3 * @brief ファイル入出力管理 / Purpose: code dealing with files (and death)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
11 * 2014 Deskull rearranged comment for Doxygen.\n
17 #include "signal-handlers.h"
18 #include "view/display-util.h"
19 #include "view/status-first-page.h"
20 #include "uid-checker.h"
25 #include "character-dump.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"
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"
46 #include "realm-song.h"
48 #define PREF_TYPE_NORMAL 0
49 #define PREF_TYPE_AUTOPICK 1
50 #define PREF_TYPE_HISTPREF 2
52 /* Mode flags for displaying player flags */
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
72 * Buffer to hold the current savefile name
73 * 'savefile' holds full path name. 'savefile_base' holds only base name.
76 char savefile_base[40];
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
82 * @param tokens トークンを保管する文字列参照ポインタ配列
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
96 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
105 if ((*t == ':') || (*t == '/')) break;
107 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
114 if (*t != '\'') *t = '\'';
131 /* A number with a name */
132 typedef struct named_num named_num;
136 concptr name; /* The name of this thing */
137 int num; /* A number associated with it */
140 /* Index of spell type names */
141 static named_num gf_desc[] =
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 },
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 },
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 },
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
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
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
281 * Create a normal macro, given an encoded macro trigger
283 * Create a command macro, given an encoded macro trigger
285 * Create a keyset mapping
286 * S:\<key\>:\<key\>:\<dir\>
287 * Turn an option off, given its name
289 * Turn an option on, given its name
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
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\>
300 errr process_pref_file_command(player_type *creature_ptr, char *buf)
302 if (buf[1] != ':') return 1;
309 /* Process "H:<history>" */
310 add_history_from_pref_line(buf + 2);
315 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
316 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) return 1;
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;
324 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
325 if (n2) r_ptr->x_char = n2;
330 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
331 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) return 1;
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;
339 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
340 if (n2) k_ptr->x_char = n2;
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>" */
350 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
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;
355 int i = (huge)strtol(zz[0], NULL, 0);
356 if (i >= max_f_idx) return 1;
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;
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++)
373 f_ptr->x_attr[j] = n1;
374 f_ptr->x_char[j] = n2;
381 /* Use default lighting */
382 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
385 case F_LIT_MAX * 2 + 1:
387 /* Use desired lighting */
388 for (int j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
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;
404 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
405 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) return 1;
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;
416 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
417 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) return 1;
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++)
424 object_kind *k_ptr = &k_info[i];
425 if (k_ptr->tval == j)
427 if (n1) k_ptr->d_attr = n1;
428 if (n2) k_ptr->d_char = n2;
436 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
437 if (tokenize(buf + 2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
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;
446 /* Process "A:<str>" -- save an "action" for later */
447 text_to_ascii(macro__buf, buf + 2);
452 /* Process "P:<str>" -- normal macro */
454 text_to_ascii(tmp, buf + 2);
455 macro_add(tmp, macro__buf);
460 /* Process "C:<str>" -- create keymap */
461 if (tokenize(buf + 2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
463 int mode = strtol(zz[0], NULL, 0);
464 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
467 text_to_ascii(tmp, zz[1]);
468 if (!tmp[0] || tmp[1]) return 1;
470 int i = (byte)(tmp[0]);
471 string_free(keymap_act[mode][i]);
472 keymap_act[mode][i] = string_make(macro__buf);
477 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
478 if (tokenize(buf + 2, 5, zz, TOKENIZE_CHECKQUOTE) != 5) return 1;
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);
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++)
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;
499 int os = option_info[i].o_set;
500 int ob = option_info[i].o_bit;
502 if ((creature_ptr->playing || current_world_ptr->character_xtra) &&
503 (OPT_PAGE_BIRTH == option_info[i].o_page) && !current_world_ptr->wizard)
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);
512 option_flag[os] &= ~(1L << ob);
513 (*option_info[i].o_var) = FALSE;
517 option_flag[os] |= (1L << ob);
518 (*option_info[i].o_var) = TRUE;
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);
528 /* Process "Z:<type>:<str>" -- set spell color */
529 char *t = my_strchr(buf + 2, ':');
533 for (int i = 0; gf_desc[i].name; i++)
535 if (!streq(gf_desc[i].name, buf + 2)) continue;
537 gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
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);
550 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
553 if (macro_template != NULL)
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++)
561 string_free(macro_modifier_name[i]);
564 for (int i = 0; i < max_macrotrigger; i++)
566 string_free(macro_trigger_name[i]);
567 string_free(macro_trigger_keycode[0][i]);
568 string_free(macro_trigger_keycode[1][i]);
571 max_macrotrigger = 0;
574 if (*zz[0] == '\0') return 0;
576 int zz_length = strlen(zz[1]);
577 zz_length = MIN(MAX_MACRO_MOD, zz_length);
578 if (2 + zz_length != tok) return 1;
580 macro_template = string_make(zz[0]);
581 macro_modifier_chr = string_make(zz[1]);
582 for (int i = 0; i < zz_length; i++)
584 macro_modifier_name[i] = string_make(zz[2 + i]);
590 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
591 if (tok < 2) return 0;
595 if (max_macrotrigger >= MAX_MACRO_TRIG)
597 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
601 int m = max_macrotrigger;
612 macro_trigger_name[m] = string_make(buf_aux);
613 macro_trigger_keycode[0][m] = string_make(zz[1]);
616 macro_trigger_keycode[1][m] = string_make(zz[2]);
620 macro_trigger_keycode[1][m] = string_make(zz[1]);
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
639 * v: output buffer array
645 concptr process_pref_file_expr(player_type *creature_ptr, char **sp, char *fp)
649 while (iswspace(*s)) s++;
669 t = process_pref_file_expr(creature_ptr, &s, &f);
674 else if (streq(t, "IOR"))
677 while (*s && (f != b2))
679 t = process_pref_file_expr(creature_ptr, &s, &f);
680 if (*t && !streq(t, "0")) v = "1";
683 else if (streq(t, "AND"))
686 while (*s && (f != b2))
688 t = process_pref_file_expr(creature_ptr, &s, &f);
689 if (*t && streq(t, "0")) v = "0";
692 else if (streq(t, "NOT"))
695 while (*s && (f != b2))
697 t = process_pref_file_expr(creature_ptr, &s, &f);
698 if (*t && streq(t, "1")) v = "0";
701 else if (streq(t, "EQU"))
706 t = process_pref_file_expr(creature_ptr, &s, &f);
708 while (*s && (f != b2))
710 p = process_pref_file_expr(creature_ptr, &s, &f);
711 if (streq(t, p)) v = "1";
714 else if (streq(t, "LEQ"))
719 t = process_pref_file_expr(creature_ptr, &s, &f);
721 while (*s && (f != b2))
724 t = process_pref_file_expr(creature_ptr, &s, &f);
725 if (*t && atoi(p) > atoi(t)) v = "0";
728 else if (streq(t, "GEQ"))
733 t = process_pref_file_expr(creature_ptr, &s, &f);
735 while (*s && (f != b2))
738 t = process_pref_file_expr(creature_ptr, &s, &f);
739 if (*t && atoi(p) < atoi(t)) v = "0";
744 while (*s && (f != b2))
746 t = process_pref_file_expr(creature_ptr, &s, &f);
750 if (f != b2) v = "?x?x?";
752 if ((f = *s) != '\0') *s++ = '\0';
759 /* Accept all printables except spaces and brackets */
761 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
763 if (iskanji(*s)) s++;
767 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
770 if ((f = *s) != '\0') *s++ = '\0';
780 if (streq(b + 1, "SYS"))
784 else if (streq(b + 1, "KEYBOARD"))
786 v = ANGBAND_KEYBOARD;
788 else if (streq(b + 1, "GRAF"))
792 else if (streq(b + 1, "MONOCHROME"))
799 else if (streq(b + 1, "RACE"))
807 else if (streq(b + 1, "CLASS"))
815 else if (streq(b + 1, "PLAYER"))
817 static char tmp_player_name[32];
819 for (pn = creature_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
829 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
835 else if (streq(b + 1, "REALM1"))
838 v = E_realm_names[creature_ptr->realm1];
840 v = realm_names[creature_ptr->realm1];
843 else if (streq(b + 1, "REALM2"))
846 v = E_realm_names[creature_ptr->realm2];
848 v = realm_names[creature_ptr->realm2];
851 else if (streq(b + 1, "LEVEL"))
853 sprintf(tmp, "%02d", creature_ptr->lev);
856 else if (streq(b + 1, "AUTOREGISTER"))
858 if (creature_ptr->autopick_autoregister)
863 else if (streq(b + 1, "MONEY"))
865 sprintf(tmp, "%09ld", (long int)creature_ptr->au);
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
885 * v: output buffer array
891 static errr process_pref_file_aux(player_type *creature_ptr, concptr name, int preftype)
894 fp = my_fopen(name, "r");
902 while (my_fgets(fp, buf, sizeof(buf)) == 0)
905 if (!buf[0]) continue;
908 if (!iskanji(buf[0]))
910 if (iswspace(buf[0])) continue;
912 if (buf[0] == '#') continue;
915 /* Process "?:<expr>" */
916 if ((buf[0] == '?') && (buf[1] == ':'))
921 concptr v = process_pref_file_expr(creature_ptr, &s, &f);
922 bypass = streq(v, "0");
926 if (bypass) continue;
928 /* Process "%:<file>" */
931 static int depth_count = 0;
932 if (depth_count > 20) continue;
936 /* Process that file if allowed */
939 case PREF_TYPE_AUTOPICK:
940 (void)process_autopick_file(creature_ptr, buf + 2);
942 case PREF_TYPE_HISTPREF:
943 (void)process_histpref_file(creature_ptr, buf + 2);
946 (void)process_pref_file(creature_ptr, buf + 2);
954 err = process_pref_file_command(creature_ptr, buf);
957 if (preftype != PREF_TYPE_AUTOPICK)
959 err = process_autopick_file_command(buf);
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);
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
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.
991 errr process_pref_file(player_type *creature_ptr, concptr name)
994 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
996 errr err1 = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_NORMAL);
997 if (err1 > 0) return err1;
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)
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
1015 static void display_player_melee_bonus(player_type *creature_ptr, int hand, int hand_entry)
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];
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;
1024 show_tohit += creature_ptr->skill_thn / BTH_PLUS_ADJ;
1027 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
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);
1034 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
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.
1044 static void display_player_middle(player_type *creature_ptr)
1046 HIT_PROB show_tohit = creature_ptr->dis_to_h_b;
1047 HIT_POINT show_todam = 0;
1048 if (creature_ptr->migite)
1050 display_player_melee_bonus(creature_ptr, 0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1053 if (creature_ptr->hidarite)
1055 display_player_melee_bonus(creature_ptr, 1, left_hander ? ENTRY_RIGHT_HAND2 : ENTRY_LEFT_HAND2);
1057 else if ((creature_ptr->pclass == CLASS_MONK) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
1060 if (creature_ptr->special_defense & KAMAE_MASK)
1062 for (i = 0; i < MAX_KAMAE; i++)
1064 if ((creature_ptr->special_defense >> i) & KAMAE_GENBU) break;
1068 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1073 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
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;
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;
1084 show_tohit += (creature_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1086 show_tohit += creature_ptr->skill_thb / BTH_PLUS_ADJ;
1088 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1090 if (creature_ptr->inventory_list[INVEN_BOW].k_idx)
1092 tmul = bow_tmul(creature_ptr->inventory_list[INVEN_BOW].sval);
1093 if (creature_ptr->xtra_might) tmul++;
1095 tmul = tmul * (100 + (int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
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);
1101 int i = creature_ptr->pspeed - 110;
1102 if (creature_ptr->action == ACTION_SEARCH) i += 10;
1107 if (!creature_ptr->riding)
1108 attr = TERM_L_GREEN;
1114 if (!creature_ptr->riding)
1121 if (!creature_ptr->riding)
1122 attr = TERM_L_UMBER;
1128 if (!creature_ptr->riding)
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;
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;
1143 if (!creature_ptr->riding)
1144 sprintf(buf, "(%+d%+d)", i - tmp_speed, tmp_speed);
1146 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i - tmp_speed, tmp_speed);
1155 if (!creature_ptr->riding)
1156 sprintf(buf, "(%+d)", i);
1158 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1161 display_player_one_line(ENTRY_SPEED, buf, attr);
1162 display_player_one_line(ENTRY_LEVEL, format("%d", creature_ptr->lev), TERM_L_GREEN);
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);
1168 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_YELLOW);
1170 if (creature_ptr->prace != RACE_ANDROID)
1171 display_player_one_line(ENTRY_MAX_EXP, format("%ld", creature_ptr->max_exp), TERM_L_GREEN);
1173 e = (creature_ptr->prace == RACE_ANDROID) ? ENTRY_EXP_TO_ADV_ANDR : ENTRY_EXP_TO_ADV;
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);
1180 display_player_one_line(e, format("%ld", (s32b)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1182 display_player_one_line(ENTRY_GOLD, format("%ld", creature_ptr->au), TERM_L_GREEN);
1185 extract_day_hour_min(creature_ptr, &day, &hour, &min);
1188 sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1190 sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1192 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
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);
1199 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_RED);
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);
1206 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_RED);
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);
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
1222 * Obtain the "flags" for the player as if he was an item
1224 * xtra1.c周りと多重実装になっているのを何とかする
1226 static void player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1228 for (int i = 0; i < TR_FLAG_SIZE; i++)
1231 switch (creature_ptr->pclass)
1234 if (creature_ptr->lev > 44)
1235 add_flag(flgs, TR_REGEN);
1237 if (creature_ptr->lev > 29)
1238 add_flag(flgs, TR_RES_FEAR);
1241 if (creature_ptr->lev > 39)
1242 add_flag(flgs, TR_RES_FEAR);
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);
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);
1258 if (heavy_armor(creature_ptr))
1259 add_flag(flgs, TR_SPEED);
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);
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);
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);
1286 add_flag(flgs, TR_RES_SOUND);
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);
1297 case CLASS_MIRROR_MASTER:
1298 if (creature_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
1301 break; /* Do nothing */
1305 if (creature_ptr->mimic_form)
1307 switch (creature_ptr->mimic_form)
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);
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);
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);
1351 switch (creature_ptr->prace)
1354 add_flag(flgs, TR_RES_LITE);
1357 add_flag(flgs, TR_HOLD_EXP);
1360 add_flag(flgs, TR_FREE_ACT);
1363 add_flag(flgs, TR_RES_BLIND);
1366 add_flag(flgs, TR_RES_DARK);
1368 case RACE_HALF_TROLL:
1369 add_flag(flgs, TR_SUST_STR);
1370 if (creature_ptr->lev <= 14) break;
1372 add_flag(flgs, TR_REGEN);
1373 if ((creature_ptr->pclass == CLASS_WARRIOR) || (creature_ptr->pclass == CLASS_BERSERKER))
1375 add_flag(flgs, TR_SLOW_DIGEST);
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)
1387 add_flag(flgs, TR_SUST_CON);
1388 add_flag(flgs, TR_REGEN);
1391 add_flag(flgs, TR_RES_LITE);
1392 add_flag(flgs, TR_SEE_INVIS);
1394 case RACE_BARBARIAN:
1395 add_flag(flgs, TR_RES_FEAR);
1397 case RACE_HALF_OGRE:
1398 add_flag(flgs, TR_SUST_STR);
1399 add_flag(flgs, TR_RES_DARK);
1401 case RACE_HALF_GIANT:
1402 add_flag(flgs, TR_RES_SHARDS);
1403 add_flag(flgs, TR_SUST_STR);
1405 case RACE_HALF_TITAN:
1406 add_flag(flgs, TR_RES_CHAOS);
1409 add_flag(flgs, TR_RES_SOUND);
1412 add_flag(flgs, TR_RES_ACID);
1413 if (creature_ptr->lev > 19)
1414 add_flag(flgs, TR_IM_ACID);
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);
1423 add_flag(flgs, TR_RES_POIS);
1426 add_flag(flgs, TR_RES_DISEN);
1427 add_flag(flgs, TR_RES_DARK);
1430 add_flag(flgs, TR_RES_DARK);
1431 if (creature_ptr->lev > 19)
1432 add_flag(flgs, TR_SEE_INVIS);
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);
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);
1456 add_flag(flgs, TR_RES_FIRE);
1457 if (creature_ptr->lev > 9)
1458 add_flag(flgs, TR_SEE_INVIS);
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);
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);
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);
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);
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);
1503 if (creature_ptr->lev > 34)
1504 add_flag(flgs, TR_TELEPATHY);
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);
1513 add_flag(flgs, TR_RES_SOUND);
1514 add_flag(flgs, TR_RES_CONF);
1517 add_flag(flgs, TR_LEVITATION);
1518 add_flag(flgs, TR_SEE_INVIS);
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);
1528 add_flag(flgs, TR_SUST_CON);
1531 add_flag(flgs, TR_LEVITATION);
1534 add_flag(flgs, TR_RES_CONF);
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);
1548 if (creature_ptr->muta3)
1550 if (creature_ptr->muta3 & MUT3_FLESH_ROT)
1552 remove_flag(flgs, TR_REGEN);
1555 if ((creature_ptr->muta3 & MUT3_XTRA_FAT) ||
1556 (creature_ptr->muta3 & MUT3_XTRA_LEGS) ||
1557 (creature_ptr->muta3 & MUT3_SHORT_LEG))
1559 add_flag(flgs, TR_SPEED);
1562 if (creature_ptr->muta3 & MUT3_ELEC_TOUC)
1564 add_flag(flgs, TR_SH_ELEC);
1567 if (creature_ptr->muta3 & MUT3_FIRE_BODY)
1569 add_flag(flgs, TR_SH_FIRE);
1570 add_flag(flgs, TR_LITE_1);
1573 if (creature_ptr->muta3 & MUT3_WINGS)
1575 add_flag(flgs, TR_LEVITATION);
1578 if (creature_ptr->muta3 & MUT3_FEARLESS)
1580 add_flag(flgs, TR_RES_FEAR);
1583 if (creature_ptr->muta3 & MUT3_REGEN)
1585 add_flag(flgs, TR_REGEN);
1588 if (creature_ptr->muta3 & MUT3_ESP)
1590 add_flag(flgs, TR_TELEPATHY);
1593 if (creature_ptr->muta3 & MUT3_MOTION)
1595 add_flag(flgs, TR_FREE_ACT);
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)
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);
1613 if (creature_ptr->special_defense & KATA_FUUJIN)
1614 add_flag(flgs, TR_REFLECT);
1616 if (creature_ptr->special_defense & KAMAE_GENBU)
1617 add_flag(flgs, TR_REFLECT);
1619 if (creature_ptr->special_defense & KAMAE_SUZAKU)
1620 add_flag(flgs, TR_LEVITATION);
1622 if (creature_ptr->special_defense & KAMAE_SEIRYU)
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);
1635 if (creature_ptr->special_defense & KATA_MUSOU)
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);
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
1677 * xtra1.c周りと多重実装になっているのを何とかする
1679 static void tim_player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1681 for (int i = 0; i < TR_FLAG_SIZE; i++)
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);
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);
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);
1729 if (creature_ptr->magicdef)
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);
1738 if (creature_ptr->tim_res_nether) add_flag(flgs, TR_RES_NETHER);
1740 if (creature_ptr->tim_sh_fire) add_flag(flgs, TR_SH_FIRE);
1742 if (creature_ptr->ult_res)
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);
1775 if (creature_ptr->realm1 != REALM_HEX) return;
1777 if (hex_spelling(creature_ptr, HEX_DEMON_AURA))
1779 add_flag(flgs, TR_SH_FIRE);
1780 add_flag(flgs, TR_REGEN);
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);
1789 * @brief プレイヤーの装備一覧をシンボルで並べる
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
1797 void display_player_equippy(player_type *creature_ptr, TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
1799 /* Weapon flags need only two column */
1800 int max_i = (mode & DP_WP) ? INVEN_LARM + 1 : INVEN_TOTAL;
1802 /* Dump equippy chars */
1803 for (int i = INVEN_RARM; i < max_i; i++)
1806 o_ptr = &creature_ptr->inventory_list[i];
1808 TERM_COLOR a = object_attr(o_ptr);
1809 char c = object_char(o_ptr);
1811 if (!equippy_chars || !o_ptr->k_idx)
1817 Term_putch(x + i - INVEN_RARM, y, a, c);
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
1828 * xtra1.c周りと多重実装になっているのを何とかする
1830 static void known_obj_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1832 for (int i = 0; i < TR_FLAG_SIZE; i++)
1835 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
1837 u32b o_flgs[TR_FLAG_SIZE];
1839 o_ptr = &creature_ptr->inventory_list[i];
1840 if (!o_ptr->k_idx) continue;
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);
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
1857 * xtra1.c周りと多重実装になっているのを何とかする
1859 static void player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1861 for (int i = 0; i < TR_FLAG_SIZE; i++)
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);
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
1881 * xtra1.c周りと多重実装になっているのを何とかする
1883 static void tim_player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1885 for (int i = 0; i < TR_FLAG_SIZE; i++)
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);
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
1907 * xtra1.c周りと多重実装になっているのを何とかする
1909 static void player_vuln_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1911 for (int i = 0; i < TR_FLAG_SIZE; i++)
1914 if ((creature_ptr->muta3 & MUT3_VULN_ELEM) || (creature_ptr->special_defense & KATA_KOUKIJIN))
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);
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);
1933 * A struct for storing misc. flags
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];
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
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)
1958 byte header_color = TERM_L_DARK;
1959 int header_col = col;
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)))
1968 col += strlen(header) + 1;
1970 /* Weapon flags need only two column */
1971 int max_i = (mode & DP_WP) ? INVEN_LARM + 1 : INVEN_TOTAL;
1973 for (int i = INVEN_RARM; i < max_i; i++)
1975 BIT_FLAGS flgs[TR_FLAG_SIZE];
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);
1982 if (mode & DP_CURSE)
1984 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
1986 c_put_str(TERM_L_DARK, "+", row, col);
1987 header_color = TERM_WHITE;
1990 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
1992 c_put_str(TERM_WHITE, "+", row, col);
1993 header_color = TERM_WHITE;
1996 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1998 c_put_str(TERM_WHITE, "*", row, col);
1999 header_color = TERM_WHITE;
2006 if (flag1 == TR_LITE_1)
2008 if (HAVE_DARK_FLAG(flgs))
2010 c_put_str(TERM_L_DARK, "+", row, col);
2011 header_color = TERM_WHITE;
2013 else if (HAVE_LITE_FLAG(flgs))
2015 c_put_str(TERM_WHITE, "+", row, col);
2016 header_color = TERM_WHITE;
2023 if (have_flag(flgs, flag1))
2025 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
2026 (mode & DP_IMM) ? "*" : "+", row, col);
2027 header_color = TERM_WHITE;
2035 if (header_color != TERM_L_DARK)
2037 c_put_str(header_color, header, row, header_col);
2043 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
2044 if (have_flag(f->player_flags, flag1))
2046 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
2047 header_color = TERM_WHITE;
2050 if (have_flag(f->tim_player_flags, flag1))
2052 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
2053 header_color = TERM_WHITE;
2056 if (have_flag(f->tim_player_imm, flag1))
2058 c_put_str(TERM_YELLOW, "*", row, col);
2059 header_color = TERM_WHITE;
2062 if (have_flag(f->player_imm, flag1))
2064 c_put_str(TERM_WHITE, "*", row, col);
2065 header_color = TERM_WHITE;
2068 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
2069 c_put_str(header_color, header, row, header_col);
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
2079 static void display_player_flag_info(player_type *creature_ptr)
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);
2092 display_player_equippy(creature_ptr, row - 2, col + 8, 0);
2093 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 8);
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);
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);
2130 display_player_equippy(creature_ptr, row - 2, col + 8, 0);
2131 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 8);
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);
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);
2160 display_player_equippy(creature_ptr, row - 2, col + 12, 0);
2161 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 12);
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);
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);
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
2195 static void display_player_other_flag_info(player_type *creature_ptr)
2197 /* Extract flags and store */
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);
2209 display_player_equippy(creature_ptr, row - 2, col + 12, DP_WP);
2210 c_put_str(TERM_WHITE, "ab@", row - 1, col + 12);
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);
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);
2275 display_player_equippy(creature_ptr, row - 2, col + 13, 0);
2276 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 13);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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
2375 static void display_player_misc_info(player_type *creature_ptr)
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);
2383 put_str("Name :", 1, 26);
2384 put_str("Sex :", 3, 1);
2385 put_str("Race :", 4, 1);
2386 put_str("Class :", 5, 1);
2391 strcpy(tmp, ap_ptr->title);
2393 if (ap_ptr->no == 1)
2398 strcat(tmp, creature_ptr->name);
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);
2406 put_str("レベル:", 6, 1);
2407 put_str("HP :", 7, 1);
2408 put_str("MP :", 8, 1);
2410 put_str("Level :", 6, 1);
2411 put_str("Hits :", 7, 1);
2412 put_str("Mana :", 8, 1);
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);
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
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 '.'
2440 static void display_player_stat_info(player_type *creature_ptr)
2442 /* Print out the labels for the columns */
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);
2451 /* Display the stats */
2453 for (int i = 0; i < A_MAX; i++)
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];
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;
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;
2471 if (PRACE_IS_(creature_ptr, RACE_ENT))
2477 if (creature_ptr->lev > 25) r_adj++;
2478 if (creature_ptr->lev > 40) r_adj++;
2479 if (creature_ptr->lev > 45) r_adj++;
2482 if (creature_ptr->lev > 25) r_adj--;
2483 if (creature_ptr->lev > 40) r_adj--;
2484 if (creature_ptr->lev > 45) r_adj--;
2490 e_adj -= cp_ptr->c_adj[i];
2491 e_adj -= ap_ptr->a_adj[i];
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);
2496 c_put_str(TERM_WHITE, stat_names[i], row + i + 1, stat_col + 1);
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])
2503 c_put_str(TERM_WHITE, "!", row + i + 1, _(stat_col + 6, stat_col + 4));
2506 c_put_str(TERM_BLUE, buf, row + i + 1, stat_col + 13 - strlen(buf));
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);
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);
2522 /* Only display stat_use if not maximal */
2523 if (creature_ptr->stat_use[i] < creature_ptr->stat_top[i])
2525 cnv_stat(creature_ptr->stat_use[i], buf);
2526 c_put_str(TERM_YELLOW, buf, row + i + 1, stat_col + 33);
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);
2534 BIT_FLAGS flgs[TR_FLAG_SIZE];
2535 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
2538 o_ptr = &creature_ptr->inventory_list[i];
2539 object_flags_known(o_ptr, flgs);
2541 /* Initialize color based of sign of pval. */
2542 for (int stat = 0; stat < A_MAX; stat++)
2544 byte a = TERM_SLATE;
2548 if (have_flag(flgs, stat))
2554 if (o_ptr->pval > 0)
2560 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
2563 if (have_flag(flgs, stat + TR_SUST_STR))
2565 /* Dark green for sustained stats */
2570 if (o_ptr->pval < 0)
2576 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
2581 else if (have_flag(flgs, stat + TR_SUST_STR))
2583 /* Dark green "s" */
2588 Term_putch(col, row + stat + 1, a, c);
2594 player_flags(creature_ptr, flgs);
2596 for (int stat = 0; stat < A_MAX; stat++)
2598 byte a = TERM_SLATE;
2601 if (creature_ptr->muta3 || creature_ptr->tsuyoshi)
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;
2611 else if (stat == A_WIS || stat == A_INT)
2613 if (creature_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
2614 if (creature_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
2616 else if (stat == A_DEX)
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;
2622 else if (stat == A_CON)
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;
2630 else if (stat == A_CHR)
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;
2652 if (dummy < 10) c = '0' + dummy;
2662 if (dummy > -10) c = '0' - dummy;
2667 if (have_flag(flgs, stat + TR_SUST_STR))
2669 /* Dark green "s" */
2674 Term_putch(col, row + stat + 1, a, c);
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
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
2695 void display_player(player_type *creature_ptr, int mode)
2697 if ((creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3) && display_mutations)
2706 display_player_misc_info(creature_ptr);
2707 display_player_stat_info(creature_ptr);
2708 display_player_flag_info(creature_ptr);
2714 display_player_other_flag_info(creature_ptr);
2720 do_cmd_knowledge_mutations(creature_ptr);
2725 if ((mode != 0) && (mode != 1)) return;
2727 /* Name, Sex, Race, Class */
2729 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の" : "", creature_ptr->name);
2731 sprintf(tmp, "%s %s", ap_ptr->title, creature_ptr->name);
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);
2739 if (creature_ptr->realm1)
2741 if (creature_ptr->realm2)
2742 sprintf(tmp, "%s, %s", realm_names[creature_ptr->realm1], realm_names[creature_ptr->realm2]);
2744 strcpy(tmp, realm_names[creature_ptr->realm1]);
2745 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
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);
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 */
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);
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);
2764 display_player_one_line(ENTRY_ALIGN, format("%s", your_alignment(creature_ptr)), TERM_L_BLUE);
2767 for (int i = 0; i < A_MAX; i++)
2769 /* Special treatment of "injured" stats */
2770 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
2774 /* Use lowercase stat name */
2775 put_str(stat_names_reduced[i], 3 + i, 53);
2777 /* Get the current stat */
2778 value = creature_ptr->stat_use[i];
2780 /* Obtain the current stat (modified) */
2781 cnv_stat(value, buf);
2783 /* Display the current stat (modified) */
2784 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
2786 /* Acquire the max stat */
2787 value = creature_ptr->stat_top[i];
2789 /* Obtain the maximum stat (modified) */
2790 cnv_stat(value, buf);
2792 /* Display the maximum stat (modified) */
2793 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
2796 /* Normal treatment of "normal" stats */
2799 /* Assume uppercase stat name */
2800 put_str(stat_names[i], 3 + i, 53);
2802 /* Obtain the current stat (modified) */
2803 cnv_stat(creature_ptr->stat_use[i], buf);
2805 /* Display the current stat (modified) */
2806 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
2809 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
2811 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58 - 2));
2815 /* Display "history" info */
2816 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2819 display_player_middle(creature_ptr);
2820 display_player_various(creature_ptr);
2825 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
2827 for (int i = 0; i < 4; i++)
2829 put_str(creature_ptr->history[i], i + 12, 10);
2834 if (creature_ptr->is_dead)
2836 if (current_world_ptr->total_winner)
2839 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(creature_ptr->died_from, "Seppuku") ? "切腹" : "引退");
2841 sprintf(statmsg, "...You %s after winning.", streq(creature_ptr->died_from, "Seppuku") ? "committed seppuku" : "retired from the adventure");
2844 else if (!floor_ptr->dun_level)
2847 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(creature_ptr), creature_ptr->died_from);
2849 sprintf(statmsg, "...You were killed by %s in %s.", creature_ptr->died_from, map_name(creature_ptr));
2852 else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
2854 /* Get the quest text */
2855 /* Bewere that INIT_ASSIGN resets the cur_num. */
2856 init_flags = INIT_NAME_ONLY;
2858 process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
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);
2863 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", creature_ptr->died_from, quest[floor_ptr->inside_quest].name);
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);
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));
2875 else if (current_world_ptr->character_dungeon)
2877 if (!floor_ptr->dun_level)
2879 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name(creature_ptr));
2881 else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
2883 /* Clear the text */
2884 /* Must be done before doing INIT_SHOW_TEXT */
2885 for (int i = 0; i < 10; i++)
2887 quest_text[i][0] = '\0';
2890 quest_text_line = 0;
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);
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);
2902 sprintf(statmsg, "...Now, you are exploring level %d of %s.", floor_ptr->dun_level, map_name(creature_ptr));
2907 if (!*statmsg) return;
2910 roff_to_buf(statmsg, 60, temp, sizeof(temp));
2913 for (int i = 0; i < 2; i++)
2915 if (t[0] == 0) return;
2917 put_str(t, i + 5 + 12, 10);
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
2930 * Allow the "full" flag to dump additional info,
2931 * and trigger its usage from various places in the code.
2933 errr file_character(player_type *creature_ptr, concptr name)
2936 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
2938 FILE_TYPE(FILE_TYPE_TEXT);
2940 int fd = fd_open(buf, O_RDONLY);
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;
2950 if (fd < 0) fff = my_fopen(buf, "w");
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);
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…
2963 make_character_dump(creature_ptr, fff, update_playtime, display_player);
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."));
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
2980 * You can insert some special color tag to change text color.
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 "|".
2987 static void show_file_aux_line(concptr str, int cy, concptr shower)
2997 Term_gotoxy(cx, cy);
2999 static const char tag_str[] = "[[[[";
3000 byte color = TERM_WHITE;
3002 for (int i = 0; str[i];)
3004 int len = strlen(&str[i]);
3005 int showercol = len + 1;
3006 int bracketcol = len + 1;
3010 /* Search for a shower string in the line */
3013 ptr = my_strstr(&lcstr[i], shower);
3014 if (ptr) showercol = ptr - &lcstr[i];
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];
3021 /* A color tag is found */
3022 if (bracketcol < endcol) endcol = bracketcol;
3024 /* The shower string is found before the color tag */
3025 if (showercol < endcol) endcol = showercol;
3027 /* Print a segment of the line */
3028 Term_addstr(endcol, color, &str[i]);
3032 if (endcol == showercol)
3034 int showerlen = strlen(shower);
3036 /* Print the shower string in yellow */
3037 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
3043 if (endcol != bracketcol) continue;
3047 /* Found the end of colored segment */
3050 /* Now looking for an another tag_str */
3053 /* Set back to the default color */
3058 /* Found a tag_str, and get a tag color */
3059 i += sizeof(tag_str) - 1;
3062 color = color_char_to_attr(str[i]);
3064 /* Illegal color tag */
3065 if (color == 255 || str[i + 1] == '\0')
3067 /* Illegal color tag */
3070 /* Print the broken tag as a string */
3071 Term_addstr(-1, TERM_WHITE, tag_str);
3072 cx += sizeof(tag_str) - 1;
3081 Term_erase(cx, cy, 255);
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
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.
3102 bool show_file(player_type *creature_ptr, bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
3110 concptr find = NULL;
3112 char finder_str[81];
3113 char shower_str[81];
3115 concptr shower = NULL;
3116 char filename[1024];
3121 bool reverse = (line < 0);
3123 Term_get_size(&wid, &hgt);
3126 strcpy(finder_str, "");
3127 strcpy(shower_str, "");
3128 strcpy(caption, "");
3129 for (i = 0; i < 68; i++)
3134 strcpy(filename, name);
3135 n = strlen(filename);
3137 for (i = 0; i < n; i++)
3139 if (filename[i] == '#')
3142 tag = filename + i + 1;
3150 strcpy(caption, what);
3152 fff = my_fopen(path, "r");
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");
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");
3171 path_build(path, sizeof(path), ANGBAND_DIR, name);
3173 for (i = 0; path[i]; i++)
3174 if ('\\' == path[i])
3175 path[i] = PATH_SEP[0];
3177 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
3178 fff = my_fopen(path, "r");
3183 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
3192 if (my_fgets(fff, buf, sizeof(buf))) break;
3193 if (!prefix(str, "***** "))
3199 if ((str[6] == '[') && isalpha(str[7]))
3201 int k = str[7] - 'A';
3203 if ((str[8] == ']') && (str[9] == ' '))
3205 strncpy(hook[k], str + 10, 31);
3212 if (str[6] != '<') continue;
3214 size_t len = strlen(str);
3215 if (str[len - 1] == '>')
3217 str[len - 1] = '\0';
3218 if (tag && streq(str + 7, tag)) line = next;
3223 if (line == -1) line = ((size - 1) / rows)*rows;
3228 if (line >= size - rows)
3230 if (line < 0) line = 0;
3235 fff = my_fopen(path, "r");
3236 if (!fff) return FALSE;
3243 if (my_fgets(fff, buf, sizeof(buf))) break;
3244 if (prefix(buf, "***** ")) continue;
3248 for (i = 0; i < rows; )
3251 if (!i) line = next;
3252 if (my_fgets(fff, buf, sizeof(buf))) break;
3253 if (prefix(buf, "***** ")) continue;
3258 strcpy(lc_buf, str);
3259 str_tolower(lc_buf);
3260 if (!my_strstr(lc_buf, find)) continue;
3264 show_file_aux_line(str, i + 2, shower);
3270 Term_erase(0, i + 2, 255);
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);
3290 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
3291 caption, line, size), 0, 0);
3296 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
3302 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
3304 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
3306 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
3310 skey = inkey_special(TRUE);
3314 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
3315 show_file(creature_ptr, TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
3318 prt(_("強調: ", "Show: "), hgt - 1, 0);
3320 strcpy(back_str, shower_str);
3321 if (askfor(shower_str, 80))
3325 str_tolower(shower_str);
3326 shower = shower_str;
3330 else strcpy(shower_str, back_str);
3335 prt(_("検索: ", "Find: "), hgt - 1, 0);
3336 strcpy(back_str, finder_str);
3337 if (askfor(finder_str, 80))
3344 str_tolower(finder_str);
3345 shower = finder_str;
3349 else strcpy(finder_str, back_str);
3355 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
3358 if (askfor(tmp, 80)) line = atoi(tmp);
3367 line = ((size - 1) / rows) * rows;
3373 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
3374 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
3376 if (askfor(tmp, 80))
3378 if (!show_file(creature_ptr, TRUE, tmp, NULL, 0, mode)) skey = 'q';
3385 line = line + (reverse ? rows : -rows);
3386 if (line < 0) line = 0;
3391 if (line < 0) line = 0;
3396 line = line + (reverse ? -1 : 1);
3397 if (line < 0) line = 0;
3403 if (line < 0) line = 0;
3412 line = line + (reverse ? -rows : rows);
3413 if (line < 0) line = 0;
3424 if (!(skey & SKEY_MASK) && isalpha(skey))
3427 if ((key > -1) && hook[key][0])
3429 /* Recurse on that file */
3430 if (!show_file(creature_ptr, TRUE, hook[key], NULL, 0, mode))
3443 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
3445 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
3447 /* Hack -- Re-Open the file */
3448 fff = my_fopen(path, "r");
3450 ffp = my_fopen(buff, "w");
3454 msg_print(_("ファイルを開けません。", "Failed to open file."));
3459 sprintf(xtmp, "%s: %s", creature_ptr->name, what ? what : caption);
3460 my_fputs(ffp, xtmp, 80);
3461 my_fputs(ffp, "\n", 80);
3463 while (!my_fgets(fff, buff, sizeof(buff)))
3464 my_fputs(ffp, buff, 80);
3467 fff = my_fopen(path, "r");
3470 if ((skey == ESCAPE) || (skey == '<')) break;
3472 if (skey == KTRL('q')) skey = 'q';
3474 if (skey == 'q') break;
3478 if (skey == 'q') return FALSE;
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
3491 void do_cmd_help(player_type *creature_ptr)
3494 (void)show_file(creature_ptr, TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
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
3506 * Extract a clean "base name".
3507 * Build the savefile name if needed.
3509 void process_player_name(player_type *creature_ptr, bool sf)
3511 char old_player_base[32] = "";
3512 if (current_world_ptr->character_generated)
3513 strcpy(old_player_base, creature_ptr->base_name);
3515 for (int i = 0; creature_ptr->name[i]; i++)
3518 if (iskanji(creature_ptr->name[i])) { i++; continue; }
3519 if (iscntrl((unsigned char)creature_ptr->name[i]))
3521 if (iscntrl(creature_ptr->name[i]))
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);
3529 for (int i = 0; creature_ptr->name[i]; i++)
3532 unsigned char c = creature_ptr->name[i];
3534 char c = creature_ptr->name[i];
3539 if (k + 2 >= sizeof(creature_ptr->base_name) || !creature_ptr->name[i + 1])
3541 creature_ptr->base_name[k++] = c;
3543 creature_ptr->base_name[k++] = creature_ptr->name[i];
3546 else if (iskana(c)) creature_ptr->base_name[k++] = c;
3550 if (!strncmp(PATH_SEP, creature_ptr->name + i, strlen(PATH_SEP)))
3552 creature_ptr->base_name[k++] = '_';
3553 i += strlen(PATH_SEP);
3555 #if defined(WINDOWS)
3556 else if (my_strchr("\"*,/:;<>?\\|", c))
3557 creature_ptr->base_name[k++] = '_';
3559 else if (isprint(c))
3560 creature_ptr->base_name[k++] = c;
3563 creature_ptr->base_name[k] = '\0';
3564 if (!creature_ptr->base_name[0])
3565 strcpy(creature_ptr->base_name, "PLAYER");
3567 #ifdef SAVEFILE_MUTABLE
3570 if (!savefile_base[0] && savefile[0])
3577 t = my_strstr(s, PATH_SEP);
3583 strcpy(savefile_base, s);
3586 if (!savefile_base[0] || !savefile[0])
3593 strcpy(savefile_base, creature_ptr->base_name);
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);
3599 /* Rename the savefile, using the creature_ptr->base_name */
3600 (void)sprintf(temp, "%s", creature_ptr->base_name);
3602 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
3605 if (current_world_ptr->character_generated && !streq(old_player_base, creature_ptr->base_name))
3607 autopick_load_pref(creature_ptr, FALSE);
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
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.
3625 void get_name(player_type *creature_ptr)
3628 strcpy(tmp, creature_ptr->name);
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))
3632 strcpy(creature_ptr->name, tmp);
3635 if (strlen(creature_ptr->name) == 0)
3637 strcpy(creature_ptr->name, "PLAYER");
3640 strcpy(tmp, ap_ptr->title);
3642 if (ap_ptr->no == 1)
3647 strcat(tmp, creature_ptr->name);
3649 Term_erase(34, 1, 255);
3650 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3656 * @brief セーブするコマンドのメインルーチン
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
3663 void do_cmd_save_game(player_type *creature_ptr, int is_autosave)
3667 msg_print(_("自動セーブ中", "Autosaving the game..."));
3671 disturb(creature_ptr, TRUE, TRUE);
3675 handle_stuff(creature_ptr);
3676 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
3678 (void)strcpy(creature_ptr->died_from, _("(セーブ)", "(saved)"));
3679 signals_ignore_tstp();
3680 if (save_player(creature_ptr))
3682 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
3686 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
3689 signals_handle_tstp();
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;
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
3705 void do_cmd_save_and_exit(player_type *creature_ptr)
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 ----"));
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
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.
3726 void exit_game_panic(player_type *creature_ptr)
3728 if (!current_world_ptr->character_generated || current_world_ptr->character_saved)
3729 quit(_("緊急事態", "panic"));
3733 disturb(creature_ptr, TRUE, TRUE);
3734 if (creature_ptr->chp < 0) creature_ptr->is_dead = FALSE;
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!"));
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
3753 * Based on the monster speech patch by Matt Graham,
3756 errr get_rnd_line(concptr file_name, int entry, char *output)
3759 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
3761 fp = my_fopen(buf, "r");
3768 if (my_fgets(fp, buf, sizeof(buf)) != 0)
3775 if ((buf[0] != 'N') || (buf[1] != ':')) continue;
3781 else if (buf[2] == 'M')
3783 if (r_info[entry].flags1 & RF1_MALE) break;
3785 else if (buf[2] == 'F')
3787 if (r_info[entry].flags1 & RF1_FEMALE) break;
3789 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
3791 if (test == entry) break;
3794 msg_format("Error in line %d of %s!", line_num, file_name);
3800 for (counter = 0; ; counter++)
3804 test = my_fgets(fp, buf, sizeof(buf));
3807 /* Ignore lines starting with 'N:' */
3808 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
3810 if (buf[0] != '#') break;
3817 if (one_in_(counter + 1)) strcpy(output, buf);
3821 return counter ? 0 : -1;
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
3835 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
3838 for (int i = 0; i < count; i++)
3840 result = get_rnd_line(file_name, entry, output);
3843 for (int j = 0; output[j]; j++) kanji |= iskanji(output[j]);
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
3858 errr process_autopick_file(player_type *creature_ptr, concptr name)
3861 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
3862 errr err = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_AUTOPICK);
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
3875 errr process_histpref_file(player_type *creature_ptr, concptr name)
3877 bool old_character_xtra = current_world_ptr->character_xtra;
3879 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
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;
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
3898 static errr counts_seek(player_type *creature_ptr, int fd, u32b where, bool flag)
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);
3904 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, creature_ptr->pclass, creature_ptr->pseikaku, creature_ptr->age);
3906 for (int i = 0; temp1[i]; i++)
3907 temp1[i] ^= (i + 1) * 63;
3910 u32b zero_header[3] = { 0L, 0L, 0L };
3913 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
3915 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
3920 fd_seek(fd, seekpoint);
3921 fd_write(fd, (char*)zero_header, 3 * sizeof(u32b));
3922 fd_write(fd, (char*)(temp1), sizeof(temp1));
3926 if (strcmp(temp1, temp2) == 0)
3929 seekpoint += 128 + 3 * sizeof(u32b);
3932 return fd_seek(fd, seekpoint + where * sizeof(u32b));
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
3943 u32b counts_read(player_type *creature_ptr, int where)
3946 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
3947 int fd = fd_open(buf, O_RDONLY);
3950 if (counts_seek(creature_ptr, fd, where, FALSE) ||
3951 fd_read(fd, (char*)(&count), sizeof(u32b)))
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
3968 errr counts_write(player_type *creature_ptr, int where, u32b count)
3971 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
3973 /* Grab permissions */
3976 int fd = fd_open(buf, O_RDWR);
3978 /* Drop permissions */
3983 /* File type is "DATA" */
3984 FILE_TYPE(FILE_TYPE_DATA);
3986 /* Grab permissions */
3989 /* Create a new high score file */
3990 fd = fd_make(buf, 0644);
3992 /* Drop permissions */
3996 /* Grab permissions */
3999 errr err = fd_lock(fd, F_WRLCK);
4001 /* Drop permissions */
4006 counts_seek(creature_ptr, fd, where, TRUE);
4007 fd_write(fd, (char*)(&count), sizeof(u32b));
4009 /* Grab permissions */
4012 err = fd_lock(fd, F_UNLCK);
4014 /* Drop permissions */
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
4031 void read_dead_file(char *buf, size_t buf_size)
4033 path_build(buf, buf_size, ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
4036 fp = my_fopen(buf, "r");
4040 while (my_fgets(fp, buf, buf_size) == 0)
4042 put_str(buf, i++, 0);