptr name)
2934 {
2935         char buf[1024];
2936         path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
2937
2938         FILE_TYPE(FILE_TYPE_TEXT);
2939
2940         int     fd = fd_open(buf, O_RDONLY);
2941         if (fd >= 0)
2942         {
2943                 char out_val[160];
2944                 (void)fd_close(fd);
2945                 (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);
2946                 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
2947         }
2948
2949         FILE *fff = NULL;
2950         if (fd < 0) fff = my_fopen(buf, "w");
2951
2952         if (!fff)
2953         {
2954                 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);
2955                 (void)inkey();
2956                 return -1;
2957         }
2958
2959         /*
2960         * todo view-mainwindow への依存があるが、file_character() 自体関数ポインタなのでよそから呼び出されるので何とかするのは辛い
2961         * ついでに他の関数でもview(略) は参照されているので、簡単に除去することはできない…
2962         */
2963         make_character_dump(creature_ptr, fff, update_playtime, display_player);
2964         my_fclose(fff);
2965         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."));
2966         msg_print(NULL);
2967         return 0;
2968 }
2969
2970
2971 /*!
2972  * @brief ファイル内容の一行をコンソールに出力する
2973  * Display single line of on-line help file
2974  * @param str 出力する文字列
2975  * @param cy コンソールの行
2976  * @param shower 確認中
2977  * @return なし
2978  * @details
2979  * <pre>
2980  * You can insert some special color tag to change text color.
2981  * Such as...
2982  * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
2983  * A colored segment is between "[[[[y|" and the last "|".
2984  * You can use any single character in place of the "|".
2985  * </pre>
2986  */
2987 static void show_file_aux_line(concptr str, int cy, concptr shower)
2988 {
2989         char lcstr[1024];
2990         if (shower)
2991         {
2992                 strcpy(lcstr, str);
2993                 str_tolower(lcstr);
2994         }
2995
2996         int cx = 0;
2997         Term_gotoxy(cx, cy);
2998
2999         static const char tag_str[] = "[[[[";
3000         byte color = TERM_WHITE;
3001         char in_tag = '\0';
3002         for (int i = 0; str[i];)
3003         {
3004                 int len = strlen(&str[i]);
3005                 int showercol = len + 1;
3006                 int bracketcol = len + 1;
3007                 int endcol = len;
3008                 concptr ptr;
3009
3010                 /* Search for a shower string in the line */
3011                 if (shower)
3012                 {
3013                         ptr = my_strstr(&lcstr[i], shower);
3014                         if (ptr) showercol = ptr - &lcstr[i];
3015                 }
3016
3017                 /* Search for a color segment tag */
3018                 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
3019                 if (ptr) bracketcol = ptr - &str[i];
3020
3021                 /* A color tag is found */
3022                 if (bracketcol < endcol) endcol = bracketcol;
3023
3024                 /* The shower string is found before the color tag */
3025                 if (showercol < endcol) endcol = showercol;
3026
3027                 /* Print a segment of the line */
3028                 Term_addstr(endcol, color, &str[i]);
3029                 cx += endcol;
3030                 i += endcol;
3031
3032                 if (endcol == showercol)
3033                 {
3034                         int showerlen = strlen(shower);
3035
3036                         /* Print the shower string in yellow */
3037                         Term_addstr(showerlen, TERM_YELLOW, &str[i]);
3038                         cx += showerlen;
3039                         i += showerlen;
3040                         continue;
3041                 }
3042
3043                 if (endcol != bracketcol) continue;
3044
3045                 if (in_tag)
3046                 {
3047                         /* Found the end of colored segment */
3048                         i++;
3049
3050                         /* Now looking for an another tag_str */
3051                         in_tag = '\0';
3052
3053                         /* Set back to the default color */
3054                         color = TERM_WHITE;
3055                         continue;
3056                 }
3057
3058                 /* Found a tag_str, and get a tag color */
3059                 i += sizeof(tag_str) - 1;
3060
3061                 /* Get tag color */
3062                 color = color_char_to_attr(str[i]);
3063
3064                 /* Illegal color tag */
3065                 if (color == 255 || str[i + 1] == '\0')
3066                 {
3067                         /* Illegal color tag */
3068                         color = TERM_WHITE;
3069
3070                         /* Print the broken tag as a string */
3071                         Term_addstr(-1, TERM_WHITE, tag_str);
3072                         cx += sizeof(tag_str) - 1;
3073                         continue;
3074                 }
3075
3076                 i++;
3077                 in_tag = str[i];
3078                 i++;
3079         }
3080
3081         Term_erase(cx, cy, 255);
3082 }
3083
3084
3085 /*!
3086  * @brief ファイル内容をコンソールに出力する
3087  * Recursive file perusal.
3088  * @param creature_ptr プレーヤーへの参照ポインタ
3089  * @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
3090  * @param name ファイル名の文字列
3091  * @param what 内容キャプションの文字列
3092  * @param line 表示の現在行
3093  * @param mode オプション
3094  * @return なし
3095  * @details
3096  * <pre>
3097  * Process various special text in the input file, including
3098  * the "menu" structures used by the "help file" system.
3099  * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
3100  * </pre>
3101  */
3102 bool show_file(player_type *creature_ptr, bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
3103 {
3104         int i, n, skey;
3105         int next = 0;
3106         int size = 0;
3107         int back = 0;
3108         bool menu = FALSE;
3109         FILE *fff = NULL;
3110         concptr find = NULL;
3111         concptr tag = NULL;
3112         char finder_str[81];
3113         char shower_str[81];
3114         char back_str[81];
3115         concptr shower = NULL;
3116         char filename[1024];
3117         char caption[128];
3118         char path[1024];
3119         char buf[1024];
3120         char hook[68][32];
3121         bool reverse = (line < 0);
3122         int wid, hgt, rows;
3123         Term_get_size(&wid, &hgt);
3124         rows = hgt - 4;
3125
3126         strcpy(finder_str, "");
3127         strcpy(shower_str, "");
3128         strcpy(caption, "");
3129         for (i = 0; i < 68; i++)
3130         {
3131                 hook[i][0] = '\0';
3132         }
3133
3134         strcpy(filename, name);
3135         n = strlen(filename);
3136
3137         for (i = 0; i < n; i++)
3138         {
3139                 if (filename[i] == '#')
3140                 {
3141                         filename[i] = '\0';
3142                         tag = filename + i + 1;
3143                         break;
3144                 }
3145         }
3146
3147         name = filename;
3148         if (what)
3149         {
3150                 strcpy(caption, what);
3151                 strcpy(path, name);
3152                 fff = my_fopen(path, "r");
3153         }
3154
3155         if (!fff)
3156         {
3157                 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
3158                 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
3159                 fff = my_fopen(path, "r");
3160         }
3161
3162         if (!fff)
3163         {
3164                 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
3165                 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
3166                 fff = my_fopen(path, "r");
3167         }
3168
3169         if (!fff)
3170         {
3171                 path_build(path, sizeof(path), ANGBAND_DIR, name);
3172
3173                 for (i = 0; path[i]; i++)
3174                         if ('\\' == path[i])
3175                                 path[i] = PATH_SEP[0];
3176
3177                 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
3178                 fff = my_fopen(path, "r");
3179         }
3180
3181         if (!fff)
3182         {
3183                 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
3184                 msg_print(NULL);
3185
3186                 return TRUE;
3187         }
3188
3189         while (TRUE)
3190         {
3191                 char *str = buf;
3192                 if (my_fgets(fff, buf, sizeof(buf))) break;
3193                 if (!prefix(str, "***** "))
3194                 {
3195                         next++;
3196                         continue;
3197                 }
3198
3199                 if ((str[6] == '[') && isalpha(str[7]))
3200                 {
3201                         int k = str[7] - 'A';
3202                         menu = TRUE;
3203                         if ((str[8] == ']') && (str[9] == ' '))
3204                         {
3205                                 strncpy(hook[k], str + 10, 31);
3206                                 hook[k][31] = '\0';
3207                         }
3208
3209                         continue;
3210                 }
3211
3212                 if (str[6] != '<') continue;
3213
3214                 size_t len = strlen(str);
3215                 if (str[len - 1] == '>')
3216                 {
3217                         str[len - 1] = '\0';
3218                         if (tag && streq(str + 7, tag)) line = next;
3219                 }
3220         }
3221
3222         size = next;
3223         if (line == -1) line = ((size - 1) / rows)*rows;
3224         Term_clear();
3225
3226         while (TRUE)
3227         {
3228                 if (line >= size - rows)
3229                         line = size - rows;
3230                 if (line < 0) line = 0;
3231
3232                 if (next > line)
3233                 {
3234                         my_fclose(fff);
3235                         fff = my_fopen(path, "r");
3236                         if (!fff) return FALSE;
3237
3238                         next = 0;
3239                 }
3240
3241                 while (next < line)
3242                 {
3243                         if (my_fgets(fff, buf, sizeof(buf))) break;
3244                         if (prefix(buf, "***** ")) continue;
3245                         next++;
3246                 }
3247
3248                 for (i = 0; i < rows; )
3249                 {
3250                         concptr str = buf;
3251                         if (!i) line = next;
3252                         if (my_fgets(fff, buf, sizeof(buf))) break;
3253                         if (prefix(buf, "***** ")) continue;
3254                         next++;
3255                         if (find && !i)
3256                         {
3257                                 char lc_buf[1024];
3258                                 strcpy(lc_buf, str);
3259                                 str_tolower(lc_buf);
3260                                 if (!my_strstr(lc_buf, find)) continue;
3261                         }
3262
3263                         find = NULL;
3264                         show_file_aux_line(str, i + 2, shower);
3265                         i++;
3266                 }
3267
3268                 while (i < rows)
3269                 {
3270                         Term_erase(0, i + 2, 255);
3271                         i++;
3272                 }
3273
3274                 if (find)
3275                 {
3276                         bell();
3277                         line = back;
3278                         find = NULL;
3279                         continue;
3280                 }
3281
3282                 if (show_version)
3283                 {
3284                         prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
3285                                 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH,
3286                                 caption, line, size), 0, 0);
3287                 }
3288                 else
3289                 {
3290                         prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
3291                                 caption, line, size), 0, 0);
3292                 }
3293
3294                 if (size <= rows)
3295                 {
3296                         prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
3297                 }
3298                 else
3299                 {
3300 #ifdef JP
3301                         if (reverse)
3302                                 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
3303                         else
3304                                 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
3305 #else
3306                         prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
3307 #endif
3308                 }
3309
3310                 skey = inkey_special(TRUE);
3311                 switch (skey)
3312                 {
3313                 case '?':
3314                         if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
3315                                 show_file(creature_ptr, TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
3316                         break;
3317                 case '=':
3318                         prt(_("強調: ", "Show: "), hgt - 1, 0);
3319
3320                         strcpy(back_str, shower_str);
3321                         if (askfor(shower_str, 80))
3322                         {
3323                                 if (shower_str[0])
3324                                 {
3325                                         str_tolower(shower_str);
3326                                         shower = shower_str;
3327                                 }
3328                                 else shower = NULL;
3329                         }
3330                         else strcpy(shower_str, back_str);
3331                         break;
3332
3333                 case '/':
3334                 case KTRL('s'):
3335                         prt(_("検索: ", "Find: "), hgt - 1, 0);
3336                         strcpy(back_str, finder_str);
3337                         if (askfor(finder_str, 80))
3338                         {
3339                                 if (finder_str[0])
3340                                 {
3341                                         find = finder_str;
3342                                         back = line;
3343                                         line = line + 1;
3344                                         str_tolower(finder_str);
3345                                         shower = finder_str;
3346                                 }
3347                                 else shower = NULL;
3348                         }
3349                         else strcpy(finder_str, back_str);
3350                         break;
3351
3352                 case '#':
3353                 {
3354                         char tmp[81];
3355                         prt(_("行: ", "Goto Line: "), hgt - 1, 0);
3356                         strcpy(tmp, "0");
3357
3358                         if (askfor(tmp, 80)) line = atoi(tmp);
3359                         break;
3360                 }
3361
3362                 case SKEY_TOP:
3363                         line = 0;
3364                         break;
3365
3366                 case SKEY_BOTTOM:
3367                         line = ((size - 1) / rows) * rows;
3368                         break;
3369
3370                 case '%':
3371                 {
3372                         char tmp[81];
3373                         prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
3374                         strcpy(tmp, _("jhelp.hlp", "help.hlp"));
3375
3376                         if (askfor(tmp, 80))
3377                         {
3378                                 if (!show_file(creature_ptr, TRUE, tmp, NULL, 0, mode)) skey = 'q';
3379                         }
3380
3381                         break;
3382                 }
3383
3384                 case '-':
3385                         line = line + (reverse ? rows : -rows);
3386                         if (line < 0) line = 0;
3387                         break;
3388
3389                 case SKEY_PGUP:
3390                         line = line - rows;
3391                         if (line < 0) line = 0;
3392                         break;
3393
3394                 case '\n':
3395                 case '\r':
3396                         line = line + (reverse ? -1 : 1);
3397                         if (line < 0) line = 0;
3398                         break;
3399
3400                 case '8':
3401                 case SKEY_UP:
3402                         line--;
3403                         if (line < 0) line = 0;
3404                         break;
3405
3406                 case '2':
3407                 case SKEY_DOWN:
3408                         line++;
3409                         break;
3410
3411                 case ' ':
3412                         line = line + (reverse ? -rows : rows);
3413                         if (line < 0) line = 0;
3414                         break;
3415
3416                 case SKEY_PGDOWN:
3417                         line = line + rows;
3418                         break;
3419                 }
3420
3421                 if (menu)
3422                 {
3423                         int key = -1;
3424                         if (!(skey & SKEY_MASK) && isalpha(skey))
3425                                 key = skey - 'A';
3426
3427                         if ((key > -1) && hook[key][0])
3428                         {
3429                                 /* Recurse on that file */
3430                                 if (!show_file(creature_ptr, TRUE, hook[key], NULL, 0, mode))
3431                                         skey = 'q';
3432                         }
3433                 }
3434
3435                 if (skey == '|')
3436                 {
3437                         FILE *ffp;
3438                         char buff[1024];
3439                         char xtmp[82];
3440
3441                         strcpy(xtmp, "");
3442
3443                         if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
3444                         my_fclose(fff);
3445                         path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
3446
3447                         /* Hack -- Re-Open the file */
3448                         fff = my_fopen(path, "r");
3449
3450                         ffp = my_fopen(buff, "w");
3451
3452                         if (!(fff && ffp))
3453                         {
3454                                 msg_print(_("ファイルを開けません。", "Failed to open file."));
3455                                 skey = ESCAPE;
3456                                 break;
3457                         }
3458
3459                         sprintf(xtmp, "%s: %s", creature_ptr->name, what ? what : caption);
3460                         my_fputs(ffp, xtmp, 80);
3461                         my_fputs(ffp, "\n", 80);
3462
3463                         while (!my_fgets(fff, buff, sizeof(buff)))
3464                                 my_fputs(ffp, buff, 80);
3465                         my_fclose(fff);
3466                         my_fclose(ffp);
3467                         fff = my_fopen(path, "r");
3468                 }
3469
3470                 if ((skey == ESCAPE) || (skey == '<')) break;
3471
3472                 if (skey == KTRL('q')) skey = 'q';
3473
3474                 if (skey == 'q') break;
3475         }
3476
3477         my_fclose(fff);
3478         if (skey == 'q') return FALSE;
3479
3480         return TRUE;
3481 }
3482
3483
3484 /*!
3485  * @brief ヘルプを表示するコマンドのメインルーチン
3486  * Peruse the On-Line-Help
3487  * @param creature_ptr プレーヤーへの参照ポインタ
3488  * @return なし
3489  * @details
3490  */
3491 void do_cmd_help(player_type *creature_ptr)
3492 {
3493         screen_save();
3494         (void)show_file(creature_ptr, TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
3495         screen_load();
3496 }
3497
3498
3499 /*!
3500  * @brief プレイヤーの名前をチェックして修正する
3501  * Process the player name.
3502  * @param player_ptr プレーヤーへの参照ポインタ
3503  * @param sf セーブファイル名に合わせた修正を行うならばTRUE
3504  * @return なし
3505  * @details
3506  * Extract a clean "base name".
3507  * Build the savefile name if needed.
3508  */
3509 void process_player_name(player_type *creature_ptr, bool sf)
3510 {
3511         char old_player_base[32] = "";
3512         if (current_world_ptr->character_generated)
3513                 strcpy(old_player_base, creature_ptr->base_name);
3514
3515         for (int i = 0; creature_ptr->name[i]; i++)
3516         {
3517 #ifdef JP
3518                 if (iskanji(creature_ptr->name[i])) { i++; continue; }
3519                 if (iscntrl((unsigned char)creature_ptr->name[i]))
3520 #else
3521                 if (iscntrl(creature_ptr->name[i]))
3522 #endif
3523                 {
3524                         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!"), creature_ptr->name);
3525                 }
3526         }
3527
3528         int k = 0;
3529         for (int i = 0; creature_ptr->name[i]; i++)
3530         {
3531 #ifdef JP
3532                 unsigned char c = creature_ptr->name[i];
3533 #else
3534                 char c = creature_ptr->name[i];
3535 #endif
3536
3537 #ifdef JP
3538                 if (iskanji(c)) {
3539                         if (k + 2 >= sizeof(creature_ptr->base_name) || !creature_ptr->name[i + 1])
3540                                 break;
3541                         creature_ptr->base_name[k++] = c;
3542                         i++;
3543                         creature_ptr->base_name[k++] = creature_ptr->name[i];
3544                 }
3545 #ifdef SJIS
3546                 else if (iskana(c)) creature_ptr->base_name[k++] = c;
3547 #endif
3548                 else
3549 #endif
3550                         if (!strncmp(PATH_SEP, creature_ptr->name + i, strlen(PATH_SEP)))
3551                         {
3552                                 creature_ptr->base_name[k++] = '_';
3553                                 i += strlen(PATH_SEP);
3554                         }
3555 #if defined(WINDOWS)
3556                         else if (my_strchr("\"*,/:;<>?\\|", c))
3557                                 creature_ptr->base_name[k++] = '_';
3558 #endif
3559                         else if (isprint(c))
3560                                 creature_ptr->base_name[k++] = c;
3561         }
3562
3563         creature_ptr->base_name[k] = '\0';
3564         if (!creature_ptr->base_name[0])
3565                 strcpy(creature_ptr->base_name, "PLAYER");
3566
3567 #ifdef SAVEFILE_MUTABLE
3568         sf = TRUE;
3569 #endif
3570         if (!savefile_base[0] && savefile[0])
3571         {
3572                 concptr s;
3573                 s = savefile;
3574                 while (TRUE)
3575                 {
3576                         concptr t;
3577                         t = my_strstr(s, PATH_SEP);
3578                         if (!t)
3579                                 break;
3580                         s = t + 1;
3581                 }
3582
3583                 strcpy(savefile_base, s);
3584         }
3585
3586         if (!savefile_base[0] || !savefile[0])
3587                 sf = TRUE;
3588
3589         if (sf)
3590         {
3591                 char temp[128];
3592
3593                 strcpy(savefile_base, creature_ptr->base_name);
3594
3595 #ifdef SAVEFILE_USE_UID
3596                 /* Rename the savefile, using the creature_ptr->player_uid and creature_ptr->base_name */
3597                 (void)sprintf(temp, "%d.%s", creature_ptr->player_uid, creature_ptr->base_name);
3598 #else
3599                 /* Rename the savefile, using the creature_ptr->base_name */
3600                 (void)sprintf(temp, "%s", creature_ptr->base_name);
3601 #endif
3602                 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
3603         }
3604
3605         if (current_world_ptr->character_generated && !streq(old_player_base, creature_ptr->base_name))
3606         {
3607                 autopick_load_pref(creature_ptr, FALSE);
3608         }
3609 }
3610
3611
3612 /*!
3613  * @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
3614  * Gets a name for the character, reacting to name changes.
3615  * @param creature_ptr プレーヤーへの参照ポインタ
3616  * @return なし
3617  * @details
3618  * <pre>
3619  * Assumes that "display_player()" has just been called
3620  * Perhaps we should NOT ask for a name (at "birth()") on
3621  * Unix machines?  XXX XXX
3622  * What a horrible name for a global function.
3623  * </pre>
3624  */
3625 void get_name(player_type *creature_ptr)
3626 {
3627         char tmp[64];
3628         strcpy(tmp, creature_ptr->name);
3629
3630         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))
3631         {
3632                 strcpy(creature_ptr->name, tmp);
3633         }
3634
3635         if (strlen(creature_ptr->name) == 0)
3636         {
3637                 strcpy(creature_ptr->name, "PLAYER");
3638         }
3639
3640         strcpy(tmp, ap_ptr->title);
3641 #ifdef JP
3642         if (ap_ptr->no == 1)
3643                 strcat(tmp, "の");
3644 #else
3645         strcat(tmp, " ");
3646 #endif
3647         strcat(tmp, creature_ptr->name);
3648
3649         Term_erase(34, 1, 255);
3650         c_put_str(TERM_L_BLUE, tmp, 1, 34);
3651         clear_from(22);
3652 }
3653
3654
3655 /*!
3656  * @brief セーブするコマンドのメインルーチン
3657  * Save the game
3658  * @param creature_ptr プレーヤーへの参照ポインタ
3659  * @param is_autosave オートセーブ中の処理ならばTRUE
3660  * @return なし
3661  * @details
3662  */
3663 void do_cmd_save_game(player_type *creature_ptr, int is_autosave)
3664 {
3665         if (is_autosave)
3666         {
3667                 msg_print(_("自動セーブ中", "Autosaving the game..."));
3668         }
3669         else
3670         {
3671                 disturb(creature_ptr, TRUE, TRUE);
3672         }
3673
3674         msg_print(NULL);
3675         handle_stuff(creature_ptr);
3676         prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
3677         Term_fresh();
3678         (void)strcpy(creature_ptr->died_from, _("(セーブ)", "(saved)"));
3679         signals_ignore_tstp();
3680         if (save_player(creature_ptr))
3681         {
3682                 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
3683         }
3684         else
3685         {
3686                 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
3687         }
3688
3689         signals_handle_tstp();
3690         Term_fresh();
3691         (void)strcpy(creature_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
3692         current_world_ptr->is_loading_now = FALSE;
3693         update_creature(creature_ptr);
3694         mproc_init(creature_ptr->current_floor_ptr);
3695         current_world_ptr->is_loading_now = TRUE;
3696 }
3697
3698
3699 /*!
3700  * @brief セーブ後にゲーム中断フラグを立てる/
3701  * Save the game and exit
3702  * @return なし
3703  * @details
3704  */
3705 void do_cmd_save_and_exit(player_type *creature_ptr)
3706 {
3707         creature_ptr->playing = FALSE;
3708         creature_ptr->leaving = TRUE;
3709         exe_write_diary(creature_ptr, DIARY_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
3710 }
3711
3712
3713 /*!
3714  * @brief 異常発生時のゲーム緊急終了処理 /
3715  * Handle abrupt death of the visual system
3716  * @param creature_ptr プレーヤーへの参照ポインタ
3717  * @return なし
3718  * @details
3719  * <pre>
3720  * This routine is called only in very rare situations, and only
3721  * by certain visual systems, when they experience fatal errors.
3722  * XXX XXX Hack -- clear the death flag when creating a HANGUP
3723  * save file so that player can see tombstone when restart.
3724  * </pre>
3725  */
3726 void exit_game_panic(player_type *creature_ptr)
3727 {
3728         if (!current_world_ptr->character_generated || current_world_ptr->character_saved)
3729                 quit(_("緊急事態", "panic"));
3730         msg_flag = FALSE;
3731
3732         prt("", 0, 0);
3733         disturb(creature_ptr, TRUE, TRUE);
3734         if (creature_ptr->chp < 0) creature_ptr->is_dead = FALSE;
3735
3736         creature_ptr->panic_save = 1;
3737         signals_ignore_tstp();
3738         (void)strcpy(creature_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
3739         if (!save_player(creature_ptr)) quit(_("緊急セーブ失敗!", "panic save failed!"));
3740         quit(_("緊急セーブ成功!", "panic save succeeded!"));
3741 }
3742
3743
3744 /*!
3745  * @brief ファイルからランダムに行を一つ取得する /
3746  * Get a random line from a file
3747  * @param file_name ファイル名
3748  * @param entry 特定条件時のN:タグヘッダID
3749  * @param output 出力先の文字列参照ポインタ
3750  * @return エラーコード
3751  * @details
3752  * <pre>
3753  * Based on the monster speech patch by Matt Graham,
3754  * </pre>
3755  */
3756 errr get_rnd_line(concptr file_name, int entry, char *output)
3757 {
3758         char buf[1024];
3759         path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
3760         FILE *fp;
3761         fp = my_fopen(buf, "r");
3762         if (!fp) return -1;
3763
3764         int test;
3765         int line_num = 0;
3766         while (TRUE)
3767         {
3768                 if (my_fgets(fp, buf, sizeof(buf)) != 0)
3769                 {
3770                         my_fclose(fp);
3771                         return -1;
3772                 }
3773
3774                 line_num++;
3775                 if ((buf[0] != 'N') || (buf[1] != ':')) continue;
3776
3777                 if (buf[2] == '*')
3778                 {
3779                         break;
3780                 }
3781                 else if (buf[2] == 'M')
3782                 {
3783                         if (r_info[entry].flags1 & RF1_MALE) break;
3784                 }
3785                 else if (buf[2] == 'F')
3786                 {
3787                         if (r_info[entry].flags1 & RF1_FEMALE) break;
3788                 }
3789                 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
3790                 {
3791                         if (test == entry) break;
3792                 }
3793
3794                 msg_format("Error in line %d of %s!", line_num, file_name);
3795                 my_fclose(fp);
3796                 return -1;
3797         }
3798
3799         int counter;
3800         for (counter = 0; ; counter++)
3801         {
3802                 while (TRUE)
3803                 {
3804                         test = my_fgets(fp, buf, sizeof(buf));
3805                         if (!test)
3806                         {
3807                                 /* Ignore lines starting with 'N:' */
3808                                 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
3809
3810                                 if (buf[0] != '#') break;
3811                         }
3812                         else break;
3813                 }
3814
3815                 if (!buf[0]) break;
3816
3817                 if (one_in_(counter + 1)) strcpy(output, buf);
3818         }
3819
3820         my_fclose(fp);
3821         return counter ? 0 : -1;
3822 }
3823
3824
3825 #ifdef JP
3826 /*!
3827  * @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) /
3828  * @param file_name ファイル名
3829  * @param entry 特定条件時のN:タグヘッダID
3830  * @param output 出力先の文字列参照ポインタ
3831  * @param count 試行回数
3832  * @return エラーコード
3833  * @details
3834  */
3835 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
3836 {
3837         errr result = 1;
3838         for (int i = 0; i < count; i++)
3839         {
3840                 result = get_rnd_line(file_name, entry, output);
3841                 if (result) break;
3842                 bool kanji = FALSE;
3843                 for (int j = 0; output[j]; j++) kanji |= iskanji(output[j]);
3844                 if (kanji) break;
3845         }
3846
3847         return result;
3848 }
3849 #endif
3850
3851
3852 /*!
3853  * @brief 自動拾いファイルを読み込む /
3854  * @param creature_ptr プレーヤーへの参照ポインタ
3855  * @param name ファイル名
3856  * @details
3857  */
3858 errr process_autopick_file(player_type *creature_ptr, concptr name)
3859 {
3860         char buf[1024];
3861         path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
3862         errr err = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_AUTOPICK);
3863         return err;
3864 }
3865
3866
3867 /*!
3868  * @brief プレイヤーの生い立ちファイルを読み込む /
3869  * Process file for player's history editor.
3870  * @param creature_ptr プレーヤーへの参照ポインタ
3871  * @param name ファイル名
3872  * @return エラーコード
3873  * @details
3874  */
3875 errr process_histpref_file(player_type *creature_ptr, concptr name)
3876 {
3877         bool old_character_xtra = current_world_ptr->character_xtra;
3878         char buf[1024];
3879         path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
3880
3881         /* Hack -- prevent modification birth options in this file */
3882         current_world_ptr->character_xtra = TRUE;
3883         errr err = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_HISTPREF);
3884         current_world_ptr->character_xtra = old_character_xtra;
3885         return err;
3886 }
3887
3888
3889 /*!
3890  * @brief ファイル位置をシーク /
3891  * @param creature_ptr プレーヤーへの参照ポインタ
3892  * @param fd ファイルディスクリプタ
3893  * @param where ファイルバイト位置
3894  * @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
3895  * @return エラーコード
3896  * @details
3897  */
3898 static errr counts_seek(player_type *creature_ptr, int fd, u32b where, bool flag)
3899 {
3900         char temp1[128], temp2[128];
3901 #ifdef SAVEFILE_USE_UID
3902         (void)sprintf(temp1, "%d.%s.%d%d%d", creature_ptr->player_uid, savefile_base, creature_ptr->pclass, creature_ptr->pseikaku, creature_ptr->age);
3903 #else
3904         (void)sprintf(temp1, "%s.%d%d%d", savefile_base, creature_ptr->pclass, creature_ptr->pseikaku, creature_ptr->age);
3905 #endif
3906         for (int i = 0; temp1[i]; i++)
3907                 temp1[i] ^= (i + 1) * 63;
3908
3909         int seekpoint = 0;
3910         u32b zero_header[3] = { 0L, 0L, 0L };
3911         while (TRUE)
3912         {
3913                 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
3914                         return 1;
3915                 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
3916                 {
3917                         if (!flag)
3918                                 return 1;
3919                         /* add new name */
3920                         fd_seek(fd, seekpoint);
3921                         fd_write(fd, (char*)zero_header, 3 * sizeof(u32b));
3922                         fd_write(fd, (char*)(temp1), sizeof(temp1));
3923                         break;
3924                 }
3925
3926                 if (strcmp(temp1, temp2) == 0)
3927                         break;
3928
3929                 seekpoint += 128 + 3 * sizeof(u32b);
3930         }
3931
3932         return fd_seek(fd, seekpoint + where * sizeof(u32b));
3933 }
3934
3935
3936 /*!
3937  * @brief ファイル位置を読み込む
3938  * @param creature_ptr プレーヤーへの参照ポインタ
3939  * @param where ファイルバイト位置
3940  * @return エラーコード
3941  * @details
3942  */
3943 u32b counts_read(player_type *creature_ptr, int where)
3944 {
3945         char buf[1024];
3946         path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
3947         int fd = fd_open(buf, O_RDONLY);
3948
3949         u32b count = 0;
3950         if (counts_seek(creature_ptr, fd, where, FALSE) ||
3951                 fd_read(fd, (char*)(&count), sizeof(u32b)))
3952                 count = 0;
3953
3954         (void)fd_close(fd);
3955
3956         return count;
3957 }
3958
3959
3960 /*!
3961  * @brief ファイル位置に書き込む /
3962  * @param creature_ptr プレーヤーへの参照ポインタ
3963  * @param where ファイルバイト位置
3964  * @param count 書き込む値
3965  * @return エラーコード
3966  * @details
3967  */
3968 errr counts_write(player_type *creature_ptr, int where, u32b count)
3969 {
3970         char buf[1024];
3971         path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
3972
3973         /* Grab permissions */
3974         safe_setuid_grab();
3975
3976         int fd = fd_open(buf, O_RDWR);
3977
3978         /* Drop permissions */
3979         safe_setuid_drop();
3980
3981         if (fd < 0)
3982         {
3983                 /* File type is "DATA" */
3984                 FILE_TYPE(FILE_TYPE_DATA);
3985
3986                 /* Grab permissions */
3987                 safe_setuid_grab();
3988
3989                 /* Create a new high score file */
3990                 fd = fd_make(buf, 0644);
3991
3992                 /* Drop permissions */
3993                 safe_setuid_drop();
3994         }
3995
3996         /* Grab permissions */
3997         safe_setuid_grab();
3998
3999         errr err = fd_lock(fd, F_WRLCK);
4000
4001         /* Drop permissions */
4002         safe_setuid_drop();
4003
4004         if (err) return 1;
4005
4006         counts_seek(creature_ptr, fd, where, TRUE);
4007         fd_write(fd, (char*)(&count), sizeof(u32b));
4008
4009         /* Grab permissions */
4010         safe_setuid_grab();
4011
4012         err = fd_lock(fd, F_UNLCK);
4013
4014         /* Drop permissions */
4015         safe_setuid_drop();
4016
4017         if (err) return 1;
4018
4019         (void)fd_close(fd);
4020
4021         return 0;
4022 }
4023
4024
4025 /*!
4026  * @brief 墓のアスキーアートテンプレを読み込む
4027  * @param buf テンプレへのバッファ
4028  * @param buf_size バッファの長さ
4029  * @return なし
4030  */
4031 void read_dead_file(char *buf, size_t buf_size)
4032 {
4033         path_build(buf, buf_size, ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
4034
4035         FILE *fp;
4036         fp = my_fopen(buf, "r");
4037         if (!fp) return;
4038
4039         int i = 0;
4040         while (my_fgets(fp, buf, buf_size) == 0)
4041         {
4042                 put_str(buf, i++, 0);
4043         }
4044
4045         my_fclose(fp);
4046 }