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
25 #include "player-status.h"
33 #include "player-move.h"
36 #include "monster-process.h"
37 #include "monster-status.h"
38 #include "object-flavor.h"
39 #include "object-hook.h"
40 #include "realm-hex.h"
44 #include "view-mainwindow.h"
45 #include "floor-events.h"
46 #include "dungeon-file.h"
48 #include "monster-spell.h"
49 #include "player-skill.h"
56 * You may or may not want to use the following "#undef".
58 /* #undef _POSIX_SAVED_IDS */
62 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
64 void safe_setuid_drop(void)
71 # ifdef SAFE_SETUID_POSIX
73 if (setuid(getuid()) != 0)
75 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
77 if (setgid(getgid()) != 0)
79 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
84 if (setreuid(geteuid(), getuid()) != 0)
86 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
88 if (setregid(getegid(), getgid()) != 0)
90 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
103 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
105 void safe_setuid_grab(void)
112 # ifdef SAFE_SETUID_POSIX
114 if (setuid(player_euid) != 0)
116 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
118 if (setgid(player_egid) != 0)
120 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
125 if (setreuid(geteuid(), getuid()) != 0)
127 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
129 if (setregid(getegid(), getgid()) != 0)
131 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
134 # endif /* SAFE_SETUID_POSIX */
136 # endif /* SAFE_SETUID */
144 * @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
145 * @param buf データテキストの参照ポインタ
147 * @param tokens トークンを保管する文字列参照ポインタ配列
152 * This function uses "colon" and "slash" as the delimeter characters.
153 * We never extract more than "num" tokens. The "last" token may include
154 * "delimeter" characters, allowing the buffer to include a "string" token.
155 * We save pointers to the tokens in "tokens", and return the number found.
156 * Hack -- Attempt to handle the 'c' character formalism
157 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
158 * Hack -- We will always extract at least one token
161 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
173 /* Scan the string */
176 /* Found a delimiter */
177 if ((*t == ':') || (*t == '/')) break;
179 /* Handle single quotes */
180 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
185 /* Handle backslash */
188 /* Require a character */
194 /* Hack -- Require a close quote */
195 if (*t != '\'') *t = '\'';
198 /* Handle back-slash */
205 /* Nuke and advance */
223 /* A number with a name */
224 typedef struct named_num named_num;
228 concptr name; /* The name of this thing */
229 int num; /* A number associated with it */
233 /* Index of spell type names */
234 static named_num gf_desc[] =
236 {"GF_ELEC", GF_ELEC },
237 {"GF_POIS", GF_POIS },
238 {"GF_ACID", GF_ACID },
239 {"GF_COLD", GF_COLD },
240 {"GF_FIRE", GF_FIRE },
241 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
242 {"GF_MISSILE", GF_MISSILE },
243 {"GF_ARROW", GF_ARROW },
244 {"GF_PLASMA", GF_PLASMA },
245 {"GF_WATER", GF_WATER },
246 {"GF_LITE", GF_LITE },
247 {"GF_DARK", GF_DARK },
248 {"GF_LITE_WEAK", GF_LITE_WEAK },
249 {"GF_DARK_WEAK", GF_DARK_WEAK },
250 {"GF_SHARDS", GF_SHARDS },
251 {"GF_SOUND", GF_SOUND },
252 {"GF_CONFUSION", GF_CONFUSION },
253 {"GF_FORCE", GF_FORCE },
254 {"GF_INERTIA", GF_INERTIAL },
255 {"GF_MANA", GF_MANA },
256 {"GF_METEOR", GF_METEOR },
258 {"GF_CHAOS", GF_CHAOS },
259 {"GF_NETHER", GF_NETHER },
260 {"GF_DISENCHANT", GF_DISENCHANT },
261 {"GF_NEXUS", GF_NEXUS },
262 {"GF_TIME", GF_TIME },
263 {"GF_GRAVITY", GF_GRAVITY },
264 {"GF_KILL_WALL", GF_KILL_WALL },
265 {"GF_KILL_DOOR", GF_KILL_DOOR },
266 {"GF_KILL_TRAP", GF_KILL_TRAP },
267 {"GF_MAKE_WALL", GF_MAKE_WALL },
268 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
269 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
270 {"GF_MAKE_TREE", GF_MAKE_TREE },
271 {"GF_OLD_CLONE", GF_OLD_CLONE },
272 {"GF_OLD_POLY", GF_OLD_POLY },
273 {"GF_OLD_HEAL", GF_OLD_HEAL },
274 {"GF_OLD_SPEED", GF_OLD_SPEED },
275 {"GF_OLD_SLOW", GF_OLD_SLOW },
276 {"GF_OLD_CONF", GF_OLD_CONF },
277 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
278 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
279 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
280 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
281 {"GF_AWAY_ALL", GF_AWAY_ALL },
282 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
283 {"GF_TURN_EVIL", GF_TURN_EVIL },
284 {"GF_TURN_ALL", GF_TURN_ALL },
285 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
286 {"GF_DISP_EVIL", GF_DISP_EVIL },
287 {"GF_DISP_ALL", GF_DISP_ALL },
288 {"GF_DISP_DEMON", GF_DISP_DEMON },
289 {"GF_DISP_LIVING", GF_DISP_LIVING },
290 {"GF_ROCKET", GF_ROCKET },
291 {"GF_NUKE", GF_NUKE },
292 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
293 {"GF_STASIS", GF_STASIS },
294 {"GF_STONE_WALL", GF_STONE_WALL },
295 {"GF_DEATH_RAY", GF_DEATH_RAY },
296 {"GF_STUN", GF_STUN },
297 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
298 {"GF_HELL_FIRE", GF_HELL_FIRE },
299 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
300 {"GF_CHARM", GF_CHARM },
301 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
302 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
304 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
305 {"GF_TELEKINESIS", GF_TELEKINESIS },
306 {"GF_JAM_DOOR", GF_JAM_DOOR },
307 {"GF_DOMINATION", GF_DOMINATION },
308 {"GF_DISP_GOOD", GF_DISP_GOOD },
309 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
310 {"GF_MIND_BLAST", GF_MIND_BLAST },
311 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
312 {"GF_CAUSE_1", GF_CAUSE_1 },
313 {"GF_CAUSE_2", GF_CAUSE_2 },
314 {"GF_CAUSE_3", GF_CAUSE_3 },
315 {"GF_CAUSE_4", GF_CAUSE_4 },
316 {"GF_HAND_DOOM", GF_HAND_DOOM },
317 {"GF_CAPTURE", GF_CAPTURE },
318 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
319 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
320 {"GF_IDENTIFY", GF_IDENTIFY },
321 {"GF_ATTACK", GF_ATTACK },
322 {"GF_ENGETSU", GF_ENGETSU },
323 {"GF_GENOCIDE", GF_GENOCIDE },
324 {"GF_PHOTO", GF_PHOTO },
325 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
326 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
327 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
328 {"GF_SEEKER", GF_SEEKER },
329 {"GF_SUPER_RAY", GF_SUPER_RAY },
330 {"GF_STAR_HEAL", GF_STAR_HEAL },
331 {"GF_WATER_FLOW", GF_WATER_FLOW },
332 {"GF_CRUSADE", GF_CRUSADE },
333 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
334 {"GF_WOUNDS", GF_WOUNDS },
340 * @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 /
341 * Parse a sub-file of the "extra info" (format shown below)
342 * @param buf データテキストの参照ポインタ
346 * Each "action" line has an "action symbol" in the first column,
347 * followed by a colon, followed by some command specific info,
348 * usually in the form of "tokens" separated by colons or slashes.
349 * Blank lines, lines starting with white space, and lines starting
350 * with pound signs ("#") are ignored (as comments).
351 * Note the use of "tokenize()" to allow the use of both colons and
352 * slashes as delimeters, while still allowing final tokens which
353 * may contain any characters including "delimiters".
354 * Note the use of "strtol()" to allow all "integers" to be encoded
355 * in decimal, hexidecimal, or octal form.
356 * Note that "monster zero" is used for the "player" attr/char, "object
357 * zero" will be used for the "stack" attr/char, and "feature zero" is
358 * used for the "nothing" attr/char.
359 * Parse another file recursively, see below for details
361 * Specify the attr/char values for "monsters" by race index
362 * R:\<num\>:\<a\>:\<c\>
363 * Specify the attr/char values for "objects" by kind index
364 * K:\<num\>:\<a\>:\<c\>
365 * Specify the attr/char values for "features" by feature index
366 * F:\<num\>:\<a\>:\<c\>
367 * Specify the attr/char values for unaware "objects" by kind tval
368 * U:\<tv\>:\<a\>:\<c\>
369 * Specify the attr/char values for p_ptr->inventory_list "objects" by kind tval
370 * E:\<tv\>:\<a\>:\<c\>
371 * Define a macro action, given an encoded macro action
373 * Create a normal macro, given an encoded macro trigger
375 * Create a command macro, given an encoded macro trigger
377 * Create a keyset mapping
378 * S:\<key\>:\<key\>:\<dir\>
379 * Turn an option off, given its name
381 * Turn an option on, given its name
383 * Specify visual information, given an index, and some data
384 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
385 * Specify the set of colors to use when drawing a zapped spell
387 * Specify a macro trigger template and macro trigger names.
388 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
389 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
392 errr process_pref_file_command(char *buf)
402 /* Require "?:*" format */
403 if (buf[1] != ':') return 1;
408 /* Mega-Hack -- read external player's history file */
409 /* Process "H:<history>" */
411 add_history_from_pref_line(buf + 2);
414 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
416 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
419 i = (huge)strtol(zz[0], NULL, 0);
420 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
421 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
422 if (i >= max_r_idx) return 1;
424 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
425 if (n2) r_ptr->x_char = n2;
430 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
432 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
435 i = (huge)strtol(zz[0], NULL, 0);
436 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
437 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
438 if (i >= max_k_idx) return 1;
440 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
441 if (n2) k_ptr->x_char = n2;
446 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
447 /* "F:<num>:<a>/<c>" */
448 /* "F:<num>:<a>/<c>:LIT" */
449 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
453 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
455 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
456 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
458 i = (huge)strtol(zz[0], NULL, 0);
459 if (i >= max_f_idx) return 1;
462 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
463 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
464 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
465 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
467 /* Mega-hack -- feat supports lighting */
470 /* No lighting support */
472 n1 = f_ptr->x_attr[F_LIT_STANDARD];
473 n2 = f_ptr->x_char[F_LIT_STANDARD];
474 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
476 f_ptr->x_attr[j] = n1;
477 f_ptr->x_char[j] = n2;
481 /* Use default lighting */
483 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
486 /* Use desired lighting */
487 case F_LIT_MAX * 2 + 1:
488 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
490 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
491 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
492 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
493 if (n2) f_ptr->x_char[j] = n2;
500 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
502 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
504 j = (byte)strtol(zz[0], NULL, 0);
505 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
506 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
507 misc_to_attr[j] = n1;
508 misc_to_char[j] = n2;
513 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
515 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
517 j = (huge)strtol(zz[0], NULL, 0);
518 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
519 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
520 for (i = 1; i < max_k_idx; i++)
522 object_kind *k_ptr = &k_info[i];
523 if (k_ptr->tval == j)
525 if (n1) k_ptr->d_attr = n1;
526 if (n2) k_ptr->d_char = n2;
533 /* Process "E:<tv>:<a>" -- attribute for p_ptr->inventory_list objects */
535 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
537 j = (byte)strtol(zz[0], NULL, 0) % 128;
538 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
539 if (n1) tval_to_attr[j] = n1;
544 /* Process "A:<str>" -- save an "action" for later */
546 text_to_ascii(macro__buf, buf+2);
549 /* Process "P:<str>" -- normal macro */
554 text_to_ascii(tmp, buf+2);
555 macro_add(tmp, macro__buf);
559 /* Process "C:<str>" -- create keymap */
565 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
567 mode = strtol(zz[0], NULL, 0);
568 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
570 text_to_ascii(tmp, zz[1]);
571 if (!tmp[0] || tmp[1]) return 1;
574 string_free(keymap_act[mode][i]);
576 keymap_act[mode][i] = string_make(macro__buf);
581 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
583 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
585 i = (byte)strtol(zz[0], NULL, 0);
586 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
587 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
588 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
589 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
594 /* Process "X:<str>" -- current_world_ptr->game_turn option off */
595 /* Process "Y:<str>" -- current_world_ptr->game_turn option on */
598 for (i = 0; option_info[i].o_desc; i++)
600 if (option_info[i].o_var &&
601 option_info[i].o_text &&
602 streq(option_info[i].o_text, buf + 2))
604 int os = option_info[i].o_set;
605 int ob = option_info[i].o_bit;
607 if ((p_ptr->playing || character_xtra) &&
608 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
610 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);
618 option_flag[os] &= ~(1L << ob);
619 (*option_info[i].o_var) = FALSE;
624 option_flag[os] |= (1L << ob);
625 (*option_info[i].o_var) = TRUE;
631 /* don't know that option. ignore it.*/
632 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);
636 /* Process "Z:<type>:<str>" -- set spell color */
640 char *t = my_strchr(buf + 2, ':');
647 for (i = 0; gf_desc[i].name; i++)
649 /* Match this type */
650 if (streq(gf_desc[i].name, buf + 2))
652 /* Remember this color set */
653 gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
663 /* Initialize macro trigger names and a template */
664 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
665 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
668 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
670 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
675 if (macro_template != NULL)
677 num = strlen(macro_modifier_chr);
679 /* Kill the template string */
680 string_free(macro_template);
681 macro_template = NULL;
683 /* Kill flag characters of modifier keys */
684 string_free(macro_modifier_chr);
686 /* Kill corresponding modifier names */
687 for (i = 0; i < num; i++)
689 string_free(macro_modifier_name[i]);
692 /* Kill trigger name strings */
693 for (i = 0; i < max_macrotrigger; i++)
695 string_free(macro_trigger_name[i]);
696 string_free(macro_trigger_keycode[0][i]);
697 string_free(macro_trigger_keycode[1][i]);
700 max_macrotrigger = 0;
703 if (*zz[0] == '\0') return 0; /* clear template */
705 /* Number of modifier flags */
708 /* Limit the number */
709 num = MIN(MAX_MACRO_MOD, num);
711 /* Stop if number of modifier is not correct */
712 if (2 + num != tok) return 1;
714 /* Get a template string */
715 macro_template = string_make(zz[0]);
717 /* Get flag characters of modifier keys */
718 macro_modifier_chr = string_make(zz[1]);
720 /* Get corresponding modifier names */
721 for (i = 0; i < num; i++)
723 macro_modifier_name[i] = string_make(zz[2+i]);
727 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
733 if (max_macrotrigger >= MAX_MACRO_TRIG)
735 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
738 m = max_macrotrigger;
741 /* Take into account the escape character */
751 /* Get a trigger name */
752 macro_trigger_name[m] = string_make(buf_aux);
754 /* Get the corresponding key code */
755 macro_trigger_keycode[0][m] = string_make(zz[1]);
759 /* Key code of a combination of it with the shift key */
760 macro_trigger_keycode[1][m] = string_make(zz[2]);
764 macro_trigger_keycode[1][m] = string_make(zz[1]);
779 * @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 /
780 * Helper function for "process_pref_file()"
781 * @param sp テキスト文字列の参照ポインタ
782 * @param fp 再帰中のポインタ参照
787 * v: output buffer array
793 concptr process_pref_file_expr(char **sp, char *fp)
810 while (iswspace(*s)) s++;
828 t = process_pref_file_expr(&s, &f);
836 else if (streq(t, "IOR"))
839 while (*s && (f != b2))
841 t = process_pref_file_expr(&s, &f);
842 if (*t && !streq(t, "0")) v = "1";
847 else if (streq(t, "AND"))
850 while (*s && (f != b2))
852 t = process_pref_file_expr(&s, &f);
853 if (*t && streq(t, "0")) v = "0";
858 else if (streq(t, "NOT"))
861 while (*s && (f != b2))
863 t = process_pref_file_expr(&s, &f);
864 if (*t && streq(t, "1")) v = "0";
869 else if (streq(t, "EQU"))
874 t = process_pref_file_expr(&s, &f);
876 while (*s && (f != b2))
878 p = process_pref_file_expr(&s, &f);
879 if (streq(t, p)) v = "1";
884 else if (streq(t, "LEQ"))
889 t = process_pref_file_expr(&s, &f);
891 while (*s && (f != b2))
894 t = process_pref_file_expr(&s, &f);
895 if (*t && atoi(p) > atoi(t)) v = "0";
900 else if (streq(t, "GEQ"))
905 t = process_pref_file_expr(&s, &f);
907 while (*s && (f != b2))
910 t = process_pref_file_expr(&s, &f);
912 /* Compare two numbers instead of string */
913 if (*t && atoi(p) < atoi(t)) v = "0";
919 while (*s && (f != b2))
921 t = process_pref_file_expr(&s, &f);
926 if (f != b2) v = "?x?x?";
928 /* Extract final and Terminate */
929 if ((f = *s) != '\0') *s++ = '\0';
935 /* Accept all printables except spaces and brackets */
937 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
939 if (iskanji(*s)) s++;
943 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
946 /* Extract final and Terminate */
947 if ((f = *s) != '\0') *s++ = '\0';
953 if (streq(b+1, "SYS"))
958 else if (streq(b+1, "KEYBOARD"))
960 v = ANGBAND_KEYBOARD;
964 else if (streq(b+1, "GRAF"))
969 /* Monochrome mode */
970 else if (streq(b+1, "MONOCHROME"))
979 else if (streq(b+1, "RACE"))
989 else if (streq(b+1, "CLASS"))
999 else if (streq(b+1, "PLAYER"))
1001 static char tmp_player_name[32];
1003 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
1013 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
1016 v = tmp_player_name;
1020 else if (streq(b+1, "REALM1"))
1023 v = E_realm_names[p_ptr->realm1];
1025 v = realm_names[p_ptr->realm1];
1030 else if (streq(b+1, "REALM2"))
1033 v = E_realm_names[p_ptr->realm2];
1035 v = realm_names[p_ptr->realm2];
1040 else if (streq(b+1, "LEVEL"))
1042 sprintf(tmp, "%02d", p_ptr->lev);
1046 /* Autopick auto-register is in-use or not? */
1047 else if (streq(b+1, "AUTOREGISTER"))
1049 if (p_ptr->autopick_autoregister)
1056 else if (streq(b+1, "MONEY"))
1058 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1077 #define PREF_TYPE_NORMAL 0
1078 #define PREF_TYPE_AUTOPICK 1
1079 #define PREF_TYPE_HISTPREF 2
1082 * @brief process_pref_fileのサブルーチン /
1083 * Open the "user pref file" and parse it.
1084 * @param name 読み込むファイル名
1085 * @param preftype prefファイルのタイプ
1090 * v: output buffer array
1091 * f: final character
1096 static errr process_pref_file_aux(concptr name, int preftype)
1108 bool bypass = FALSE;
1112 fp = my_fopen(name, "r");
1115 if (!fp) return (-1);
1117 /* Process the file */
1118 while (0 == my_fgets(fp, buf, sizeof(buf)))
1123 /* Skip "empty" lines */
1124 if (!buf[0]) continue;
1126 /* Skip "blank" lines */
1128 if (!iskanji(buf[0]))
1130 if (iswspace(buf[0])) continue;
1133 if (buf[0] == '#') continue;
1140 /* Process "?:<expr>" */
1141 if ((buf[0] == '?') && (buf[1] == ':'))
1150 /* Parse the expr */
1151 v = process_pref_file_expr(&s, &f);
1154 bypass = (streq(v, "0") ? TRUE : FALSE);
1158 /* Apply conditionals */
1159 if (bypass) continue;
1162 /* Process "%:<file>" */
1165 static int depth_count = 0;
1167 /* Ignore if deeper than 20 level */
1168 if (depth_count > 20) continue;
1170 /* Count depth level */
1173 /* Process that file if allowed */
1176 case PREF_TYPE_AUTOPICK:
1177 (void)process_autopick_file(buf + 2);
1179 case PREF_TYPE_HISTPREF:
1180 (void)process_histpref_file(buf + 2);
1183 (void)process_pref_file(buf + 2);
1187 /* Set back depth level */
1193 /* Process the line */
1194 err = process_pref_file_command(buf);
1196 /* This is not original pref line... */
1199 if (preftype != PREF_TYPE_AUTOPICK)
1201 err = process_autopick_file_command(buf);
1209 /* Print error message */
1210 /* ToDo: Add better error messages */
1211 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'."),
1212 _(name, err), line, _(err, name));
1213 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1222 * @brief pref設定ファイルを読み込み設定を反映させる /
1223 * Process the "user pref file" with the given name
1224 * @param name 読み込むファイル名
1228 * See the functions above for a list of legal "commands".
1229 * We also accept the special "?" and "%" directives, which
1230 * allow conditional evaluation and filename inclusion.
1233 errr process_pref_file(concptr name)
1239 /* Build the filename */
1240 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1242 /* Process the system pref file */
1243 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1245 /* Stop at parser errors, but not at non-existing file */
1246 if (err1 > 0) return err1;
1249 /* Build the filename */
1250 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1252 /* Process the user pref file */
1253 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1256 /* User file does not exist, but read system pref file */
1257 if (err2 < 0 && !err1)
1260 /* Result of user file processing */
1269 * Operating hours for ANGBAND (defaults to non-work hours)
1271 static char days[7][29] =
1273 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1274 "MON:XXXXXXXX.........XXXXXXX",
1275 "TUE:XXXXXXXX.........XXXXXXX",
1276 "WED:XXXXXXXX.........XXXXXXX",
1277 "THU:XXXXXXXX.........XXXXXXX",
1278 "FRI:XXXXXXXX.........XXXXXXX",
1279 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1283 * Restict usage (defaults to no restrictions)
1285 static bool check_time_flag = FALSE;
1291 * @brief Angbandプレイ禁止時刻をチェック /
1295 errr check_time(void)
1303 /* No restrictions */
1304 if (!check_time_flag) return (0);
1306 /* Check for time violation */
1307 c = time((time_t *)0);
1311 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1321 * @brief Angbandプレイ禁止時刻の初期化 /
1322 * Initialize CHECK_TIME
1325 errr check_time_init(void)
1335 /* Build the filename */
1336 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1339 fp = my_fopen(buf, "r");
1341 /* No file, no restrictions */
1342 if (!fp) return (0);
1344 /* Assume restrictions */
1345 check_time_flag = TRUE;
1347 /* Parse the file */
1348 while (0 == my_fgets(fp, buf, sizeof(buf)))
1350 /* Skip comments and blank lines */
1351 if (!buf[0] || (buf[0] == '#')) continue;
1353 /* Chop the buffer */
1356 /* Extract the info */
1357 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1358 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1359 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1360 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1361 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1362 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1363 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1377 #ifndef MAXHOSTNAMELEN
1378 # define MAXHOSTNAMELEN 64
1381 typedef struct statstime statstime;
1387 unsigned int v_pgpgin;
1388 unsigned int v_pgpgout;
1389 unsigned int v_pswpin;
1390 unsigned int v_pswpout;
1391 unsigned int v_intr;
1397 unsigned int v_swtch;
1399 struct timeval boottime;
1400 struct timeval curtime;
1404 * Maximal load (if any).
1406 static int check_load_value = 0;
1412 * @brief Angbandプレイ禁止ホストのチェック /
1416 errr check_load(void)
1421 struct statstime st;
1423 /* Success if not checking */
1424 if (!check_load_value) return (0);
1426 /* Check the load */
1427 if (0 == rstat("localhost", &st))
1429 long val1 = (long)(st.avenrun[2]);
1430 long val2 = (long)(check_load_value) * FSCALE;
1432 /* Check for violation */
1433 if (val1 >= val2) return (1);
1444 * @brief Angbandプレイ禁止ホストの設定初期化 /
1445 * Initialize CHECK_LOAD
1448 errr check_load_init(void)
1457 char temphost[MAXHOSTNAMELEN+1];
1458 char thishost[MAXHOSTNAMELEN+1];
1461 /* Build the filename */
1462 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1464 /* Open the "load" file */
1465 fp = my_fopen(buf, "r");
1467 /* No file, no restrictions */
1468 if (!fp) return (0);
1471 check_load_value = 100;
1473 /* Get the host name */
1474 (void)gethostname(thishost, (sizeof thishost) - 1);
1477 while (0 == my_fgets(fp, buf, sizeof(buf)))
1481 /* Skip comments and blank lines */
1482 if (!buf[0] || (buf[0] == '#')) continue;
1484 /* Parse, or ignore */
1485 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1487 /* Skip other hosts */
1488 if (!streq(temphost, thishost) &&
1489 !streq(temphost, "localhost")) continue;
1491 /* Use that value */
1492 check_load_value = value;
1505 #define ENTRY_BARE_HAND 0
1506 #define ENTRY_TWO_HANDS 1
1507 #define ENTRY_RIGHT_HAND1 2
1508 #define ENTRY_LEFT_HAND1 3
1509 #define ENTRY_LEFT_HAND2 4
1510 #define ENTRY_RIGHT_HAND2 5
1511 #define ENTRY_POSTURE 6
1512 #define ENTRY_SHOOT_HIT_DAM 7
1513 #define ENTRY_SHOOT_POWER 8
1514 #define ENTRY_SPEED 9
1515 #define ENTRY_BASE_AC 10
1516 #define ENTRY_LEVEL 11
1517 #define ENTRY_CUR_EXP 12
1518 #define ENTRY_MAX_EXP 13
1519 #define ENTRY_EXP_TO_ADV 14
1520 #define ENTRY_GOLD 15
1521 #define ENTRY_DAY 16
1524 #define ENTRY_PLAY_TIME 19
1525 #define ENTRY_SKILL_FIGHT 20
1526 #define ENTRY_SKILL_SHOOT 21
1527 #define ENTRY_SKILL_SAVING 22
1528 #define ENTRY_SKILL_STEALTH 23
1529 #define ENTRY_SKILL_PERCEP 24
1530 #define ENTRY_SKILL_SEARCH 25
1531 #define ENTRY_SKILL_DISARM 26
1532 #define ENTRY_SKILL_DEVICE 27
1533 #define ENTRY_SKILL_DIG 45
1536 #define ENTRY_BLOWS 28
1537 #define ENTRY_SHOTS 29
1538 #define ENTRY_AVG_DMG 30
1539 #define ENTRY_INFRA 31
1541 #define ENTRY_NAME 32
1542 #define ENTRY_SEX 33
1543 #define ENTRY_RACE 34
1544 #define ENTRY_CLASS 35
1545 #define ENTRY_REALM 36
1546 #define ENTRY_PATRON 37
1547 #define ENTRY_AGE 38
1548 #define ENTRY_HEIGHT 39
1549 #define ENTRY_WEIGHT 40
1550 #define ENTRY_SOCIAL 41
1551 #define ENTRY_ALIGN 42
1553 #define ENTRY_EXP_ANDR 43
1554 #define ENTRY_EXP_TO_ADV_ANDR 44
1563 } disp_player_line[]
1566 { 1, 10, 25, "打撃修正(格闘)"},
1567 { 1, 10, 25, "打撃修正(両手)"},
1568 { 1, 10, 25, "打撃修正(右手)"},
1569 { 1, 10, 25, "打撃修正(左手)"},
1570 { 1, 11, 25, "打撃修正(左手)"},
1571 { 1, 11, 25, "打撃修正(右手)"},
1573 { 1, 15, 25, "射撃攻撃修正"},
1574 { 1, 16, 25, "射撃武器倍率"},
1577 {29, 13, 21, "レベル"},
1578 {29, 14, 21, "経験値"},
1579 {29, 15, 21, "最大経験"},
1580 {29, 16, 21, "次レベル"},
1581 {29, 17, 21, "所持金"},
1585 {29, 20, 21, "プレイ時間"},
1586 {53, 10, -1, "打撃命中 :"},
1587 {53, 11, -1, "射撃命中 :"},
1588 {53, 12, -1, "魔法防御 :"},
1589 {53, 13, -1, "隠密行動 :"},
1590 {53, 15, -1, "知覚 :"},
1591 {53, 16, -1, "探索 :"},
1592 {53, 17, -1, "解除 :"},
1593 {53, 18, -1, "魔法道具 :"},
1594 { 1, 12, 25, "打撃回数"},
1595 { 1, 17, 25, "射撃回数"},
1596 { 1, 13, 25, "平均ダメージ"},
1597 {53, 20, -1, "赤外線視力:"},
1598 {26, 1, -1, "名前 : "},
1599 { 1, 3, -1, "性別 : "},
1600 { 1, 4, -1, "種族 : "},
1601 { 1, 5, -1, "職業 : "},
1602 { 1, 6, -1, "魔法 : "},
1603 { 1, 7, -1, "守護魔神 : "},
1607 {29, 6, 21, "社会的地位"},
1609 {29, 14, 21, "強化度"},
1610 {29, 16, 21, "次レベル"},
1611 {53, 19, -1, "掘削 :" },
1615 { 1, 10, 25, "Bare hand"},
1616 { 1, 10, 25, "Two hands"},
1617 { 1, 10, 25, "Right hand"},
1618 { 1, 10, 25, "Left hand"},
1619 { 1, 11, 25, "Left hand"},
1620 { 1, 11, 25, "Right hand"},
1621 { 1, 11, 25, "Posture"},
1622 { 1, 15, 25, "Shooting"},
1623 { 1, 16, 25, "Multiplier"},
1624 { 1, 20, 25, "Speed"},
1626 {29, 13, 21, "Level"},
1627 {29, 14, 21, "Experience"},
1628 {29, 15, 21, "Max Exp"},
1629 {29, 16, 21, "Exp to Adv"},
1630 {29, 17, 21, "Gold"},
1631 {29, 19, 21, "Time"},
1632 {29, 10, 21, "Hit point"},
1633 {29, 11, 21, "SP (Mana)"},
1634 {29, 20, 21, "Play time"},
1635 {53, 10, -1, "Fighting : "},
1636 {53, 11, -1, "Bows/Throw : "},
1637 {53, 12, -1, "SavingThrow: "},
1638 {53, 13, -1, "Stealth : "},
1639 {53, 15, -1, "Perception : "},
1640 {53, 16, -1, "Searching : "},
1641 {53, 17, -1, "Disarming : "},
1642 {53, 18, -1, "MagicDevice: "},
1643 { 1, 12, 25, "Blows/Round"},
1644 { 1, 17, 25, "Shots/Round"},
1645 { 1, 13, 25, "AverageDmg/Rnd"},
1646 {53, 20, -1, "Infra-Vision: "},
1647 {26, 1, -1, "Name : "},
1648 { 1, 3, -1, "Sex : "},
1649 { 1, 4, -1, "Race : "},
1650 { 1, 5, -1, "Class : "},
1651 { 1, 6, -1, "Magic : "},
1652 { 1, 7, -1, "Patron : "},
1654 {29, 4, 21, "Height"},
1655 {29, 5, 21, "Weight"},
1656 {29, 6, 21, "Social Class"},
1657 {29, 7, 21, "Align"},
1658 {29, 14, 21, "Construction"},
1659 {29, 16, 21, "Const to Adv"},
1660 {53, 19, -1, "Digging :" },
1665 * @brief プレイヤーのステータス1種を出力する
1667 * @param val 値を保管した文字列ポインタ
1668 * @param attr 項目表示の色
1671 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1675 int row = disp_player_line[entry].row;
1676 int col = disp_player_line[entry].col;
1677 int len = disp_player_line[entry].len;
1678 concptr head = disp_player_line[entry].header;
1680 int head_len = strlen(head);
1682 Term_putstr(col, row, -1, TERM_WHITE, head);
1689 int val_len = len - head_len;
1690 sprintf(buf, "%*.*s", val_len, val_len, val);
1691 Term_putstr(col + head_len, row, -1, attr, buf);
1695 Term_putstr(col + head_len, row, -1, attr, val);
1702 * @brief プレイヤーの打撃能力修正を表示する
1703 * @param hand 武器の装備部位ID
1704 * @param hand_entry 項目ID
1707 static void display_player_melee_bonus(int hand, int hand_entry)
1710 HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
1711 HIT_POINT show_todam = p_ptr->dis_to_d[hand];
1712 object_type *o_ptr = &p_ptr->inventory_list[INVEN_RARM + hand];
1714 /* Hack -- add in weapon info if known */
1715 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1716 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1718 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1721 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1723 /* Dump the bonuses to hit/dam */
1724 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
1725 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1726 else if (p_ptr->ryoute)
1727 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1729 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1734 * @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
1735 * Prints the following information on the screen.
1738 static void display_player_middle(void)
1743 HIT_PROB show_tohit = p_ptr->dis_to_h_b;
1744 HIT_POINT show_todam = 0;
1747 object_type *o_ptr = &p_ptr->inventory_list[INVEN_BOW];
1754 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1757 if (p_ptr->hidarite)
1759 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1761 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
1764 if (p_ptr->special_defense & KAMAE_MASK)
1766 for (i = 0; i < MAX_KAMAE; i++)
1768 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1771 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1774 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1777 /* Apply weapon bonuses */
1778 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1779 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1781 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1782 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1784 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1786 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1789 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1791 if (p_ptr->inventory_list[INVEN_BOW].k_idx)
1793 tmul = bow_tmul(p_ptr->inventory_list[INVEN_BOW].sval);
1795 /* Get extra "power" from "extra might" */
1796 if (p_ptr->xtra_might) tmul++;
1798 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1802 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1804 /* Dump the armor class */
1805 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1813 i = p_ptr->pspeed-110;
1815 /* Hack -- Visually "undo" the Search Mode Slowdown */
1816 if (p_ptr->action == ACTION_SEARCH) i += 10;
1821 attr = TERM_L_GREEN;
1835 attr = TERM_L_UMBER;
1842 if (IS_FAST()) tmp_speed += 10;
1843 if (p_ptr->slow) tmp_speed -= 10;
1844 if (p_ptr->lightspeed) tmp_speed = 99;
1848 if (MON_FAST(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed += 10;
1849 if (MON_SLOW(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed -= 10;
1855 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1857 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1867 sprintf(buf, "(%+d)", i);
1869 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1872 display_player_one_line(ENTRY_SPEED, buf, attr);
1875 /* Dump character level */
1876 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1878 /* Dump experience */
1879 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1880 else e = ENTRY_CUR_EXP;
1882 if (p_ptr->exp >= p_ptr->max_exp)
1883 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1885 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1887 /* Dump max experience */
1888 if (p_ptr->prace == RACE_ANDROID)
1891 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1893 /* Dump exp to advance */
1894 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1895 else e = ENTRY_EXP_TO_ADV;
1897 if (p_ptr->lev >= PY_MAX_LEVEL)
1898 display_player_one_line(e, "*****", TERM_L_GREEN);
1899 else if (p_ptr->prace == RACE_ANDROID)
1900 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1902 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1905 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1910 extract_day_hour_min(&day, &hour, &min);
1912 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1913 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1915 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1917 /* Dump hit point */
1918 if (p_ptr->chp >= p_ptr->mhp)
1919 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1920 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1921 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1923 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1925 /* Dump mana power */
1926 if (p_ptr->csp >= p_ptr->msp)
1927 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1928 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1929 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1931 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1933 /* Dump play time */
1934 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", current_world_ptr->play_time/(60*60), (current_world_ptr->play_time/60)%60, current_world_ptr->play_time%60), TERM_L_GREEN);
1939 * Hack -- pass color info around this file
1941 static TERM_COLOR likert_color = TERM_WHITE;
1945 * @brief 技能ランクの表示基準を定める
1946 * Returns a "rating" of x depending on y
1948 * @param y 技能値に対するランク基準比
1951 static concptr likert(int x, int y)
1953 static char dummy[20] = "", dummy2[20] = "";
1954 memset(dummy, 0, strlen(dummy));
1955 memset(dummy2, 0, strlen(dummy2));
1958 if(show_actual_value)
1960 sprintf(dummy, "%3d-", x);
1963 /* Negative value */
1966 likert_color = TERM_L_DARK;
1967 strcat(dummy, _("最低", "Very Bad"));
1972 /* Analyze the value */
1977 likert_color = TERM_RED;
1978 strcat(dummy, _("悪い", "Bad"));
1981 likert_color = TERM_L_RED;
1982 strcat(dummy, _("劣る", "Poor"));
1987 likert_color = TERM_ORANGE;
1988 strcat(dummy, _("普通", "Fair"));
1992 likert_color = TERM_YELLOW;
1993 strcat(dummy, _("良い", "Good"));
1997 likert_color = TERM_YELLOW;
1998 strcat(dummy, _("大変良い", "Very Good"));
2003 likert_color = TERM_L_GREEN;
2004 strcat(dummy, _("卓越", "Excellent"));
2012 likert_color = TERM_GREEN;
2013 strcat(dummy, _("超越", "Superb"));
2020 likert_color = TERM_BLUE;
2021 strcat(dummy, _("英雄的", "Heroic"));
2025 likert_color = TERM_VIOLET;
2026 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2027 (int)((((x / y) - 17) * 5) / 2));
2028 strcat(dummy, dummy2);
2039 * @brief プレイヤーステータスの1ページ目各種詳細をまとめて表示するサブルーチン
2040 * Prints ratings on certain abilities
2043 * This code is "imitated" elsewhere to "dump" a character sheet.
2045 static void display_player_various(void)
2047 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2048 int xthn, xthb, xfos, xsrh;
2049 int xdis, xdev, xsav, xstl;
2053 BIT_FLAGS flgs[TR_FLAG_SIZE];
2054 int shots, shot_frac;
2059 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2060 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2061 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2062 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2063 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2065 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2067 /* Shooting Skill (with current bow and normal missile) */
2068 o_ptr = &p_ptr->inventory_list[INVEN_BOW];
2069 tmp = p_ptr->to_h_b + o_ptr->to_h;
2070 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2072 /* If the player is wielding one? */
2075 ENERGY energy_fire = bow_energy(o_ptr->sval);
2077 /* Calculate shots per round */
2078 shots = p_ptr->num_fire * 100;
2079 shot_frac = (shots * 100 / energy_fire) % 100;
2080 shots = shots / energy_fire;
2081 if (o_ptr->name1 == ART_CRIMSON)
2085 if (p_ptr->pclass == CLASS_ARCHER)
2087 /* Extra shot at level 10 */
2088 if (p_ptr->lev >= 10) shots++;
2090 /* Extra shot at level 30 */
2091 if (p_ptr->lev >= 30) shots++;
2093 /* Extra shot at level 45 */
2094 if (p_ptr->lev >= 45) shots++;
2104 for(i = 0; i < 2; i++)
2106 damage[i] = p_ptr->dis_to_d[i] * 100;
2107 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
2109 PLAYER_LEVEL level = p_ptr->lev;
2115 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2116 if (p_ptr->special_defense & KAMAE_BYAKKO)
2117 basedam = monk_ave_damage[level][1];
2118 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2119 basedam = monk_ave_damage[level][2];
2121 basedam = monk_ave_damage[level][0];
2125 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
2127 /* Average damage per round */
2133 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2134 if (object_is_known(o_ptr))
2136 damage[i] += o_ptr->to_d * 100;
2137 to_h[i] += o_ptr->to_h;
2139 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2140 object_flags_known(o_ptr, flgs);
2142 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2143 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2149 else if (have_flag(flgs, TR_VORPAL))
2151 /* vorpal flag only */
2155 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2156 basedam = basedam * 7 / 2;
2160 damage[i] += basedam;
2161 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2162 if (damage[i] < 0) damage[i] = 0;
2164 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2165 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2167 /* Basic abilities */
2169 xdis = p_ptr->skill_dis;
2170 xdev = p_ptr->skill_dev;
2171 xsav = p_ptr->skill_sav;
2172 xstl = p_ptr->skill_stl;
2173 xsrh = p_ptr->skill_srh;
2174 xfos = p_ptr->skill_fos;
2175 xdig = p_ptr->skill_dig;
2178 desc = likert(xthn, 12);
2179 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2181 desc = likert(xthb, 12);
2182 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2184 desc = likert(xsav, 7);
2185 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2187 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2188 desc = likert((xstl > 0) ? xstl : -1, 1);
2189 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2191 desc = likert(xfos, 6);
2192 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2194 desc = likert(xsrh, 6);
2195 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2197 desc = likert(xdis, 8);
2198 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2200 desc = likert(xdev, 6);
2201 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2203 desc = likert(xdev, 6);
2204 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2206 desc = likert(xdig, 4);
2207 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2210 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2212 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2214 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2217 if ((damage[0]+damage[1]) == 0)
2220 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2222 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2224 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2230 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2231 * Prints ratings on certain abilities
2232 * @param flgs フラグを保管する配列
2235 * Obtain the "flags" for the player as if he was an item
2237 * xtra1.c周りと多重実装になっているのを何とかする
2239 static void player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2244 for (i = 0; i < TR_FLAG_SIZE; i++)
2248 switch (p_ptr->pclass)
2251 if (p_ptr->lev > 44)
2252 add_flag(flgs, TR_REGEN);
2254 if (p_ptr->lev > 29)
2255 add_flag(flgs, TR_RES_FEAR);
2258 if (p_ptr->lev > 39)
2259 add_flag(flgs, TR_RES_FEAR);
2261 case CLASS_CHAOS_WARRIOR:
2262 if (p_ptr->lev > 29)
2263 add_flag(flgs, TR_RES_CHAOS);
2264 if (p_ptr->lev > 39)
2265 add_flag(flgs, TR_RES_FEAR);
2268 case CLASS_FORCETRAINER:
2269 if ((p_ptr->lev > 9) && !heavy_armor())
2270 add_flag(flgs, TR_SPEED);
2271 if ((p_ptr->lev>24) && !heavy_armor())
2272 add_flag(flgs, TR_FREE_ACT);
2276 add_flag(flgs, TR_SPEED);
2279 if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
2280 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
2281 add_flag(flgs, TR_SPEED);
2283 add_flag(flgs, TR_FREE_ACT);
2285 add_flag(flgs, TR_SLOW_DIGEST);
2286 add_flag(flgs, TR_RES_FEAR);
2287 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2288 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2289 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2291 case CLASS_MINDCRAFTER:
2293 add_flag(flgs, TR_RES_FEAR);
2294 if (p_ptr->lev > 19)
2295 add_flag(flgs, TR_SUST_WIS);
2296 if (p_ptr->lev > 29)
2297 add_flag(flgs, TR_RES_CONF);
2298 if (p_ptr->lev > 39)
2299 add_flag(flgs, TR_TELEPATHY);
2302 add_flag(flgs, TR_RES_SOUND);
2304 case CLASS_BERSERKER:
2305 add_flag(flgs, TR_SUST_STR);
2306 add_flag(flgs, TR_SUST_DEX);
2307 add_flag(flgs, TR_SUST_CON);
2308 add_flag(flgs, TR_REGEN);
2309 add_flag(flgs, TR_FREE_ACT);
2310 add_flag(flgs, TR_SPEED);
2311 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2313 case CLASS_MIRROR_MASTER:
2314 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2317 break; /* Do nothing */
2321 if (p_ptr->mimic_form)
2323 switch(p_ptr->mimic_form)
2326 add_flag(flgs, TR_HOLD_EXP);
2327 add_flag(flgs, TR_RES_CHAOS);
2328 add_flag(flgs, TR_RES_NETHER);
2329 add_flag(flgs, TR_RES_FIRE);
2330 add_flag(flgs, TR_SEE_INVIS);
2331 add_flag(flgs, TR_SPEED);
2333 case MIMIC_DEMON_LORD:
2334 add_flag(flgs, TR_HOLD_EXP);
2335 add_flag(flgs, TR_RES_CHAOS);
2336 add_flag(flgs, TR_RES_NETHER);
2337 add_flag(flgs, TR_RES_FIRE);
2338 add_flag(flgs, TR_RES_COLD);
2339 add_flag(flgs, TR_RES_ELEC);
2340 add_flag(flgs, TR_RES_ACID);
2341 add_flag(flgs, TR_RES_POIS);
2342 add_flag(flgs, TR_RES_CONF);
2343 add_flag(flgs, TR_RES_DISEN);
2344 add_flag(flgs, TR_RES_NEXUS);
2345 add_flag(flgs, TR_RES_FEAR);
2346 add_flag(flgs, TR_IM_FIRE);
2347 add_flag(flgs, TR_SH_FIRE);
2348 add_flag(flgs, TR_SEE_INVIS);
2349 add_flag(flgs, TR_TELEPATHY);
2350 add_flag(flgs, TR_LEVITATION);
2351 add_flag(flgs, TR_SPEED);
2354 add_flag(flgs, TR_HOLD_EXP);
2355 add_flag(flgs, TR_RES_DARK);
2356 add_flag(flgs, TR_RES_NETHER);
2357 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2358 add_flag(flgs, TR_RES_POIS);
2359 add_flag(flgs, TR_RES_COLD);
2360 add_flag(flgs, TR_SEE_INVIS);
2361 add_flag(flgs, TR_SPEED);
2367 switch (p_ptr->prace)
2370 add_flag(flgs, TR_RES_LITE);
2373 add_flag(flgs, TR_HOLD_EXP);
2376 add_flag(flgs, TR_FREE_ACT);
2379 add_flag(flgs, TR_RES_BLIND);
2382 add_flag(flgs, TR_RES_DARK);
2384 case RACE_HALF_TROLL:
2385 add_flag(flgs, TR_SUST_STR);
2386 if (p_ptr->lev > 14)
2388 add_flag(flgs, TR_REGEN);
2389 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2391 add_flag(flgs, TR_SLOW_DIGEST);
2393 * Let's not make Regeneration a disadvantage
2394 * for the poor warriors who can never learn
2395 * a spell that satisfies hunger (actually
2396 * neither can rogues, but half-trolls are not
2397 * supposed to play rogues)
2403 add_flag(flgs, TR_SUST_CON);
2404 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2407 add_flag(flgs, TR_RES_LITE);
2408 add_flag(flgs, TR_SEE_INVIS);
2410 case RACE_BARBARIAN:
2411 add_flag(flgs, TR_RES_FEAR);
2413 case RACE_HALF_OGRE:
2414 add_flag(flgs, TR_SUST_STR);
2415 add_flag(flgs, TR_RES_DARK);
2417 case RACE_HALF_GIANT:
2418 add_flag(flgs, TR_RES_SHARDS);
2419 add_flag(flgs, TR_SUST_STR);
2421 case RACE_HALF_TITAN:
2422 add_flag(flgs, TR_RES_CHAOS);
2425 add_flag(flgs, TR_RES_SOUND);
2428 add_flag(flgs, TR_RES_ACID);
2429 if (p_ptr->lev > 19)
2430 add_flag(flgs, TR_IM_ACID);
2433 add_flag(flgs, TR_RES_CONF);
2434 add_flag(flgs, TR_RES_ACID);
2436 add_flag(flgs, TR_SPEED);
2439 add_flag(flgs, TR_RES_POIS);
2442 add_flag(flgs, TR_RES_DISEN);
2443 add_flag(flgs, TR_RES_DARK);
2446 add_flag(flgs, TR_RES_DARK);
2447 if (p_ptr->lev > 19)
2448 add_flag(flgs, TR_SEE_INVIS);
2450 case RACE_DRACONIAN:
2451 add_flag(flgs, TR_LEVITATION);
2453 add_flag(flgs, TR_RES_FIRE);
2455 add_flag(flgs, TR_RES_COLD);
2456 if (p_ptr->lev > 14)
2457 add_flag(flgs, TR_RES_ACID);
2458 if (p_ptr->lev > 19)
2459 add_flag(flgs, TR_RES_ELEC);
2460 if (p_ptr->lev > 34)
2461 add_flag(flgs, TR_RES_POIS);
2463 case RACE_MIND_FLAYER:
2464 add_flag(flgs, TR_SUST_INT);
2465 add_flag(flgs, TR_SUST_WIS);
2466 if (p_ptr->lev > 14)
2467 add_flag(flgs, TR_SEE_INVIS);
2468 if (p_ptr->lev > 29)
2469 add_flag(flgs, TR_TELEPATHY);
2472 add_flag(flgs, TR_RES_FIRE);
2474 add_flag(flgs, TR_SEE_INVIS);
2477 add_flag(flgs, TR_SEE_INVIS);
2478 add_flag(flgs, TR_FREE_ACT);
2479 add_flag(flgs, TR_RES_POIS);
2480 add_flag(flgs, TR_SLOW_DIGEST);
2481 if (p_ptr->lev > 34)
2482 add_flag(flgs, TR_HOLD_EXP);
2485 add_flag(flgs, TR_SEE_INVIS);
2486 add_flag(flgs, TR_RES_SHARDS);
2487 add_flag(flgs, TR_HOLD_EXP);
2488 add_flag(flgs, TR_RES_POIS);
2490 add_flag(flgs, TR_RES_COLD);
2493 add_flag(flgs, TR_SEE_INVIS);
2494 add_flag(flgs, TR_HOLD_EXP);
2495 add_flag(flgs, TR_RES_NETHER);
2496 add_flag(flgs, TR_RES_POIS);
2497 add_flag(flgs, TR_SLOW_DIGEST);
2499 add_flag(flgs, TR_RES_COLD);
2502 add_flag(flgs, TR_HOLD_EXP);
2503 add_flag(flgs, TR_RES_DARK);
2504 add_flag(flgs, TR_RES_NETHER);
2505 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2506 add_flag(flgs, TR_RES_POIS);
2507 add_flag(flgs, TR_RES_COLD);
2510 add_flag(flgs, TR_LEVITATION);
2511 add_flag(flgs, TR_FREE_ACT);
2512 add_flag(flgs, TR_RES_COLD);
2513 add_flag(flgs, TR_SEE_INVIS);
2514 add_flag(flgs, TR_HOLD_EXP);
2515 add_flag(flgs, TR_RES_NETHER);
2516 add_flag(flgs, TR_RES_POIS);
2517 add_flag(flgs, TR_SLOW_DIGEST);
2519 if (p_ptr->lev > 34)
2520 add_flag(flgs, TR_TELEPATHY);
2523 add_flag(flgs, TR_RES_LITE);
2524 add_flag(flgs, TR_LEVITATION);
2526 add_flag(flgs, TR_SPEED);
2529 add_flag(flgs, TR_RES_SOUND);
2530 add_flag(flgs, TR_RES_CONF);
2533 add_flag(flgs, TR_LEVITATION);
2534 add_flag(flgs, TR_SEE_INVIS);
2537 add_flag(flgs, TR_RES_FIRE);
2538 add_flag(flgs, TR_RES_NETHER);
2539 add_flag(flgs, TR_HOLD_EXP);
2541 add_flag(flgs, TR_SEE_INVIS);
2544 add_flag(flgs, TR_SUST_CON);
2547 add_flag(flgs, TR_LEVITATION);
2550 add_flag(flgs, TR_RES_CONF);
2553 add_flag(flgs, TR_FREE_ACT);
2554 add_flag(flgs, TR_RES_POIS);
2555 add_flag(flgs, TR_SLOW_DIGEST);
2556 add_flag(flgs, TR_HOLD_EXP);
2566 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2568 remove_flag(flgs, TR_REGEN);
2571 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2572 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2573 (p_ptr->muta3 & MUT3_SHORT_LEG))
2575 add_flag(flgs, TR_SPEED);
2578 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2580 add_flag(flgs, TR_SH_ELEC);
2583 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2585 add_flag(flgs, TR_SH_FIRE);
2586 add_flag(flgs, TR_LITE_1);
2589 if (p_ptr->muta3 & MUT3_WINGS)
2591 add_flag(flgs, TR_LEVITATION);
2594 if (p_ptr->muta3 & MUT3_FEARLESS)
2596 add_flag(flgs, TR_RES_FEAR);
2599 if (p_ptr->muta3 & MUT3_REGEN)
2601 add_flag(flgs, TR_REGEN);
2604 if (p_ptr->muta3 & MUT3_ESP)
2606 add_flag(flgs, TR_TELEPATHY);
2609 if (p_ptr->muta3 & MUT3_MOTION)
2611 add_flag(flgs, TR_FREE_ACT);
2615 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2616 add_flag(flgs, TR_AGGRAVATE);
2617 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2618 add_flag(flgs, TR_RES_CONF);
2619 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2621 add_flag(flgs, TR_RES_BLIND);
2622 add_flag(flgs, TR_RES_CONF);
2623 add_flag(flgs, TR_HOLD_EXP);
2624 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2626 add_flag(flgs, TR_SPEED);
2628 if (p_ptr->special_defense & KATA_FUUJIN)
2629 add_flag(flgs, TR_REFLECT);
2630 if (p_ptr->special_defense & KAMAE_GENBU)
2631 add_flag(flgs, TR_REFLECT);
2632 if (p_ptr->special_defense & KAMAE_SUZAKU)
2633 add_flag(flgs, TR_LEVITATION);
2634 if (p_ptr->special_defense & KAMAE_SEIRYU)
2636 add_flag(flgs, TR_RES_FIRE);
2637 add_flag(flgs, TR_RES_COLD);
2638 add_flag(flgs, TR_RES_ACID);
2639 add_flag(flgs, TR_RES_ELEC);
2640 add_flag(flgs, TR_RES_POIS);
2641 add_flag(flgs, TR_LEVITATION);
2642 add_flag(flgs, TR_SH_FIRE);
2643 add_flag(flgs, TR_SH_ELEC);
2644 add_flag(flgs, TR_SH_COLD);
2646 if (p_ptr->special_defense & KATA_MUSOU)
2648 add_flag(flgs, TR_RES_FEAR);
2649 add_flag(flgs, TR_RES_LITE);
2650 add_flag(flgs, TR_RES_DARK);
2651 add_flag(flgs, TR_RES_BLIND);
2652 add_flag(flgs, TR_RES_CONF);
2653 add_flag(flgs, TR_RES_SOUND);
2654 add_flag(flgs, TR_RES_SHARDS);
2655 add_flag(flgs, TR_RES_NETHER);
2656 add_flag(flgs, TR_RES_NEXUS);
2657 add_flag(flgs, TR_RES_CHAOS);
2658 add_flag(flgs, TR_RES_DISEN);
2659 add_flag(flgs, TR_REFLECT);
2660 add_flag(flgs, TR_HOLD_EXP);
2661 add_flag(flgs, TR_FREE_ACT);
2662 add_flag(flgs, TR_SH_FIRE);
2663 add_flag(flgs, TR_SH_ELEC);
2664 add_flag(flgs, TR_SH_COLD);
2665 add_flag(flgs, TR_LEVITATION);
2666 add_flag(flgs, TR_LITE_1);
2667 add_flag(flgs, TR_SEE_INVIS);
2668 add_flag(flgs, TR_TELEPATHY);
2669 add_flag(flgs, TR_SLOW_DIGEST);
2670 add_flag(flgs, TR_REGEN);
2671 add_flag(flgs, TR_SUST_STR);
2672 add_flag(flgs, TR_SUST_INT);
2673 add_flag(flgs, TR_SUST_WIS);
2674 add_flag(flgs, TR_SUST_DEX);
2675 add_flag(flgs, TR_SUST_CON);
2676 add_flag(flgs, TR_SUST_CHR);
2681 * @brief プレイヤーの一時的魔法効果による耐性を返す
2682 * Prints ratings on certain abilities
2683 * @param flgs フラグを保管する配列
2686 * xtra1.c周りと多重実装になっているのを何とかする
2688 static void tim_player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2693 for (i = 0; i < TR_FLAG_SIZE; i++)
2696 if (IS_HERO() || p_ptr->shero)
2697 add_flag(flgs, TR_RES_FEAR);
2698 if (p_ptr->tim_invis)
2699 add_flag(flgs, TR_SEE_INVIS);
2700 if (p_ptr->tim_regen)
2701 add_flag(flgs, TR_REGEN);
2703 add_flag(flgs, TR_TELEPATHY);
2704 if (IS_FAST() || p_ptr->slow)
2705 add_flag(flgs, TR_SPEED);
2707 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(prace_is_(RACE_YEEK) && (p_ptr->lev > 19)))
2708 add_flag(flgs, TR_RES_ACID);
2709 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2710 add_flag(flgs, TR_RES_ELEC);
2711 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2712 add_flag(flgs, TR_RES_FIRE);
2713 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2714 add_flag(flgs, TR_RES_COLD);
2715 if (IS_OPPOSE_POIS())
2716 add_flag(flgs, TR_RES_POIS);
2718 if (p_ptr->special_attack & ATTACK_ACID)
2719 add_flag(flgs, TR_BRAND_ACID);
2720 if (p_ptr->special_attack & ATTACK_ELEC)
2721 add_flag(flgs, TR_BRAND_ELEC);
2722 if (p_ptr->special_attack & ATTACK_FIRE)
2723 add_flag(flgs, TR_BRAND_FIRE);
2724 if (p_ptr->special_attack & ATTACK_COLD)
2725 add_flag(flgs, TR_BRAND_COLD);
2726 if (p_ptr->special_attack & ATTACK_POIS)
2727 add_flag(flgs, TR_BRAND_POIS);
2728 if (p_ptr->special_defense & DEFENSE_ACID)
2729 add_flag(flgs, TR_IM_ACID);
2730 if (p_ptr->special_defense & DEFENSE_ELEC)
2731 add_flag(flgs, TR_IM_ELEC);
2732 if (p_ptr->special_defense & DEFENSE_FIRE)
2733 add_flag(flgs, TR_IM_FIRE);
2734 if (p_ptr->special_defense & DEFENSE_COLD)
2735 add_flag(flgs, TR_IM_COLD);
2736 if (p_ptr->wraith_form)
2737 add_flag(flgs, TR_REFLECT);
2739 if (p_ptr->tim_reflect)
2740 add_flag(flgs, TR_REFLECT);
2742 if (p_ptr->magicdef)
2744 add_flag(flgs, TR_RES_BLIND);
2745 add_flag(flgs, TR_RES_CONF);
2746 add_flag(flgs, TR_REFLECT);
2747 add_flag(flgs, TR_FREE_ACT);
2748 add_flag(flgs, TR_LEVITATION);
2750 if (p_ptr->tim_res_nether)
2752 add_flag(flgs, TR_RES_NETHER);
2754 if (p_ptr->tim_sh_fire)
2756 add_flag(flgs, TR_SH_FIRE);
2760 add_flag(flgs, TR_RES_FEAR);
2761 add_flag(flgs, TR_RES_LITE);
2762 add_flag(flgs, TR_RES_DARK);
2763 add_flag(flgs, TR_RES_BLIND);
2764 add_flag(flgs, TR_RES_CONF);
2765 add_flag(flgs, TR_RES_SOUND);
2766 add_flag(flgs, TR_RES_SHARDS);
2767 add_flag(flgs, TR_RES_NETHER);
2768 add_flag(flgs, TR_RES_NEXUS);
2769 add_flag(flgs, TR_RES_CHAOS);
2770 add_flag(flgs, TR_RES_DISEN);
2771 add_flag(flgs, TR_REFLECT);
2772 add_flag(flgs, TR_HOLD_EXP);
2773 add_flag(flgs, TR_FREE_ACT);
2774 add_flag(flgs, TR_SH_FIRE);
2775 add_flag(flgs, TR_SH_ELEC);
2776 add_flag(flgs, TR_SH_COLD);
2777 add_flag(flgs, TR_LEVITATION);
2778 add_flag(flgs, TR_LITE_1);
2779 add_flag(flgs, TR_SEE_INVIS);
2780 add_flag(flgs, TR_TELEPATHY);
2781 add_flag(flgs, TR_SLOW_DIGEST);
2782 add_flag(flgs, TR_REGEN);
2783 add_flag(flgs, TR_SUST_STR);
2784 add_flag(flgs, TR_SUST_INT);
2785 add_flag(flgs, TR_SUST_WIS);
2786 add_flag(flgs, TR_SUST_DEX);
2787 add_flag(flgs, TR_SUST_CON);
2788 add_flag(flgs, TR_SUST_CHR);
2792 if (p_ptr->realm1 == REALM_HEX)
2794 if (hex_spelling(HEX_DEMON_AURA))
2796 add_flag(flgs, TR_SH_FIRE);
2797 add_flag(flgs, TR_REGEN);
2799 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2800 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2805 /* Mode flags for displaying player flags */
2806 #define DP_CURSE 0x01
2812 * @brief プレイヤーの装備一覧をシンボルで並べる
2814 * @param y 表示するコンソールの行
2815 * @param x 表示するコンソールの列
2819 void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2828 /* Weapon flags need only two column */
2829 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2830 else max_i = INVEN_TOTAL;
2832 /* Dump equippy chars */
2833 for (i = INVEN_RARM; i < max_i; i++)
2836 o_ptr = &p_ptr->inventory_list[i];
2838 a = object_attr(o_ptr);
2839 c = object_char(o_ptr);
2841 /* Clear the part of the screen */
2842 if (!equippy_chars || !o_ptr->k_idx)
2849 Term_putch(x + i - INVEN_RARM, y, a, c);
2855 * @brief プレイヤーの装備による免疫フラグを返す
2856 * @param flgs フラグを保管する配列
2859 * xtra1.c周りと多重実装になっているのを何とかする
2861 static void known_obj_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2866 for (i = 0; i < TR_FLAG_SIZE; i++)
2869 /* Check equipment */
2870 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2872 u32b o_flgs[TR_FLAG_SIZE];
2877 o_ptr = &p_ptr->inventory_list[i];
2879 if (!o_ptr->k_idx) continue;
2882 object_flags_known(o_ptr, o_flgs);
2884 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2885 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2886 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2887 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2892 * @brief プレイヤーの種族による免疫フラグを返す
2893 * @param flgs フラグを保管する配列
2896 * xtra1.c周りと多重実装になっているのを何とかする
2898 static void player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2903 for (i = 0; i < TR_FLAG_SIZE; i++)
2906 if (prace_is_(RACE_SPECTRE))
2907 add_flag(flgs, TR_RES_NETHER);
2908 if (p_ptr->mimic_form == MIMIC_VAMPIRE || prace_is_(RACE_VAMPIRE))
2909 add_flag(flgs, TR_RES_DARK);
2910 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2911 add_flag(flgs, TR_RES_FIRE);
2912 else if (prace_is_(RACE_YEEK) && p_ptr->lev > 19)
2913 add_flag(flgs, TR_RES_ACID);
2917 * @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
2918 * @param flgs フラグを保管する配列
2921 * xtra1.c周りと多重実装になっているのを何とかする
2923 static void tim_player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2928 for (i = 0; i < TR_FLAG_SIZE; i++)
2931 if (p_ptr->special_defense & DEFENSE_ACID)
2932 add_flag(flgs, TR_RES_ACID);
2933 if (p_ptr->special_defense & DEFENSE_ELEC)
2934 add_flag(flgs, TR_RES_ELEC);
2935 if (p_ptr->special_defense & DEFENSE_FIRE)
2936 add_flag(flgs, TR_RES_FIRE);
2937 if (p_ptr->special_defense & DEFENSE_COLD)
2938 add_flag(flgs, TR_RES_COLD);
2939 if (p_ptr->wraith_form)
2940 add_flag(flgs, TR_RES_DARK);
2944 * @brief プレイヤーの種族による弱点フラグを返す
2945 * @param flgs フラグを保管する配列
2948 * xtra1.c周りと多重実装になっているのを何とかする
2950 static void player_vuln_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2955 for (i = 0; i < TR_FLAG_SIZE; i++)
2958 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2960 add_flag(flgs, TR_RES_ACID);
2961 add_flag(flgs, TR_RES_ELEC);
2962 add_flag(flgs, TR_RES_FIRE);
2963 add_flag(flgs, TR_RES_COLD);
2965 if (prace_is_(RACE_ANDROID))
2966 add_flag(flgs, TR_RES_ELEC);
2967 if (prace_is_(RACE_ENT))
2968 add_flag(flgs, TR_RES_FIRE);
2969 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) ||
2970 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2971 add_flag(flgs, TR_RES_LITE);
2976 * A struct for storing misc. flags
2979 BIT_FLAGS player_flags[TR_FLAG_SIZE];
2980 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
2981 BIT_FLAGS player_imm[TR_FLAG_SIZE];
2982 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
2983 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
2984 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
2989 * @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 /
2990 * Helper function, see below
2991 * @param row コンソール表示位置の左上行
2992 * @param col コンソール表示位置の左上列
2993 * @param header コンソール上で表示する特性名
2994 * @param flag1 参照する特性ID
2995 * @param f プレイヤーの特性情報構造体
2996 * @param mode 表示オプション
2999 static void display_flag_aux(TERM_LEN row, TERM_LEN col, concptr header,
3000 int flag1, all_player_flags *f, u16b mode)
3005 byte header_color = TERM_L_DARK;
3006 int header_col = col;
3008 if (have_flag(f->player_vuln, flag1) &&
3009 !(have_flag(f->known_obj_imm, flag1) ||
3010 have_flag(f->player_imm, flag1) ||
3011 have_flag(f->tim_player_imm, flag1)))
3015 col += strlen(header) + 1;
3017 /* Weapon flags need only two column */
3018 if (mode & DP_WP) max_i = INVEN_LARM + 1;
3019 else max_i = INVEN_TOTAL;
3021 /* Check equipment */
3022 for (i = INVEN_RARM; i < max_i; i++)
3024 BIT_FLAGS flgs[TR_FLAG_SIZE];
3028 o_ptr = &p_ptr->inventory_list[i];
3031 object_flags_known(o_ptr, flgs);
3034 if (!(mode & DP_IMM))
3035 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3038 if (mode & DP_CURSE)
3040 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3042 c_put_str(TERM_L_DARK, "+", row, col);
3043 header_color = TERM_WHITE;
3045 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3047 c_put_str(TERM_WHITE, "+", row, col);
3048 header_color = TERM_WHITE;
3050 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3052 c_put_str(TERM_WHITE, "*", row, col);
3053 header_color = TERM_WHITE;
3056 else if (flag1 == TR_LITE_1)
3058 if (have_dark_flag(flgs))
3060 c_put_str(TERM_L_DARK, "+", row, col);
3061 header_color = TERM_WHITE;
3063 else if (have_lite_flag(flgs))
3065 c_put_str(TERM_WHITE, "+", row, col);
3066 header_color = TERM_WHITE;
3071 if (have_flag(flgs, flag1))
3073 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3074 (mode & DP_IMM) ? "*" : "+", row, col);
3075 header_color = TERM_WHITE;
3083 /* Assume that player flag is already written */
3086 if (header_color != TERM_L_DARK)
3088 /* Overwrite Header Color */
3089 c_put_str(header_color, header, row, header_col);
3095 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3098 if (have_flag(f->player_flags, flag1))
3100 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3101 header_color = TERM_WHITE;
3104 /* Timed player flags */
3105 if (have_flag(f->tim_player_flags, flag1))
3107 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3108 header_color = TERM_WHITE;
3112 if (have_flag(f->tim_player_imm, flag1))
3114 c_put_str(TERM_YELLOW, "*", row, col);
3115 header_color = TERM_WHITE;
3117 if (have_flag(f->player_imm, flag1))
3119 c_put_str(TERM_WHITE, "*", row, col);
3120 header_color = TERM_WHITE;
3124 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3127 c_put_str(header_color, header, row, header_col);
3132 * @brief プレイヤーの特性フラグ一覧表示1 /
3133 * Special display, part 1
3136 static void display_player_flag_info(void)
3143 /* Extract flags and store */
3144 player_flags(f.player_flags);
3145 tim_player_flags(f.tim_player_flags);
3146 player_immunity(f.player_imm);
3147 tim_player_immunity(f.tim_player_imm);
3148 known_obj_immunity(f.known_obj_imm);
3149 player_vuln_flags(f.player_vuln);
3156 display_player_equippy(row-2, col+8, 0);
3157 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3160 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3161 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3162 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3163 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3164 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3165 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3166 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3167 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3168 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3169 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3170 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3171 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3172 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3173 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3175 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3176 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3177 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3178 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3179 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3180 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3181 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3182 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3183 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3184 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3185 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3186 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3187 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3188 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3197 display_player_equippy(row-2, col+8, 0);
3199 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3202 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3203 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3204 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3205 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3206 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3207 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3208 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3209 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3210 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3211 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3213 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3214 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3215 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3216 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3217 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3218 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3219 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3220 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3221 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3222 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3231 display_player_equippy(row-2, col+12, 0);
3233 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3236 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3237 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3238 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3239 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3240 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3241 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3242 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3243 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3244 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3245 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3247 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3248 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3249 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3250 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3251 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3252 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3253 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3254 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3255 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3256 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3263 * @brief プレイヤーの特性フラグ一覧表示2 /
3264 * Special display, part 2
3267 static void display_player_other_flag_info(void)
3274 /* Extract flags and store */
3275 player_flags(f.player_flags);
3276 tim_player_flags(f.tim_player_flags);
3277 player_immunity(f.player_imm);
3278 tim_player_immunity(f.tim_player_imm);
3279 known_obj_immunity(f.known_obj_imm);
3280 player_vuln_flags(f.player_vuln);
3287 display_player_equippy(row-2, col+12, DP_WP);
3289 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3292 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3293 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3294 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3295 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3296 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3297 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3298 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3299 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3300 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3301 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3302 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3303 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3304 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3305 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3306 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3307 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3308 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3309 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3310 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3311 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3312 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3313 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3314 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3315 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3316 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3317 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3318 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3319 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3321 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3322 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3323 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3324 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3325 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3326 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3327 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3328 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3329 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3330 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3331 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3332 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3333 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3334 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3335 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3336 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3337 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3338 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3339 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3340 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3341 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3342 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3343 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3344 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3345 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3346 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3347 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3348 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3357 display_player_equippy(row-2, col+13, 0);
3358 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3361 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3362 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3363 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3364 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3365 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3366 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3367 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3368 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3369 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3370 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3371 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3372 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3373 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3374 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3375 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3376 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3377 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3378 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3379 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3381 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3382 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3383 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3384 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3385 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3386 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3387 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3388 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3389 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3390 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3391 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3392 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3393 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3394 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3395 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3396 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3397 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3398 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3399 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3406 col = col + 12 + 17;
3408 display_player_equippy(row-2, col+14, 0);
3410 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3413 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3414 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3415 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3416 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3417 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3418 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3420 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3421 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3422 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3423 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3424 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3425 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3427 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3428 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3429 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3430 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3432 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3433 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3434 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3435 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3436 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3437 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3439 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3440 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3441 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3442 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3443 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3444 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3446 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3447 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3448 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3449 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3456 * @brief プレイヤーの特性フラグ一覧表示2a /
3457 * Special display, part 2a
3460 static void display_player_misc_info(void)
3465 /* Display basics */
3467 put_str("名前 :", 1, 26);
3468 put_str("性別 :", 3, 1);
3469 put_str("種族 :", 4, 1);
3470 put_str("職業 :", 5, 1);
3472 put_str("Name :", 1, 26);
3473 put_str("Sex :", 3, 1);
3474 put_str("Race :", 4, 1);
3475 put_str("Class :", 5, 1);
3478 strcpy(tmp,ap_ptr->title);
3485 strcat(tmp,p_ptr->name);
3487 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3488 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3489 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3490 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3492 /* Display extras */
3494 put_str("レベル:", 6, 1);
3495 put_str("HP :", 7, 1);
3496 put_str("MP :", 8, 1);
3498 put_str("Level :", 6, 1);
3499 put_str("Hits :", 7, 1);
3500 put_str("Mana :", 8, 1);
3504 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3505 c_put_str(TERM_L_BLUE, buf, 6, 9);
3506 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3507 c_put_str(TERM_L_BLUE, buf, 7, 9);
3508 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3509 c_put_str(TERM_L_BLUE, buf, 8, 9);
3514 * @brief プレイヤーの特性フラグ一覧表示2b /
3515 * Special display, part 2b
3519 * How to print out the modifications and sustains.
3520 * Positive mods with no sustain will be light green.
3521 * Positive mods with a sustain will be dark green.
3522 * Sustains (with no modification) will be a dark green 's'.
3523 * Negative mods (from a curse) will be red.
3524 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3525 * No mod, no sustain, will be a slate '.'
3528 static void display_player_stat_info(void)
3535 BIT_FLAGS flgs[TR_FLAG_SIZE];
3549 /* Print out the labels for the columns */
3550 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col+1);
3551 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col+7);
3552 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col+13);
3553 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col+28);
3554 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col+35);
3556 /* Display the stats */
3557 for (i = 0; i < A_MAX; i++)
3561 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3562 else r_adj = rp_ptr->r_adj[i];
3564 /* Calculate equipment adjustment */
3567 /* Icky formula to deal with the 18 barrier */
3568 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] > 18))
3569 e_adj = (p_ptr->stat_top[i] - p_ptr->stat_max[i]) / 10;
3570 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3571 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3572 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3573 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3575 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3576 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3578 if (prace_is_(RACE_ENT))
3584 if (p_ptr->lev > 25) r_adj++;
3585 if (p_ptr->lev > 40) r_adj++;
3586 if (p_ptr->lev > 45) r_adj++;
3589 if (p_ptr->lev > 25) r_adj--;
3590 if (p_ptr->lev > 40) r_adj--;
3591 if (p_ptr->lev > 45) r_adj--;
3597 e_adj -= cp_ptr->c_adj[i];
3598 e_adj -= ap_ptr->a_adj[i];
3600 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3601 /* Reduced name of stat */
3602 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3604 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3607 /* Internal "natural" max value. Maxes at 18/100 */
3608 /* This is useful to see if you are maxed out */
3609 cnv_stat(p_ptr->stat_max[i], buf);
3610 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3612 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3614 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3616 /* Race, class, and equipment modifiers */
3617 (void)sprintf(buf, "%3d", r_adj);
3618 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3619 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3620 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3621 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3622 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3623 (void)sprintf(buf, "%3d", (int)e_adj);
3624 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3626 /* Actual maximal modified value */
3627 cnv_stat(p_ptr->stat_top[i], buf);
3628 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3630 /* Only display stat_use if not maximal */
3631 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3633 cnv_stat(p_ptr->stat_use[i], buf);
3634 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3639 col = stat_col + 41;
3641 /* Header and Footer */
3642 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3643 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3645 /* Process equipment */
3646 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3648 o_ptr = &p_ptr->inventory_list[i];
3650 /* Acquire "known" flags */
3651 object_flags_known(o_ptr, flgs);
3653 /* Initialize color based of sign of pval. */
3654 for (stat = 0; stat < A_MAX; stat++)
3661 if (have_flag(flgs, stat))
3667 if (o_ptr->pval > 0)
3673 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3676 if (have_flag(flgs, stat + TR_SUST_STR))
3678 /* Dark green for sustained stats */
3683 if (o_ptr->pval < 0)
3689 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3694 else if (have_flag(flgs, stat + TR_SUST_STR))
3696 /* Dark green "s" */
3701 /* Dump proper character */
3702 Term_putch(col, row + stat+1, a, c);
3713 for (stat = 0; stat < A_MAX; stat++)
3720 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3726 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3727 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3728 if (p_ptr->tsuyoshi) dummy += 4;
3730 else if (stat == A_WIS || stat == A_INT)
3732 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3733 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3735 else if (stat == A_DEX)
3737 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3738 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3739 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3741 else if (stat == A_CON)
3743 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3744 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3745 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3746 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3747 if (p_ptr->tsuyoshi) dummy += 4;
3749 else if (stat == A_CHR)
3751 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3752 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3753 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3754 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3755 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3756 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3772 if (dummy < 10) c = '0' + dummy;
3782 if (dummy > -10) c = '0' - dummy;
3789 if (have_flag(flgs, stat + TR_SUST_STR))
3791 /* Dark green "s" */
3798 Term_putch(col, row + stat+1, a, c);
3804 * @brief プレイヤーのステータス表示メイン処理
3805 * Display the character on the screen (various modes)
3806 * @param mode 表示モードID
3810 * The top one and bottom two lines are left blank.
3811 * Mode 0 = standard display with skills
3812 * Mode 1 = standard display with history
3813 * Mode 2 = summary of various things
3814 * Mode 3 = summary of various things (part 2)
3815 * Mode 4 = mutations
3818 void display_player(int mode)
3824 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3833 if ((mode == 0) || (mode == 1))
3835 /* Name, Sex, Race, Class */
3837 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", p_ptr->name);
3839 sprintf(tmp, "%s %s", ap_ptr->title, p_ptr->name);
3842 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3843 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3844 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3845 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3850 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3852 strcpy(tmp, realm_names[p_ptr->realm1]);
3853 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3856 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3857 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3859 /* Age, Height, Weight, Social */
3860 /* 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 */
3862 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3863 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3864 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3865 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3867 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3868 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3869 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3870 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3872 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3875 /* Display the stats */
3876 for (i = 0; i < A_MAX; i++)
3878 /* Special treatment of "injured" stats */
3879 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3883 /* Use lowercase stat name */
3884 put_str(stat_names_reduced[i], 3 + i, 53);
3886 /* Get the current stat */
3887 value = p_ptr->stat_use[i];
3889 /* Obtain the current stat (modified) */
3890 cnv_stat(value, buf);
3892 /* Display the current stat (modified) */
3893 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3895 /* Acquire the max stat */
3896 value = p_ptr->stat_top[i];
3898 /* Obtain the maximum stat (modified) */
3899 cnv_stat(value, buf);
3901 /* Display the maximum stat (modified) */
3902 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3905 /* Normal treatment of "normal" stats */
3908 /* Assume uppercase stat name */
3909 put_str(stat_names[i], 3 + i, 53);
3911 /* Obtain the current stat (modified) */
3912 cnv_stat(p_ptr->stat_use[i], buf);
3914 /* Display the current stat (modified) */
3915 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3918 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3920 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3924 /* Display "history" info */
3928 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3930 for (i = 0; i < 4; i++)
3932 put_str(p_ptr->history[i], i + 12, 10);
3939 if (p_ptr->total_winner)
3942 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3944 sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3947 else if (!current_floor_ptr->dun_level)
3950 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3952 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3955 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3957 /* Get the quest text */
3958 /* Bewere that INIT_ASSIGN resets the cur_num. */
3959 init_flags = INIT_NAME_ONLY;
3961 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3964 sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[p_ptr->inside_quest].name, p_ptr->died_from);
3966 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
3972 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), (int)current_floor_ptr->dun_level, p_ptr->died_from);
3974 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, current_floor_ptr->dun_level, map_name());
3978 else if (character_dungeon)
3980 if (!current_floor_ptr->dun_level)
3982 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
3984 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3986 /* Clear the text */
3987 /* Must be done before doing INIT_SHOW_TEXT */
3988 for (i = 0; i < 10; i++)
3990 quest_text[i][0] = '\0';
3992 quest_text_line = 0;
3994 /* Get the quest text */
3995 init_flags = INIT_NAME_ONLY;
3997 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3999 sprintf(statmsg, _("…あなたは現在、 クエスト「%s」を遂行中だ。", "...Now, you are in the quest '%s'."), quest[p_ptr->inside_quest].name);
4004 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)current_floor_ptr->dun_level);
4006 sprintf(statmsg, "...Now, you are exploring level %d of %s.", current_floor_ptr->dun_level, map_name());
4013 char temp[64*2], *t;
4014 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4016 for(i=0 ; i<2 ; i++)
4022 put_str(t, i + 5 + 12, 10);
4030 /* Display "various" info */
4033 display_player_middle();
4034 display_player_various();
4041 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4044 display_player_misc_info();
4045 display_player_stat_info();
4046 display_player_flag_info();
4052 display_player_other_flag_info();
4057 do_cmd_knowledge_mutations();
4062 * @brief プレイヤーのステータス表示をファイルにダンプする
4063 * @param fff ファイルポインタ
4066 static void dump_aux_display_player(FILE *fff)
4075 /* Dump part of the screen */
4076 for (y = 1; y < 22; y++)
4079 for (x = 0; x < 79; x++)
4081 /* Get the attr/char */
4082 (void)(Term_what(x, y, &a, &c));
4088 /* End the string */
4091 /* Kill trailing spaces */
4092 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4095 fprintf(fff, _("%s\n", "%s\n"), buf);
4098 /* Display history */
4101 /* Dump part of the screen */
4102 for (y = 10; y < 19; y++)
4105 for (x = 0; x < 79; x++)
4107 /* Get the attr/char */
4108 (void)(Term_what(x, y, &a, &c));
4114 /* End the string */
4117 /* Kill trailing spaces */
4118 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4121 fprintf(fff, "%s\n", buf);
4126 /* Display flags (part 1) */
4129 /* Dump part of the screen */
4130 for (y = 2; y < 22; y++)
4133 for (x = 0; x < 79; x++)
4135 /* Get the attr/char */
4136 (void)(Term_what(x, y, &a, &c));
4138 /* Dump it (Ignore equippy tile graphic) */
4145 /* End the string */
4148 /* Kill trailing spaces */
4149 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4152 fprintf(fff, "%s\n", buf);
4157 /* Display flags (part 2) */
4160 /* Dump part of the screen */
4161 for (y = 1; y < 22; y++)
4164 for (x = 0; x < 79; x++)
4166 /* Get the attr/char */
4167 (void)(Term_what(x, y, &a, &c));
4169 /* Dump it (Ignore equippy tile graphic) */
4176 /* End the string */
4179 /* Kill trailing spaces */
4180 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4183 fprintf(fff, "%s\n", buf);
4191 * @brief プレイヤーのペット情報をファイルにダンプする
4192 * @param fff ファイルポインタ
4195 static void dump_aux_pet(FILE *fff)
4199 bool pet_settings = FALSE;
4200 GAME_TEXT pet_name[MAX_NLEN];
4202 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
4204 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
4206 if (!monster_is_valid(m_ptr)) continue;
4207 if (!is_pet(m_ptr)) continue;
4208 pet_settings = TRUE;
4209 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4212 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4215 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4216 fprintf(fff, "%s\n", pet_name);
4221 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4223 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4224 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4226 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4227 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4229 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4230 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4232 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4233 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4235 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4236 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4238 fprintf(fff, _("\n プレイヤーを巻き込む範囲魔法を使う: %s", "\n Allow involve player in area spell: %s"),
4239 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4247 * @brief プレイヤーの職業能力情報をファイルにダンプする
4248 * @param fff ファイルポインタ
4251 static void dump_aux_class_special(FILE *fff)
4253 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4260 int spellnum[MAX_MONSPELLS];
4261 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4266 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4268 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4273 set_rf_masks(&f4, &f5, &f6, j);
4276 case MONSPELL_TYPE_BOLT:
4277 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4280 case MONSPELL_TYPE_BALL:
4281 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4284 case MONSPELL_TYPE_BREATH:
4285 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4288 case MONSPELL_TYPE_SUMMON:
4289 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4292 case MONSPELL_TYPE_OTHER:
4293 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4297 for (i = 0, num = 0; i < 32; i++)
4299 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4303 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4307 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4312 strcat(p[col], " ");
4314 for (i = 0; i < num; i++)
4316 if (p_ptr->magic_num2[spellnum[i]])
4319 /* Dump blue magic */
4320 l1 = strlen(p[col]);
4321 l2 = strlen(monster_powers_short[spellnum[i]]);
4322 if ((l1 + l2) >= 75)
4324 strcat(p[col], "\n");
4326 strcat(p[col], " ");
4328 strcat(p[col], monster_powers_short[spellnum[i]]);
4329 strcat(p[col], ", ");
4335 strcat(p[col], _("なし", "None"));
4339 if (p[col][strlen(p[col])-2] == ',')
4341 p[col][strlen(p[col])-2] = '\0';
4345 p[col][strlen(p[col])-10] = '\0';
4349 strcat(p[col], "\n");
4352 for (i=0;i<=col;i++)
4357 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4359 char s[EATER_EXT][MAX_NLEN];
4360 OBJECT_TYPE_VALUE tval = 0;
4362 KIND_OBJECT_IDX k_idx;
4363 OBJECT_SUBTYPE_VALUE i;
4366 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4368 for (ext = 0; ext < 3; ext++)
4372 /* Dump an extent name */
4377 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4381 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4385 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4389 /* Get magic device names that were eaten */
4390 for (i = 0; i < EATER_EXT; i++)
4392 int idx = EATER_EXT * ext + i;
4394 magic_num = p_ptr->magic_num2[idx];
4395 if (!magic_num) continue;
4397 k_idx = lookup_kind(tval, i);
4398 if (!k_idx) continue;
4399 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4403 /* Dump magic devices in this extent */
4406 for (i = 0; i < eat_num; i++)
4409 if (i % 3 < 2) fputs(" ", fff);
4410 else fputs("\n", fff);
4413 if (i % 3 > 0) fputs("\n", fff);
4415 else /* Not found */
4417 fputs(_(" (なし)\n", " (none)\n"), fff);
4421 else if (p_ptr->pclass == CLASS_SMITH)
4423 int i, id[250], n = 0, row;
4425 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4426 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4427 "Essence Num Essence Num Essence Num "));
4428 for (i = 0; essence_name[i]; i++)
4430 if (!essence_name[i][0]) continue;
4437 for (i = 0; i < row; i++)
4440 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4441 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4442 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4452 * @brief クエスト情報をファイルにダンプする
4453 * @param fff ファイルポインタ
4456 static void dump_aux_quest(FILE *fff)
4459 QUEST_IDX *quest_num;
4462 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4464 /* Allocate Memory */
4465 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4467 /* Sort by compete level */
4468 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4469 ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
4471 /* Dump Quest Information */
4473 do_cmd_knowledge_quests_completed(fff, quest_num);
4475 do_cmd_knowledge_quests_failed(fff, quest_num);
4479 C_KILL(quest_num, max_q_idx, QUEST_IDX);
4484 * @brief 死の直前メッセージ並びに遺言をファイルにダンプする
4485 * @param fff ファイルポインタ
4488 static void dump_aux_last_message(FILE *fff)
4492 if (!p_ptr->total_winner)
4496 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4497 for (i = MIN(message_num(), 30); i >= 0; i--)
4499 fprintf(fff,"> %s\n",message_str((s16b)i));
4504 /* Hack -- *Winning* message */
4505 else if (p_ptr->last_message)
4507 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4508 fprintf(fff," %s\n", p_ptr->last_message);
4515 * @brief 帰還場所情報をファイルにダンプする
4516 * @param fff ファイルポインタ
4519 static void dump_aux_recall(FILE *fff)
4522 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4524 for (y = 1; y < max_d_idx; y++)
4528 if (!d_info[y].maxdepth) continue;
4529 if (!max_dlv[y]) continue;
4530 if (d_info[y].final_guardian)
4532 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4534 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4536 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4537 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4543 * @brief オプション情報をファイルにダンプする
4544 * @param fff ファイルポインタ
4547 static void dump_aux_options(FILE *fff)
4549 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4552 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4555 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4557 if (ironman_small_levels)
4558 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4559 else if (always_small_levels)
4560 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4561 else if (small_levels)
4562 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4564 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4568 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4570 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4574 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4576 if (ironman_downward)
4577 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4580 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4582 if (ironman_nightmare)
4583 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4586 if (ironman_empty_levels)
4587 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4588 else if (empty_levels)
4589 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4591 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4596 fprintf(fff, _("\n 何か不正なことをしてしまっています。\n", "\n You have done something illegal.\n"));
4603 * @brief 闘技場の情報をファイルにダンプする
4604 * @param fff ファイルポインタ
4607 static void dump_aux_arena(FILE *fff)
4609 if (lite_town || vanilla_town) return;
4611 if (p_ptr->arena_number < 0)
4613 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4615 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4620 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4621 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4623 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4624 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4625 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4629 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4631 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4633 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4635 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4640 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4642 fprintf(fff, "\n Arena: %2d Victor%s\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number), (p_ptr->arena_number > 1) ? "ies" : "y");
4651 * @brief 撃破モンスターの情報をファイルにダンプする
4652 * @param fff ファイルポインタ
4655 static void dump_aux_monsters(FILE *fff)
4657 /* Monsters slain */
4660 long uniq_total = 0;
4661 long norm_total = 0;
4664 /* Sort by monster level */
4667 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4669 /* Allocate the "who" array */
4670 C_MAKE(who, max_r_idx, MONRACE_IDX);
4672 /* Count monster kills */
4673 for (k = 1; k < max_r_idx; k++)
4675 monster_race *r_ptr = &r_info[k];
4677 /* Ignore unused index */
4678 if (!r_ptr->name) continue;
4680 if (r_ptr->flags1 & RF1_UNIQUE)
4682 bool dead = (r_ptr->max_num == 0);
4687 /* Add a unique monster to the list */
4688 who[uniq_total++] = k;
4693 if (r_ptr->r_pkills > 0)
4695 norm_total += r_ptr->r_pkills;
4701 /* No monsters is defeated */
4704 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4707 /* Defeated more than one normal monsters */
4708 else if (uniq_total == 0)
4711 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4713 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4717 /* Defeated more than one unique monsters */
4718 else /* if (uniq_total > 0) */
4721 fprintf(fff, "%ld体のユニーク・モンスターを含む、合計%ld体の敵を倒しています。\n", uniq_total, norm_total);
4723 fprintf(fff, "You have defeated %ld %s including %ld unique monster%s in total.\n", norm_total, norm_total == 1 ? "enemy" : "enemies", uniq_total, (uniq_total == 1 ? "" : "s"));
4726 /* Sort the array by dungeon depth of monsters */
4727 ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
4728 fprintf(fff, _("\n《上位%ld体のユニーク・モンスター》\n", "\n< Unique monsters top %ld >\n"), MIN(uniq_total, 10));
4731 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4733 monster_race *r_ptr = &r_info[who[k]];
4734 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4739 /* Free the "who" array */
4740 C_KILL(who, max_r_idx, s16b);
4745 * @brief 元種族情報をファイルにダンプする
4746 * @param fff ファイルポインタ
4749 static void dump_aux_race_history(FILE *fff)
4751 if (p_ptr->old_race1 || p_ptr->old_race2)
4755 fprintf(fff, _("\n\n あなたは%sとして生まれた。", "\n\n You were born as %s."), race_info[p_ptr->start_race].title);
4756 for (i = 0; i < MAX_RACES; i++)
4758 if (p_ptr->start_race == i) continue;
4761 if (!(p_ptr->old_race1 & 1L << i)) continue;
4765 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4767 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4776 * @brief 元魔法領域情報をファイルにダンプする
4777 * @param fff ファイルポインタ
4780 static void dump_aux_realm_history(FILE *fff)
4782 if (p_ptr->old_realm)
4787 for (i = 0; i < MAX_MAGIC; i++)
4789 if (!(p_ptr->old_realm & 1L << i)) continue;
4790 fprintf(fff, _("\n あなたはかつて%s魔法を使えた。", "\n You were able to use %s magic before."), realm_names[i+1]);
4798 * @brief 徳の情報をファイルにダンプする
4799 * @param fff ファイルポインタ
4802 static void dump_aux_virtues(FILE *fff)
4806 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4808 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4809 (2 * p_ptr->hitdie +
4810 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4813 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4814 else fprintf(fff, "現在の体力ランク : ???\n\n");
4815 fprintf(fff, "能力の最大値\n");
4817 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4818 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4819 fprintf(fff, "Limits of maximum stats\n");
4821 for (v_nr = 0; v_nr < A_MAX; v_nr++)
4823 if ((p_ptr->knowledge & KNOW_STAT) || p_ptr->stat_max[v_nr] == p_ptr->stat_max_max[v_nr]) fprintf(fff, "%s 18/%d\n", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
4824 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4827 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment());
4834 * @brief 突然変異の情報をファイルにダンプする
4835 * @param fff ファイルポインタ
4838 static void dump_aux_mutations(FILE *fff)
4840 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4842 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4843 dump_mutations(fff);
4849 * @brief 所持品の情報をファイルにダンプする
4850 * @param fff ファイルポインタ
4853 static void dump_aux_equipment_inventory(FILE *fff)
4856 GAME_TEXT o_name[MAX_NLEN];
4858 /* Dump the equipment */
4859 if (p_ptr->equip_cnt)
4861 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4862 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4864 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4865 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4866 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4868 fprintf(fff, "%c) %s\n",
4869 index_to_label(i), o_name);
4871 fprintf(fff, "\n\n");
4874 /* Dump the p_ptr->inventory_list */
4875 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4877 for (i = 0; i < INVEN_PACK; i++)
4879 /* Don't dump the empty slots */
4880 if (!p_ptr->inventory_list[i].k_idx) break;
4882 /* Dump the p_ptr->inventory_list slots */
4883 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4884 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4887 /* Add an empty line */
4888 fprintf(fff, "\n\n");
4893 * @brief 我が家と博物館のオブジェクト情報をファイルにダンプする
4894 * @param fff ファイルポインタ
4897 static void dump_aux_home_museum(FILE *fff)
4899 GAME_TEXT o_name[MAX_NLEN];
4902 /* Do we need it?? */
4903 /* process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x); */
4905 /* Print the home */
4906 st_ptr = &town_info[1].store[STORE_HOME];
4908 /* Home -- if anything there */
4909 if (st_ptr->stock_num)
4914 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4916 /* Dump all available items */
4917 for (i = 0; i < st_ptr->stock_num; i++)
4920 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4921 object_desc(o_name, &st_ptr->stock[i], 0);
4922 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4925 /* Add an empty line */
4926 fprintf(fff, "\n\n");
4930 /* Print the home */
4931 st_ptr = &town_info[1].store[STORE_MUSEUM];
4933 /* Home -- if anything there */
4934 if (st_ptr->stock_num)
4939 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4941 /* Dump all available items */
4942 for (i = 0; i < st_ptr->stock_num; i++)
4945 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4946 object_desc(o_name, &st_ptr->stock[i], 0);
4947 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4949 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4950 object_desc(o_name, &st_ptr->stock[i], 0);
4951 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4956 /* Add an empty line */
4957 fprintf(fff, "\n\n");
4963 * @brief ダンプ出力のメインルーチン
4964 * Output the character dump to a file
4965 * @param fff ファイルポインタ
4968 errr make_character_dump(FILE *fff)
4971 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4972 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4974 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4975 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4980 dump_aux_display_player(fff);
4981 dump_aux_last_message(fff);
4982 dump_aux_options(fff);
4983 dump_aux_recall(fff);
4984 dump_aux_quest(fff);
4985 dump_aux_arena(fff);
4986 dump_aux_monsters(fff);
4987 dump_aux_virtues(fff);
4988 dump_aux_race_history(fff);
4989 dump_aux_realm_history(fff);
4990 dump_aux_class_special(fff);
4991 dump_aux_mutations(fff);
4994 dump_aux_equipment_inventory(fff);
4995 dump_aux_home_museum(fff);
4997 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
5002 * @brief プレイヤーステータスをファイルダンプ出力する
5003 * Hack -- Dump a character description file
5004 * @param name 出力ファイル名
5007 * Allow the "full" flag to dump additional info,
5008 * and trigger its usage from various places in the code.
5010 errr file_character(concptr name)
5016 /* Build the filename */
5017 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5019 /* File type is "TEXT" */
5020 FILE_TYPE(FILE_TYPE_TEXT);
5022 /* Check for existing file */
5023 fd = fd_open(buf, O_RDONLY);
5032 (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);
5035 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5038 /* Open the non-existing file */
5039 if (fd < 0) fff = my_fopen(buf, "w");
5044 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);
5052 (void)make_character_dump(fff);
5056 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."));
5065 * @brief ファイル内容の一行をコンソールに出力する
5066 * Display single line of on-line help file
5067 * @param str 出力する文字列
5073 * You can insert some special color tag to change text color.
5075 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5076 * A colored segment is between "[[[[y|" and the last "|".
5077 * You can use any single character in place of the "|".
5080 static void show_file_aux_line(concptr str, int cy, concptr shower)
5082 static const char tag_str[] = "[[[[";
5083 byte color = TERM_WHITE;
5091 /* Make a lower case version of str for searching */
5096 /* Initial cursor position */
5097 Term_gotoxy(cx, cy);
5099 for (i = 0; str[i];)
5101 int len = strlen(&str[i]);
5102 int showercol = len + 1;
5103 int bracketcol = len + 1;
5107 /* Search for a shower string in the line */
5110 ptr = my_strstr(&lcstr[i], shower);
5111 if (ptr) showercol = ptr - &lcstr[i];
5114 /* Search for a color segment tag */
5115 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5116 if (ptr) bracketcol = ptr - &str[i];
5118 /* A color tag is found */
5119 if (bracketcol < endcol) endcol = bracketcol;
5121 /* The shower string is found before the color tag */
5122 if (showercol < endcol) endcol = showercol;
5124 /* Print a segment of the line */
5125 Term_addstr(endcol, color, &str[i]);
5129 /* Shower string? */
5130 if (endcol == showercol)
5132 int showerlen = strlen(shower);
5134 /* Print the shower string in yellow */
5135 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5140 /* Colored segment? */
5141 else if (endcol == bracketcol)
5145 /* Found the end of colored segment */
5148 /* Now looking for an another tag_str */
5151 /* Set back to the default color */
5156 /* Found a tag_str, and get a tag color */
5157 i += sizeof(tag_str)-1;
5160 color = color_char_to_attr(str[i]);
5162 /* Illegal color tag */
5163 if (color == 255 || str[i+1] == '\0')
5165 /* Illegal color tag */
5168 /* Print the broken tag as a string */
5169 Term_addstr(-1, TERM_WHITE, tag_str);
5170 cx += sizeof(tag_str)-1;
5174 /* Skip the color tag */
5177 /* Now looking for a close tag */
5180 /* Skip the close-tag-indicator */
5186 } /* for (i = 0; str[i];) */
5188 /* Clear rest of line */
5189 Term_erase(cx, cy, 255);
5194 * @brief ファイル内容をコンソールに出力する
5195 * Recursive file perusal.
5196 * @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
5197 * @param name ファイル名の文字列
5198 * @param what 内容キャプションの文字列
5199 * @param line 表示の現在行
5204 * Process various special text in the input file, including
5205 * the "menu" structures used by the "help file" system.
5206 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5209 bool show_file(bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
5213 /* Number of "real" lines passed by */
5216 /* Number of "real" lines in the file */
5219 /* Backup value for "line" */
5222 /* This screen has sub-screens */
5225 /* Current help file */
5228 /* Find this string (if any) */
5229 concptr find = NULL;
5231 /* Jump to this tag */
5234 /* Hold strings to find/show */
5235 char finder_str[81];
5236 char shower_str[81];
5239 /* String to show */
5240 concptr shower = NULL;
5243 char filename[1024];
5245 /* Describe this thing */
5251 /* General buffer */
5254 /* Sub-menu information */
5257 bool reverse = (line < 0);
5261 Term_get_size(&wid, &hgt);
5265 strcpy(finder_str, "");
5268 strcpy(shower_str, "");
5271 strcpy(caption, "");
5273 /* Wipe the hooks */
5274 for (i = 0; i < 68; i++)
5279 /* Copy the filename */
5280 strcpy(filename, name);
5282 n = strlen(filename);
5284 /* Extract the tag from the filename */
5285 for (i = 0; i < n; i++)
5287 if (filename[i] == '#')
5290 tag = filename + i + 1;
5295 /* Redirect the name */
5302 strcpy(caption, what);
5304 /* Access the "file" */
5308 fff = my_fopen(path, "r");
5311 /* Look in "help" */
5315 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5317 /* Build the filename */
5318 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5321 fff = my_fopen(path, "r");
5324 /* Look in "info" */
5328 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5330 /* Build the filename */
5331 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5334 fff = my_fopen(path, "r");
5337 /* Look in "info" */
5340 /* Build the filename */
5341 path_build(path, sizeof(path), ANGBAND_DIR, name);
5343 for (i = 0; path[i]; i++)
5344 if ('\\' == path[i])
5345 path[i] = PATH_SEP[0];
5348 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5351 fff = my_fopen(path, "r");
5356 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5363 /* Pre-Parse the file */
5368 /* Read a line or stop */
5369 if (my_fgets(fff, buf, sizeof(buf))) break;
5371 /* XXX Parse "menu" items */
5372 if (prefix(str, "***** "))
5374 /* Notice "menu" requests */
5375 if ((str[6] == '[') && isalpha(str[7]))
5377 /* Extract the menu item */
5378 int k = str[7] - 'A';
5380 /* This is a menu file */
5383 if ((str[8] == ']') && (str[9] == ' '))
5385 /* Extract the menu item */
5386 strncpy(hook[k], str + 10, 31);
5388 /* Make sure it's null-terminated */
5392 /* Notice "tag" requests */
5393 else if (str[6] == '<')
5395 size_t len = strlen(str);
5397 if (str[len - 1] == '>')
5399 str[len - 1] = '\0';
5400 if (tag && streq(str + 7, tag)) line = next;
5408 /* Count the "real" lines */
5412 /* Save the number of "real" lines */
5415 /* start from bottom when reverse mode */
5416 if (line == -1) line = ((size-1)/rows)*rows;
5419 /* Display the file */
5422 /* Restart when necessary */
5423 if (line >= size - rows) line = size - rows;
5424 if (line < 0) line = 0;
5426 /* Re-open the file if needed */
5431 /* Hack -- Re-Open the file */
5432 fff = my_fopen(path, "r");
5434 if (!fff) return (FALSE);
5436 /* File has been restarted */
5440 /* Goto the selected line */
5444 if (my_fgets(fff, buf, sizeof(buf))) break;
5446 /* Skip tags/links */
5447 if (prefix(buf, "***** ")) continue;
5449 /* Count the lines */
5453 /* Dump the next 20, or rows, lines of the file */
5454 for (i = 0; i < rows; )
5458 /* Hack -- track the "first" line */
5459 if (!i) line = next;
5461 /* Get a line of the file or stop */
5462 if (my_fgets(fff, buf, sizeof(buf))) break;
5464 /* Hack -- skip "special" lines */
5465 if (prefix(buf, "***** ")) continue;
5467 /* Count the "real" lines */
5470 /* Hack -- keep searching */
5475 /* Make a lower case version of str for searching */
5476 strcpy(lc_buf, str);
5477 str_tolower(lc_buf);
5479 if (!my_strstr(lc_buf, find)) continue;
5482 /* Hack -- stop searching */
5486 show_file_aux_line(str, i + 2, shower);
5488 /* Count the printed lines */
5494 /* Clear rest of line */
5495 Term_erase(0, i + 2, 255);
5500 /* Hack -- failed search */
5510 /* Show a general "title" */
5513 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5514 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5515 caption, line, size), 0, 0);
5519 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5520 caption, line, size), 0, 0);
5523 /* Prompt -- small files */
5527 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5530 /* Prompt -- large files */
5535 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5537 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5539 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5543 /* Get a special key code */
5544 skey = inkey_special(TRUE);
5548 /* Show the help for the help */
5550 /* Hack - prevent silly recursion */
5551 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5552 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5555 /* Hack -- try showing */
5558 prt(_("強調: ", "Show: "), hgt - 1, 0);
5560 strcpy(back_str, shower_str);
5561 if (askfor(shower_str, 80))
5565 /* Make it lowercase */
5566 str_tolower(shower_str);
5569 shower = shower_str;
5571 else shower = NULL; /* Stop showing */
5573 else strcpy(shower_str, back_str);
5576 /* Hack -- try finding */
5580 prt(_("検索: ", "Find: "), hgt - 1, 0);
5582 strcpy(back_str, finder_str);
5583 if (askfor(finder_str, 80))
5592 /* Make finder lowercase */
5593 str_tolower(finder_str);
5596 shower = finder_str;
5598 else shower = NULL; /* Stop showing */
5600 else strcpy(finder_str, back_str);
5603 /* Hack -- go to a specific line */
5607 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5610 if (askfor(tmp, 80)) line = atoi(tmp);
5614 /* Hack -- go to the top line */
5619 /* Hack -- go to the bottom line */
5621 line = ((size - 1) / rows) * rows;
5624 /* Hack -- go to a specific file */
5628 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5629 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5631 if (askfor(tmp, 80))
5633 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5638 /* Allow backing up */
5640 line = line + (reverse ? rows : -rows);
5641 if (line < 0) line = 0;
5647 if (line < 0) line = 0;
5650 /* Advance a single line */
5653 line = line + (reverse ? -1 : 1);
5654 if (line < 0) line = 0;
5657 /* Move up / down */
5661 if (line < 0) line = 0;
5669 /* Advance one page */
5671 line = line + (reverse ? -rows : rows);
5672 if (line < 0) line = 0;
5681 /* Recurse on numbers */
5686 if (!(skey & SKEY_MASK) && isalpha(skey))
5689 if ((key > -1) && hook[key][0])
5691 /* Recurse on that file */
5692 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5697 /* Hack, dump to file */
5706 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5709 /* Build the filename */
5710 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5712 /* Hack -- Re-Open the file */
5713 fff = my_fopen(path, "r");
5715 ffp = my_fopen(buff, "w");
5719 msg_print(_("ファイルを開けません。", "Failed to open file."));
5724 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5725 my_fputs(ffp, xtmp, 80);
5726 my_fputs(ffp, "\n", 80);
5728 while (!my_fgets(fff, buff, sizeof(buff)))
5729 my_fputs(ffp, buff, 80);
5733 /* Hack -- Re-Open the file */
5734 fff = my_fopen(path, "r");
5737 /* Return to last screen */
5738 if ((skey == ESCAPE) || (skey == '<')) break;
5740 /* Exit on the ^q */
5741 if (skey == KTRL('q')) skey = 'q';
5743 /* Exit on the q key */
5744 if (skey == 'q') break;
5749 if (skey == 'q') return (FALSE);
5757 * @brief ヘルプを表示するコマンドのメインルーチン
5758 * Peruse the On-Line-Help
5762 void do_cmd_help(void)
5766 /* Peruse the main help file */
5767 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5773 * @brief プレイヤーの名前をチェックして修正する
5774 * Process the player name.
5775 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5778 * Extract a clean "base name".
5779 * Build the savefile name if needed.
5781 void process_player_name(bool sf)
5784 char old_player_base[32] = "";
5786 if (character_generated) strcpy(old_player_base, player_base);
5788 /* Cannot be too long */
5789 #if defined(MACINTOSH) || defined(ACORN)
5790 if (strlen(p_ptr->name) > 15)
5793 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5797 /* Cannot contain "icky" characters */
5798 for (i = 0; p_ptr->name[i]; i++)
5800 /* No control characters */
5802 if (iskanji(p_ptr->name[i])){i++;continue;}
5803 if (iscntrl( (unsigned char)p_ptr->name[i]))
5805 if (iscntrl(p_ptr->name[i]))
5809 /* Illegal characters */
5810 quit_fmt(_("'%s' という名前は不正なコントロールコードを含んでいます。", "The name '%s' contains control chars!"), p_ptr->name);
5817 /* Extract "useful" letters */
5818 for (i = 0; p_ptr->name[i]; i++)
5821 unsigned char c = p_ptr->name[i];
5823 char c = p_ptr->name[i];
5827 /* Convert "dot" to "underscore" */
5828 if (c == '.') c = '_';
5830 /* Accept all the letters */
5831 player_base[k++] = c;
5836 /* Extract "useful" letters */
5837 for (i = 0; p_ptr->name[i]; i++)
5840 unsigned char c = p_ptr->name[i];
5842 char c = p_ptr->name[i];
5845 /* Accept some letters */
5848 if(k + 2 >= sizeof(player_base) || !p_ptr->name[i+1]) break;
5849 player_base[k++] = c;
5851 player_base[k++] = p_ptr->name[i];
5854 else if (iskana(c)) player_base[k++] = c;
5858 /* Convert path separator to underscore */
5859 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5860 player_base[k++] = '_';
5861 i += strlen(PATH_SEP);
5863 /* Convert some characters to underscore */
5864 #if defined(WINDOWS)
5865 else if (my_strchr("\"*,/:;<>?\\|", c)) player_base[k++] = '_';
5867 else if (isprint(c)) player_base[k++] = c;
5873 player_base[k] = '\0';
5875 /* Require a "base" name */
5876 if (!player_base[0]) strcpy(player_base, "PLAYER");
5879 #ifdef SAVEFILE_MUTABLE
5885 if (!savefile_base[0] && savefile[0])
5892 t = my_strstr(s, PATH_SEP);
5897 strcpy(savefile_base, s);
5900 if (!savefile_base[0] || !savefile[0])
5903 /* Change the savefile name */
5908 strcpy(savefile_base, player_base);
5910 #ifdef SAVEFILE_USE_UID
5911 /* Rename the savefile, using the player_uid and player_base */
5912 (void)sprintf(temp, "%d.%s", player_uid, player_base);
5914 /* Rename the savefile, using the player_base */
5915 (void)sprintf(temp, "%s", player_base);
5918 /* Build the filename */
5919 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5922 /* Load an autopick preference file */
5923 if (character_generated)
5925 if (!streq(old_player_base, player_base)) autopick_load_pref(FALSE);
5931 * @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
5932 * Gets a name for the character, reacting to name changes.
5936 * Assumes that "display_player(0)" has just been called
5937 * Perhaps we should NOT ask for a name (at "birth()") on
5938 * Unix machines? XXX XXX
5939 * What a horrible name for a global function.
5946 /* Save the player name */
5947 strcpy(tmp, p_ptr->name);
5949 /* Prompt for a new name */
5950 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))
5953 strcpy(p_ptr->name, tmp);
5956 if (0 == strlen(p_ptr->name))
5958 /* Use default name */
5959 strcpy(p_ptr->name, "PLAYER");
5962 strcpy(tmp,ap_ptr->title);
5969 strcat(tmp,p_ptr->name);
5971 /* Re-Draw the name (in light blue) */
5972 Term_erase(34, 1, 255);
5973 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5975 /* Erase the prompt, etc */
5982 * @brief セーブするコマンドのメインルーチン
5984 * @param is_autosave オートセーブ中の処理ならばTRUE
5988 void do_cmd_save_game(int is_autosave)
5990 /* Autosaves do not disturb */
5993 msg_print(_("自動セーブ中", "Autosaving the game..."));
5997 disturb(TRUE, TRUE);
6000 /* Clear messages */
6004 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
6008 /* The player is not dead */
6009 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
6011 /* Forbid suspend */
6012 signals_ignore_tstp();
6014 /* Save the player */
6017 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6020 /* Save failed (oops) */
6023 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6026 /* Allow suspend again */
6027 signals_handle_tstp();
6031 /* Note that the player is not dead */
6032 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6034 /* HACK -- don't get sanity blast on updating view */
6035 is_loading_now = FALSE;
6037 update_creature(p_ptr);
6039 /* Initialize monster process */
6042 /* HACK -- reset the hackish flag */
6043 is_loading_now = TRUE;
6048 * @brief セーブ後にゲーム中断フラグを立てる/
6049 * Save the game and exit
6053 void do_cmd_save_and_exit(void)
6055 p_ptr->playing = FALSE;
6056 p_ptr->leaving = TRUE;
6057 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6061 #define GRAVE_LINE_WIDTH 31
6064 * @brief 墓石の真ん中に文字列を書き込む /
6065 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6069 static void center_string(char *buf, concptr str)
6076 /* Necessary border */
6077 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6080 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6087 * Save a "bones" file for a dead character
6090 * Note that we will not use these files until Angband 2.8.0, and
6091 * then we will only use the name and level on which death occured.
6092 * Should probably attempt some form of locking...
6095 static void make_bones(void)
6102 /* Ignore wizards and borgs */
6103 if (!(p_ptr->noscore & 0x00FF))
6105 /* Ignore people who die in town */
6106 if (current_floor_ptr->dun_level)
6111 sprintf(tmp, "bone.%03d", current_floor_ptr->dun_level);
6113 /* Build the filename */
6114 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6116 /* Attempt to open the bones file */
6117 fp = my_fopen(str, "r");
6119 /* Close it right away */
6120 if (fp) my_fclose(fp);
6122 /* Do not over-write a previous ghost */
6125 /* File type is "TEXT" */
6126 FILE_TYPE(FILE_TYPE_TEXT);
6128 /* Grab permissions */
6131 /* Try to write a new "Bones File" */
6132 fp = my_fopen(str, "w");
6134 /* Drop permissions */
6137 /* Not allowed to write it? Weird. */
6141 fprintf(fp, "%s\n", p_ptr->name);
6142 fprintf(fp, "%d\n", p_ptr->mhp);
6143 fprintf(fp, "%d\n", p_ptr->prace);
6144 fprintf(fp, "%d\n", p_ptr->pclass);
6146 /* Close and save the Bones file */
6155 * Redefinable "print_tombstone" action
6157 bool (*tombstone_aux)(void) = NULL;
6161 * @brief 墓石のアスキーアート表示 /
6162 * Display a "tomb-stone"
6165 void print_tomb(void)
6169 /* Do we use a special tombstone ? */
6172 /* Use tombstone hook */
6173 done = (*tombstone_aux)();
6176 /* Print the text-tombstone */
6185 time_t ct = time((time_t)0);
6191 /* Build the filename */
6192 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6194 /* Open the News file */
6195 fp = my_fopen(buf, "r");
6202 /* Dump the file to the screen */
6203 while (0 == my_fgets(fp, buf, sizeof(buf)))
6205 /* Display and advance */
6206 put_str(buf, i++, 0);
6214 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6227 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6230 center_string(buf, p_ptr->name);
6231 put_str(buf, 6, 11);
6234 center_string(buf, "the");
6235 put_str(buf, 7, 11);
6238 center_string(buf, p);
6239 put_str(buf, 8, 11);
6241 center_string(buf, cp_ptr->title);
6242 put_str(buf, 10, 11);
6244 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6245 center_string(buf, tmp);
6246 put_str(buf, 11, 11);
6248 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6249 center_string(buf, tmp);
6250 put_str(buf, 12, 11);
6252 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6253 center_string(buf, tmp);
6254 put_str(buf, 13, 11);
6257 /* 墓に刻む言葉をオリジナルより細かく表示 */
6258 if (streq(p_ptr->died_from, "途中終了"))
6260 strcpy(tmp, "<自殺>");
6262 else if (streq(p_ptr->died_from, "ripe"))
6264 strcpy(tmp, "引退後に天寿を全う");
6266 else if (streq(p_ptr->died_from, "Seppuku"))
6268 strcpy(tmp, "勝利の後、切腹");
6272 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6273 t = tmp + strlen(tmp) + 1;
6276 strcpy(dummy, t); /* 2nd line */
6277 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6279 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6282 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6285 char *name_head = my_strstr(tmp, "『");
6286 sprintf(dummy2, "%s%s", name_head, dummy);
6287 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6289 strcpy(dummy, dummy2);
6293 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6296 char *name_head = my_strstr(tmp, "「");
6297 sprintf(dummy2, "%s%s", name_head, dummy);
6298 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6300 strcpy(dummy, dummy2);
6304 center_string(buf, dummy);
6305 put_str(buf, 15, 11);
6309 center_string(buf, tmp);
6310 put_str(buf, 14, 11);
6312 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6314 if (current_floor_ptr->dun_level == 0)
6316 concptr field_name = p_ptr->town_num ? "街" : "荒野";
6317 if (streq(p_ptr->died_from, "途中終了"))
6319 sprintf(tmp, "%sで死んだ", field_name);
6323 sprintf(tmp, "に%sで殺された", field_name);
6328 if (streq(p_ptr->died_from, "途中終了"))
6330 sprintf(tmp, "地下 %d 階で死んだ", (int)current_floor_ptr->dun_level);
6334 sprintf(tmp, "に地下 %d 階で殺された", (int)current_floor_ptr->dun_level);
6337 center_string(buf, tmp);
6338 put_str(buf, 15 + extra_line, 11);
6341 (void)sprintf(tmp, "Killed on Level %d", current_floor_ptr->dun_level);
6342 center_string(buf, tmp);
6343 put_str(buf, 14, 11);
6345 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6346 center_string(buf, tmp);
6347 put_str(buf, 15, 11);
6348 t = tmp + strlen(tmp) + 1;
6351 strcpy(dummy, t); /* 2nd line */
6352 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6354 int dummy_len = strlen(dummy);
6355 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6357 center_string(buf, dummy);
6358 put_str(buf, 16, 11);
6362 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6363 center_string(buf, tmp);
6364 put_str(buf, 17, 11);
6365 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6371 * @brief 死亡、引退時の簡易ステータス表示 /
6372 * Display some character info
6375 void show_info(void)
6381 /* Hack -- Know everything in the inven/equip */
6382 for (i = 0; i < INVEN_TOTAL; i++)
6384 o_ptr = &p_ptr->inventory_list[i];
6385 if (!o_ptr->k_idx) continue;
6387 /* Aware and Known */
6388 object_aware(o_ptr);
6389 object_known(o_ptr);
6392 for (i = 1; i < max_towns; i++)
6394 st_ptr = &town_info[i].store[STORE_HOME];
6396 /* Hack -- Know everything in the home */
6397 for (j = 0; j < st_ptr->stock_num; j++)
6399 o_ptr = &st_ptr->stock[j];
6400 if (!o_ptr->k_idx) continue;
6402 /* Aware and Known */
6403 object_aware(o_ptr);
6404 object_known(o_ptr);
6408 /* Hack -- Recalculate bonuses */
6409 p_ptr->update |= (PU_BONUS);
6412 /* Flush all input keys */
6418 /* Describe options */
6419 prt(_("キャラクターの記録をファイルに書き出すことができます。", "You may now dump a character record to one or more files."), 21, 0);
6420 prt(_("リターンキーでキャラクターを見ます。ESCで中断します。", "Then, hit RETURN to see the character, or ESC to abort."), 22, 0);
6422 /* Dump character records as requested */
6428 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6431 strcpy(out_val, "");
6433 /* Ask for filename (or abort) */
6434 if (!askfor(out_val, 60)) return;
6436 /* Return means "show on screen" */
6437 if (!out_val[0]) break;
6440 /* Dump a character file */
6441 (void)file_character(out_val);
6448 /* Prompt for p_ptr->inventory_list */
6449 prt(_("何かキーを押すとさらに情報が続きます (ESCで中断): ", "Hit any key to see more information (ESC to abort): "), 23, 0);
6451 /* Allow abort at this point */
6452 if (inkey() == ESCAPE) return;
6455 /* Show equipment and p_ptr->inventory_list */
6457 /* Equipment -- if any */
6458 if (p_ptr->equip_cnt)
6461 (void)show_equip(0, USE_FULL);
6462 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6464 if (inkey() == ESCAPE) return;
6467 /* Inventory -- if any */
6468 if (p_ptr->inven_cnt)
6471 (void)show_inven(0, USE_FULL);
6472 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6474 if (inkey() == ESCAPE) return;
6477 /* Homes in the different towns */
6478 for (l = 1; l < max_towns; l++)
6480 st_ptr = &town_info[l].store[STORE_HOME];
6482 /* Home -- if anything there */
6483 if (st_ptr->stock_num)
6485 /* Display contents of the home */
6486 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6491 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6493 GAME_TEXT o_name[MAX_NLEN];
6497 o_ptr = &st_ptr->stock[i];
6499 /* Print header, clear line */
6500 sprintf(tmp_val, "%c) ", I2A(j));
6501 prt(tmp_val, j+2, 4);
6503 /* Display object description */
6504 object_desc(o_name, o_ptr, 0);
6505 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6509 prt(format(_("我が家に置いてあったアイテム ( %d ページ): -続く-", "Your home contains (page %d): -more-"), k+1), 0, 0);
6512 if (inkey() == ESCAPE) return;
6520 * Display some character info
6523 bool check_score(void)
6528 if (highscore_fd < 0)
6530 msg_print(_("スコア・ファイルが使用できません。", "Score file unavailable."));
6535 #ifndef SCORE_WIZARDS
6536 /* Wizard-mode pre-empts scoring */
6537 if (p_ptr->noscore & 0x000F)
6539 msg_print(_("ウィザード・モードではスコアが記録されません。", "Score not registered for wizards."));
6546 /* Borg-mode pre-empts scoring */
6547 if (p_ptr->noscore & 0x00F0)
6549 msg_print(_("ボーグ・モードではスコアが記録されません。", "Score not registered for borgs."));
6555 #ifndef SCORE_CHEATERS
6556 /* Cheaters are not scored */
6557 if (p_ptr->noscore & 0xFF00)
6559 msg_print(_("詐欺をやった人はスコアが記録されません。", "Score not registered for cheaters."));
6566 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("強制終了", "Interrupting")))
6568 msg_print(_("強制終了のためスコアが記録されません。", "Score not registered due to interruption."));
6574 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("途中終了", "Quitting")))
6576 msg_print(_("途中終了のためスコアが記録されません。", "Score not registered due to quitting."));
6585 * @brief 異常発生時のゲーム緊急終了処理 /
6586 * Handle abrupt death of the visual system
6590 * This routine is called only in very rare situations, and only
6591 * by certain visual systems, when they experience fatal errors.
6592 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6593 * save file so that player can see tombstone when restart.
6596 void exit_game_panic(void)
6598 /* If nothing important has happened, just quit */
6599 if (!character_generated || character_saved) quit(_("緊急事態", "panic"));
6601 /* Mega-Hack -- see "msg_print()" */
6604 /* Clear the top line */
6607 /* Hack -- current_world_ptr->game_turn off some things */
6608 disturb(TRUE, TRUE);
6610 /* Mega-Hack -- Delay death */
6611 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6613 /* Hardcode panic save */
6614 p_ptr->panic_save = 1;
6616 /* Forbid suspend */
6617 signals_ignore_tstp();
6619 /* Indicate panic save */
6620 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6622 /* Panic save, or get worried */
6623 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6625 /* Successful panic save */
6626 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6631 * @brief ファイルからランダムに行を一つ取得する /
6632 * Get a random line from a file
6633 * @param file_name ファイル名
6634 * @param entry 特定条件時のN:タグヘッダID
6635 * @param output 出力先の文字列参照ポインタ
6639 * Based on the monster speech patch by Matt Graham,
6642 errr get_rnd_line(concptr file_name, int entry, char *output)
6650 /* Build the filename */
6651 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6654 fp = my_fopen(buf, "r");
6659 /* Find the entry of the monster */
6662 /* Get a line from the file */
6663 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6665 /* Count the lines */
6668 /* Look for lines starting with 'N:' */
6669 if ((buf[0] == 'N') && (buf[1] == ':'))
6671 /* Allow default lines */
6677 else if (buf[2] == 'M')
6679 if (r_info[entry].flags1 & RF1_MALE) break;
6681 else if (buf[2] == 'F')
6683 if (r_info[entry].flags1 & RF1_FEMALE) break;
6685 /* Get the monster number */
6686 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6688 /* Is it the right number? */
6689 if (test == entry) break;
6693 /* Error while converting the number */
6694 msg_format("Error in line %d of %s!", line_num, file_name);
6702 /* Reached end of file */
6708 /* Get the random line */
6709 for (counter = 0; ; counter++)
6713 test = my_fgets(fp, buf, sizeof(buf));
6715 /* Count the lines */
6716 /* line_num++; No more needed */
6720 /* Ignore lines starting with 'N:' */
6721 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6723 if (buf[0] != '#') break;
6732 if (one_in_(counter + 1)) strcpy(output, buf);
6737 return counter ? 0 : -1;
6743 * @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) /
6744 * @param file_name ファイル名
6745 * @param entry 特定条件時のN:タグヘッダID
6746 * @param output 出力先の文字列参照ポインタ
6751 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
6756 for (i = 0; i < count; i++)
6758 result = get_rnd_line(file_name, entry, output);
6761 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
6769 * @brief 自動拾いファイルを読み込む /
6773 errr process_autopick_file(concptr name)
6779 /* Build the filename */
6780 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6782 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
6788 * @brief プレイヤーの生い立ちファイルを読み込む /
6789 * Process file for player's history editor.
6794 errr process_histpref_file(concptr name)
6798 bool old_character_xtra = character_xtra;
6800 /* Build the filename */
6801 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6803 /* Hack -- prevent modification birth options in this file */
6804 character_xtra = TRUE;
6806 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
6808 character_xtra = old_character_xtra;
6813 * @brief ファイル位置をシーク /
6814 * @param fd ファイルディスクリプタ
6815 * @param where ファイルバイト位置
6816 * @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
6820 static errr counts_seek(int fd, u32b where, bool flag)
6823 char temp1[128], temp2[128];
6824 u32b zero_header[3] = {0L, 0L, 0L};
6827 #ifdef SAVEFILE_USE_UID
6828 (void)sprintf(temp1, "%d.%s.%d%d%d", player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6830 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6832 for (i = 0; temp1[i]; i++)
6833 temp1[i] ^= (i+1) * 63;
6838 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
6840 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
6845 fd_seek(fd, seekpoint);
6846 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
6847 fd_write(fd, (char*)(temp1), sizeof(temp1));
6851 if (strcmp(temp1, temp2) == 0)
6854 seekpoint += 128 + 3 * sizeof(u32b);
6857 return fd_seek(fd, seekpoint + where * sizeof(u32b));
6861 * @brief ファイル位置を読み込む
6862 * @param where ファイルバイト位置
6866 u32b counts_read(int where)
6872 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6873 fd = fd_open(buf, O_RDONLY);
6875 if (counts_seek(fd, where, FALSE) ||
6876 fd_read(fd, (char*)(&count), sizeof(u32b)))
6885 * @brief ファイル位置に書き込む /
6886 * @param where ファイルバイト位置
6887 * @param count 書き込む値
6891 errr counts_write(int where, u32b count)
6897 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6899 /* Grab permissions */
6902 fd = fd_open(buf, O_RDWR);
6904 /* Drop permissions */
6909 /* File type is "DATA" */
6910 FILE_TYPE(FILE_TYPE_DATA);
6912 /* Grab permissions */
6915 /* Create a new high score file */
6916 fd = fd_make(buf, 0644);
6918 /* Drop permissions */
6922 /* Grab permissions */
6925 err = fd_lock(fd, F_WRLCK);
6927 /* Drop permissions */
6932 counts_seek(fd, where, TRUE);
6933 fd_write(fd, (char*)(&count), sizeof(u32b));
6935 /* Grab permissions */
6938 err = fd_lock(fd, F_UNLCK);
6940 /* Drop permissions */
6951 #ifdef HANDLE_SIGNALS
6958 * @brief OSからのシグナルを受けてサスペンド状態に入る /
6959 * Handle signals -- suspend
6960 * @param sig 受け取ったシグナル
6962 * Actually suspend the game, and then resume cleanly
6964 static void handle_signal_suspend(int sig)
6966 /* Disable handler */
6967 (void)signal(sig, SIG_IGN);
6974 /* Suspend the "Term" */
6975 Term_xtra(TERM_XTRA_ALIVE, 0);
6977 /* Suspend ourself */
6978 (void)kill(0, SIGSTOP);
6980 /* Resume the "Term" */
6981 Term_xtra(TERM_XTRA_ALIVE, 1);
6983 /* Redraw the term */
6986 /* Flush the term */
6991 /* Restore handler */
6992 (void)signal(sig, handle_signal_suspend);
6997 * @brief OSからのシグナルを受けて中断、終了する /
6998 * Handle signals -- simple (interrupt and quit)
6999 * @param sig 受け取ったシグナル
7002 * This function was causing a *huge* number of problems, so it has
7003 * been simplified greatly. We keep a global variable which counts
7004 * the number of times the user attempts to kill the process, and
7005 * we commit suicide if the user does this a certain number of times.
7006 * We attempt to give "feedback" to the user as he approaches the
7007 * suicide thresh-hold, but without penalizing accidental keypresses.
7008 * To prevent messy accidents, we should reset this global variable
7009 * whenever the user enters a keypress, or something like that.
7012 static void handle_signal_simple(int sig)
7014 /* Disable handler */
7015 (void)signal(sig, SIG_IGN);
7018 /* Nothing to save, just quit */
7019 if (!character_generated || character_saved) quit(NULL);
7022 /* Count the signals */
7026 /* Terminate dead characters */
7029 /* Mark the savefile */
7030 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
7040 quit(_("強制終了", "interrupt"));
7043 /* Allow suicide (after 5) */
7044 else if (signal_count >= 5)
7046 /* Cause of "death" */
7047 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
7054 p_ptr->playing = FALSE;
7057 p_ptr->is_dead = TRUE;
7058 p_ptr->leaving = TRUE;
7064 quit(_("強制終了", "interrupt"));
7067 /* Give warning (after 4) */
7068 else if (signal_count >= 4)
7071 Term_xtra(TERM_XTRA_NOISE, 0);
7073 /* Clear the top line */
7074 Term_erase(0, 0, 255);
7076 /* Display the cause */
7077 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7082 /* Give warning (after 2) */
7083 else if (signal_count >= 2)
7086 Term_xtra(TERM_XTRA_NOISE, 0);
7089 /* Restore handler */
7090 (void)signal(sig, handle_signal_simple);
7095 * @brief OSからのシグナルを受けて強制終了する /
7096 * Handle signal -- abort, kill, etc
7097 * @param sig 受け取ったシグナル
7101 * This function was causing a *huge* number of problems, so it has
7102 * been simplified greatly. We keep a global variable which counts
7103 * the number of times the user attempts to kill the process, and
7104 * we commit suicide if the user does this a certain number of times.
7105 * We attempt to give "feedback" to the user as he approaches the
7106 * suicide thresh-hold, but without penalizing accidental keypresses.
7107 * To prevent messy accidents, we should reset this global variable
7108 * whenever the user enters a keypress, or something like that.
7111 static void handle_signal_abort(int sig)
7115 Term_get_size(&wid, &hgt);
7117 /* Disable handler */
7118 (void)signal(sig, SIG_IGN);
7121 /* Nothing to save, just quit */
7122 if (!character_generated || character_saved) quit(NULL);
7129 /* Clear the bottom line */
7130 Term_erase(0, hgt - 1, 255);
7132 /* Give a warning */
7133 Term_putstr(0, hgt - 1, -1, TERM_RED,
7134 _("恐ろしいソフトのバグが飛びかかってきた!", "A gruesome software bug LEAPS out at you!"));
7137 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7139 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7145 p_ptr->panic_save = 1;
7148 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7150 /* Forbid suspend */
7151 signals_ignore_tstp();
7153 /* Attempt to save */
7156 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7162 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7169 quit(_("ソフトのバグ", "software bug"));
7173 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7174 * Ignore SIGTSTP signals (keyboard suspend)
7178 void signals_ignore_tstp(void)
7182 (void)signal(SIGTSTP, SIG_IGN);
7188 * @brief OSからのSIGTSTPシグナルハンドラ /
7189 * Handle SIGTSTP signals (keyboard suspend)
7193 void signals_handle_tstp(void)
7197 (void)signal(SIGTSTP, handle_signal_suspend);
7204 * @brief OSからのシグナルハンドルを初期化する /
7205 * Prepare to handle the relevant signals
7209 void signals_init(void)
7213 (void)signal(SIGHUP, SIG_IGN);
7218 (void)signal(SIGTSTP, handle_signal_suspend);
7223 (void)signal(SIGINT, handle_signal_simple);
7227 (void)signal(SIGQUIT, handle_signal_simple);
7232 (void)signal(SIGFPE, handle_signal_abort);
7236 (void)signal(SIGILL, handle_signal_abort);
7240 (void)signal(SIGTRAP, handle_signal_abort);
7244 (void)signal(SIGIOT, handle_signal_abort);
7248 (void)signal(SIGKILL, handle_signal_abort);
7252 (void)signal(SIGBUS, handle_signal_abort);
7256 (void)signal(SIGSEGV, handle_signal_abort);
7260 (void)signal(SIGTERM, handle_signal_abort);
7264 (void)signal(SIGPIPE, handle_signal_abort);
7268 (void)signal(SIGEMT, handle_signal_abort);
7272 (void)signal(SIGDANGER, handle_signal_abort);
7276 (void)signal(SIGSYS, handle_signal_abort);
7280 (void)signal(SIGXCPU, handle_signal_abort);
7284 (void)signal(SIGPWR, handle_signal_abort);
7290 #else /* HANDLE_SIGNALS */
7297 void signals_ignore_tstp(void)
7305 void signals_handle_tstp(void)
7313 void signals_init(void)
7316 #endif /* HANDLE_SIGNALS */