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
20 * You may or may not want to use the following "#undef".
22 /* #undef _POSIX_SAVED_IDS */
26 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
28 void safe_setuid_drop(void)
35 # ifdef SAFE_SETUID_POSIX
37 if (setuid(getuid()) != 0)
39 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
41 if (setgid(getgid()) != 0)
43 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
48 if (setreuid(geteuid(), getuid()) != 0)
50 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
52 if (setregid(getegid(), getgid()) != 0)
54 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
67 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
69 void safe_setuid_grab(void)
76 # ifdef SAFE_SETUID_POSIX
78 if (setuid(player_euid) != 0)
80 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
82 if (setgid(player_egid) != 0)
84 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
89 if (setreuid(geteuid(), getuid()) != 0)
91 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
93 if (setregid(getegid(), getgid()) != 0)
95 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
98 # endif /* SAFE_SETUID_POSIX */
100 # endif /* SAFE_SETUID */
108 * @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
109 * @param buf データテキストの参照ポインタ
111 * @param tokens トークンを保管する文字列参照ポインタ配列
116 * This function uses "colon" and "slash" as the delimeter characters.
117 * We never extract more than "num" tokens. The "last" token may include
118 * "delimeter" characters, allowing the buffer to include a "string" token.
119 * We save pointers to the tokens in "tokens", and return the number found.
120 * Hack -- Attempt to handle the 'c' character formalism
121 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
122 * Hack -- We will always extract at least one token
125 s16b tokenize(char *buf, s16b num, char **tokens, int mode)
137 /* Scan the string */
140 /* Found a delimiter */
141 if ((*t == ':') || (*t == '/')) break;
143 /* Handle single quotes */
144 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
149 /* Handle backslash */
152 /* Require a character */
158 /* Hack -- Require a close quote */
159 if (*t != '\'') *t = '\'';
162 /* Handle back-slash */
169 /* Nuke and advance */
187 /* A number with a name */
188 typedef struct named_num named_num;
192 cptr name; /* The name of this thing */
193 int num; /* A number associated with it */
197 /* Index of spell type names */
198 static named_num gf_desc[] =
200 {"GF_ELEC", GF_ELEC },
201 {"GF_POIS", GF_POIS },
202 {"GF_ACID", GF_ACID },
203 {"GF_COLD", GF_COLD },
204 {"GF_FIRE", GF_FIRE },
205 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
206 {"GF_MISSILE", GF_MISSILE },
207 {"GF_ARROW", GF_ARROW },
208 {"GF_PLASMA", GF_PLASMA },
209 {"GF_WATER", GF_WATER },
210 {"GF_LITE", GF_LITE },
211 {"GF_DARK", GF_DARK },
212 {"GF_LITE_WEAK", GF_LITE_WEAK },
213 {"GF_DARK_WEAK", GF_DARK_WEAK },
214 {"GF_SHARDS", GF_SHARDS },
215 {"GF_SOUND", GF_SOUND },
216 {"GF_CONFUSION", GF_CONFUSION },
217 {"GF_FORCE", GF_FORCE },
218 {"GF_INERTIA", GF_INERTIA },
219 {"GF_MANA", GF_MANA },
220 {"GF_METEOR", GF_METEOR },
222 {"GF_CHAOS", GF_CHAOS },
223 {"GF_NETHER", GF_NETHER },
224 {"GF_DISENCHANT", GF_DISENCHANT },
225 {"GF_NEXUS", GF_NEXUS },
226 {"GF_TIME", GF_TIME },
227 {"GF_GRAVITY", GF_GRAVITY },
228 {"GF_KILL_WALL", GF_KILL_WALL },
229 {"GF_KILL_DOOR", GF_KILL_DOOR },
230 {"GF_KILL_TRAP", GF_KILL_TRAP },
231 {"GF_MAKE_WALL", GF_MAKE_WALL },
232 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
233 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
234 {"GF_MAKE_TREE", GF_MAKE_TREE },
235 {"GF_OLD_CLONE", GF_OLD_CLONE },
236 {"GF_OLD_POLY", GF_OLD_POLY },
237 {"GF_OLD_HEAL", GF_OLD_HEAL },
238 {"GF_OLD_SPEED", GF_OLD_SPEED },
239 {"GF_OLD_SLOW", GF_OLD_SLOW },
240 {"GF_OLD_CONF", GF_OLD_CONF },
241 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
242 {"GF_OLD_DRAIN", GF_OLD_DRAIN },
243 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
244 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
245 {"GF_AWAY_ALL", GF_AWAY_ALL },
246 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
247 {"GF_TURN_EVIL", GF_TURN_EVIL },
248 {"GF_TURN_ALL", GF_TURN_ALL },
249 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
250 {"GF_DISP_EVIL", GF_DISP_EVIL },
251 {"GF_DISP_ALL", GF_DISP_ALL },
252 {"GF_DISP_DEMON", GF_DISP_DEMON },
253 {"GF_DISP_LIVING", GF_DISP_LIVING },
254 {"GF_ROCKET", GF_ROCKET },
255 {"GF_NUKE", GF_NUKE },
256 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
257 {"GF_STASIS", GF_STASIS },
258 {"GF_STONE_WALL", GF_STONE_WALL },
259 {"GF_DEATH_RAY", GF_DEATH_RAY },
260 {"GF_STUN", GF_STUN },
261 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
262 {"GF_HELL_FIRE", GF_HELL_FIRE },
263 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
264 {"GF_CHARM", GF_CHARM },
265 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
266 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
268 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
269 {"GF_TELEKINESIS", GF_TELEKINESIS },
270 {"GF_JAM_DOOR", GF_JAM_DOOR },
271 {"GF_DOMINATION", GF_DOMINATION },
272 {"GF_DISP_GOOD", GF_DISP_GOOD },
273 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
274 {"GF_MIND_BLAST", GF_MIND_BLAST },
275 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
276 {"GF_CAUSE_1", GF_CAUSE_1 },
277 {"GF_CAUSE_2", GF_CAUSE_2 },
278 {"GF_CAUSE_3", GF_CAUSE_3 },
279 {"GF_CAUSE_4", GF_CAUSE_4 },
280 {"GF_HAND_DOOM", GF_HAND_DOOM },
281 {"GF_CAPTURE", GF_CAPTURE },
282 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
283 {"GF_CONTROL_LIVING", GF_CONTROL_LIVING },
284 {"GF_IDENTIFY", GF_IDENTIFY },
285 {"GF_ATTACK", GF_ATTACK },
286 {"GF_ENGETSU", GF_ENGETSU },
287 {"GF_GENOCIDE", GF_GENOCIDE },
288 {"GF_PHOTO", GF_PHOTO },
289 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
290 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
291 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
292 {"GF_SEEKER", GF_SEEKER },
293 {"GF_SUPER_RAY", GF_SUPER_RAY },
294 {"GF_STAR_HEAL", GF_STAR_HEAL },
295 {"GF_WATER_FLOW", GF_WATER_FLOW },
296 {"GF_CRUSADE", GF_CRUSADE },
297 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
298 {"GF_WOUNDS", GF_WOUNDS },
304 * @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 /
305 * Parse a sub-file of the "extra info" (format shown below)
306 * @param buf データテキストの参照ポインタ
310 * Each "action" line has an "action symbol" in the first column,
311 * followed by a colon, followed by some command specific info,
312 * usually in the form of "tokens" separated by colons or slashes.
313 * Blank lines, lines starting with white space, and lines starting
314 * with pound signs ("#") are ignored (as comments).
315 * Note the use of "tokenize()" to allow the use of both colons and
316 * slashes as delimeters, while still allowing final tokens which
317 * may contain any characters including "delimiters".
318 * Note the use of "strtol()" to allow all "integers" to be encoded
319 * in decimal, hexidecimal, or octal form.
320 * Note that "monster zero" is used for the "player" attr/char, "object
321 * zero" will be used for the "stack" attr/char, and "feature zero" is
322 * used for the "nothing" attr/char.
323 * Parse another file recursively, see below for details
325 * Specify the attr/char values for "monsters" by race index
326 * R:\<num\>:\<a\>:\<c\>
327 * Specify the attr/char values for "objects" by kind index
328 * K:\<num\>:\<a\>:\<c\>
329 * Specify the attr/char values for "features" by feature index
330 * F:\<num\>:\<a\>:\<c\>
331 * Specify the attr/char values for unaware "objects" by kind tval
332 * U:\<tv\>:\<a\>:\<c\>
333 * Specify the attr/char values for inventory "objects" by kind tval
334 * E:\<tv\>:\<a\>:\<c\>
335 * Define a macro action, given an encoded macro action
337 * Create a normal macro, given an encoded macro trigger
339 * Create a command macro, given an encoded macro trigger
341 * Create a keyset mapping
342 * S:\<key\>:\<key\>:\<dir\>
343 * Turn an option off, given its name
345 * Turn an option on, given its name
347 * Specify visual information, given an index, and some data
348 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
349 * Specify the set of colors to use when drawing a zapped spell
351 * Specify a macro trigger template and macro trigger names.
352 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
353 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
356 errr process_pref_file_command(char *buf)
363 /* Require "?:*" format */
364 if (buf[1] != ':') return 1;
369 /* Mega-Hack -- read external player's history file */
370 /* Process "H:<history>" */
372 add_history_from_pref_line(buf + 2);
375 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
377 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
380 i = (huge)strtol(zz[0], NULL, 0);
381 n1 = strtol(zz[1], NULL, 0);
382 n2 = strtol(zz[2], NULL, 0);
383 if (i >= max_r_idx) return 1;
385 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
386 if (n2) r_ptr->x_char = n2;
391 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
393 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
396 i = (huge)strtol(zz[0], NULL, 0);
397 n1 = strtol(zz[1], NULL, 0);
398 n2 = strtol(zz[2], NULL, 0);
399 if (i >= max_k_idx) return 1;
401 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
402 if (n2) k_ptr->x_char = n2;
407 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
408 /* "F:<num>:<a>/<c>" */
409 /* "F:<num>:<a>/<c>:LIT" */
410 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
414 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
416 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
417 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
419 i = (huge)strtol(zz[0], NULL, 0);
420 if (i >= max_f_idx) return 1;
423 n1 = strtol(zz[1], NULL, 0);
424 n2 = strtol(zz[2], NULL, 0);
425 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
426 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
428 /* Mega-hack -- feat supports lighting */
431 /* No lighting support */
433 n1 = f_ptr->x_attr[F_LIT_STANDARD];
434 n2 = f_ptr->x_char[F_LIT_STANDARD];
435 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
437 f_ptr->x_attr[j] = n1;
438 f_ptr->x_char[j] = n2;
442 /* Use default lighting */
444 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
447 /* Use desired lighting */
448 case F_LIT_MAX * 2 + 1:
449 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
451 n1 = strtol(zz[j * 2 + 1], NULL, 0);
452 n2 = strtol(zz[j * 2 + 2], NULL, 0);
453 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
454 if (n2) f_ptr->x_char[j] = n2;
461 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
463 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
465 j = (byte)strtol(zz[0], NULL, 0);
466 n1 = strtol(zz[1], NULL, 0);
467 n2 = strtol(zz[2], NULL, 0);
468 misc_to_attr[j] = n1;
469 misc_to_char[j] = n2;
474 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
476 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
478 j = (huge)strtol(zz[0], NULL, 0);
479 n1 = strtol(zz[1], NULL, 0);
480 n2 = strtol(zz[2], NULL, 0);
481 for (i = 1; i < max_k_idx; i++)
483 object_kind *k_ptr = &k_info[i];
484 if (k_ptr->tval == j)
486 if (n1) k_ptr->d_attr = n1;
487 if (n2) k_ptr->d_char = n2;
494 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
496 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
498 j = (byte)strtol(zz[0], NULL, 0) % 128;
499 n1 = strtol(zz[1], NULL, 0);
500 if (n1) tval_to_attr[j] = n1;
505 /* Process "A:<str>" -- save an "action" for later */
507 text_to_ascii(macro__buf, buf+2);
510 /* Process "P:<str>" -- normal macro */
515 text_to_ascii(tmp, buf+2);
516 macro_add(tmp, macro__buf);
520 /* Process "C:<str>" -- create keymap */
526 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
528 mode = strtol(zz[0], NULL, 0);
529 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
531 text_to_ascii(tmp, zz[1]);
532 if (!tmp[0] || tmp[1]) return 1;
535 string_free(keymap_act[mode][i]);
537 keymap_act[mode][i] = string_make(macro__buf);
542 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
544 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
546 i = (byte)strtol(zz[0], NULL, 0);
547 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
548 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
549 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
550 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
555 /* Process "X:<str>" -- turn option off */
556 /* Process "Y:<str>" -- turn option on */
559 for (i = 0; option_info[i].o_desc; i++)
561 if (option_info[i].o_var &&
562 option_info[i].o_text &&
563 streq(option_info[i].o_text, buf + 2))
565 int os = option_info[i].o_set;
566 int ob = option_info[i].o_bit;
568 if ((p_ptr->playing || character_xtra) &&
569 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
571 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);
579 option_flag[os] &= ~(1L << ob);
580 (*option_info[i].o_var) = FALSE;
585 option_flag[os] |= (1L << ob);
586 (*option_info[i].o_var) = TRUE;
592 /* don't know that option. ignore it.*/
593 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);
597 /* Process "Z:<type>:<str>" -- set spell color */
601 char *t = my_strchr(buf + 2, ':');
609 for (i = 0; gf_desc[i].name; i++)
611 /* Match this type */
612 if (streq(gf_desc[i].name, buf + 2))
614 /* Remember this color set */
615 gf_color[gf_desc[i].num] = quark_add(t);
625 /* Initialize macro trigger names and a template */
626 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
627 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
630 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
632 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
638 if (macro_template != NULL)
640 num = strlen(macro_modifier_chr);
642 /* Kill the template string */
643 string_free(macro_template);
644 macro_template = NULL;
646 /* Kill flag characters of modifier keys */
647 string_free(macro_modifier_chr);
649 /* Kill corresponding modifier names */
650 for (i = 0; i < num; i++)
652 string_free(macro_modifier_name[i]);
655 /* Kill trigger name strings */
656 for (i = 0; i < max_macrotrigger; i++)
658 string_free(macro_trigger_name[i]);
659 string_free(macro_trigger_keycode[0][i]);
660 string_free(macro_trigger_keycode[1][i]);
663 max_macrotrigger = 0;
666 if (*zz[0] == '\0') return 0; /* clear template */
668 /* Number of modifier flags */
671 /* Limit the number */
672 num = MIN(MAX_MACRO_MOD, num);
674 /* Stop if number of modifier is not correct */
675 if (2 + num != tok) return 1;
677 /* Get a template string */
678 macro_template = string_make(zz[0]);
680 /* Get flag characters of modifier keys */
681 macro_modifier_chr = string_make(zz[1]);
683 /* Get corresponding modifier names */
684 for (i = 0; i < num; i++)
686 macro_modifier_name[i] = string_make(zz[2+i]);
690 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
696 if (max_macrotrigger >= MAX_MACRO_TRIG)
698 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
701 m = max_macrotrigger;
704 /* Take into account the escape character */
714 /* Get a trigger name */
715 macro_trigger_name[m] = string_make(buf);
717 /* Get the corresponding key code */
718 macro_trigger_keycode[0][m] = string_make(zz[1]);
722 /* Key code of a combination of it with the shift key */
723 macro_trigger_keycode[1][m] = string_make(zz[2]);
727 macro_trigger_keycode[1][m] = string_make(zz[1]);
742 * @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 /
743 * Helper function for "process_pref_file()"
744 * @param sp テキスト文字列の参照ポインタ
745 * @param fp 再帰中のポインタ参照
750 * v: output buffer array
756 cptr process_pref_file_expr(char **sp, char *fp)
773 while (iswspace(*s)) s++;
791 t = process_pref_file_expr(&s, &f);
800 else if (streq(t, "IOR"))
803 while (*s && (f != b2))
805 t = process_pref_file_expr(&s, &f);
806 if (*t && !streq(t, "0")) v = "1";
811 else if (streq(t, "AND"))
814 while (*s && (f != b2))
816 t = process_pref_file_expr(&s, &f);
817 if (*t && streq(t, "0")) v = "0";
822 else if (streq(t, "NOT"))
825 while (*s && (f != b2))
827 t = process_pref_file_expr(&s, &f);
828 if (*t && streq(t, "1")) v = "0";
833 else if (streq(t, "EQU"))
838 t = process_pref_file_expr(&s, &f);
840 while (*s && (f != b2))
842 p = process_pref_file_expr(&s, &f);
843 if (streq(t, p)) v = "1";
848 else if (streq(t, "LEQ"))
853 t = process_pref_file_expr(&s, &f);
855 while (*s && (f != b2))
858 t = process_pref_file_expr(&s, &f);
859 if (*t && atoi(p) > atoi(t)) v = "0";
864 else if (streq(t, "GEQ"))
869 t = process_pref_file_expr(&s, &f);
871 while (*s && (f != b2))
874 t = process_pref_file_expr(&s, &f);
876 /* Compare two numbers instead of string */
877 if (*t && atoi(p) < atoi(t)) v = "0";
884 while (*s && (f != b2))
886 t = process_pref_file_expr(&s, &f);
891 if (f != b2) v = "?x?x?";
893 /* Extract final and Terminate */
894 if ((f = *s) != '\0') *s++ = '\0';
900 /* Accept all printables except spaces and brackets */
902 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
904 if (iskanji(*s)) s++;
908 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
911 /* Extract final and Terminate */
912 if ((f = *s) != '\0') *s++ = '\0';
918 if (streq(b+1, "SYS"))
923 else if (streq(b+1, "KEYBOARD"))
925 v = ANGBAND_KEYBOARD;
929 else if (streq(b+1, "GRAF"))
934 /* Monochrome mode */
935 else if (streq(b+1, "MONOCHROME"))
944 else if (streq(b+1, "RACE"))
954 else if (streq(b+1, "CLASS"))
964 else if (streq(b+1, "PLAYER"))
966 static char tmp_player_name[32];
968 for (pn = player_name, tpn = tmp_player_name; *pn; pn++, tpn++)
978 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
985 else if (streq(b+1, "REALM1"))
988 v = E_realm_names[p_ptr->realm1];
990 v = realm_names[p_ptr->realm1];
995 else if (streq(b+1, "REALM2"))
998 v = E_realm_names[p_ptr->realm2];
1000 v = realm_names[p_ptr->realm2];
1005 else if (streq(b+1, "LEVEL"))
1007 sprintf(tmp, "%02d", p_ptr->lev);
1011 /* Autopick auto-register is in-use or not? */
1012 else if (streq(b+1, "AUTOREGISTER"))
1014 if (p_ptr->autopick_autoregister)
1021 else if (streq(b+1, "MONEY"))
1023 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1046 #define PREF_TYPE_NORMAL 0
1047 #define PREF_TYPE_AUTOPICK 1
1048 #define PREF_TYPE_HISTPREF 2
1051 * @brief process_pref_fileのサブルーチン /
1052 * Open the "user pref file" and parse it.
1053 * @param name 読み込むファイル名
1054 * @param preftype prefファイルのタイプ
1059 * v: output buffer array
1060 * f: final character
1065 static errr process_pref_file_aux(cptr name, int preftype)
1077 bool bypass = FALSE;
1081 fp = my_fopen(name, "r");
1084 if (!fp) return (-1);
1086 /* Process the file */
1087 while (0 == my_fgets(fp, buf, sizeof(buf)))
1092 /* Skip "empty" lines */
1093 if (!buf[0]) continue;
1095 /* Skip "blank" lines */
1097 if (!iskanji(buf[0]))
1099 if (iswspace(buf[0])) continue;
1102 if (buf[0] == '#') continue;
1109 /* Process "?:<expr>" */
1110 if ((buf[0] == '?') && (buf[1] == ':'))
1119 /* Parse the expr */
1120 v = process_pref_file_expr(&s, &f);
1123 bypass = (streq(v, "0") ? TRUE : FALSE);
1129 /* Apply conditionals */
1130 if (bypass) continue;
1133 /* Process "%:<file>" */
1136 static int depth_count = 0;
1138 /* Ignore if deeper than 20 level */
1139 if (depth_count > 20) continue;
1141 /* Count depth level */
1144 /* Process that file if allowed */
1147 case PREF_TYPE_AUTOPICK:
1148 (void)process_autopick_file(buf + 2);
1150 case PREF_TYPE_HISTPREF:
1151 (void)process_histpref_file(buf + 2);
1154 (void)process_pref_file(buf + 2);
1158 /* Set back depth level */
1166 /* Process the line */
1167 err = process_pref_file_command(buf);
1169 /* This is not original pref line... */
1172 if (preftype != PREF_TYPE_AUTOPICK)
1174 err = process_autopick_file_command(buf);
1182 /* Print error message */
1183 /* ToDo: Add better error messages */
1184 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'."),
1185 _(name, err), line, _(err, name));
1186 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1190 /* Close the file */
1199 * @brief pref設定ファイルを読み込み設定を反映させる /
1200 * Process the "user pref file" with the given name
1201 * @param name 読み込むファイル名
1205 * See the functions above for a list of legal "commands".
1206 * We also accept the special "?" and "%" directives, which
1207 * allow conditional evaluation and filename inclusion.
1210 errr process_pref_file(cptr name)
1216 /* Build the filename */
1217 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1219 /* Process the system pref file */
1220 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1222 /* Stop at parser errors, but not at non-existing file */
1223 if (err1 > 0) return err1;
1226 /* Build the filename */
1227 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1229 /* Process the user pref file */
1230 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1233 /* User file does not exist, but read system pref file */
1234 if (err2 < 0 && !err1)
1237 /* Result of user file processing */
1246 * Operating hours for ANGBAND (defaults to non-work hours)
1248 static char days[7][29] =
1250 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1251 "MON:XXXXXXXX.........XXXXXXX",
1252 "TUE:XXXXXXXX.........XXXXXXX",
1253 "WED:XXXXXXXX.........XXXXXXX",
1254 "THU:XXXXXXXX.........XXXXXXX",
1255 "FRI:XXXXXXXX.........XXXXXXX",
1256 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1260 * Restict usage (defaults to no restrictions)
1262 static bool check_time_flag = FALSE;
1268 * @brief Angbandプレイ禁止時刻をチェック /
1272 errr check_time(void)
1280 /* No restrictions */
1281 if (!check_time_flag) return (0);
1283 /* Check for time violation */
1284 c = time((time_t *)0);
1288 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1298 * @brief Angbandプレイ禁止時刻の初期化 /
1299 * Initialize CHECK_TIME
1302 errr check_time_init(void)
1312 /* Build the filename */
1313 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1316 fp = my_fopen(buf, "r");
1318 /* No file, no restrictions */
1319 if (!fp) return (0);
1321 /* Assume restrictions */
1322 check_time_flag = TRUE;
1324 /* Parse the file */
1325 while (0 == my_fgets(fp, buf, sizeof(buf)))
1327 /* Skip comments and blank lines */
1328 if (!buf[0] || (buf[0] == '#')) continue;
1330 /* Chop the buffer */
1333 /* Extract the info */
1334 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1335 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1336 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1337 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1338 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1339 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1340 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1356 #ifndef MAXHOSTNAMELEN
1357 # define MAXHOSTNAMELEN 64
1360 typedef struct statstime statstime;
1366 unsigned int v_pgpgin;
1367 unsigned int v_pgpgout;
1368 unsigned int v_pswpin;
1369 unsigned int v_pswpout;
1370 unsigned int v_intr;
1376 unsigned int v_swtch;
1378 struct timeval boottime;
1379 struct timeval curtime;
1383 * Maximal load (if any).
1385 static int check_load_value = 0;
1391 * @brief Angbandプレイ禁止ホストのチェック /
1395 errr check_load(void)
1400 struct statstime st;
1402 /* Success if not checking */
1403 if (!check_load_value) return (0);
1405 /* Check the load */
1406 if (0 == rstat("localhost", &st))
1408 long val1 = (long)(st.avenrun[2]);
1409 long val2 = (long)(check_load_value) * FSCALE;
1411 /* Check for violation */
1412 if (val1 >= val2) return (1);
1423 * @brief Angbandプレイ禁止ホストの設定初期化 /
1424 * Initialize CHECK_LOAD
1427 errr check_load_init(void)
1436 char temphost[MAXHOSTNAMELEN+1];
1437 char thishost[MAXHOSTNAMELEN+1];
1440 /* Build the filename */
1441 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1443 /* Open the "load" file */
1444 fp = my_fopen(buf, "r");
1446 /* No file, no restrictions */
1447 if (!fp) return (0);
1450 check_load_value = 100;
1452 /* Get the host name */
1453 (void)gethostname(thishost, (sizeof thishost) - 1);
1456 while (0 == my_fgets(fp, buf, sizeof(buf)))
1460 /* Skip comments and blank lines */
1461 if (!buf[0] || (buf[0] == '#')) continue;
1463 /* Parse, or ignore */
1464 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1466 /* Skip other hosts */
1467 if (!streq(temphost, thishost) &&
1468 !streq(temphost, "localhost")) continue;
1470 /* Use that value */
1471 check_load_value = value;
1477 /* Close the file */
1487 #define ENTRY_BARE_HAND 0
1488 #define ENTRY_TWO_HANDS 1
1489 #define ENTRY_RIGHT_HAND1 2
1490 #define ENTRY_LEFT_HAND1 3
1491 #define ENTRY_LEFT_HAND2 4
1492 #define ENTRY_RIGHT_HAND2 5
1493 #define ENTRY_POSTURE 6
1494 #define ENTRY_SHOOT_HIT_DAM 7
1495 #define ENTRY_SHOOT_POWER 8
1496 #define ENTRY_SPEED 9
1497 #define ENTRY_BASE_AC 10
1498 #define ENTRY_LEVEL 11
1499 #define ENTRY_CUR_EXP 12
1500 #define ENTRY_MAX_EXP 13
1501 #define ENTRY_EXP_TO_ADV 14
1502 #define ENTRY_GOLD 15
1503 #define ENTRY_DAY 16
1506 #define ENTRY_PLAY_TIME 19
1507 #define ENTRY_SKILL_FIGHT 20
1508 #define ENTRY_SKILL_SHOOT 21
1509 #define ENTRY_SKILL_SAVING 22
1510 #define ENTRY_SKILL_STEALTH 23
1511 #define ENTRY_SKILL_PERCEP 24
1512 #define ENTRY_SKILL_SEARCH 25
1513 #define ENTRY_SKILL_DISARM 26
1514 #define ENTRY_SKILL_DEVICE 27
1515 #define ENTRY_BLOWS 28
1516 #define ENTRY_SHOTS 29
1517 #define ENTRY_AVG_DMG 30
1518 #define ENTRY_INFRA 31
1520 #define ENTRY_NAME 32
1521 #define ENTRY_SEX 33
1522 #define ENTRY_RACE 34
1523 #define ENTRY_CLASS 35
1524 #define ENTRY_REALM 36
1525 #define ENTRY_PATRON 37
1526 #define ENTRY_AGE 38
1527 #define ENTRY_HEIGHT 39
1528 #define ENTRY_WEIGHT 40
1529 #define ENTRY_SOCIAL 41
1530 #define ENTRY_ALIGN 42
1532 #define ENTRY_EXP_ANDR 43
1533 #define ENTRY_EXP_TO_ADV_ANDR 44
1542 } disp_player_line[]
1545 { 1, 10, 25, "打撃修正(格闘)"},
1546 { 1, 10, 25, "打撃修正(両手)"},
1547 { 1, 10, 25, "打撃修正(右手)"},
1548 { 1, 10, 25, "打撃修正(左手)"},
1549 { 1, 11, 25, "打撃修正(左手)"},
1550 { 1, 11, 25, "打撃修正(右手)"},
1552 { 1, 15, 25, "射撃攻撃修正"},
1553 { 1, 16, 25, "射撃武器倍率"},
1556 {29, 13, 21, "レベル"},
1557 {29, 14, 21, "経験値"},
1558 {29, 15, 21, "最大経験"},
1559 {29, 16, 21, "次レベル"},
1560 {29, 17, 21, "所持金"},
1564 {29, 20, 21, "プレイ時間"},
1565 {53, 10, -1, "打撃命中 :"},
1566 {53, 11, -1, "射撃命中 :"},
1567 {53, 12, -1, "魔法防御 :"},
1568 {53, 13, -1, "隠密行動 :"},
1569 {53, 15, -1, "知覚 :"},
1570 {53, 16, -1, "探索 :"},
1571 {53, 17, -1, "解除 :"},
1572 {53, 18, -1, "魔法道具 :"},
1573 { 1, 12, 25, "打撃回数"},
1574 { 1, 17, 25, "射撃回数"},
1575 { 1, 13, 25, "平均ダメージ"},
1576 {53, 20, -1, "赤外線視力:"},
1577 {26, 1, -1, "名前 : "},
1578 { 1, 3, -1, "性別 : "},
1579 { 1, 4, -1, "種族 : "},
1580 { 1, 5, -1, "職業 : "},
1581 { 1, 6, -1, "魔法 : "},
1582 { 1, 7, -1, "守護魔神 : "},
1586 {29, 6, 21, "社会的地位"},
1588 {29, 14, 21, "強化度"},
1589 {29, 16, 21, "次レベル"},
1593 { 1, 10, 25, "Bare hand"},
1594 { 1, 10, 25, "Two hands"},
1595 { 1, 10, 25, "Right hand"},
1596 { 1, 10, 25, "Left hand"},
1597 { 1, 11, 25, "Left hand"},
1598 { 1, 11, 25, "Right hand"},
1599 { 1, 11, 25, "Posture"},
1600 { 1, 15, 25, "Shooting"},
1601 { 1, 16, 25, "Multiplier"},
1602 { 1, 20, 25, "Speed"},
1604 {29, 13, 21, "Level"},
1605 {29, 14, 21, "Experience"},
1606 {29, 15, 21, "Max Exp"},
1607 {29, 16, 21, "Exp to Adv"},
1608 {29, 17, 21, "Gold"},
1609 {29, 19, 21, "Time"},
1610 {29, 10, 21, "Hit point"},
1611 {29, 11, 21, "SP (Mana)"},
1612 {29, 20, 21, "Play time"},
1613 {53, 10, -1, "Fighting : "},
1614 {53, 11, -1, "Bows/Throw : "},
1615 {53, 12, -1, "SavingThrow: "},
1616 {53, 13, -1, "Stealth : "},
1617 {53, 15, -1, "Perception : "},
1618 {53, 16, -1, "Searching : "},
1619 {53, 17, -1, "Disarming : "},
1620 {53, 18, -1, "MagicDevice: "},
1621 { 1, 12, 25, "Blows/Round"},
1622 { 1, 17, 25, "Shots/Round"},
1623 { 1, 13, 25, "AverageDmg/Rnd"},
1624 {53, 20, -1, "Infra-Vision: "},
1625 {26, 1, -1, "Name : "},
1626 { 1, 3, -1, "Sex : "},
1627 { 1, 4, -1, "Race : "},
1628 { 1, 5, -1, "Class : "},
1629 { 1, 6, -1, "Magic : "},
1630 { 1, 7, -1, "Patron : "},
1632 {29, 4, 21, "Height"},
1633 {29, 5, 21, "Weight"},
1634 {29, 6, 21, "Social Class"},
1635 {29, 7, 21, "Align"},
1636 {29, 14, 21, "Construction"},
1637 {29, 16, 21, "Const to Adv"},
1642 * @brief プレイヤーのステータス1種を出力する
1644 * @param val 値を保管した文字列ポインタ
1645 * @param attr 項目表示の色
1648 static void display_player_one_line(int entry, cptr val, byte attr)
1652 int row = disp_player_line[entry].row;
1653 int col = disp_player_line[entry].col;
1654 int len = disp_player_line[entry].len;
1655 cptr head = disp_player_line[entry].header;
1657 int head_len = strlen(head);
1659 Term_putstr(col, row, -1, TERM_WHITE, head);
1666 int val_len = len - head_len;
1667 sprintf(buf, "%*.*s", val_len, val_len, val);
1668 Term_putstr(col + head_len, row, -1, attr, buf);
1672 Term_putstr(col + head_len, row, -1, attr, val);
1679 * @brief プレイヤーの打撃能力修正を表示する
1680 * @param hand 武器の装備部位ID
1681 * @param hand_entry 項目ID
1684 static void display_player_melee_bonus(int hand, int hand_entry)
1687 int show_tohit = p_ptr->dis_to_h[hand];
1688 int show_todam = p_ptr->dis_to_d[hand];
1689 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1691 /* Hack -- add in weapon info if known */
1692 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1693 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1695 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1698 sprintf(buf, "(%+d,%+d)", show_tohit, show_todam);
1700 /* Dump the bonuses to hit/dam */
1701 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1702 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1703 else if (p_ptr->ryoute)
1704 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1706 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1711 * @brief プレイヤーステータス表示の中央部分を表示するサブルーチン
1712 * Prints the following information on the screen.
1715 static void display_player_middle(void)
1720 int show_tohit = p_ptr->dis_to_h_b;
1724 object_type *o_ptr = &inventory[INVEN_BOW];
1731 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1734 if (p_ptr->hidarite)
1736 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1738 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
1741 if (p_ptr->special_defense & KAMAE_MASK)
1743 for (i = 0; i < MAX_KAMAE; i++)
1745 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1748 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1751 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1754 /* Apply weapon bonuses */
1755 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1756 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1758 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1759 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1761 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1763 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1766 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1768 if (inventory[INVEN_BOW].k_idx)
1770 tmul = bow_tmul(inventory[INVEN_BOW].sval);
1772 /* Get extra "power" from "extra might" */
1773 if (p_ptr->xtra_might) tmul++;
1775 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1779 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1781 /* Dump the armor class */
1782 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1790 i = p_ptr->pspeed-110;
1792 /* Hack -- Visually "undo" the Search Mode Slowdown */
1793 if (p_ptr->action == ACTION_SEARCH) i += 10;
1798 attr = TERM_L_GREEN;
1812 attr = TERM_L_UMBER;
1819 if (IS_FAST()) tmp_speed += 10;
1820 if (p_ptr->slow) tmp_speed -= 10;
1821 if (p_ptr->lightspeed) tmp_speed = 99;
1825 if (MON_FAST(&m_list[p_ptr->riding])) tmp_speed += 10;
1826 if (MON_SLOW(&m_list[p_ptr->riding])) tmp_speed -= 10;
1832 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1834 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1844 sprintf(buf, "(%+d)", i);
1846 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1849 display_player_one_line(ENTRY_SPEED, buf, attr);
1852 /* Dump character level */
1853 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1855 /* Dump experience */
1856 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1857 else e = ENTRY_CUR_EXP;
1859 if (p_ptr->exp >= p_ptr->max_exp)
1860 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1862 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1864 /* Dump max experience */
1865 if (p_ptr->prace == RACE_ANDROID)
1868 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1870 /* Dump exp to advance */
1871 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1872 else e = ENTRY_EXP_TO_ADV;
1874 if (p_ptr->lev >= PY_MAX_LEVEL)
1875 display_player_one_line(e, "*****", TERM_L_GREEN);
1876 else if (p_ptr->prace == RACE_ANDROID)
1877 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1879 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1882 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1887 extract_day_hour_min(&day, &hour, &min);
1889 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1890 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1892 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1894 /* Dump hit point */
1895 if (p_ptr->chp >= p_ptr->mhp)
1896 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1897 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1898 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1900 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1902 /* Dump mana power */
1903 if (p_ptr->csp >= p_ptr->msp)
1904 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1905 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1906 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1908 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1910 /* Dump play time */
1911 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", playtime/(60*60), (playtime/60)%60, playtime%60), TERM_L_GREEN);
1916 * Hack -- pass color info around this file
1918 static byte likert_color = TERM_WHITE;
1922 * @brief 技能ランクの表示基準を定める
1923 * Returns a "rating" of x depending on y
1925 * @param y 技能値に対するランク基準比
1928 static cptr likert(int x, int y)
1930 static char dummy[20] = "";
1935 /* Negative value */
1938 likert_color = TERM_L_DARK;
1939 return _("最低", "Very Bad");
1942 /* Analyze the value */
1947 likert_color = TERM_RED;
1948 return _("悪い", "Bad");
1951 likert_color = TERM_L_RED;
1952 return _("劣る", "Poor");
1956 likert_color = TERM_ORANGE;
1957 return _("普通", "Fair");
1960 likert_color = TERM_YELLOW;
1961 return _("良い", "Good");
1964 likert_color = TERM_YELLOW;
1965 return _("大変良い", "Very Good");
1969 likert_color = TERM_L_GREEN;
1970 return _("卓越", "Excellent");
1977 likert_color = TERM_GREEN;
1978 return _("超越", "Superb");
1984 likert_color = TERM_BLUE;
1985 return _("英雄的", "Heroic");
1988 likert_color = TERM_VIOLET;
1989 sprintf(dummy, _("伝説的[%d]", "Legendary[%d]"), (int)((((x / y) - 17) * 5) / 2));
1996 * @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
1997 * Prints ratings on certain abilities
2000 * This code is "imitated" elsewhere to "dump" a character sheet.
2002 static void display_player_various(void)
2004 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2005 int xthn, xthb, xfos, xsrh;
2006 int xdis, xdev, xsav, xstl;
2009 u32b flgs[TR_FLAG_SIZE];
2010 int shots, shot_frac;
2015 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2016 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2017 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2018 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2019 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2021 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2023 /* Shooting Skill (with current bow and normal missile) */
2024 o_ptr = &inventory[INVEN_BOW];
2025 tmp = p_ptr->to_h_b + o_ptr->to_h;
2026 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2028 /* If the player is wielding one? */
2031 s16b energy_fire = bow_energy(o_ptr->sval);
2033 /* Calculate shots per round */
2034 shots = p_ptr->num_fire * 100;
2035 shot_frac = (shots * 100 / energy_fire) % 100;
2036 shots = shots / energy_fire;
2037 if (o_ptr->name1 == ART_CRIMSON)
2041 if (p_ptr->pclass == CLASS_ARCHER)
2043 /* Extra shot at level 10 */
2044 if (p_ptr->lev >= 10) shots++;
2046 /* Extra shot at level 30 */
2047 if (p_ptr->lev >= 30) shots++;
2049 /* Extra shot at level 45 */
2050 if (p_ptr->lev >= 45) shots++;
2060 for(i = 0; i < 2; i++)
2062 damage[i] = p_ptr->dis_to_d[i] * 100;
2063 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
2065 int level = p_ptr->lev;
2071 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2072 if (p_ptr->special_defense & KAMAE_BYAKKO)
2073 basedam = monk_ave_damage[level][1];
2074 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2075 basedam = monk_ave_damage[level][2];
2077 basedam = monk_ave_damage[level][0];
2081 o_ptr = &inventory[INVEN_RARM + i];
2083 /* Average damage per round */
2089 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2090 if (object_is_known(o_ptr))
2092 damage[i] += o_ptr->to_d * 100;
2093 to_h[i] += o_ptr->to_h;
2095 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2096 object_flags_known(o_ptr, flgs);
2098 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2099 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2105 else if (have_flag(flgs, TR_VORPAL))
2107 /* vorpal flag only */
2111 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2112 basedam = basedam * 7 / 2;
2116 damage[i] += basedam;
2117 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2118 if (damage[i] < 0) damage[i] = 0;
2120 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2121 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2123 /* Basic abilities */
2125 xdis = p_ptr->skill_dis;
2126 xdev = p_ptr->skill_dev;
2127 xsav = p_ptr->skill_sav;
2128 xstl = p_ptr->skill_stl;
2129 xsrh = p_ptr->skill_srh;
2130 xfos = p_ptr->skill_fos;
2133 desc = likert(xthn, 12);
2134 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2136 desc = likert(xthb, 12);
2137 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2139 desc = likert(xsav, 7);
2140 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2142 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2143 desc = likert((xstl > 0) ? xstl : -1, 1);
2144 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2146 desc = likert(xfos, 6);
2147 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2149 desc = likert(xsrh, 6);
2150 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2152 desc = likert(xdis, 8);
2153 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2155 desc = likert(xdev, 6);
2156 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2159 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2161 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2163 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2166 if ((damage[0]+damage[1]) == 0)
2169 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2171 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2173 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2179 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2180 * Prints ratings on certain abilities
2181 * @param flgs フラグを保管する配列
2184 * Obtain the "flags" for the player as if he was an item
2186 * xtra1.c周りと多重実装になっているのを何とかする
2188 static void player_flags(u32b flgs[TR_FLAG_SIZE])
2193 for (i = 0; i < TR_FLAG_SIZE; i++)
2197 switch (p_ptr->pclass)
2200 if (p_ptr->lev > 44)
2201 add_flag(flgs, TR_REGEN);
2203 if (p_ptr->lev > 29)
2204 add_flag(flgs, TR_RES_FEAR);
2207 if (p_ptr->lev > 39)
2208 add_flag(flgs, TR_RES_FEAR);
2210 case CLASS_CHAOS_WARRIOR:
2211 if (p_ptr->lev > 29)
2212 add_flag(flgs, TR_RES_CHAOS);
2213 if (p_ptr->lev > 39)
2214 add_flag(flgs, TR_RES_FEAR);
2217 case CLASS_FORCETRAINER:
2218 if ((p_ptr->lev > 9) && !heavy_armor())
2219 add_flag(flgs, TR_SPEED);
2220 if ((p_ptr->lev>24) && !heavy_armor())
2221 add_flag(flgs, TR_FREE_ACT);
2225 add_flag(flgs, TR_SPEED);
2228 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
2229 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
2230 add_flag(flgs, TR_SPEED);
2232 add_flag(flgs, TR_FREE_ACT);
2234 add_flag(flgs, TR_SLOW_DIGEST);
2235 add_flag(flgs, TR_RES_FEAR);
2236 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2237 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2238 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2240 case CLASS_MINDCRAFTER:
2242 add_flag(flgs, TR_RES_FEAR);
2243 if (p_ptr->lev > 19)
2244 add_flag(flgs, TR_SUST_WIS);
2245 if (p_ptr->lev > 29)
2246 add_flag(flgs, TR_RES_CONF);
2247 if (p_ptr->lev > 39)
2248 add_flag(flgs, TR_TELEPATHY);
2251 add_flag(flgs, TR_RES_SOUND);
2253 case CLASS_BERSERKER:
2254 add_flag(flgs, TR_SUST_STR);
2255 add_flag(flgs, TR_SUST_DEX);
2256 add_flag(flgs, TR_SUST_CON);
2257 add_flag(flgs, TR_REGEN);
2258 add_flag(flgs, TR_FREE_ACT);
2259 add_flag(flgs, TR_SPEED);
2260 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2262 case CLASS_MIRROR_MASTER:
2263 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2266 break; /* Do nothing */
2270 if (p_ptr->mimic_form)
2272 switch(p_ptr->mimic_form)
2275 add_flag(flgs, TR_HOLD_EXP);
2276 add_flag(flgs, TR_RES_CHAOS);
2277 add_flag(flgs, TR_RES_NETHER);
2278 add_flag(flgs, TR_RES_FIRE);
2279 add_flag(flgs, TR_SEE_INVIS);
2280 add_flag(flgs, TR_SPEED);
2282 case MIMIC_DEMON_LORD:
2283 add_flag(flgs, TR_HOLD_EXP);
2284 add_flag(flgs, TR_RES_CHAOS);
2285 add_flag(flgs, TR_RES_NETHER);
2286 add_flag(flgs, TR_RES_FIRE);
2287 add_flag(flgs, TR_RES_COLD);
2288 add_flag(flgs, TR_RES_ELEC);
2289 add_flag(flgs, TR_RES_ACID);
2290 add_flag(flgs, TR_RES_POIS);
2291 add_flag(flgs, TR_RES_CONF);
2292 add_flag(flgs, TR_RES_DISEN);
2293 add_flag(flgs, TR_RES_NEXUS);
2294 add_flag(flgs, TR_RES_FEAR);
2295 add_flag(flgs, TR_IM_FIRE);
2296 add_flag(flgs, TR_SH_FIRE);
2297 add_flag(flgs, TR_SEE_INVIS);
2298 add_flag(flgs, TR_TELEPATHY);
2299 add_flag(flgs, TR_LEVITATION);
2300 add_flag(flgs, TR_SPEED);
2303 add_flag(flgs, TR_HOLD_EXP);
2304 add_flag(flgs, TR_RES_DARK);
2305 add_flag(flgs, TR_RES_NETHER);
2306 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2307 add_flag(flgs, TR_RES_POIS);
2308 add_flag(flgs, TR_RES_COLD);
2309 add_flag(flgs, TR_SEE_INVIS);
2310 add_flag(flgs, TR_SPEED);
2316 switch (p_ptr->prace)
2319 add_flag(flgs, TR_RES_LITE);
2322 add_flag(flgs, TR_HOLD_EXP);
2325 add_flag(flgs, TR_FREE_ACT);
2328 add_flag(flgs, TR_RES_BLIND);
2331 add_flag(flgs, TR_RES_DARK);
2333 case RACE_HALF_TROLL:
2334 add_flag(flgs, TR_SUST_STR);
2335 if (p_ptr->lev > 14)
2337 add_flag(flgs, TR_REGEN);
2338 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2340 add_flag(flgs, TR_SLOW_DIGEST);
2342 * Let's not make Regeneration a disadvantage
2343 * for the poor warriors who can never learn
2344 * a spell that satisfies hunger (actually
2345 * neither can rogues, but half-trolls are not
2346 * supposed to play rogues)
2352 add_flag(flgs, TR_SUST_CON);
2353 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2356 add_flag(flgs, TR_RES_LITE);
2357 add_flag(flgs, TR_SEE_INVIS);
2359 case RACE_BARBARIAN:
2360 add_flag(flgs, TR_RES_FEAR);
2362 case RACE_HALF_OGRE:
2363 add_flag(flgs, TR_SUST_STR);
2364 add_flag(flgs, TR_RES_DARK);
2366 case RACE_HALF_GIANT:
2367 add_flag(flgs, TR_RES_SHARDS);
2368 add_flag(flgs, TR_SUST_STR);
2370 case RACE_HALF_TITAN:
2371 add_flag(flgs, TR_RES_CHAOS);
2374 add_flag(flgs, TR_RES_SOUND);
2377 add_flag(flgs, TR_RES_ACID);
2378 if (p_ptr->lev > 19)
2379 add_flag(flgs, TR_IM_ACID);
2382 add_flag(flgs, TR_RES_CONF);
2383 add_flag(flgs, TR_RES_ACID);
2385 add_flag(flgs, TR_SPEED);
2388 add_flag(flgs, TR_RES_POIS);
2391 add_flag(flgs, TR_RES_DISEN);
2392 add_flag(flgs, TR_RES_DARK);
2395 add_flag(flgs, TR_RES_DARK);
2396 if (p_ptr->lev > 19)
2397 add_flag(flgs, TR_SEE_INVIS);
2399 case RACE_DRACONIAN:
2400 add_flag(flgs, TR_LEVITATION);
2402 add_flag(flgs, TR_RES_FIRE);
2404 add_flag(flgs, TR_RES_COLD);
2405 if (p_ptr->lev > 14)
2406 add_flag(flgs, TR_RES_ACID);
2407 if (p_ptr->lev > 19)
2408 add_flag(flgs, TR_RES_ELEC);
2409 if (p_ptr->lev > 34)
2410 add_flag(flgs, TR_RES_POIS);
2412 case RACE_MIND_FLAYER:
2413 add_flag(flgs, TR_SUST_INT);
2414 add_flag(flgs, TR_SUST_WIS);
2415 if (p_ptr->lev > 14)
2416 add_flag(flgs, TR_SEE_INVIS);
2417 if (p_ptr->lev > 29)
2418 add_flag(flgs, TR_TELEPATHY);
2421 add_flag(flgs, TR_RES_FIRE);
2423 add_flag(flgs, TR_SEE_INVIS);
2426 add_flag(flgs, TR_SEE_INVIS);
2427 add_flag(flgs, TR_FREE_ACT);
2428 add_flag(flgs, TR_RES_POIS);
2429 add_flag(flgs, TR_SLOW_DIGEST);
2430 if (p_ptr->lev > 34)
2431 add_flag(flgs, TR_HOLD_EXP);
2434 add_flag(flgs, TR_SEE_INVIS);
2435 add_flag(flgs, TR_RES_SHARDS);
2436 add_flag(flgs, TR_HOLD_EXP);
2437 add_flag(flgs, TR_RES_POIS);
2439 add_flag(flgs, TR_RES_COLD);
2442 add_flag(flgs, TR_SEE_INVIS);
2443 add_flag(flgs, TR_HOLD_EXP);
2444 add_flag(flgs, TR_RES_NETHER);
2445 add_flag(flgs, TR_RES_POIS);
2446 add_flag(flgs, TR_SLOW_DIGEST);
2448 add_flag(flgs, TR_RES_COLD);
2451 add_flag(flgs, TR_HOLD_EXP);
2452 add_flag(flgs, TR_RES_DARK);
2453 add_flag(flgs, TR_RES_NETHER);
2454 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2455 add_flag(flgs, TR_RES_POIS);
2456 add_flag(flgs, TR_RES_COLD);
2459 add_flag(flgs, TR_LEVITATION);
2460 add_flag(flgs, TR_FREE_ACT);
2461 add_flag(flgs, TR_RES_COLD);
2462 add_flag(flgs, TR_SEE_INVIS);
2463 add_flag(flgs, TR_HOLD_EXP);
2464 add_flag(flgs, TR_RES_NETHER);
2465 add_flag(flgs, TR_RES_POIS);
2466 add_flag(flgs, TR_SLOW_DIGEST);
2468 if (p_ptr->lev > 34)
2469 add_flag(flgs, TR_TELEPATHY);
2472 add_flag(flgs, TR_RES_LITE);
2473 add_flag(flgs, TR_LEVITATION);
2475 add_flag(flgs, TR_SPEED);
2478 add_flag(flgs, TR_RES_SOUND);
2479 add_flag(flgs, TR_RES_CONF);
2482 add_flag(flgs, TR_LEVITATION);
2483 add_flag(flgs, TR_SEE_INVIS);
2486 add_flag(flgs, TR_RES_FIRE);
2487 add_flag(flgs, TR_RES_NETHER);
2488 add_flag(flgs, TR_HOLD_EXP);
2490 add_flag(flgs, TR_SEE_INVIS);
2493 add_flag(flgs, TR_SUST_CON);
2496 add_flag(flgs, TR_LEVITATION);
2499 add_flag(flgs, TR_RES_CONF);
2502 add_flag(flgs, TR_FREE_ACT);
2503 add_flag(flgs, TR_RES_POIS);
2504 add_flag(flgs, TR_SLOW_DIGEST);
2505 add_flag(flgs, TR_HOLD_EXP);
2515 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2517 remove_flag(flgs, TR_REGEN);
2520 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2521 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2522 (p_ptr->muta3 & MUT3_SHORT_LEG))
2524 add_flag(flgs, TR_SPEED);
2527 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2529 add_flag(flgs, TR_SH_ELEC);
2532 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2534 add_flag(flgs, TR_SH_FIRE);
2535 add_flag(flgs, TR_LITE_1);
2538 if (p_ptr->muta3 & MUT3_WINGS)
2540 add_flag(flgs, TR_LEVITATION);
2543 if (p_ptr->muta3 & MUT3_FEARLESS)
2545 add_flag(flgs, TR_RES_FEAR);
2548 if (p_ptr->muta3 & MUT3_REGEN)
2550 add_flag(flgs, TR_REGEN);
2553 if (p_ptr->muta3 & MUT3_ESP)
2555 add_flag(flgs, TR_TELEPATHY);
2558 if (p_ptr->muta3 & MUT3_MOTION)
2560 add_flag(flgs, TR_FREE_ACT);
2564 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2565 add_flag(flgs, TR_AGGRAVATE);
2566 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2568 add_flag(flgs, TR_RES_BLIND);
2569 add_flag(flgs, TR_RES_CONF);
2570 add_flag(flgs, TR_HOLD_EXP);
2571 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2573 add_flag(flgs, TR_SPEED);
2575 if (p_ptr->special_defense & KATA_FUUJIN)
2576 add_flag(flgs, TR_REFLECT);
2577 if (p_ptr->special_defense & KAMAE_GENBU)
2578 add_flag(flgs, TR_REFLECT);
2579 if (p_ptr->special_defense & KAMAE_SUZAKU)
2580 add_flag(flgs, TR_LEVITATION);
2581 if (p_ptr->special_defense & KAMAE_SEIRYU)
2583 add_flag(flgs, TR_RES_FIRE);
2584 add_flag(flgs, TR_RES_COLD);
2585 add_flag(flgs, TR_RES_ACID);
2586 add_flag(flgs, TR_RES_ELEC);
2587 add_flag(flgs, TR_RES_POIS);
2588 add_flag(flgs, TR_LEVITATION);
2589 add_flag(flgs, TR_SH_FIRE);
2590 add_flag(flgs, TR_SH_ELEC);
2591 add_flag(flgs, TR_SH_COLD);
2593 if (p_ptr->special_defense & KATA_MUSOU)
2595 add_flag(flgs, TR_RES_FEAR);
2596 add_flag(flgs, TR_RES_LITE);
2597 add_flag(flgs, TR_RES_DARK);
2598 add_flag(flgs, TR_RES_BLIND);
2599 add_flag(flgs, TR_RES_CONF);
2600 add_flag(flgs, TR_RES_SOUND);
2601 add_flag(flgs, TR_RES_SHARDS);
2602 add_flag(flgs, TR_RES_NETHER);
2603 add_flag(flgs, TR_RES_NEXUS);
2604 add_flag(flgs, TR_RES_CHAOS);
2605 add_flag(flgs, TR_RES_DISEN);
2606 add_flag(flgs, TR_REFLECT);
2607 add_flag(flgs, TR_HOLD_EXP);
2608 add_flag(flgs, TR_FREE_ACT);
2609 add_flag(flgs, TR_SH_FIRE);
2610 add_flag(flgs, TR_SH_ELEC);
2611 add_flag(flgs, TR_SH_COLD);
2612 add_flag(flgs, TR_LEVITATION);
2613 add_flag(flgs, TR_LITE_1);
2614 add_flag(flgs, TR_SEE_INVIS);
2615 add_flag(flgs, TR_TELEPATHY);
2616 add_flag(flgs, TR_SLOW_DIGEST);
2617 add_flag(flgs, TR_REGEN);
2618 add_flag(flgs, TR_SUST_STR);
2619 add_flag(flgs, TR_SUST_INT);
2620 add_flag(flgs, TR_SUST_WIS);
2621 add_flag(flgs, TR_SUST_DEX);
2622 add_flag(flgs, TR_SUST_CON);
2623 add_flag(flgs, TR_SUST_CHR);
2628 * @brief プレイヤーの一時的魔法効果による耐性を返す
2629 * Prints ratings on certain abilities
2630 * @param flgs フラグを保管する配列
2633 * xtra1.c周りと多重実装になっているのを何とかする
2635 static void tim_player_flags(u32b flgs[TR_FLAG_SIZE])
2640 for (i = 0; i < TR_FLAG_SIZE; i++)
2643 if (IS_HERO() || p_ptr->shero)
2644 add_flag(flgs, TR_RES_FEAR);
2645 if (p_ptr->tim_invis)
2646 add_flag(flgs, TR_SEE_INVIS);
2647 if (p_ptr->tim_regen)
2648 add_flag(flgs, TR_REGEN);
2650 add_flag(flgs, TR_TELEPATHY);
2651 if (IS_FAST() || p_ptr->slow)
2652 add_flag(flgs, TR_SPEED);
2654 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(prace_is_(RACE_YEEK) && (p_ptr->lev > 19)))
2655 add_flag(flgs, TR_RES_ACID);
2656 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2657 add_flag(flgs, TR_RES_ELEC);
2658 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2659 add_flag(flgs, TR_RES_FIRE);
2660 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2661 add_flag(flgs, TR_RES_COLD);
2662 if (IS_OPPOSE_POIS())
2663 add_flag(flgs, TR_RES_POIS);
2665 if (p_ptr->special_attack & ATTACK_ACID)
2666 add_flag(flgs, TR_BRAND_ACID);
2667 if (p_ptr->special_attack & ATTACK_ELEC)
2668 add_flag(flgs, TR_BRAND_ELEC);
2669 if (p_ptr->special_attack & ATTACK_FIRE)
2670 add_flag(flgs, TR_BRAND_FIRE);
2671 if (p_ptr->special_attack & ATTACK_COLD)
2672 add_flag(flgs, TR_BRAND_COLD);
2673 if (p_ptr->special_attack & ATTACK_POIS)
2674 add_flag(flgs, TR_BRAND_POIS);
2675 if (p_ptr->special_defense & DEFENSE_ACID)
2676 add_flag(flgs, TR_IM_ACID);
2677 if (p_ptr->special_defense & DEFENSE_ELEC)
2678 add_flag(flgs, TR_IM_ELEC);
2679 if (p_ptr->special_defense & DEFENSE_FIRE)
2680 add_flag(flgs, TR_IM_FIRE);
2681 if (p_ptr->special_defense & DEFENSE_COLD)
2682 add_flag(flgs, TR_IM_COLD);
2683 if (p_ptr->wraith_form)
2684 add_flag(flgs, TR_REFLECT);
2686 if (p_ptr->tim_reflect)
2687 add_flag(flgs, TR_REFLECT);
2689 if (p_ptr->magicdef)
2691 add_flag(flgs, TR_RES_BLIND);
2692 add_flag(flgs, TR_RES_CONF);
2693 add_flag(flgs, TR_REFLECT);
2694 add_flag(flgs, TR_FREE_ACT);
2695 add_flag(flgs, TR_LEVITATION);
2697 if (p_ptr->tim_res_nether)
2699 add_flag(flgs, TR_RES_NETHER);
2701 if (p_ptr->tim_sh_fire)
2703 add_flag(flgs, TR_SH_FIRE);
2707 add_flag(flgs, TR_RES_FEAR);
2708 add_flag(flgs, TR_RES_LITE);
2709 add_flag(flgs, TR_RES_DARK);
2710 add_flag(flgs, TR_RES_BLIND);
2711 add_flag(flgs, TR_RES_CONF);
2712 add_flag(flgs, TR_RES_SOUND);
2713 add_flag(flgs, TR_RES_SHARDS);
2714 add_flag(flgs, TR_RES_NETHER);
2715 add_flag(flgs, TR_RES_NEXUS);
2716 add_flag(flgs, TR_RES_CHAOS);
2717 add_flag(flgs, TR_RES_DISEN);
2718 add_flag(flgs, TR_REFLECT);
2719 add_flag(flgs, TR_HOLD_EXP);
2720 add_flag(flgs, TR_FREE_ACT);
2721 add_flag(flgs, TR_SH_FIRE);
2722 add_flag(flgs, TR_SH_ELEC);
2723 add_flag(flgs, TR_SH_COLD);
2724 add_flag(flgs, TR_LEVITATION);
2725 add_flag(flgs, TR_LITE_1);
2726 add_flag(flgs, TR_SEE_INVIS);
2727 add_flag(flgs, TR_TELEPATHY);
2728 add_flag(flgs, TR_SLOW_DIGEST);
2729 add_flag(flgs, TR_REGEN);
2730 add_flag(flgs, TR_SUST_STR);
2731 add_flag(flgs, TR_SUST_INT);
2732 add_flag(flgs, TR_SUST_WIS);
2733 add_flag(flgs, TR_SUST_DEX);
2734 add_flag(flgs, TR_SUST_CON);
2735 add_flag(flgs, TR_SUST_CHR);
2739 if (p_ptr->realm1 == REALM_HEX)
2741 if (hex_spelling(HEX_DEMON_AURA))
2743 add_flag(flgs, TR_SH_FIRE);
2744 add_flag(flgs, TR_REGEN);
2746 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2747 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2752 /* Mode flags for displaying player flags */
2753 #define DP_CURSE 0x01
2759 * @brief プレイヤーの装備一覧をシンボルで並べる
2761 * @param y 表示するコンソールの行
2762 * @param x 表示するコンソールの列
2766 static void display_player_equippy(int y, int x, u16b mode)
2775 /* Weapon flags need only two column */
2776 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2777 else max_i = INVEN_TOTAL;
2779 /* Dump equippy chars */
2780 for (i = INVEN_RARM; i < max_i; i++)
2783 o_ptr = &inventory[i];
2785 a = object_attr(o_ptr);
2786 c = object_char(o_ptr);
2788 /* Clear the part of the screen */
2789 if (!equippy_chars || !o_ptr->k_idx)
2796 Term_putch(x + i - INVEN_RARM, y, a, c);
2802 * @brief プレイヤーの装備一覧シンボルを固定位置に表示する
2805 void print_equippy(void)
2807 display_player_equippy(ROW_EQUIPPY, COL_EQUIPPY, 0);
2811 * @brief プレイヤーの装備による免疫フラグを返す
2812 * @param flgs フラグを保管する配列
2815 * xtra1.c周りと多重実装になっているのを何とかする
2817 static void known_obj_immunity(u32b flgs[TR_FLAG_SIZE])
2822 for (i = 0; i < TR_FLAG_SIZE; i++)
2825 /* Check equipment */
2826 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2828 u32b o_flgs[TR_FLAG_SIZE];
2833 o_ptr = &inventory[i];
2835 if (!o_ptr->k_idx) continue;
2838 object_flags_known(o_ptr, o_flgs);
2840 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2841 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2842 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2843 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2848 * @brief プレイヤーの種族による免疫フラグを返す
2849 * @param flgs フラグを保管する配列
2852 * xtra1.c周りと多重実装になっているのを何とかする
2854 static void player_immunity(u32b flgs[TR_FLAG_SIZE])
2859 for (i = 0; i < TR_FLAG_SIZE; i++)
2862 if (prace_is_(RACE_SPECTRE))
2863 add_flag(flgs, TR_RES_NETHER);
2864 if (p_ptr->mimic_form == MIMIC_VAMPIRE || prace_is_(RACE_VAMPIRE))
2865 add_flag(flgs, TR_RES_DARK);
2866 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2867 add_flag(flgs, TR_RES_FIRE);
2868 else if (prace_is_(RACE_YEEK) && p_ptr->lev > 19)
2869 add_flag(flgs, TR_RES_ACID);
2873 * @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
2874 * @param flgs フラグを保管する配列
2877 * xtra1.c周りと多重実装になっているのを何とかする
2879 static void tim_player_immunity(u32b flgs[TR_FLAG_SIZE])
2884 for (i = 0; i < TR_FLAG_SIZE; i++)
2887 if (p_ptr->special_defense & DEFENSE_ACID)
2888 add_flag(flgs, TR_RES_ACID);
2889 if (p_ptr->special_defense & DEFENSE_ELEC)
2890 add_flag(flgs, TR_RES_ELEC);
2891 if (p_ptr->special_defense & DEFENSE_FIRE)
2892 add_flag(flgs, TR_RES_FIRE);
2893 if (p_ptr->special_defense & DEFENSE_COLD)
2894 add_flag(flgs, TR_RES_COLD);
2895 if (p_ptr->wraith_form)
2896 add_flag(flgs, TR_RES_DARK);
2900 * @brief プレイヤーの種族による弱点フラグを返す
2901 * @param flgs フラグを保管する配列
2904 * xtra1.c周りと多重実装になっているのを何とかする
2906 static void player_vuln_flags(u32b flgs[TR_FLAG_SIZE])
2911 for (i = 0; i < TR_FLAG_SIZE; i++)
2914 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2916 add_flag(flgs, TR_RES_ACID);
2917 add_flag(flgs, TR_RES_ELEC);
2918 add_flag(flgs, TR_RES_FIRE);
2919 add_flag(flgs, TR_RES_COLD);
2921 if (prace_is_(RACE_ANDROID))
2922 add_flag(flgs, TR_RES_ELEC);
2923 if (prace_is_(RACE_ENT))
2924 add_flag(flgs, TR_RES_FIRE);
2925 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) ||
2926 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2927 add_flag(flgs, TR_RES_LITE);
2932 * A struct for storing misc. flags
2935 u32b player_flags[TR_FLAG_SIZE];
2936 u32b tim_player_flags[TR_FLAG_SIZE];
2937 u32b player_imm[TR_FLAG_SIZE];
2938 u32b tim_player_imm[TR_FLAG_SIZE];
2939 u32b player_vuln[TR_FLAG_SIZE];
2940 u32b known_obj_imm[TR_FLAG_SIZE];
2945 * @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 /
2946 * Helper function, see below
2947 * @param row コンソール表示位置の左上行
2948 * @param col コンソール表示位置の左上列
2949 * @param header コンソール上で表示する特性名
2950 * @param flag1 参照する特性ID
2951 * @param f プレイヤーの特性情報構造体
2952 * @param mode 表示オプション
2955 static void display_flag_aux(int row, int col, cptr header,
2956 int flag1, all_player_flags *f, u16b mode)
2961 byte header_color = TERM_L_DARK;
2962 int header_col = col;
2964 if (have_flag(f->player_vuln, flag1) &&
2965 !(have_flag(f->known_obj_imm, flag1) ||
2966 have_flag(f->player_imm, flag1) ||
2967 have_flag(f->tim_player_imm, flag1)))
2971 col += strlen(header) + 1;
2973 /* Weapon flags need only two column */
2974 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2975 else max_i = INVEN_TOTAL;
2977 /* Check equipment */
2978 for (i = INVEN_RARM; i < max_i; i++)
2980 u32b flgs[TR_FLAG_SIZE];
2984 o_ptr = &inventory[i];
2987 object_flags_known(o_ptr, flgs);
2990 if (!(mode & DP_IMM))
2991 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
2994 if (mode & DP_CURSE)
2996 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
2998 c_put_str(TERM_L_DARK, "+", row, col);
2999 header_color = TERM_WHITE;
3001 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3003 c_put_str(TERM_WHITE, "+", row, col);
3004 header_color = TERM_WHITE;
3006 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3008 c_put_str(TERM_WHITE, "*", row, col);
3009 header_color = TERM_WHITE;
3012 else if (flag1 == TR_LITE_1)
3014 if (have_dark_flag(flgs))
3016 c_put_str(TERM_L_DARK, "+", row, col);
3017 header_color = TERM_WHITE;
3019 else if (have_lite_flag(flgs))
3021 c_put_str(TERM_WHITE, "+", row, col);
3022 header_color = TERM_WHITE;
3027 if (have_flag(flgs, flag1))
3029 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3030 (mode & DP_IMM) ? "*" : "+", row, col);
3031 header_color = TERM_WHITE;
3039 /* Assume that player flag is already written */
3042 if (header_color != TERM_L_DARK)
3044 /* Overwrite Header Color */
3045 c_put_str(header_color, header, row, header_col);
3051 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3054 if (have_flag(f->player_flags, flag1))
3056 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3057 header_color = TERM_WHITE;
3060 /* Timed player flags */
3061 if (have_flag(f->tim_player_flags, flag1))
3063 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3064 header_color = TERM_WHITE;
3068 if (have_flag(f->tim_player_imm, flag1))
3070 c_put_str(TERM_YELLOW, "*", row, col);
3071 header_color = TERM_WHITE;
3073 if (have_flag(f->player_imm, flag1))
3075 c_put_str(TERM_WHITE, "*", row, col);
3076 header_color = TERM_WHITE;
3080 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3083 c_put_str(header_color, header, row, header_col);
3088 * @brief プレイヤーの特性フラグ一覧表示1 /
3089 * Special display, part 1
3092 static void display_player_flag_info(void)
3099 /* Extract flags and store */
3100 player_flags(f.player_flags);
3101 tim_player_flags(f.tim_player_flags);
3102 player_immunity(f.player_imm);
3103 tim_player_immunity(f.tim_player_imm);
3104 known_obj_immunity(f.known_obj_imm);
3105 player_vuln_flags(f.player_vuln);
3112 display_player_equippy(row-2, col+8, 0);
3113 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3116 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3117 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3118 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3119 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3120 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3121 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3122 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3123 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3124 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3125 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3126 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3127 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3128 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3129 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3131 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3132 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3133 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3134 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3135 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3136 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3137 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3138 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3139 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3140 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3141 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3142 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3143 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3144 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3153 display_player_equippy(row-2, col+8, 0);
3155 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3158 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3159 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3160 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3161 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3162 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3163 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3164 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3165 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3166 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3167 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3169 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3170 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3171 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3172 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3173 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3174 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3175 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3176 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3177 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3178 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3187 display_player_equippy(row-2, col+12, 0);
3189 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3192 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3193 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3194 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3195 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3196 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3197 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3198 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3199 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3200 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3201 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3203 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3204 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3205 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3206 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3207 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3208 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3209 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3210 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3211 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3212 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3219 * @brief プレイヤーの特性フラグ一覧表示2 /
3220 * Special display, part 2
3223 static void display_player_other_flag_info(void)
3230 /* Extract flags and store */
3231 player_flags(f.player_flags);
3232 tim_player_flags(f.tim_player_flags);
3233 player_immunity(f.player_imm);
3234 tim_player_immunity(f.tim_player_imm);
3235 known_obj_immunity(f.known_obj_imm);
3236 player_vuln_flags(f.player_vuln);
3243 display_player_equippy(row-2, col+12, DP_WP);
3245 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3248 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3249 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3250 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3251 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3252 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3253 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3254 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3255 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3256 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3257 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3258 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3259 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3260 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3261 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3262 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3263 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3264 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3265 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3266 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3267 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3268 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3269 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3270 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3271 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3272 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3273 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3274 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3275 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3277 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3278 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3279 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3280 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3281 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3282 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3283 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3284 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3285 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3286 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3287 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3288 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3289 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3290 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3291 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3292 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3293 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3294 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3295 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3296 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3297 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3298 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3299 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3300 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3301 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3302 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3303 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3304 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3313 display_player_equippy(row-2, col+13, 0);
3314 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3317 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3318 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3319 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3320 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3321 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3322 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3323 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3324 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3325 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3326 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3327 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3328 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3329 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3330 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3331 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3332 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3333 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3334 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3335 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3337 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3338 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3339 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3340 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3341 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3342 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3343 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3344 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3345 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3346 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3347 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3348 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3349 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3350 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3351 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3352 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3353 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3354 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3355 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3362 col = col + 12 + 17;
3364 display_player_equippy(row-2, col+14, 0);
3366 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3369 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3370 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3371 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3372 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3373 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3374 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3376 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3377 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3378 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3379 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3380 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3381 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3383 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3384 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3385 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3386 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3388 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3389 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3390 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3391 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3392 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3393 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3395 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3396 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3397 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3398 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3399 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3400 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3402 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3403 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3404 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3405 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3412 * @brief プレイヤーの特性フラグ一覧表示2a /
3413 * Special display, part 2a
3416 static void display_player_misc_info(void)
3421 /* Display basics */
3423 put_str("名前 :", 1, 26);
3424 put_str("性別 :", 3, 1);
3425 put_str("種族 :", 4, 1);
3426 put_str("職業 :", 5, 1);
3428 put_str("Name :", 1, 26);
3429 put_str("Sex :", 3, 1);
3430 put_str("Race :", 4, 1);
3431 put_str("Class :", 5, 1);
3434 strcpy(tmp,ap_ptr->title);
3441 strcat(tmp,player_name);
3443 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3444 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3445 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3446 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3448 /* Display extras */
3450 put_str("レベル:", 6, 1);
3451 put_str("HP :", 7, 1);
3452 put_str("MP :", 8, 1);
3454 put_str("Level :", 6, 1);
3455 put_str("Hits :", 7, 1);
3456 put_str("Mana :", 8, 1);
3460 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3461 c_put_str(TERM_L_BLUE, buf, 6, 9);
3462 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3463 c_put_str(TERM_L_BLUE, buf, 7, 9);
3464 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3465 c_put_str(TERM_L_BLUE, buf, 8, 9);
3470 * @brief プレイヤーの特性フラグ一覧表示2b /
3471 * Special display, part 2b
3475 * How to print out the modifications and sustains.
3476 * Positive mods with no sustain will be light green.
3477 * Positive mods with a sustain will be dark green.
3478 * Sustains (with no modification) will be a dark green 's'.
3479 * Negative mods (from a curse) will be red.
3480 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3481 * No mod, no sustain, will be a slate '.'
3484 static void display_player_stat_info(void)
3491 u32b flgs[TR_FLAG_SIZE];
3505 /* Print out the labels for the columns */
3507 c_put_str(TERM_WHITE, "能力", row, stat_col+1);
3508 c_put_str(TERM_BLUE, " 基本", row, stat_col+7);
3509 c_put_str(TERM_L_BLUE, " 種 職 性 装 ", row, stat_col+13);
3510 c_put_str(TERM_L_GREEN, "合計", row, stat_col+28);
3511 c_put_str(TERM_YELLOW, "現在", row, stat_col+35);
3513 c_put_str(TERM_WHITE, "Stat", row, stat_col+1);
3514 c_put_str(TERM_BLUE, " Base", row, stat_col+7);
3515 c_put_str(TERM_L_BLUE, "RacClaPerMod", row, stat_col+13);
3516 c_put_str(TERM_L_GREEN, "Actual", row, stat_col+26);
3517 c_put_str(TERM_YELLOW, "Current", row, stat_col+32);
3521 /* Display the stats */
3522 for (i = 0; i < 6; i++)
3526 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3527 else r_adj = rp_ptr->r_adj[i];
3529 /* Calculate equipment adjustment */
3532 /* Icky formula to deal with the 18 barrier */
3533 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] > 18))
3534 e_adj = (p_ptr->stat_top[i] - p_ptr->stat_max[i]) / 10;
3535 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3536 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3537 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3538 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3540 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3541 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3543 if (prace_is_(RACE_ENT))
3549 if (p_ptr->lev > 25) r_adj++;
3550 if (p_ptr->lev > 40) r_adj++;
3551 if (p_ptr->lev > 45) r_adj++;
3554 if (p_ptr->lev > 25) r_adj--;
3555 if (p_ptr->lev > 40) r_adj--;
3556 if (p_ptr->lev > 45) r_adj--;
3562 e_adj -= cp_ptr->c_adj[i];
3563 e_adj -= ap_ptr->a_adj[i];
3565 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3566 /* Reduced name of stat */
3567 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3569 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3572 /* Internal "natural" max value. Maxes at 18/100 */
3573 /* This is useful to see if you are maxed out */
3574 cnv_stat(p_ptr->stat_max[i], buf);
3575 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3577 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3579 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3581 /* Race, class, and equipment modifiers */
3582 (void)sprintf(buf, "%3d", r_adj);
3583 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3584 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3585 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3586 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3587 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3588 (void)sprintf(buf, "%3d", (int)e_adj);
3589 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3591 /* Actual maximal modified value */
3592 cnv_stat(p_ptr->stat_top[i], buf);
3593 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3595 /* Only display stat_use if not maximal */
3596 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3598 cnv_stat(p_ptr->stat_use[i], buf);
3599 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3604 col = stat_col + 41;
3606 /* Header and Footer */
3607 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3608 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3610 /* Process equipment */
3611 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3614 o_ptr = &inventory[i];
3616 /* Acquire "known" flags */
3617 object_flags_known(o_ptr, flgs);
3619 /* Initialize color based of sign of pval. */
3620 for (stat = 0; stat < 6; stat++)
3627 if (have_flag(flgs, stat))
3633 if (o_ptr->pval > 0)
3639 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3642 if (have_flag(flgs, stat + TR_SUST_STR))
3644 /* Dark green for sustained stats */
3649 if (o_ptr->pval < 0)
3655 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3660 else if (have_flag(flgs, stat + TR_SUST_STR))
3662 /* Dark green "s" */
3667 /* Dump proper character */
3668 Term_putch(col, row + stat+1, a, c);
3679 for (stat = 0; stat < 6; stat++)
3686 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3692 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3693 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3694 if (p_ptr->tsuyoshi) dummy += 4;
3696 else if (stat == A_WIS || stat == A_INT)
3698 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3699 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3701 else if (stat == A_DEX)
3703 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3704 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3705 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3707 else if (stat == A_CON)
3709 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3710 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3711 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3712 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3713 if (p_ptr->tsuyoshi) dummy += 4;
3715 else if (stat == A_CHR)
3717 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3718 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3719 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3720 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3721 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3722 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3738 if (dummy < 10) c = '0' + dummy;
3748 if (dummy > -10) c = '0' - dummy;
3755 if (have_flag(flgs, stat + TR_SUST_STR))
3757 /* Dark green "s" */
3764 Term_putch(col, row + stat+1, a, c);
3770 * @brief プレイヤーのステータス表示メイン処理
3771 * Display the character on the screen (various modes)
3772 * @param mode 表示モードID
3776 * The top one and bottom two lines are left blank.
3777 * Mode 0 = standard display with skills
3778 * Mode 1 = standard display with history
3779 * Mode 2 = summary of various things
3780 * Mode 3 = summary of various things (part 2)
3781 * Mode 4 = mutations
3784 void display_player(int mode)
3793 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3802 if ((mode == 0) || (mode == 1))
3804 /* Name, Sex, Race, Class */
3806 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", player_name);
3808 sprintf(tmp, "%s %s", ap_ptr->title, player_name);
3811 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3812 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3813 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3814 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3819 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3821 strcpy(tmp, realm_names[p_ptr->realm1]);
3822 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3825 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3826 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3828 /* Age, Height, Weight, Social */
3829 /* 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 */
3831 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3832 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3833 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3834 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3836 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3837 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3838 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3839 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3841 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3844 /* Display the stats */
3845 for (i = 0; i < 6; i++)
3847 /* Special treatment of "injured" stats */
3848 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3852 /* Use lowercase stat name */
3853 put_str(stat_names_reduced[i], 3 + i, 53);
3855 /* Get the current stat */
3856 value = p_ptr->stat_use[i];
3858 /* Obtain the current stat (modified) */
3859 cnv_stat(value, buf);
3861 /* Display the current stat (modified) */
3862 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3864 /* Acquire the max stat */
3865 value = p_ptr->stat_top[i];
3867 /* Obtain the maximum stat (modified) */
3868 cnv_stat(value, buf);
3870 /* Display the maximum stat (modified) */
3871 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3874 /* Normal treatment of "normal" stats */
3877 /* Assume uppercase stat name */
3878 put_str(stat_names[i], 3 + i, 53);
3880 /* Obtain the current stat (modified) */
3881 cnv_stat(p_ptr->stat_use[i], buf);
3883 /* Display the current stat (modified) */
3884 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3887 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3889 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3893 /* Display "history" info */
3897 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3899 for (i = 0; i < 4; i++)
3901 put_str(p_ptr->history[i], i + 12, 10);
3908 if (p_ptr->total_winner)
3911 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3913 sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3916 else if (!dun_level)
3919 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3921 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3924 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3926 /* Get the quest text */
3927 /* Bewere that INIT_ASSIGN resets the cur_num. */
3928 init_flags = INIT_NAME_ONLY;
3930 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3933 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);
3935 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
3941 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), dun_level, p_ptr->died_from);
3943 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, dun_level, map_name());
3947 else if (character_dungeon)
3951 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
3953 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3955 /* Clear the text */
3956 /* Must be done before doing INIT_SHOW_TEXT */
3957 for (i = 0; i < 10; i++)
3959 quest_text[i][0] = '\0';
3961 quest_text_line = 0;
3963 /* Get the quest text */
3964 init_flags = INIT_NAME_ONLY;
3966 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3968 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);
3973 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), dun_level);
3975 sprintf(statmsg, "...Now, you are exploring level %d of %s.", dun_level, map_name());
3982 char temp[64*2], *t;
3983 roff_to_buf(statmsg, 60, temp, sizeof(temp));
3985 for(i=0 ; i<2 ; i++)
3991 put_str(t, i + 5 + 12, 10);
3999 /* Display "various" info */
4002 display_player_middle();
4003 display_player_various();
4010 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4013 display_player_misc_info();
4014 display_player_stat_info();
4015 display_player_flag_info();
4021 display_player_other_flag_info();
4026 do_cmd_knowledge_mutations();
4031 * @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
4032 * @param fff ファイルポインタ
4035 static void dump_aux_display_player(FILE *fff)
4042 /* Display player */
4045 /* Dump part of the screen */
4046 for (y = 1; y < 22; y++)
4049 for (x = 0; x < 79; x++)
4051 /* Get the attr/char */
4052 (void)(Term_what(x, y, &a, &c));
4058 /* End the string */
4061 /* Kill trailing spaces */
4062 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4065 fprintf(fff, _("%s\n", "%s\n"), buf);
4068 /* Display history */
4071 /* Dump part of the screen */
4072 for (y = 10; y < 19; y++)
4075 for (x = 0; x < 79; x++)
4077 /* Get the attr/char */
4078 (void)(Term_what(x, y, &a, &c));
4084 /* End the string */
4087 /* Kill trailing spaces */
4088 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4091 fprintf(fff, "%s\n", buf);
4096 /* Display flags (part 1) */
4099 /* Dump part of the screen */
4100 for (y = 2; y < 22; y++)
4103 for (x = 0; x < 79; x++)
4105 /* Get the attr/char */
4106 (void)(Term_what(x, y, &a, &c));
4108 /* Dump it (Ignore equippy tile graphic) */
4115 /* End the string */
4118 /* Kill trailing spaces */
4119 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4122 fprintf(fff, "%s\n", buf);
4127 /* Display flags (part 2) */
4130 /* Dump part of the screen */
4131 for (y = 1; y < 22; y++)
4134 for (x = 0; x < 79; x++)
4136 /* Get the attr/char */
4137 (void)(Term_what(x, y, &a, &c));
4139 /* Dump it (Ignore equippy tile graphic) */
4146 /* End the string */
4149 /* Kill trailing spaces */
4150 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4153 fprintf(fff, "%s\n", buf);
4161 * @brief プレイヤーのペット情報をファイルにダンプする
4162 * @param fff ファイルポインタ
4165 static void dump_aux_pet(FILE *fff)
4169 bool pet_settings = FALSE;
4172 for (i = m_max - 1; i >= 1; i--)
4174 monster_type *m_ptr = &m_list[i];
4176 if (!m_ptr->r_idx) continue;
4177 if (!is_pet(m_ptr)) continue;
4178 pet_settings = TRUE;
4179 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4182 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4185 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4186 fprintf(fff, "%s\n", pet_name);
4191 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4193 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4194 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4196 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4197 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4199 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4200 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4202 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4203 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4205 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4206 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4208 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"),
4209 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4217 * @brief プレイヤーの職業能力情報をファイルにダンプする
4218 * @param fff ファイルポインタ
4221 static void dump_aux_class_special(FILE *fff)
4223 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4230 int spellnum[MAX_MONSPELLS];
4231 s32b f4 = 0, f5 = 0, f6 = 0;
4236 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4238 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4243 set_rf_masks(&f4, &f5, &f6, j);
4246 case MONSPELL_TYPE_BOLT:
4247 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4250 case MONSPELL_TYPE_BALL:
4251 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4254 case MONSPELL_TYPE_BREATH:
4255 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4258 case MONSPELL_TYPE_SUMMON:
4259 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4262 case MONSPELL_TYPE_OTHER:
4263 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4267 for (i = 0, num = 0; i < 32; i++)
4269 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4273 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4277 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4282 strcat(p[col], " ");
4284 for (i = 0; i < num; i++)
4286 if (p_ptr->magic_num2[spellnum[i]])
4289 /* Dump blue magic */
4290 l1 = strlen(p[col]);
4291 l2 = strlen(monster_powers_short[spellnum[i]]);
4292 if ((l1 + l2) >= 75)
4294 strcat(p[col], "\n");
4296 strcat(p[col], " ");
4298 strcat(p[col], monster_powers_short[spellnum[i]]);
4299 strcat(p[col], ", ");
4305 strcat(p[col], _("なし", "None"));
4309 if (p[col][strlen(p[col])-2] == ',')
4311 p[col][strlen(p[col])-2] = '\0';
4315 p[col][strlen(p[col])-10] = '\0';
4319 strcat(p[col], "\n");
4322 for (i=0;i<=col;i++)
4327 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4329 char s[EATER_EXT][MAX_NLEN];
4330 int tval, ext, k_idx;
4333 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4335 for (ext = 0; ext < 3; ext++)
4339 /* Dump an extent name */
4344 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4348 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4352 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4356 /* Get magic device names that were eaten */
4357 for (i = 0; i < EATER_EXT; i++)
4359 int idx = EATER_EXT * ext + i;
4361 magic_num = p_ptr->magic_num2[idx];
4362 if (!magic_num) continue;
4364 k_idx = lookup_kind(tval, i);
4365 if (!k_idx) continue;
4366 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4370 /* Dump magic devices in this extent */
4373 for (i = 0; i < eat_num; i++)
4376 if (i % 3 < 2) fputs(" ", fff);
4377 else fputs("\n", fff);
4380 if (i % 3 > 0) fputs("\n", fff);
4382 else /* Not found */
4384 fputs(_(" (なし)\n", " (none)\n"), fff);
4388 else if (p_ptr->pclass == CLASS_SMITH)
4390 int i, id[250], n = 0, row;
4392 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4393 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4394 "Essence Num Essence Num Essence Num "));
4395 for (i = 0; essence_name[i]; i++)
4397 if (!essence_name[i][0]) continue;
4404 for (i = 0; i < row; i++)
4407 fprintf(fff, "%-11s %5d ", essence_name[id[i]], p_ptr->magic_num1[id[i]]);
4408 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], p_ptr->magic_num1[id[i + row]]);
4409 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], p_ptr->magic_num1[id[i + row * 2]]);
4419 * @brief クエスト情報をファイルにダンプする
4420 * @param fff ファイルポインタ
4423 static void dump_aux_quest(FILE *fff)
4429 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4431 /* Allocate Memory */
4432 C_MAKE(quest_num, max_quests, int);
4434 /* Sort by compete level */
4435 for (i = 1; i < max_quests; i++) quest_num[i] = i;
4436 ang_sort_comp = ang_sort_comp_quest_num;
4437 ang_sort_swap = ang_sort_swap_quest_num;
4438 ang_sort(quest_num, &dummy, max_quests);
4440 /* Dump Quest Information */
4442 do_cmd_knowledge_quests_completed(fff, quest_num);
4444 do_cmd_knowledge_quests_failed(fff, quest_num);
4448 C_KILL(quest_num, max_quests, int);
4453 * @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
4454 * @param fff ファイルポインタ
4457 static void dump_aux_last_message(FILE *fff)
4461 if (!p_ptr->total_winner)
4465 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4466 for (i = MIN(message_num(), 30); i >= 0; i--)
4468 fprintf(fff,"> %s\n",message_str((s16b)i));
4473 /* Hack -- *Winning* message */
4474 else if (p_ptr->last_message)
4476 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4477 fprintf(fff," %s\n", p_ptr->last_message);
4484 * @brief 帰還場所情報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_recall(FILE *fff)
4491 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4493 for (y = 1; y < max_d_idx; y++)
4497 if (!d_info[y].maxdepth) continue;
4498 if (!max_dlv[y]) continue;
4499 if (d_info[y].final_guardian)
4501 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4503 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4506 fprintf(fff, " %c%-12s: %3d 階\n", seiha ? '!' : ' ', d_name+d_info[y].name, max_dlv[y]);
4508 fprintf(fff, " %c%-16s: level %3d\n", seiha ? '!' : ' ', d_name+d_info[y].name, max_dlv[y]);
4515 * @brief オプション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_options(FILE *fff)
4521 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4524 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4527 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4529 if (ironman_small_levels)
4530 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4531 else if (always_small_levels)
4532 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4533 else if (small_levels)
4534 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4536 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4540 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4542 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4546 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4548 if (ironman_downward)
4549 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4552 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4554 if (ironman_nightmare)
4555 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4558 if (ironman_empty_levels)
4559 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4560 else if (empty_levels)
4561 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4563 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4568 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"));
4575 * @brief 闘技場の情報をファイルにダンプする
4576 * @param fff ファイルポインタ
4579 static void dump_aux_arena(FILE *fff)
4581 if (lite_town || vanilla_town) return;
4583 if (p_ptr->arena_number < 0)
4585 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4587 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4592 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4593 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4595 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4596 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4597 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4601 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4603 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4605 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4607 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4612 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4614 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");
4623 * @brief 撃破モンスターの情報をファイルにダンプする
4624 * @param fff ファイルポインタ
4627 static void dump_aux_monsters(FILE *fff)
4629 /* Monsters slain */
4632 long uniq_total = 0;
4633 long norm_total = 0;
4636 /* Sort by monster level */
4639 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4641 /* Allocate the "who" array */
4642 C_MAKE(who, max_r_idx, s16b);
4644 /* Count monster kills */
4645 for (k = 1; k < max_r_idx; k++)
4647 monster_race *r_ptr = &r_info[k];
4649 /* Ignore unused index */
4650 if (!r_ptr->name) continue;
4652 /* Unique monsters */
4653 if (r_ptr->flags1 & RF1_UNIQUE)
4655 bool dead = (r_ptr->max_num == 0);
4660 /* Add a unique monster to the list */
4661 who[uniq_total++] = k;
4665 /* Normal monsters */
4668 if (r_ptr->r_pkills > 0)
4670 norm_total += r_ptr->r_pkills;
4676 /* No monsters is defeated */
4679 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4682 /* Defeated more than one normal monsters */
4683 else if (uniq_total == 0)
4686 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4688 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4692 /* Defeated more than one unique monsters */
4693 else /* if (uniq_total > 0) */
4696 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);
4698 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"));
4702 /* Select the sort method */
4703 ang_sort_comp = ang_sort_comp_hook;
4704 ang_sort_swap = ang_sort_swap_hook;
4706 /* Sort the array by dungeon depth of monsters */
4707 ang_sort(who, &why, uniq_total);
4708 fprintf(fff, _("\n《上位%ld体のユニーク・モンスター》\n", "\n< Unique monsters top %ld >\n"), MIN(uniq_total, 10));
4711 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4713 monster_race *r_ptr = &r_info[who[k]];
4714 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), r_ptr->level);
4719 /* Free the "who" array */
4720 C_KILL(who, max_r_idx, s16b);
4725 * @brief 元種族情報をファイルにダンプする
4726 * @param fff ファイルポインタ
4729 static void dump_aux_race_history(FILE *fff)
4731 if (p_ptr->old_race1 || p_ptr->old_race2)
4735 fprintf(fff, _("\n\n あなたは%sとして生まれた。", "\n\n You were born as %s."), race_info[p_ptr->start_race].title);
4736 for (i = 0; i < MAX_RACES; i++)
4738 if (p_ptr->start_race == i) continue;
4741 if (!(p_ptr->old_race1 & 1L << i)) continue;
4745 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4747 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4756 * @brief 元魔法領域情報をファイルにダンプする
4757 * @param fff ファイルポインタ
4760 static void dump_aux_realm_history(FILE *fff)
4762 if (p_ptr->old_realm)
4767 for (i = 0; i < MAX_MAGIC; i++)
4769 if (!(p_ptr->old_realm & 1L << i)) continue;
4770 fprintf(fff, _("\n あなたはかつて%s魔法を使えた。", "\n You were able to use %s magic before."), realm_names[i+1]);
4778 * @brief 徳の情報をファイルにダンプする
4779 * @param fff ファイルポインタ
4782 static void dump_aux_virtues(FILE *fff)
4786 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4788 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4789 (2 * p_ptr->hitdie +
4790 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4793 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4794 else fprintf(fff, "現在の体力ランク : ???\n\n");
4795 fprintf(fff, "能力の最大値\n");
4797 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4798 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4799 fprintf(fff, "Limits of maximum stats\n");
4801 for (v_nr = 0; v_nr < 6; v_nr++)
4803 if ((p_ptr->knowledge & KNOW_STAT) || p_ptr->stat_max[v_nr] == p_ptr->stat_max_max[v_nr]) fprintf(fff, "%s 18/%d\n", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
4804 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4807 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment());
4814 * @brief 突然変異の情報をファイルにダンプする
4815 * @param fff ファイルポインタ
4818 static void dump_aux_mutations(FILE *fff)
4820 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4822 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4823 dump_mutations(fff);
4829 * @brief 所持品の情報をファイルにダンプする
4830 * @param fff ファイルポインタ
4833 static void dump_aux_equipment_inventory(FILE *fff)
4836 char o_name[MAX_NLEN];
4838 /* Dump the equipment */
4841 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4842 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4844 object_desc(o_name, &inventory[i], 0);
4845 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4846 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4848 fprintf(fff, "%c) %s\n",
4849 index_to_label(i), o_name);
4851 fprintf(fff, "\n\n");
4854 /* Dump the inventory */
4855 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4857 for (i = 0; i < INVEN_PACK; i++)
4859 /* Don't dump the empty slots */
4860 if (!inventory[i].k_idx) break;
4862 /* Dump the inventory slots */
4863 object_desc(o_name, &inventory[i], 0);
4864 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4867 /* Add an empty line */
4868 fprintf(fff, "\n\n");
4873 * @brief 我が家と博物館のオブジェクト情報をファイルにダンプする
4874 * @param fff ファイルポインタ
4877 static void dump_aux_home_museum(FILE *fff)
4879 char o_name[MAX_NLEN];
4882 /* Do we need it?? */
4883 /* process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x); */
4885 /* Print the home */
4886 st_ptr = &town[1].store[STORE_HOME];
4888 /* Home -- if anything there */
4889 if (st_ptr->stock_num)
4894 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4896 /* Dump all available items */
4897 for (i = 0; i < st_ptr->stock_num; i++)
4900 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4901 object_desc(o_name, &st_ptr->stock[i], 0);
4902 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4905 /* Add an empty line */
4906 fprintf(fff, "\n\n");
4910 /* Print the home */
4911 st_ptr = &town[1].store[STORE_MUSEUM];
4913 /* Home -- if anything there */
4914 if (st_ptr->stock_num)
4919 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4921 /* Dump all available items */
4922 for (i = 0; i < st_ptr->stock_num; i++)
4925 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4926 object_desc(o_name, &st_ptr->stock[i], 0);
4927 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4929 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4930 object_desc(o_name, &st_ptr->stock[i], 0);
4931 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4936 /* Add an empty line */
4937 fprintf(fff, "\n\n");
4943 * @brief ダンプ出力のメインルーチン
4944 * Output the character dump to a file
4945 * @param fff ファイルポインタ
4948 errr make_character_dump(FILE *fff)
4951 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4952 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4954 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4955 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4960 dump_aux_display_player(fff);
4961 dump_aux_last_message(fff);
4962 dump_aux_options(fff);
4963 dump_aux_recall(fff);
4964 dump_aux_quest(fff);
4965 dump_aux_arena(fff);
4966 dump_aux_monsters(fff);
4967 dump_aux_virtues(fff);
4968 dump_aux_race_history(fff);
4969 dump_aux_realm_history(fff);
4970 dump_aux_class_special(fff);
4971 dump_aux_mutations(fff);
4974 dump_aux_equipment_inventory(fff);
4975 dump_aux_home_museum(fff);
4977 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
4982 * @brief プレイヤーステータスをファイルダンプ出力する
4983 * Hack -- Dump a character description file
4984 * @param name 出力ファイル名
4987 * XXX XXX XXX Allow the "full" flag to dump additional info,
4988 * and trigger its usage from various places in the code.
4990 errr file_character(cptr name)
4996 /* Build the filename */
4997 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
4999 /* File type is "TEXT" */
5000 FILE_TYPE(FILE_TYPE_TEXT);
5002 /* Check for existing file */
5003 fd = fd_open(buf, O_RDONLY);
5010 /* Close the file */
5014 (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);
5017 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5020 /* Open the non-existing file */
5021 if (fd < 0) fff = my_fopen(buf, "w");
5027 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);
5035 (void)make_character_dump(fff);
5042 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."));
5051 * @brief ファイル内容の一行をコンソールに出力する
5052 * Display single line of on-line help file
5053 * @param str 出力する文字列
5059 * You can insert some special color tag to change text color.
5061 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5062 * A colored segment is between "[[[[y|" and the last "|".
5063 * You can use any single character in place of the "|".
5066 static void show_file_aux_line(cptr str, int cy, cptr shower)
5068 static const char tag_str[] = "[[[[";
5069 byte color = TERM_WHITE;
5077 /* Make a lower case version of str for searching */
5082 /* Initial cursor position */
5083 Term_gotoxy(cx, cy);
5085 for (i = 0; str[i];)
5087 int len = strlen(&str[i]);
5088 int showercol = len + 1;
5089 int bracketcol = len + 1;
5093 /* Search for a shower string in the line */
5096 ptr = my_strstr(&lcstr[i], shower);
5097 if (ptr) showercol = ptr - &lcstr[i];
5100 /* Search for a color segment tag */
5101 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5102 if (ptr) bracketcol = ptr - &str[i];
5104 /* A color tag is found */
5105 if (bracketcol < endcol) endcol = bracketcol;
5107 /* The shower string is found before the color tag */
5108 if (showercol < endcol) endcol = showercol;
5110 /* Print a segment of the line */
5111 Term_addstr(endcol, color, &str[i]);
5115 /* Shower string? */
5116 if (endcol == showercol)
5118 int showerlen = strlen(shower);
5120 /* Print the shower string in yellow */
5121 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5126 /* Colored segment? */
5127 else if (endcol == bracketcol)
5131 /* Found the end of colored segment */
5134 /* Now looking for an another tag_str */
5137 /* Set back to the default color */
5142 /* Found a tag_str, and get a tag color */
5143 i += sizeof(tag_str)-1;
5146 color = color_char_to_attr(str[i]);
5148 /* Illegal color tag */
5149 if (color == 255 || str[i+1] == '\0')
5151 /* Illegal color tag */
5154 /* Print the broken tag as a string */
5155 Term_addstr(-1, TERM_WHITE, tag_str);
5156 cx += sizeof(tag_str)-1;
5160 /* Skip the color tag */
5163 /* Now looking for a close tag */
5166 /* Skip the close-tag-indicator */
5172 } /* for (i = 0; str[i];) */
5174 /* Clear rest of line */
5175 Term_erase(cx, cy, 255);
5180 * @brief ファイル内容をコンソールに出力する
5181 * Recursive file perusal.
5182 * @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
5183 * @param name ファイル名の文字列
5184 * @param what 内容キャプションの文字列
5185 * @param line 表示の現在行
5190 * Process various special text in the input file, including
5191 * the "menu" structures used by the "help file" system.
5192 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5195 bool show_file(bool show_version, cptr name, cptr what, int line, int mode)
5199 /* Number of "real" lines passed by */
5202 /* Number of "real" lines in the file */
5205 /* Backup value for "line" */
5208 /* This screen has sub-screens */
5211 /* Current help file */
5214 /* Find this string (if any) */
5217 /* Jump to this tag */
5220 /* Hold strings to find/show */
5221 char finder_str[81];
5222 char shower_str[81];
5225 /* String to show */
5229 char filename[1024];
5231 /* Describe this thing */
5237 /* General buffer */
5240 /* Sub-menu information */
5243 bool reverse = (line < 0);
5247 Term_get_size(&wid, &hgt);
5251 strcpy(finder_str, "");
5254 strcpy(shower_str, "");
5257 strcpy(caption, "");
5259 /* Wipe the hooks */
5260 for (i = 0; i < 68; i++)
5265 /* Copy the filename */
5266 strcpy(filename, name);
5268 n = strlen(filename);
5270 /* Extract the tag from the filename */
5271 for (i = 0; i < n; i++)
5273 if (filename[i] == '#')
5276 tag = filename + i + 1;
5281 /* Redirect the name */
5284 /* Hack XXX XXX XXX */
5288 strcpy(caption, what);
5290 /* Access the "file" */
5294 fff = my_fopen(path, "r");
5297 /* Look in "help" */
5301 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5303 /* Build the filename */
5304 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5307 fff = my_fopen(path, "r");
5310 /* Look in "info" */
5314 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5316 /* Build the filename */
5317 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5320 fff = my_fopen(path, "r");
5323 /* Look in "info" */
5326 /* Build the filename */
5327 path_build(path, sizeof(path), ANGBAND_DIR, name);
5329 for (i = 0; path[i]; i++)
5330 if ('\\' == path[i])
5331 path[i] = PATH_SEP[0];
5334 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5337 fff = my_fopen(path, "r");
5344 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5352 /* Pre-Parse the file */
5357 /* Read a line or stop */
5358 if (my_fgets(fff, buf, sizeof(buf))) break;
5360 /* XXX Parse "menu" items */
5361 if (prefix(str, "***** "))
5363 /* Notice "menu" requests */
5364 if ((str[6] == '[') && isalpha(str[7]))
5366 /* Extract the menu item */
5367 int k = str[7] - 'A';
5369 /* This is a menu file */
5372 if ((str[8] == ']') && (str[9] == ' '))
5374 /* Extract the menu item */
5375 strncpy(hook[k], str + 10, 31);
5377 /* Make sure it's null-terminated */
5381 /* Notice "tag" requests */
5382 else if (str[6] == '<')
5384 size_t len = strlen(str);
5386 if (str[len - 1] == '>')
5388 str[len - 1] = '\0';
5389 if (tag && streq(str + 7, tag)) line = next;
5397 /* Count the "real" lines */
5401 /* Save the number of "real" lines */
5404 /* start from bottom when reverse mode */
5405 if (line == -1) line = ((size-1)/rows)*rows;
5410 /* Display the file */
5413 /* Restart when necessary */
5414 if (line >= size - rows) line = size - rows;
5415 if (line < 0) line = 0;
5417 /* Re-open the file if needed */
5423 /* Hack -- Re-Open the file */
5424 fff = my_fopen(path, "r");
5427 if (!fff) return (FALSE);
5429 /* File has been restarted */
5433 /* Goto the selected line */
5437 if (my_fgets(fff, buf, sizeof(buf))) break;
5439 /* Skip tags/links */
5440 if (prefix(buf, "***** ")) continue;
5442 /* Count the lines */
5446 /* Dump the next 20, or rows, lines of the file */
5447 for (i = 0; i < rows; )
5451 /* Hack -- track the "first" line */
5452 if (!i) line = next;
5454 /* Get a line of the file or stop */
5455 if (my_fgets(fff, buf, sizeof(buf))) break;
5457 /* Hack -- skip "special" lines */
5458 if (prefix(buf, "***** ")) continue;
5460 /* Count the "real" lines */
5463 /* Hack -- keep searching */
5468 /* Make a lower case version of str for searching */
5469 strcpy(lc_buf, str);
5470 str_tolower(lc_buf);
5472 if (!my_strstr(lc_buf, find)) continue;
5475 /* Hack -- stop searching */
5479 show_file_aux_line(str, i + 2, shower);
5481 /* Count the printed lines */
5487 /* Clear rest of line */
5488 Term_erase(0, i + 2, 255);
5493 /* Hack -- failed search */
5503 /* Show a general "title" */
5506 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5507 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5508 caption, line, size), 0, 0);
5512 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5513 caption, line, size), 0, 0);
5516 /* Prompt -- small files */
5520 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5523 /* Prompt -- large files */
5528 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5530 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5532 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5536 /* Get a special key code */
5537 skey = inkey_special(TRUE);
5541 /* Show the help for the help */
5543 /* Hack - prevent silly recursion */
5544 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5545 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5548 /* Hack -- try showing */
5551 prt(_("強調: ", "Show: "), hgt - 1, 0);
5553 strcpy(back_str, shower_str);
5554 if (askfor(shower_str, 80))
5558 /* Make it lowercase */
5559 str_tolower(shower_str);
5562 shower = shower_str;
5564 else shower = NULL; /* Stop showing */
5566 else strcpy(shower_str, back_str);
5569 /* Hack -- try finding */
5573 prt(_("検索: ", "Find: "), hgt - 1, 0);
5575 strcpy(back_str, finder_str);
5576 if (askfor(finder_str, 80))
5585 /* Make finder lowercase */
5586 str_tolower(finder_str);
5589 shower = finder_str;
5591 else shower = NULL; /* Stop showing */
5593 else strcpy(finder_str, back_str);
5596 /* Hack -- go to a specific line */
5600 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5603 if (askfor(tmp, 80)) line = atoi(tmp);
5607 /* Hack -- go to the top line */
5612 /* Hack -- go to the bottom line */
5614 line = ((size - 1) / rows) * rows;
5617 /* Hack -- go to a specific file */
5621 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5622 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5624 if (askfor(tmp, 80))
5626 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5631 /* Allow backing up */
5633 line = line + (reverse ? rows : -rows);
5634 if (line < 0) line = 0;
5640 if (line < 0) line = 0;
5643 /* Advance a single line */
5646 line = line + (reverse ? -1 : 1);
5647 if (line < 0) line = 0;
5650 /* Move up / down */
5654 if (line < 0) line = 0;
5662 /* Advance one page */
5664 line = line + (reverse ? -rows : rows);
5665 if (line < 0) line = 0;
5674 /* Recurse on numbers */
5679 if (!(skey & SKEY_MASK) && isalpha(skey))
5682 if ((key > -1) && hook[key][0])
5684 /* Recurse on that file */
5685 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5690 /* Hack, dump to file */
5699 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5704 /* Build the filename */
5705 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5707 /* Hack -- Re-Open the file */
5708 fff = my_fopen(path, "r");
5710 ffp = my_fopen(buff, "w");
5715 msg_print(_("ファイルを開けません。", "Failed to open file."));
5720 sprintf(xtmp, "%s: %s", player_name, what ? what : caption);
5721 my_fputs(ffp, xtmp, 80);
5722 my_fputs(ffp, "\n", 80);
5724 while (!my_fgets(fff, buff, sizeof(buff)))
5725 my_fputs(ffp, buff, 80);
5731 /* Hack -- Re-Open the file */
5732 fff = my_fopen(path, "r");
5735 /* Return to last screen */
5736 if ((skey == ESCAPE) || (skey == '<')) break;
5738 /* Exit on the ^q */
5739 if (skey == KTRL('q')) skey = 'q';
5741 /* Exit on the q key */
5742 if (skey == 'q') break;
5745 /* Close the file */
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)
5767 /* Peruse the main help file */
5768 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5776 * @brief プレイヤーの名前をチェックして修正する
5777 * Process the player name.
5778 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5781 * Extract a clean "base name".
5782 * Build the savefile name if needed.
5784 void process_player_name(bool sf)
5787 char old_player_base[32] = "";
5789 if (character_generated) strcpy(old_player_base, player_base);
5791 /* Cannot be too long */
5792 #if defined(MACINTOSH) || defined(MSDOS) || defined(USE_EMX) || defined(AMIGA) || defined(ACORN) || defined(VM)
5794 if (strlen(player_name) > 8)
5796 if (strlen(player_name) > 15)
5800 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), player_name);
5804 /* Cannot contain "icky" characters */
5805 for (i = 0; player_name[i]; i++)
5807 /* No control characters */
5809 if (iskanji(player_name[i])){i++;continue;}
5810 if (iscntrl( (unsigned char)player_name[i]))
5812 if (iscntrl(player_name[i]))
5816 /* Illegal characters */
5817 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!"), player_name);
5824 /* Extract "useful" letters */
5825 for (i = 0; player_name[i]; i++)
5828 unsigned char c = player_name[i];
5830 char c = player_name[i];
5834 /* Convert "dot" to "underscore" */
5835 if (c == '.') c = '_';
5837 /* Accept all the letters */
5838 player_base[k++] = c;
5843 /* Extract "useful" letters */
5844 for (i = 0; player_name[i]; i++)
5847 unsigned char c = player_name[i];
5849 char c = player_name[i];
5852 /* Accept some letters */
5855 if(k + 2 >= sizeof(player_base) || !player_name[i+1]) break;
5856 player_base[k++] = c;
5858 player_base[k++] = player_name[i];
5861 else if (iskana(c)) player_base[k++] = c;
5865 /* Convert path separator to underscore */
5866 if (!strncmp(PATH_SEP, player_name+i, strlen(PATH_SEP))){
5867 player_base[k++] = '_';
5868 i += strlen(PATH_SEP);
5870 /* Convert some characters to underscore */
5872 else if (my_strchr(" \"*+,./:;<=>?[\\]|", c)) player_base[k++] = '_';
5873 #elif defined(WINDOWS)
5874 else if (my_strchr("\"*,/:;<>?\\|", c)) player_base[k++] = '_';
5876 else if (isprint(c)) player_base[k++] = c;
5884 /* Hack -- max length */
5890 player_base[k] = '\0';
5892 /* Require a "base" name */
5893 if (!player_base[0]) strcpy(player_base, "PLAYER");
5896 #ifdef SAVEFILE_MUTABLE
5902 if (!savefile_base[0] && savefile[0])
5909 t = my_strstr(s, PATH_SEP);
5914 strcpy(savefile_base, s);
5917 if (!savefile_base[0] || !savefile[0])
5920 /* Change the savefile name */
5925 strcpy(savefile_base, player_base);
5927 #ifdef SAVEFILE_USE_UID
5928 /* Rename the savefile, using the player_uid and player_base */
5929 (void)sprintf(temp, "%d.%s", player_uid, player_base);
5931 /* Rename the savefile, using the player_base */
5932 (void)sprintf(temp, "%s", player_base);
5936 /* Hack -- support "flat directory" usage on VM/ESA */
5937 (void)sprintf(temp, "%s.sv", player_base);
5940 /* Build the filename */
5941 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5944 /* Load an autopick preference file */
5945 if (character_generated)
5947 if (!streq(old_player_base, player_base)) autopick_load_pref(FALSE);
5953 * @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
5954 * Gets a name for the character, reacting to name changes.
5958 * Assumes that "display_player(0)" has just been called
5959 * Perhaps we should NOT ask for a name (at "birth()") on
5960 * Unix machines? XXX XXX
5961 * What a horrible name for a global function. XXX XXX XXX
5968 /* Save the player name */
5969 strcpy(tmp, player_name);
5971 /* Prompt for a new name */
5972 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))
5975 strcpy(player_name, tmp);
5978 if (0 == strlen(player_name))
5980 /* Use default name */
5981 strcpy(player_name, "PLAYER");
5984 strcpy(tmp,ap_ptr->title);
5991 strcat(tmp,player_name);
5993 /* Re-Draw the name (in light blue) */
5994 Term_erase(34, 1, 255);
5995 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5997 /* Erase the prompt, etc */
6004 * @brief 自殺するコマンドのメインルーチン
6005 * Hack -- commit suicide
6009 void do_cmd_suicide(void)
6016 /* Verify Retirement */
6017 if (p_ptr->total_winner)
6020 if (!get_check_strict(_("引退しますか? ", "Do you want to retire? "), CHECK_NO_HISTORY)) return;
6023 /* Verify Suicide */
6027 if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return;
6031 if (!p_ptr->noscore)
6033 /* Special Verification for suicide */
6034 prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
6039 if (i != '@') return;
6041 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
6044 /* Initialize "last message" buffer */
6045 if (p_ptr->last_message) string_free(p_ptr->last_message);
6046 p_ptr->last_message = NULL;
6048 /* Hack -- Note *winning* message */
6049 if (p_ptr->total_winner && last_words)
6051 char buf[1024] = "";
6052 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_WINNER);
6055 while (!get_string(_("*勝利*メッセージ: ", "*Winning* message: "), buf, sizeof buf)) ;
6057 while (!get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
6061 p_ptr->last_message = string_make(buf);
6062 msg_print(p_ptr->last_message);
6067 p_ptr->playing = FALSE;
6069 /* Kill the player */
6070 p_ptr->is_dead = TRUE;
6073 p_ptr->leaving = TRUE;
6075 if (!p_ptr->total_winner)
6077 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ダンジョンの探索に絶望して自殺した。", "give up all hope to commit suicide."));
6078 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
6079 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
6082 /* Cause of death */
6083 (void)strcpy(p_ptr->died_from, _("途中終了", "Quitting"));
6088 * @brief セーブするコマンドのメインルーチン
6090 * @param is_autosave オートセーブ中の処理ならばTRUE
6094 void do_cmd_save_game(int is_autosave)
6096 /* Autosaves do not disturb */
6099 msg_print(_("自動セーブ中", "Autosaving the game..."));
6103 /* Disturb the player */
6107 /* Clear messages */
6114 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
6119 /* The player is not dead */
6120 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
6122 /* Forbid suspend */
6123 signals_ignore_tstp();
6125 /* Save the player */
6128 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6131 /* Save failed (oops) */
6134 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6137 /* Allow suspend again */
6138 signals_handle_tstp();
6143 /* Note that the player is not dead */
6144 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6146 /* HACK -- don't get sanity blast on updating view */
6152 /* Initialize monster process */
6155 /* HACK -- reset the hackish flag */
6161 * @brief セーブ後にゲーム中断フラグを立てる/
6162 * Save the game and exit
6166 void do_cmd_save_and_exit(void)
6168 p_ptr->playing = FALSE;
6171 p_ptr->leaving = TRUE;
6172 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6178 * Hack -- Calculates the total number of points earned -JWT-
6182 long total_points(void)
6186 u32b point, point_h, point_l;
6187 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
6189 if (!preserve_mode) mult += 10;
6190 if (!autoroller) mult += 10;
6191 if (!smart_learn) mult -= 20;
6192 if (smart_cheat) mult += 30;
6193 if (ironman_shops) mult += 50;
6194 if (ironman_small_levels) mult += 10;
6195 if (ironman_empty_levels) mult += 20;
6196 if (!powerup_home) mult += 50;
6197 if (ironman_rooms) mult += 100;
6198 if (ironman_nightmare) mult += 100;
6200 if (mult < 5) mult = 5;
6202 for (i = 0; i < max_d_idx; i++)
6203 if(max_dlv[i] > max_dl)
6204 max_dl = max_dlv[i];
6206 point_l = (p_ptr->max_max_exp + (100 * max_dl));
6207 point_h = point_l / 0x10000L;
6208 point_l = point_l % 0x10000L;
6211 point_h += point_l / 0x10000L;
6212 point_l %= 0x10000L;
6214 point_l += ((point_h % 100) << 16);
6218 point = (point_h << 16) + (point_l);
6219 if (p_ptr->arena_number >= 0)
6220 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
6222 if (ironman_downward) point *= 2;
6223 if (p_ptr->pclass == CLASS_BERSERKER)
6225 if ( p_ptr->prace == RACE_SPECTRE )
6229 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
6232 if (p_ptr->total_winner) point = 2;
6234 if (easy_band) point = (0 - point);
6240 #define GRAVE_LINE_WIDTH 31
6243 * @brief 墓石の真ん中に文字列を書き込む /
6244 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6248 static void center_string(char *buf, cptr str)
6255 /* Necessary border */
6256 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6259 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6266 * Save a "bones" file for a dead character
6269 * Note that we will not use these files until Angband 2.8.0, and
6270 * then we will only use the name and level on which death occured.
6271 * Should probably attempt some form of locking...
6274 static void make_bones(void)
6281 /* Ignore wizards and borgs */
6282 if (!(p_ptr->noscore & 0x00FF))
6284 /* Ignore people who die in town */
6289 /* XXX XXX XXX "Bones" name */
6290 sprintf(tmp, "bone.%03d", dun_level);
6292 /* Build the filename */
6293 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6295 /* Attempt to open the bones file */
6296 fp = my_fopen(str, "r");
6298 /* Close it right away */
6299 if (fp) my_fclose(fp);
6301 /* Do not over-write a previous ghost */
6304 /* File type is "TEXT" */
6305 FILE_TYPE(FILE_TYPE_TEXT);
6307 /* Grab permissions */
6310 /* Try to write a new "Bones File" */
6311 fp = my_fopen(str, "w");
6313 /* Drop permissions */
6316 /* Not allowed to write it? Weird. */
6320 fprintf(fp, "%s\n", player_name);
6321 fprintf(fp, "%d\n", p_ptr->mhp);
6322 fprintf(fp, "%d\n", p_ptr->prace);
6323 fprintf(fp, "%d\n", p_ptr->pclass);
6325 /* Close and save the Bones file */
6334 * Redefinable "print_tombstone" action
6336 bool (*tombstone_aux)(void) = NULL;
6340 * @brief 墓石のアスキーアート表示 /
6341 * Display a "tomb-stone"
6344 static void print_tomb(void)
6348 /* Do we use a special tombstone ? */
6351 /* Use tombstone hook */
6352 done = (*tombstone_aux)();
6355 /* Print the text-tombstone */
6364 time_t ct = time((time_t)0);
6372 /* Build the filename */
6373 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6375 /* Open the News file */
6376 fp = my_fopen(buf, "r");
6383 /* Dump the file to the screen */
6384 while (0 == my_fgets(fp, buf, sizeof(buf)))
6386 /* Display and advance */
6387 put_str(buf, i++, 0);
6395 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6408 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6411 center_string(buf, player_name);
6412 put_str(buf, 6, 11);
6415 center_string(buf, "the");
6416 put_str(buf, 7, 11);
6419 center_string(buf, p);
6420 put_str(buf, 8, 11);
6422 center_string(buf, cp_ptr->title);
6423 put_str(buf, 10, 11);
6425 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6426 center_string(buf, tmp);
6427 put_str(buf, 11, 11);
6429 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6430 center_string(buf, tmp);
6431 put_str(buf, 12, 11);
6433 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6434 center_string(buf, tmp);
6435 put_str(buf, 13, 11);
6438 /* 墓に刻む言葉をオリジナルより細かく表示 */
6439 if (streq(p_ptr->died_from, "途中終了"))
6441 strcpy(tmp, "<自殺>");
6443 else if (streq(p_ptr->died_from, "ripe"))
6445 strcpy(tmp, "引退後に天寿を全う");
6447 else if (streq(p_ptr->died_from, "Seppuku"))
6449 strcpy(tmp, "勝利の後、切腹");
6453 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6454 t = tmp + strlen(tmp) + 1;
6457 strcpy(dummy, t); /* 2nd line */
6458 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6460 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6463 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6466 char *name_head = my_strstr(tmp, "『");
6467 sprintf(dummy2, "%s%s", name_head, dummy);
6468 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6470 strcpy(dummy, dummy2);
6474 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6477 char *name_head = my_strstr(tmp, "「");
6478 sprintf(dummy2, "%s%s", name_head, dummy);
6479 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6481 strcpy(dummy, dummy2);
6485 center_string(buf, dummy);
6486 put_str(buf, 15, 11);
6490 center_string(buf, tmp);
6491 put_str(buf, 14, 11);
6493 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6497 cptr town = p_ptr->town_num ? "街" : "荒野";
6498 if (streq(p_ptr->died_from, "途中終了"))
6500 sprintf(tmp, "%sで死んだ", town);
6504 sprintf(tmp, "に%sで殺された", town);
6509 if (streq(p_ptr->died_from, "途中終了"))
6511 sprintf(tmp, "地下 %d 階で死んだ", dun_level);
6515 sprintf(tmp, "に地下 %d 階で殺された", dun_level);
6518 center_string(buf, tmp);
6519 put_str(buf, 15 + extra_line, 11);
6522 (void)sprintf(tmp, "Killed on Level %d", dun_level);
6523 center_string(buf, tmp);
6524 put_str(buf, 14, 11);
6526 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6527 center_string(buf, tmp);
6528 put_str(buf, 15, 11);
6529 t = tmp + strlen(tmp) + 1;
6532 strcpy(dummy, t); /* 2nd line */
6533 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6535 int dummy_len = strlen(dummy);
6536 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6538 center_string(buf, dummy);
6539 put_str(buf, 16, 11);
6543 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6544 center_string(buf, tmp);
6545 put_str(buf, 17, 11);
6546 msg_format(_("さようなら、%s!", "Goodbye, %s!"), player_name);
6552 * @brief 死亡、引退時の簡易ステータス表示 /
6553 * Display some character info
6556 static void show_info(void)
6562 /* Hack -- Know everything in the inven/equip */
6563 for (i = 0; i < INVEN_TOTAL; i++)
6565 o_ptr = &inventory[i];
6567 /* Skip non-objects */
6568 if (!o_ptr->k_idx) continue;
6570 /* Aware and Known */
6571 object_aware(o_ptr);
6572 object_known(o_ptr);
6575 for (i = 1; i < max_towns; i++)
6577 st_ptr = &town[i].store[STORE_HOME];
6579 /* Hack -- Know everything in the home */
6580 for (j = 0; j < st_ptr->stock_num; j++)
6582 o_ptr = &st_ptr->stock[j];
6584 /* Skip non-objects */
6585 if (!o_ptr->k_idx) continue;
6587 /* Aware and Known */
6588 object_aware(o_ptr);
6589 object_known(o_ptr);
6593 /* Hack -- Recalculate bonuses */
6594 p_ptr->update |= (PU_BONUS);
6599 /* Flush all input keys */
6602 /* Flush messages */
6606 /* Describe options */
6607 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);
6608 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);
6610 /* Dump character records as requested */
6616 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6619 strcpy(out_val, "");
6621 /* Ask for filename (or abort) */
6622 if (!askfor(out_val, 60)) return;
6624 /* Return means "show on screen" */
6625 if (!out_val[0]) break;
6630 /* Dump a character file */
6631 (void)file_character(out_val);
6639 /* Display player */
6642 /* Prompt for inventory */
6643 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);
6645 /* Allow abort at this point */
6646 if (inkey() == ESCAPE) return;
6649 /* Show equipment and inventory */
6651 /* Equipment -- if any */
6655 item_tester_full = TRUE;
6656 (void)show_equip(0);
6657 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6659 if (inkey() == ESCAPE) return;
6662 /* Inventory -- if any */
6666 item_tester_full = TRUE;
6667 (void)show_inven(0);
6668 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6670 if (inkey() == ESCAPE) return;
6673 /* Homes in the different towns */
6674 for (l = 1; l < max_towns; l++)
6676 st_ptr = &town[l].store[STORE_HOME];
6678 /* Home -- if anything there */
6679 if (st_ptr->stock_num)
6681 /* Display contents of the home */
6682 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6688 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6690 char o_name[MAX_NLEN];
6694 o_ptr = &st_ptr->stock[i];
6696 /* Print header, clear line */
6697 sprintf(tmp_val, "%c) ", I2A(j));
6698 prt(tmp_val, j+2, 4);
6700 /* Display object description */
6701 object_desc(o_name, o_ptr, 0);
6702 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6706 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);
6709 if (inkey() == ESCAPE) return;
6717 * Display some character info
6720 static bool check_score(void)
6726 if (highscore_fd < 0)
6728 msg_print(_("スコア・ファイルが使用できません。", "Score file unavailable."));
6733 #ifndef SCORE_WIZARDS
6734 /* Wizard-mode pre-empts scoring */
6735 if (p_ptr->noscore & 0x000F)
6737 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."));
6744 /* Borg-mode pre-empts scoring */
6745 if (p_ptr->noscore & 0x00F0)
6747 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."));
6753 #ifndef SCORE_CHEATERS
6754 /* Cheaters are not scored */
6755 if (p_ptr->noscore & 0xFF00)
6757 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."));
6764 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("強制終了", "Interrupting")))
6766 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."));
6772 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("途中終了", "Quitting")))
6774 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."));
6783 * Close up the current game (player may or may not be dead)
6787 * This function is called only from "main.c" and "signals.c".
6790 void close_game(void)
6793 bool do_send = TRUE;
6795 /* cptr p = "[i:キャラクタの情報, f:ファイル書き出し, t:スコア, x:*鑑定*, ESC:ゲーム終了]"; */
6800 /* Flush the messages */
6803 /* Flush the input */
6807 /* No suspending now */
6808 signals_ignore_tstp();
6811 /* Hack -- Character is now "icky" */
6812 character_icky = TRUE;
6815 /* Build the filename */
6816 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6818 /* Grab permissions */
6821 /* Open the high score file, for reading/writing */
6822 highscore_fd = fd_open(buf, O_RDWR);
6824 /* Drop permissions */
6830 /* Handle retirement */
6831 if (p_ptr->total_winner) kingly();
6834 if (!cheat_save || get_check(_("死んだデータをセーブしますか? ", "Save death? ")))
6836 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
6838 else do_send = FALSE;
6845 /* Show more info */
6853 if ((!send_world_score(do_send)))
6855 if (get_check_strict(_("後でスコアを登録するために待機しますか?", "Stand by for later score registration? "),
6856 (CHECK_NO_ESCAPE | CHECK_NO_HISTORY)))
6858 p_ptr->wait_report_score = TRUE;
6859 p_ptr->is_dead = FALSE;
6860 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
6863 if (!p_ptr->wait_report_score)
6866 else if (highscore_fd >= 0)
6868 display_scores_aux(0, 10, -1, NULL);
6871 /* Dump bones file */
6880 do_cmd_save_game(FALSE);
6882 /* Prompt for scores XXX XXX XXX */
6883 prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
6884 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
6886 /* Predict score (or ESCAPE) */
6887 if (inkey() != ESCAPE) predict_score();
6891 /* Shut the high score file */
6892 (void)fd_close(highscore_fd);
6894 /* Forget the high score fd */
6897 /* Kill all temporal files */
6898 clear_saved_floor_files();
6900 /* Allow suspending now */
6901 signals_handle_tstp();
6906 * @brief 異常発生時のゲーム緊急終了処理 /
6907 * Handle abrupt death of the visual system
6911 * This routine is called only in very rare situations, and only
6912 * by certain visual systems, when they experience fatal errors.
6913 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6914 * save file so that player can see tombstone when restart.
6917 void exit_game_panic(void)
6919 /* If nothing important has happened, just quit */
6920 if (!character_generated || character_saved) quit(_("緊急事態", "panic"));
6922 /* Mega-Hack -- see "msg_print()" */
6925 /* Clear the top line */
6928 /* Hack -- turn off some things */
6931 /* Mega-Hack -- Delay death */
6932 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6934 /* Hardcode panic save */
6935 p_ptr->panic_save = 1;
6937 /* Forbid suspend */
6938 signals_ignore_tstp();
6940 /* Indicate panic save */
6941 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6943 /* Panic save, or get worried */
6944 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6946 /* Successful panic save */
6947 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6952 * @brief ファイルからランダムに行を一つ取得する /
6953 * Get a random line from a file
6954 * @param file_name ファイル名
6955 * @param entry 特定条件時のN:タグヘッダID
6956 * @param output 出力先の文字列参照ポインタ
6960 * Based on the monster speech patch by Matt Graham,
6963 errr get_rnd_line(cptr file_name, int entry, char *output)
6971 /* Build the filename */
6972 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6975 fp = my_fopen(buf, "r");
6980 /* Find the entry of the monster */
6983 /* Get a line from the file */
6984 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6986 /* Count the lines */
6989 /* Look for lines starting with 'N:' */
6990 if ((buf[0] == 'N') && (buf[1] == ':'))
6992 /* Allow default lines */
6998 else if (buf[2] == 'M')
7000 if (r_info[entry].flags1 & RF1_MALE) break;
7002 else if (buf[2] == 'F')
7004 if (r_info[entry].flags1 & RF1_FEMALE) break;
7006 /* Get the monster number */
7007 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
7009 /* Is it the right number? */
7010 if (test == entry) break;
7014 /* Error while converting the number */
7015 msg_format("Error in line %d of %s!", line_num, file_name);
7023 /* Reached end of file */
7029 /* Get the random line */
7030 for (counter = 0; ; counter++)
7034 test = my_fgets(fp, buf, sizeof(buf));
7036 /* Count the lines */
7037 /* line_num++; No more needed */
7041 /* Ignore lines starting with 'N:' */
7042 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
7044 if (buf[0] != '#') break;
7053 if (one_in_(counter + 1)) strcpy(output, buf);
7056 /* Close the file */
7060 return counter ? 0 : -1;
7066 * @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) /
7067 * @param file_name ファイル名
7068 * @param entry 特定条件時のN:タグヘッダID
7069 * @param output 出力先の文字列参照ポインタ
7074 errr get_rnd_line_jonly(cptr file_name, int entry, char *output, int count)
7079 for (i = 0; i < count; i++)
7081 result = get_rnd_line(file_name, entry, output);
7084 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
7092 * @brief 自動拾いファイルを読み込む /
7096 errr process_autopick_file(cptr name)
7102 /* Build the filename */
7103 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
7105 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
7113 * @brief プレイヤーの生い立ちファイルを読み込む /
7114 * Process file for player's history editor.
7119 errr process_histpref_file(cptr name)
7123 bool old_character_xtra = character_xtra;
7125 /* Build the filename */
7126 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
7128 /* Hack -- prevent modification birth options in this file */
7129 character_xtra = TRUE;
7131 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
7133 character_xtra = old_character_xtra;
7140 * @brief ファイル位置をシーク /
7141 * @param fd ファイルディスクリプタ
7142 * @param where ファイルバイト位置
7143 * @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
7147 static errr counts_seek(int fd, u32b where, bool flag)
7150 char temp1[128], temp2[128];
7151 u32b zero_header[3] = {0L, 0L, 0L};
7154 #ifdef SAVEFILE_USE_UID
7155 (void)sprintf(temp1, "%d.%s.%d%d%d", player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
7157 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
7159 for (i = 0; temp1[i]; i++)
7160 temp1[i] ^= (i+1) * 63;
7165 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
7167 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
7172 fd_seek(fd, seekpoint);
7173 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
7174 fd_write(fd, (char*)(temp1), sizeof(temp1));
7178 if (strcmp(temp1, temp2) == 0)
7181 seekpoint += 128 + 3 * sizeof(u32b);
7184 return fd_seek(fd, seekpoint + where * sizeof(u32b));
7188 * @brief ファイル位置を読み込む
7189 * @param where ファイルバイト位置
7193 u32b counts_read(int where)
7199 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
7200 fd = fd_open(buf, O_RDONLY);
7202 if (counts_seek(fd, where, FALSE) ||
7203 fd_read(fd, (char*)(&count), sizeof(u32b)))
7212 * @brief ファイル位置に書き込む /
7213 * @param where ファイルバイト位置
7214 * @param count 書き込む値
7218 errr counts_write(int where, u32b count)
7224 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
7226 /* Grab permissions */
7229 fd = fd_open(buf, O_RDWR);
7231 /* Drop permissions */
7236 /* File type is "DATA" */
7237 FILE_TYPE(FILE_TYPE_DATA);
7239 /* Grab permissions */
7242 /* Create a new high score file */
7243 fd = fd_make(buf, 0644);
7245 /* Drop permissions */
7249 /* Grab permissions */
7252 err = fd_lock(fd, F_WRLCK);
7254 /* Drop permissions */
7259 counts_seek(fd, where, TRUE);
7260 fd_write(fd, (char*)(&count), sizeof(u32b));
7262 /* Grab permissions */
7265 err = fd_lock(fd, F_UNLCK);
7267 /* Drop permissions */
7278 #ifdef HANDLE_SIGNALS
7285 * @brief OSからのシグナルを受けてサスペンド状態に入る /
7286 * Handle signals -- suspend
7287 * @param sig 受け取ったシグナル
7289 * Actually suspend the game, and then resume cleanly
7291 static void handle_signal_suspend(int sig)
7293 /* Disable handler */
7294 (void)signal(sig, SIG_IGN);
7301 /* Suspend the "Term" */
7302 Term_xtra(TERM_XTRA_ALIVE, 0);
7304 /* Suspend ourself */
7305 (void)kill(0, SIGSTOP);
7307 /* Resume the "Term" */
7308 Term_xtra(TERM_XTRA_ALIVE, 1);
7310 /* Redraw the term */
7313 /* Flush the term */
7318 /* Restore handler */
7319 (void)signal(sig, handle_signal_suspend);
7324 * @brief OSからのシグナルを受けて中断、終了する /
7325 * Handle signals -- simple (interrupt and quit)
7326 * @param sig 受け取ったシグナル
7329 * This function was causing a *huge* number of problems, so it has
7330 * been simplified greatly. We keep a global variable which counts
7331 * the number of times the user attempts to kill the process, and
7332 * we commit suicide if the user does this a certain number of times.
7333 * We attempt to give "feedback" to the user as he approaches the
7334 * suicide thresh-hold, but without penalizing accidental keypresses.
7335 * To prevent messy accidents, we should reset this global variable
7336 * whenever the user enters a keypress, or something like that.
7339 static void handle_signal_simple(int sig)
7341 /* Disable handler */
7342 (void)signal(sig, SIG_IGN);
7345 /* Nothing to save, just quit */
7346 if (!character_generated || character_saved) quit(NULL);
7349 /* Count the signals */
7353 /* Terminate dead characters */
7356 /* Mark the savefile */
7357 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
7367 quit(_("強制終了", "interrupt"));
7370 /* Allow suicide (after 5) */
7371 else if (signal_count >= 5)
7373 /* Cause of "death" */
7374 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
7381 p_ptr->playing = FALSE;
7384 p_ptr->is_dead = TRUE;
7387 p_ptr->leaving = TRUE;
7393 quit(_("強制終了", "interrupt"));
7396 /* Give warning (after 4) */
7397 else if (signal_count >= 4)
7400 Term_xtra(TERM_XTRA_NOISE, 0);
7402 /* Clear the top line */
7403 Term_erase(0, 0, 255);
7405 /* Display the cause */
7406 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7412 /* Give warning (after 2) */
7413 else if (signal_count >= 2)
7416 Term_xtra(TERM_XTRA_NOISE, 0);
7419 /* Restore handler */
7420 (void)signal(sig, handle_signal_simple);
7425 * @brief OSからのシグナルを受けて強制終了する /
7426 * Handle signal -- abort, kill, etc
7427 * @param sig 受け取ったシグナル
7431 * This function was causing a *huge* number of problems, so it has
7432 * been simplified greatly. We keep a global variable which counts
7433 * the number of times the user attempts to kill the process, and
7434 * we commit suicide if the user does this a certain number of times.
7435 * We attempt to give "feedback" to the user as he approaches the
7436 * suicide thresh-hold, but without penalizing accidental keypresses.
7437 * To prevent messy accidents, we should reset this global variable
7438 * whenever the user enters a keypress, or something like that.
7441 static void handle_signal_abort(int sig)
7445 Term_get_size(&wid, &hgt);
7447 /* Disable handler */
7448 (void)signal(sig, SIG_IGN);
7451 /* Nothing to save, just quit */
7452 if (!character_generated || character_saved) quit(NULL);
7459 /* Clear the bottom line */
7460 Term_erase(0, hgt - 1, 255);
7462 /* Give a warning */
7463 Term_putstr(0, hgt - 1, -1, TERM_RED,
7464 _("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!"));
7468 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7470 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7476 p_ptr->panic_save = 1;
7479 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7481 /* Forbid suspend */
7482 signals_ignore_tstp();
7484 /* Attempt to save */
7487 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7493 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7500 quit(_("ソフトのバグ", "software bug"));
7504 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7505 * Ignore SIGTSTP signals (keyboard suspend)
7509 void signals_ignore_tstp(void)
7513 (void)signal(SIGTSTP, SIG_IGN);
7519 * @brief OSからのSIGTSTPシグナルハンドラ /
7520 * Handle SIGTSTP signals (keyboard suspend)
7524 void signals_handle_tstp(void)
7528 (void)signal(SIGTSTP, handle_signal_suspend);
7535 * @brief OSからのシグナルハンドルを初期化する /
7536 * Prepare to handle the relevant signals
7540 void signals_init(void)
7544 (void)signal(SIGHUP, SIG_IGN);
7549 (void)signal(SIGTSTP, handle_signal_suspend);
7554 (void)signal(SIGINT, handle_signal_simple);
7558 (void)signal(SIGQUIT, handle_signal_simple);
7563 (void)signal(SIGFPE, handle_signal_abort);
7567 (void)signal(SIGILL, handle_signal_abort);
7571 (void)signal(SIGTRAP, handle_signal_abort);
7575 (void)signal(SIGIOT, handle_signal_abort);
7579 (void)signal(SIGKILL, handle_signal_abort);
7583 (void)signal(SIGBUS, handle_signal_abort);
7587 (void)signal(SIGSEGV, handle_signal_abort);
7591 (void)signal(SIGTERM, handle_signal_abort);
7595 (void)signal(SIGPIPE, handle_signal_abort);
7599 (void)signal(SIGEMT, handle_signal_abort);
7603 (void)signal(SIGDANGER, handle_signal_abort);
7607 (void)signal(SIGSYS, handle_signal_abort);
7611 (void)signal(SIGXCPU, handle_signal_abort);
7615 (void)signal(SIGPWR, handle_signal_abort);
7621 #else /* HANDLE_SIGNALS */
7628 void signals_ignore_tstp(void)
7636 void signals_handle_tstp(void)
7644 void signals_init(void)
7647 #endif /* HANDLE_SIGNALS */