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, BIT_FLAGS 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_INERTIAL },
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_HYPODYNAMIA", GF_HYPODYNAMIA },
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_CHARM_LIVING", GF_CHARM_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)
366 /* Require "?:*" format */
367 if (buf[1] != ':') return 1;
372 /* Mega-Hack -- read external player's history file */
373 /* Process "H:<history>" */
375 add_history_from_pref_line(buf + 2);
378 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
380 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
383 i = (huge)strtol(zz[0], NULL, 0);
384 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
385 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
386 if (i >= max_r_idx) return 1;
388 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
389 if (n2) r_ptr->x_char = n2;
394 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
396 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
399 i = (huge)strtol(zz[0], NULL, 0);
400 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
401 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
402 if (i >= max_k_idx) return 1;
404 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
405 if (n2) k_ptr->x_char = n2;
410 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
411 /* "F:<num>:<a>/<c>" */
412 /* "F:<num>:<a>/<c>:LIT" */
413 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
417 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
419 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
420 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
422 i = (huge)strtol(zz[0], NULL, 0);
423 if (i >= max_f_idx) return 1;
426 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
427 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
428 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
429 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
431 /* Mega-hack -- feat supports lighting */
434 /* No lighting support */
436 n1 = f_ptr->x_attr[F_LIT_STANDARD];
437 n2 = f_ptr->x_char[F_LIT_STANDARD];
438 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
440 f_ptr->x_attr[j] = n1;
441 f_ptr->x_char[j] = n2;
445 /* Use default lighting */
447 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
450 /* Use desired lighting */
451 case F_LIT_MAX * 2 + 1:
452 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
454 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
455 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
456 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
457 if (n2) f_ptr->x_char[j] = n2;
464 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
466 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
468 j = (byte)strtol(zz[0], NULL, 0);
469 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
470 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
471 misc_to_attr[j] = n1;
472 misc_to_char[j] = n2;
477 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
479 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
481 j = (huge)strtol(zz[0], NULL, 0);
482 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
483 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
484 for (i = 1; i < max_k_idx; i++)
486 object_kind *k_ptr = &k_info[i];
487 if (k_ptr->tval == j)
489 if (n1) k_ptr->d_attr = n1;
490 if (n2) k_ptr->d_char = n2;
497 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
499 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
501 j = (byte)strtol(zz[0], NULL, 0) % 128;
502 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
503 if (n1) tval_to_attr[j] = n1;
508 /* Process "A:<str>" -- save an "action" for later */
510 text_to_ascii(macro__buf, buf+2);
513 /* Process "P:<str>" -- normal macro */
518 text_to_ascii(tmp, buf+2);
519 macro_add(tmp, macro__buf);
523 /* Process "C:<str>" -- create keymap */
529 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
531 mode = strtol(zz[0], NULL, 0);
532 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
534 text_to_ascii(tmp, zz[1]);
535 if (!tmp[0] || tmp[1]) return 1;
538 string_free(keymap_act[mode][i]);
540 keymap_act[mode][i] = string_make(macro__buf);
545 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
547 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
549 i = (byte)strtol(zz[0], NULL, 0);
550 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
551 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
552 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
553 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
558 /* Process "X:<str>" -- turn option off */
559 /* Process "Y:<str>" -- turn option on */
562 for (i = 0; option_info[i].o_desc; i++)
564 if (option_info[i].o_var &&
565 option_info[i].o_text &&
566 streq(option_info[i].o_text, buf + 2))
568 int os = option_info[i].o_set;
569 int ob = option_info[i].o_bit;
571 if ((p_ptr->playing || character_xtra) &&
572 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
574 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);
582 option_flag[os] &= ~(1L << ob);
583 (*option_info[i].o_var) = FALSE;
588 option_flag[os] |= (1L << ob);
589 (*option_info[i].o_var) = TRUE;
595 /* don't know that option. ignore it.*/
596 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);
600 /* Process "Z:<type>:<str>" -- set spell color */
604 char *t = my_strchr(buf + 2, ':');
611 for (i = 0; gf_desc[i].name; i++)
613 /* Match this type */
614 if (streq(gf_desc[i].name, buf + 2))
616 /* Remember this color set */
617 gf_color[gf_desc[i].num] = quark_add(t);
627 /* Initialize macro trigger names and a template */
628 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
629 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
632 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
634 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
639 if (macro_template != NULL)
641 num = strlen(macro_modifier_chr);
643 /* Kill the template string */
644 string_free(macro_template);
645 macro_template = NULL;
647 /* Kill flag characters of modifier keys */
648 string_free(macro_modifier_chr);
650 /* Kill corresponding modifier names */
651 for (i = 0; i < num; i++)
653 string_free(macro_modifier_name[i]);
656 /* Kill trigger name strings */
657 for (i = 0; i < max_macrotrigger; i++)
659 string_free(macro_trigger_name[i]);
660 string_free(macro_trigger_keycode[0][i]);
661 string_free(macro_trigger_keycode[1][i]);
664 max_macrotrigger = 0;
667 if (*zz[0] == '\0') return 0; /* clear template */
669 /* Number of modifier flags */
672 /* Limit the number */
673 num = MIN(MAX_MACRO_MOD, num);
675 /* Stop if number of modifier is not correct */
676 if (2 + num != tok) return 1;
678 /* Get a template string */
679 macro_template = string_make(zz[0]);
681 /* Get flag characters of modifier keys */
682 macro_modifier_chr = string_make(zz[1]);
684 /* Get corresponding modifier names */
685 for (i = 0; i < num; i++)
687 macro_modifier_name[i] = string_make(zz[2+i]);
691 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
697 if (max_macrotrigger >= MAX_MACRO_TRIG)
699 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
702 m = max_macrotrigger;
705 /* Take into account the escape character */
715 /* Get a trigger name */
716 macro_trigger_name[m] = string_make(buf_aux);
718 /* Get the corresponding key code */
719 macro_trigger_keycode[0][m] = string_make(zz[1]);
723 /* Key code of a combination of it with the shift key */
724 macro_trigger_keycode[1][m] = string_make(zz[2]);
728 macro_trigger_keycode[1][m] = string_make(zz[1]);
743 * @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 /
744 * Helper function for "process_pref_file()"
745 * @param sp テキスト文字列の参照ポインタ
746 * @param fp 再帰中のポインタ参照
751 * v: output buffer array
757 cptr process_pref_file_expr(char **sp, char *fp)
774 while (iswspace(*s)) s++;
792 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";
883 while (*s && (f != b2))
885 t = process_pref_file_expr(&s, &f);
890 if (f != b2) v = "?x?x?";
892 /* Extract final and Terminate */
893 if ((f = *s) != '\0') *s++ = '\0';
899 /* Accept all printables except spaces and brackets */
901 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
903 if (iskanji(*s)) s++;
907 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
910 /* Extract final and Terminate */
911 if ((f = *s) != '\0') *s++ = '\0';
917 if (streq(b+1, "SYS"))
922 else if (streq(b+1, "KEYBOARD"))
924 v = ANGBAND_KEYBOARD;
928 else if (streq(b+1, "GRAF"))
933 /* Monochrome mode */
934 else if (streq(b+1, "MONOCHROME"))
943 else if (streq(b+1, "RACE"))
953 else if (streq(b+1, "CLASS"))
963 else if (streq(b+1, "PLAYER"))
965 static char tmp_player_name[32];
967 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
977 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
984 else if (streq(b+1, "REALM1"))
987 v = E_realm_names[p_ptr->realm1];
989 v = realm_names[p_ptr->realm1];
994 else if (streq(b+1, "REALM2"))
997 v = E_realm_names[p_ptr->realm2];
999 v = realm_names[p_ptr->realm2];
1004 else if (streq(b+1, "LEVEL"))
1006 sprintf(tmp, "%02d", p_ptr->lev);
1010 /* Autopick auto-register is in-use or not? */
1011 else if (streq(b+1, "AUTOREGISTER"))
1013 if (p_ptr->autopick_autoregister)
1020 else if (streq(b+1, "MONEY"))
1022 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1043 #define PREF_TYPE_NORMAL 0
1044 #define PREF_TYPE_AUTOPICK 1
1045 #define PREF_TYPE_HISTPREF 2
1048 * @brief process_pref_fileのサブルーチン /
1049 * Open the "user pref file" and parse it.
1050 * @param name 読み込むファイル名
1051 * @param preftype prefファイルのタイプ
1056 * v: output buffer array
1057 * f: final character
1062 static errr process_pref_file_aux(cptr name, int preftype)
1074 bool bypass = FALSE;
1078 fp = my_fopen(name, "r");
1081 if (!fp) return (-1);
1083 /* Process the file */
1084 while (0 == my_fgets(fp, buf, sizeof(buf)))
1089 /* Skip "empty" lines */
1090 if (!buf[0]) continue;
1092 /* Skip "blank" lines */
1094 if (!iskanji(buf[0]))
1096 if (iswspace(buf[0])) continue;
1099 if (buf[0] == '#') continue;
1106 /* Process "?:<expr>" */
1107 if ((buf[0] == '?') && (buf[1] == ':'))
1116 /* Parse the expr */
1117 v = process_pref_file_expr(&s, &f);
1120 bypass = (streq(v, "0") ? TRUE : FALSE);
1124 /* Apply conditionals */
1125 if (bypass) continue;
1128 /* Process "%:<file>" */
1131 static int depth_count = 0;
1133 /* Ignore if deeper than 20 level */
1134 if (depth_count > 20) continue;
1136 /* Count depth level */
1139 /* Process that file if allowed */
1142 case PREF_TYPE_AUTOPICK:
1143 (void)process_autopick_file(buf + 2);
1145 case PREF_TYPE_HISTPREF:
1146 (void)process_histpref_file(buf + 2);
1149 (void)process_pref_file(buf + 2);
1153 /* Set back depth level */
1159 /* Process the line */
1160 err = process_pref_file_command(buf);
1162 /* This is not original pref line... */
1165 if (preftype != PREF_TYPE_AUTOPICK)
1167 err = process_autopick_file_command(buf);
1175 /* Print error message */
1176 /* ToDo: Add better error messages */
1177 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'."),
1178 _(name, err), line, _(err, name));
1179 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1188 * @brief pref設定ファイルを読み込み設定を反映させる /
1189 * Process the "user pref file" with the given name
1190 * @param name 読み込むファイル名
1194 * See the functions above for a list of legal "commands".
1195 * We also accept the special "?" and "%" directives, which
1196 * allow conditional evaluation and filename inclusion.
1199 errr process_pref_file(cptr name)
1205 /* Build the filename */
1206 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1208 /* Process the system pref file */
1209 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1211 /* Stop at parser errors, but not at non-existing file */
1212 if (err1 > 0) return err1;
1215 /* Build the filename */
1216 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1218 /* Process the user pref file */
1219 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1222 /* User file does not exist, but read system pref file */
1223 if (err2 < 0 && !err1)
1226 /* Result of user file processing */
1235 * Operating hours for ANGBAND (defaults to non-work hours)
1237 static char days[7][29] =
1239 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1240 "MON:XXXXXXXX.........XXXXXXX",
1241 "TUE:XXXXXXXX.........XXXXXXX",
1242 "WED:XXXXXXXX.........XXXXXXX",
1243 "THU:XXXXXXXX.........XXXXXXX",
1244 "FRI:XXXXXXXX.........XXXXXXX",
1245 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1249 * Restict usage (defaults to no restrictions)
1251 static bool check_time_flag = FALSE;
1257 * @brief Angbandプレイ禁止時刻をチェック /
1261 errr check_time(void)
1269 /* No restrictions */
1270 if (!check_time_flag) return (0);
1272 /* Check for time violation */
1273 c = time((time_t *)0);
1277 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1287 * @brief Angbandプレイ禁止時刻の初期化 /
1288 * Initialize CHECK_TIME
1291 errr check_time_init(void)
1301 /* Build the filename */
1302 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1305 fp = my_fopen(buf, "r");
1307 /* No file, no restrictions */
1308 if (!fp) return (0);
1310 /* Assume restrictions */
1311 check_time_flag = TRUE;
1313 /* Parse the file */
1314 while (0 == my_fgets(fp, buf, sizeof(buf)))
1316 /* Skip comments and blank lines */
1317 if (!buf[0] || (buf[0] == '#')) continue;
1319 /* Chop the buffer */
1322 /* Extract the info */
1323 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1324 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1325 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1326 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1327 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1328 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1329 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1345 #ifndef MAXHOSTNAMELEN
1346 # define MAXHOSTNAMELEN 64
1349 typedef struct statstime statstime;
1355 unsigned int v_pgpgin;
1356 unsigned int v_pgpgout;
1357 unsigned int v_pswpin;
1358 unsigned int v_pswpout;
1359 unsigned int v_intr;
1365 unsigned int v_swtch;
1367 struct timeval boottime;
1368 struct timeval curtime;
1372 * Maximal load (if any).
1374 static int check_load_value = 0;
1380 * @brief Angbandプレイ禁止ホストのチェック /
1384 errr check_load(void)
1389 struct statstime st;
1391 /* Success if not checking */
1392 if (!check_load_value) return (0);
1394 /* Check the load */
1395 if (0 == rstat("localhost", &st))
1397 long val1 = (long)(st.avenrun[2]);
1398 long val2 = (long)(check_load_value) * FSCALE;
1400 /* Check for violation */
1401 if (val1 >= val2) return (1);
1412 * @brief Angbandプレイ禁止ホストの設定初期化 /
1413 * Initialize CHECK_LOAD
1416 errr check_load_init(void)
1425 char temphost[MAXHOSTNAMELEN+1];
1426 char thishost[MAXHOSTNAMELEN+1];
1429 /* Build the filename */
1430 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1432 /* Open the "load" file */
1433 fp = my_fopen(buf, "r");
1435 /* No file, no restrictions */
1436 if (!fp) return (0);
1439 check_load_value = 100;
1441 /* Get the host name */
1442 (void)gethostname(thishost, (sizeof thishost) - 1);
1445 while (0 == my_fgets(fp, buf, sizeof(buf)))
1449 /* Skip comments and blank lines */
1450 if (!buf[0] || (buf[0] == '#')) continue;
1452 /* Parse, or ignore */
1453 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1455 /* Skip other hosts */
1456 if (!streq(temphost, thishost) &&
1457 !streq(temphost, "localhost")) continue;
1459 /* Use that value */
1460 check_load_value = value;
1473 #define ENTRY_BARE_HAND 0
1474 #define ENTRY_TWO_HANDS 1
1475 #define ENTRY_RIGHT_HAND1 2
1476 #define ENTRY_LEFT_HAND1 3
1477 #define ENTRY_LEFT_HAND2 4
1478 #define ENTRY_RIGHT_HAND2 5
1479 #define ENTRY_POSTURE 6
1480 #define ENTRY_SHOOT_HIT_DAM 7
1481 #define ENTRY_SHOOT_POWER 8
1482 #define ENTRY_SPEED 9
1483 #define ENTRY_BASE_AC 10
1484 #define ENTRY_LEVEL 11
1485 #define ENTRY_CUR_EXP 12
1486 #define ENTRY_MAX_EXP 13
1487 #define ENTRY_EXP_TO_ADV 14
1488 #define ENTRY_GOLD 15
1489 #define ENTRY_DAY 16
1492 #define ENTRY_PLAY_TIME 19
1493 #define ENTRY_SKILL_FIGHT 20
1494 #define ENTRY_SKILL_SHOOT 21
1495 #define ENTRY_SKILL_SAVING 22
1496 #define ENTRY_SKILL_STEALTH 23
1497 #define ENTRY_SKILL_PERCEP 24
1498 #define ENTRY_SKILL_SEARCH 25
1499 #define ENTRY_SKILL_DISARM 26
1500 #define ENTRY_SKILL_DEVICE 27
1501 #define ENTRY_SKILL_DIG 45
1504 #define ENTRY_BLOWS 28
1505 #define ENTRY_SHOTS 29
1506 #define ENTRY_AVG_DMG 30
1507 #define ENTRY_INFRA 31
1509 #define ENTRY_NAME 32
1510 #define ENTRY_SEX 33
1511 #define ENTRY_RACE 34
1512 #define ENTRY_CLASS 35
1513 #define ENTRY_REALM 36
1514 #define ENTRY_PATRON 37
1515 #define ENTRY_AGE 38
1516 #define ENTRY_HEIGHT 39
1517 #define ENTRY_WEIGHT 40
1518 #define ENTRY_SOCIAL 41
1519 #define ENTRY_ALIGN 42
1521 #define ENTRY_EXP_ANDR 43
1522 #define ENTRY_EXP_TO_ADV_ANDR 44
1531 } disp_player_line[]
1534 { 1, 10, 25, "打撃修正(格闘)"},
1535 { 1, 10, 25, "打撃修正(両手)"},
1536 { 1, 10, 25, "打撃修正(右手)"},
1537 { 1, 10, 25, "打撃修正(左手)"},
1538 { 1, 11, 25, "打撃修正(左手)"},
1539 { 1, 11, 25, "打撃修正(右手)"},
1541 { 1, 15, 25, "射撃攻撃修正"},
1542 { 1, 16, 25, "射撃武器倍率"},
1545 {29, 13, 21, "レベル"},
1546 {29, 14, 21, "経験値"},
1547 {29, 15, 21, "最大経験"},
1548 {29, 16, 21, "次レベル"},
1549 {29, 17, 21, "所持金"},
1553 {29, 20, 21, "プレイ時間"},
1554 {53, 10, -1, "打撃命中 :"},
1555 {53, 11, -1, "射撃命中 :"},
1556 {53, 12, -1, "魔法防御 :"},
1557 {53, 13, -1, "隠密行動 :"},
1558 {53, 15, -1, "知覚 :"},
1559 {53, 16, -1, "探索 :"},
1560 {53, 17, -1, "解除 :"},
1561 {53, 18, -1, "魔法道具 :"},
1562 { 1, 12, 25, "打撃回数"},
1563 { 1, 17, 25, "射撃回数"},
1564 { 1, 13, 25, "平均ダメージ"},
1565 {53, 20, -1, "赤外線視力:"},
1566 {26, 1, -1, "名前 : "},
1567 { 1, 3, -1, "性別 : "},
1568 { 1, 4, -1, "種族 : "},
1569 { 1, 5, -1, "職業 : "},
1570 { 1, 6, -1, "魔法 : "},
1571 { 1, 7, -1, "守護魔神 : "},
1575 {29, 6, 21, "社会的地位"},
1577 {29, 14, 21, "強化度"},
1578 {29, 16, 21, "次レベル"},
1579 {53, 19, -1, "掘削 :" },
1583 { 1, 10, 25, "Bare hand"},
1584 { 1, 10, 25, "Two hands"},
1585 { 1, 10, 25, "Right hand"},
1586 { 1, 10, 25, "Left hand"},
1587 { 1, 11, 25, "Left hand"},
1588 { 1, 11, 25, "Right hand"},
1589 { 1, 11, 25, "Posture"},
1590 { 1, 15, 25, "Shooting"},
1591 { 1, 16, 25, "Multiplier"},
1592 { 1, 20, 25, "Speed"},
1594 {29, 13, 21, "Level"},
1595 {29, 14, 21, "Experience"},
1596 {29, 15, 21, "Max Exp"},
1597 {29, 16, 21, "Exp to Adv"},
1598 {29, 17, 21, "Gold"},
1599 {29, 19, 21, "Time"},
1600 {29, 10, 21, "Hit point"},
1601 {29, 11, 21, "SP (Mana)"},
1602 {29, 20, 21, "Play time"},
1603 {53, 10, -1, "Fighting : "},
1604 {53, 11, -1, "Bows/Throw : "},
1605 {53, 12, -1, "SavingThrow: "},
1606 {53, 13, -1, "Stealth : "},
1607 {53, 15, -1, "Perception : "},
1608 {53, 16, -1, "Searching : "},
1609 {53, 17, -1, "Disarming : "},
1610 {53, 18, -1, "MagicDevice: "},
1611 { 1, 12, 25, "Blows/Round"},
1612 { 1, 17, 25, "Shots/Round"},
1613 { 1, 13, 25, "AverageDmg/Rnd"},
1614 {53, 20, -1, "Infra-Vision: "},
1615 {26, 1, -1, "Name : "},
1616 { 1, 3, -1, "Sex : "},
1617 { 1, 4, -1, "Race : "},
1618 { 1, 5, -1, "Class : "},
1619 { 1, 6, -1, "Magic : "},
1620 { 1, 7, -1, "Patron : "},
1622 {29, 4, 21, "Height"},
1623 {29, 5, 21, "Weight"},
1624 {29, 6, 21, "Social Class"},
1625 {29, 7, 21, "Align"},
1626 {29, 14, 21, "Construction"},
1627 {29, 16, 21, "Const to Adv"},
1628 {53, 19, -1, "Digging :" },
1633 * @brief プレイヤーのステータス1種を出力する
1635 * @param val 値を保管した文字列ポインタ
1636 * @param attr 項目表示の色
1639 static void display_player_one_line(int entry, cptr val, TERM_COLOR attr)
1643 int row = disp_player_line[entry].row;
1644 int col = disp_player_line[entry].col;
1645 int len = disp_player_line[entry].len;
1646 cptr head = disp_player_line[entry].header;
1648 int head_len = strlen(head);
1650 Term_putstr(col, row, -1, TERM_WHITE, head);
1657 int val_len = len - head_len;
1658 sprintf(buf, "%*.*s", val_len, val_len, val);
1659 Term_putstr(col + head_len, row, -1, attr, buf);
1663 Term_putstr(col + head_len, row, -1, attr, val);
1670 * @brief プレイヤーの打撃能力修正を表示する
1671 * @param hand 武器の装備部位ID
1672 * @param hand_entry 項目ID
1675 static void display_player_melee_bonus(int hand, int hand_entry)
1678 HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
1679 HIT_POINT show_todam = p_ptr->dis_to_d[hand];
1680 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1682 /* Hack -- add in weapon info if known */
1683 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1684 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1686 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1689 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1691 /* Dump the bonuses to hit/dam */
1692 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1693 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1694 else if (p_ptr->ryoute)
1695 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1697 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1702 * @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
1703 * Prints the following information on the screen.
1706 static void display_player_middle(void)
1711 HIT_PROB show_tohit = p_ptr->dis_to_h_b;
1712 HIT_POINT show_todam = 0;
1715 object_type *o_ptr = &inventory[INVEN_BOW];
1722 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1725 if (p_ptr->hidarite)
1727 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1729 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
1732 if (p_ptr->special_defense & KAMAE_MASK)
1734 for (i = 0; i < MAX_KAMAE; i++)
1736 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1739 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1742 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1745 /* Apply weapon bonuses */
1746 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1747 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1749 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1750 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1752 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1754 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1757 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1759 if (inventory[INVEN_BOW].k_idx)
1761 tmul = bow_tmul(inventory[INVEN_BOW].sval);
1763 /* Get extra "power" from "extra might" */
1764 if (p_ptr->xtra_might) tmul++;
1766 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1770 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1772 /* Dump the armor class */
1773 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1781 i = p_ptr->pspeed-110;
1783 /* Hack -- Visually "undo" the Search Mode Slowdown */
1784 if (p_ptr->action == ACTION_SEARCH) i += 10;
1789 attr = TERM_L_GREEN;
1803 attr = TERM_L_UMBER;
1810 if (IS_FAST()) tmp_speed += 10;
1811 if (p_ptr->slow) tmp_speed -= 10;
1812 if (p_ptr->lightspeed) tmp_speed = 99;
1816 if (MON_FAST(&m_list[p_ptr->riding])) tmp_speed += 10;
1817 if (MON_SLOW(&m_list[p_ptr->riding])) tmp_speed -= 10;
1823 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1825 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1835 sprintf(buf, "(%+d)", i);
1837 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1840 display_player_one_line(ENTRY_SPEED, buf, attr);
1843 /* Dump character level */
1844 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1846 /* Dump experience */
1847 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1848 else e = ENTRY_CUR_EXP;
1850 if (p_ptr->exp >= p_ptr->max_exp)
1851 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1853 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1855 /* Dump max experience */
1856 if (p_ptr->prace == RACE_ANDROID)
1859 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1861 /* Dump exp to advance */
1862 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1863 else e = ENTRY_EXP_TO_ADV;
1865 if (p_ptr->lev >= PY_MAX_LEVEL)
1866 display_player_one_line(e, "*****", TERM_L_GREEN);
1867 else if (p_ptr->prace == RACE_ANDROID)
1868 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1870 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1873 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1878 extract_day_hour_min(&day, &hour, &min);
1880 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1881 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1883 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1885 /* Dump hit point */
1886 if (p_ptr->chp >= p_ptr->mhp)
1887 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1888 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1889 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1891 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1893 /* Dump mana power */
1894 if (p_ptr->csp >= p_ptr->msp)
1895 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1896 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1897 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1899 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1901 /* Dump play time */
1902 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", playtime/(60*60), (playtime/60)%60, playtime%60), TERM_L_GREEN);
1907 * Hack -- pass color info around this file
1909 static TERM_COLOR likert_color = TERM_WHITE;
1913 * @brief 技能ランクの表示基準を定める
1914 * Returns a "rating" of x depending on y
1916 * @param y 技能値に対するランク基準比
1919 static cptr likert(int x, int y)
1921 static char dummy[20] = "", dummy2[20] = "";
1922 memset(dummy, 0, strlen(dummy));
1923 memset(dummy2, 0, strlen(dummy2));
1928 if(show_actual_value)
1930 sprintf(dummy, "%3d-", x);
1933 /* Negative value */
1936 likert_color = TERM_L_DARK;
1937 strcat(dummy, _("最低", "Very Bad"));
1942 /* Analyze the value */
1947 likert_color = TERM_RED;
1948 strcat(dummy, _("悪い", "Bad"));
1951 likert_color = TERM_L_RED;
1952 strcat(dummy, _("劣る", "Poor"));
1957 likert_color = TERM_ORANGE;
1958 strcat(dummy, _("普通", "Fair"));
1962 likert_color = TERM_YELLOW;
1963 strcat(dummy, _("良い", "Good"));
1967 likert_color = TERM_YELLOW;
1968 strcat(dummy, _("大変良い", "Very Good"));
1973 likert_color = TERM_L_GREEN;
1974 strcat(dummy, _("卓越", "Excellent"));
1982 likert_color = TERM_GREEN;
1983 strcat(dummy, _("超越", "Superb"));
1990 likert_color = TERM_BLUE;
1991 strcat(dummy, _("英雄的", "Heroic"));
1995 likert_color = TERM_VIOLET;
1996 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
1997 (int)((((x / y) - 17) * 5) / 2));
1998 strcat(dummy, dummy2);
2009 * @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
2010 * Prints ratings on certain abilities
2013 * This code is "imitated" elsewhere to "dump" a character sheet.
2015 static void display_player_various(void)
2017 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2018 int xthn, xthb, xfos, xsrh;
2019 int xdis, xdev, xsav, xstl;
2023 BIT_FLAGS flgs[TR_FLAG_SIZE];
2024 int shots, shot_frac;
2029 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2030 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2031 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2032 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2033 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2035 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2037 /* Shooting Skill (with current bow and normal missile) */
2038 o_ptr = &inventory[INVEN_BOW];
2039 tmp = p_ptr->to_h_b + o_ptr->to_h;
2040 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2042 /* If the player is wielding one? */
2045 ENERGY energy_fire = bow_energy(o_ptr->sval);
2047 /* Calculate shots per round */
2048 shots = p_ptr->num_fire * 100;
2049 shot_frac = (shots * 100 / energy_fire) % 100;
2050 shots = shots / energy_fire;
2051 if (o_ptr->name1 == ART_CRIMSON)
2055 if (p_ptr->pclass == CLASS_ARCHER)
2057 /* Extra shot at level 10 */
2058 if (p_ptr->lev >= 10) shots++;
2060 /* Extra shot at level 30 */
2061 if (p_ptr->lev >= 30) shots++;
2063 /* Extra shot at level 45 */
2064 if (p_ptr->lev >= 45) shots++;
2074 for(i = 0; i < 2; i++)
2076 damage[i] = p_ptr->dis_to_d[i] * 100;
2077 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
2079 PLAYER_LEVEL level = p_ptr->lev;
2085 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2086 if (p_ptr->special_defense & KAMAE_BYAKKO)
2087 basedam = monk_ave_damage[level][1];
2088 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2089 basedam = monk_ave_damage[level][2];
2091 basedam = monk_ave_damage[level][0];
2095 o_ptr = &inventory[INVEN_RARM + i];
2097 /* Average damage per round */
2103 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2104 if (object_is_known(o_ptr))
2106 damage[i] += o_ptr->to_d * 100;
2107 to_h[i] += o_ptr->to_h;
2109 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2110 object_flags_known(o_ptr, flgs);
2112 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2113 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2119 else if (have_flag(flgs, TR_VORPAL))
2121 /* vorpal flag only */
2125 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2126 basedam = basedam * 7 / 2;
2130 damage[i] += basedam;
2131 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2132 if (damage[i] < 0) damage[i] = 0;
2134 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2135 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2137 /* Basic abilities */
2139 xdis = p_ptr->skill_dis;
2140 xdev = p_ptr->skill_dev;
2141 xsav = p_ptr->skill_sav;
2142 xstl = p_ptr->skill_stl;
2143 xsrh = p_ptr->skill_srh;
2144 xfos = p_ptr->skill_fos;
2145 xdig = p_ptr->skill_dig;
2148 desc = likert(xthn, 12);
2149 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2151 desc = likert(xthb, 12);
2152 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2154 desc = likert(xsav, 7);
2155 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2157 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2158 desc = likert((xstl > 0) ? xstl : -1, 1);
2159 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2161 desc = likert(xfos, 6);
2162 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2164 desc = likert(xsrh, 6);
2165 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2167 desc = likert(xdis, 8);
2168 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2170 desc = likert(xdev, 6);
2171 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2173 desc = likert(xdev, 6);
2174 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2176 desc = likert(xdig, 4);
2177 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2180 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2182 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2184 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2187 if ((damage[0]+damage[1]) == 0)
2190 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2192 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2194 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2200 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2201 * Prints ratings on certain abilities
2202 * @param flgs フラグを保管する配列
2205 * Obtain the "flags" for the player as if he was an item
2207 * xtra1.c周りと多重実装になっているのを何とかする
2209 static void player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2214 for (i = 0; i < TR_FLAG_SIZE; i++)
2218 switch (p_ptr->pclass)
2221 if (p_ptr->lev > 44)
2222 add_flag(flgs, TR_REGEN);
2224 if (p_ptr->lev > 29)
2225 add_flag(flgs, TR_RES_FEAR);
2228 if (p_ptr->lev > 39)
2229 add_flag(flgs, TR_RES_FEAR);
2231 case CLASS_CHAOS_WARRIOR:
2232 if (p_ptr->lev > 29)
2233 add_flag(flgs, TR_RES_CHAOS);
2234 if (p_ptr->lev > 39)
2235 add_flag(flgs, TR_RES_FEAR);
2238 case CLASS_FORCETRAINER:
2239 if ((p_ptr->lev > 9) && !heavy_armor())
2240 add_flag(flgs, TR_SPEED);
2241 if ((p_ptr->lev>24) && !heavy_armor())
2242 add_flag(flgs, TR_FREE_ACT);
2246 add_flag(flgs, TR_SPEED);
2249 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
2250 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
2251 add_flag(flgs, TR_SPEED);
2253 add_flag(flgs, TR_FREE_ACT);
2255 add_flag(flgs, TR_SLOW_DIGEST);
2256 add_flag(flgs, TR_RES_FEAR);
2257 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2258 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2259 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2261 case CLASS_MINDCRAFTER:
2263 add_flag(flgs, TR_RES_FEAR);
2264 if (p_ptr->lev > 19)
2265 add_flag(flgs, TR_SUST_WIS);
2266 if (p_ptr->lev > 29)
2267 add_flag(flgs, TR_RES_CONF);
2268 if (p_ptr->lev > 39)
2269 add_flag(flgs, TR_TELEPATHY);
2272 add_flag(flgs, TR_RES_SOUND);
2274 case CLASS_BERSERKER:
2275 add_flag(flgs, TR_SUST_STR);
2276 add_flag(flgs, TR_SUST_DEX);
2277 add_flag(flgs, TR_SUST_CON);
2278 add_flag(flgs, TR_REGEN);
2279 add_flag(flgs, TR_FREE_ACT);
2280 add_flag(flgs, TR_SPEED);
2281 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2283 case CLASS_MIRROR_MASTER:
2284 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2287 break; /* Do nothing */
2291 if (p_ptr->mimic_form)
2293 switch(p_ptr->mimic_form)
2296 add_flag(flgs, TR_HOLD_EXP);
2297 add_flag(flgs, TR_RES_CHAOS);
2298 add_flag(flgs, TR_RES_NETHER);
2299 add_flag(flgs, TR_RES_FIRE);
2300 add_flag(flgs, TR_SEE_INVIS);
2301 add_flag(flgs, TR_SPEED);
2303 case MIMIC_DEMON_LORD:
2304 add_flag(flgs, TR_HOLD_EXP);
2305 add_flag(flgs, TR_RES_CHAOS);
2306 add_flag(flgs, TR_RES_NETHER);
2307 add_flag(flgs, TR_RES_FIRE);
2308 add_flag(flgs, TR_RES_COLD);
2309 add_flag(flgs, TR_RES_ELEC);
2310 add_flag(flgs, TR_RES_ACID);
2311 add_flag(flgs, TR_RES_POIS);
2312 add_flag(flgs, TR_RES_CONF);
2313 add_flag(flgs, TR_RES_DISEN);
2314 add_flag(flgs, TR_RES_NEXUS);
2315 add_flag(flgs, TR_RES_FEAR);
2316 add_flag(flgs, TR_IM_FIRE);
2317 add_flag(flgs, TR_SH_FIRE);
2318 add_flag(flgs, TR_SEE_INVIS);
2319 add_flag(flgs, TR_TELEPATHY);
2320 add_flag(flgs, TR_LEVITATION);
2321 add_flag(flgs, TR_SPEED);
2324 add_flag(flgs, TR_HOLD_EXP);
2325 add_flag(flgs, TR_RES_DARK);
2326 add_flag(flgs, TR_RES_NETHER);
2327 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2328 add_flag(flgs, TR_RES_POIS);
2329 add_flag(flgs, TR_RES_COLD);
2330 add_flag(flgs, TR_SEE_INVIS);
2331 add_flag(flgs, TR_SPEED);
2337 switch (p_ptr->prace)
2340 add_flag(flgs, TR_RES_LITE);
2343 add_flag(flgs, TR_HOLD_EXP);
2346 add_flag(flgs, TR_FREE_ACT);
2349 add_flag(flgs, TR_RES_BLIND);
2352 add_flag(flgs, TR_RES_DARK);
2354 case RACE_HALF_TROLL:
2355 add_flag(flgs, TR_SUST_STR);
2356 if (p_ptr->lev > 14)
2358 add_flag(flgs, TR_REGEN);
2359 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2361 add_flag(flgs, TR_SLOW_DIGEST);
2363 * Let's not make Regeneration a disadvantage
2364 * for the poor warriors who can never learn
2365 * a spell that satisfies hunger (actually
2366 * neither can rogues, but half-trolls are not
2367 * supposed to play rogues)
2373 add_flag(flgs, TR_SUST_CON);
2374 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2377 add_flag(flgs, TR_RES_LITE);
2378 add_flag(flgs, TR_SEE_INVIS);
2380 case RACE_BARBARIAN:
2381 add_flag(flgs, TR_RES_FEAR);
2383 case RACE_HALF_OGRE:
2384 add_flag(flgs, TR_SUST_STR);
2385 add_flag(flgs, TR_RES_DARK);
2387 case RACE_HALF_GIANT:
2388 add_flag(flgs, TR_RES_SHARDS);
2389 add_flag(flgs, TR_SUST_STR);
2391 case RACE_HALF_TITAN:
2392 add_flag(flgs, TR_RES_CHAOS);
2395 add_flag(flgs, TR_RES_SOUND);
2398 add_flag(flgs, TR_RES_ACID);
2399 if (p_ptr->lev > 19)
2400 add_flag(flgs, TR_IM_ACID);
2403 add_flag(flgs, TR_RES_CONF);
2404 add_flag(flgs, TR_RES_ACID);
2406 add_flag(flgs, TR_SPEED);
2409 add_flag(flgs, TR_RES_POIS);
2412 add_flag(flgs, TR_RES_DISEN);
2413 add_flag(flgs, TR_RES_DARK);
2416 add_flag(flgs, TR_RES_DARK);
2417 if (p_ptr->lev > 19)
2418 add_flag(flgs, TR_SEE_INVIS);
2420 case RACE_DRACONIAN:
2421 add_flag(flgs, TR_LEVITATION);
2423 add_flag(flgs, TR_RES_FIRE);
2425 add_flag(flgs, TR_RES_COLD);
2426 if (p_ptr->lev > 14)
2427 add_flag(flgs, TR_RES_ACID);
2428 if (p_ptr->lev > 19)
2429 add_flag(flgs, TR_RES_ELEC);
2430 if (p_ptr->lev > 34)
2431 add_flag(flgs, TR_RES_POIS);
2433 case RACE_MIND_FLAYER:
2434 add_flag(flgs, TR_SUST_INT);
2435 add_flag(flgs, TR_SUST_WIS);
2436 if (p_ptr->lev > 14)
2437 add_flag(flgs, TR_SEE_INVIS);
2438 if (p_ptr->lev > 29)
2439 add_flag(flgs, TR_TELEPATHY);
2442 add_flag(flgs, TR_RES_FIRE);
2444 add_flag(flgs, TR_SEE_INVIS);
2447 add_flag(flgs, TR_SEE_INVIS);
2448 add_flag(flgs, TR_FREE_ACT);
2449 add_flag(flgs, TR_RES_POIS);
2450 add_flag(flgs, TR_SLOW_DIGEST);
2451 if (p_ptr->lev > 34)
2452 add_flag(flgs, TR_HOLD_EXP);
2455 add_flag(flgs, TR_SEE_INVIS);
2456 add_flag(flgs, TR_RES_SHARDS);
2457 add_flag(flgs, TR_HOLD_EXP);
2458 add_flag(flgs, TR_RES_POIS);
2460 add_flag(flgs, TR_RES_COLD);
2463 add_flag(flgs, TR_SEE_INVIS);
2464 add_flag(flgs, TR_HOLD_EXP);
2465 add_flag(flgs, TR_RES_NETHER);
2466 add_flag(flgs, TR_RES_POIS);
2467 add_flag(flgs, TR_SLOW_DIGEST);
2469 add_flag(flgs, TR_RES_COLD);
2472 add_flag(flgs, TR_HOLD_EXP);
2473 add_flag(flgs, TR_RES_DARK);
2474 add_flag(flgs, TR_RES_NETHER);
2475 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2476 add_flag(flgs, TR_RES_POIS);
2477 add_flag(flgs, TR_RES_COLD);
2480 add_flag(flgs, TR_LEVITATION);
2481 add_flag(flgs, TR_FREE_ACT);
2482 add_flag(flgs, TR_RES_COLD);
2483 add_flag(flgs, TR_SEE_INVIS);
2484 add_flag(flgs, TR_HOLD_EXP);
2485 add_flag(flgs, TR_RES_NETHER);
2486 add_flag(flgs, TR_RES_POIS);
2487 add_flag(flgs, TR_SLOW_DIGEST);
2489 if (p_ptr->lev > 34)
2490 add_flag(flgs, TR_TELEPATHY);
2493 add_flag(flgs, TR_RES_LITE);
2494 add_flag(flgs, TR_LEVITATION);
2496 add_flag(flgs, TR_SPEED);
2499 add_flag(flgs, TR_RES_SOUND);
2500 add_flag(flgs, TR_RES_CONF);
2503 add_flag(flgs, TR_LEVITATION);
2504 add_flag(flgs, TR_SEE_INVIS);
2507 add_flag(flgs, TR_RES_FIRE);
2508 add_flag(flgs, TR_RES_NETHER);
2509 add_flag(flgs, TR_HOLD_EXP);
2511 add_flag(flgs, TR_SEE_INVIS);
2514 add_flag(flgs, TR_SUST_CON);
2517 add_flag(flgs, TR_LEVITATION);
2520 add_flag(flgs, TR_RES_CONF);
2523 add_flag(flgs, TR_FREE_ACT);
2524 add_flag(flgs, TR_RES_POIS);
2525 add_flag(flgs, TR_SLOW_DIGEST);
2526 add_flag(flgs, TR_HOLD_EXP);
2536 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2538 remove_flag(flgs, TR_REGEN);
2541 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2542 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2543 (p_ptr->muta3 & MUT3_SHORT_LEG))
2545 add_flag(flgs, TR_SPEED);
2548 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2550 add_flag(flgs, TR_SH_ELEC);
2553 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2555 add_flag(flgs, TR_SH_FIRE);
2556 add_flag(flgs, TR_LITE_1);
2559 if (p_ptr->muta3 & MUT3_WINGS)
2561 add_flag(flgs, TR_LEVITATION);
2564 if (p_ptr->muta3 & MUT3_FEARLESS)
2566 add_flag(flgs, TR_RES_FEAR);
2569 if (p_ptr->muta3 & MUT3_REGEN)
2571 add_flag(flgs, TR_REGEN);
2574 if (p_ptr->muta3 & MUT3_ESP)
2576 add_flag(flgs, TR_TELEPATHY);
2579 if (p_ptr->muta3 & MUT3_MOTION)
2581 add_flag(flgs, TR_FREE_ACT);
2585 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2586 add_flag(flgs, TR_AGGRAVATE);
2587 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2589 add_flag(flgs, TR_RES_BLIND);
2590 add_flag(flgs, TR_RES_CONF);
2591 add_flag(flgs, TR_HOLD_EXP);
2592 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2594 add_flag(flgs, TR_SPEED);
2596 if (p_ptr->special_defense & KATA_FUUJIN)
2597 add_flag(flgs, TR_REFLECT);
2598 if (p_ptr->special_defense & KAMAE_GENBU)
2599 add_flag(flgs, TR_REFLECT);
2600 if (p_ptr->special_defense & KAMAE_SUZAKU)
2601 add_flag(flgs, TR_LEVITATION);
2602 if (p_ptr->special_defense & KAMAE_SEIRYU)
2604 add_flag(flgs, TR_RES_FIRE);
2605 add_flag(flgs, TR_RES_COLD);
2606 add_flag(flgs, TR_RES_ACID);
2607 add_flag(flgs, TR_RES_ELEC);
2608 add_flag(flgs, TR_RES_POIS);
2609 add_flag(flgs, TR_LEVITATION);
2610 add_flag(flgs, TR_SH_FIRE);
2611 add_flag(flgs, TR_SH_ELEC);
2612 add_flag(flgs, TR_SH_COLD);
2614 if (p_ptr->special_defense & KATA_MUSOU)
2616 add_flag(flgs, TR_RES_FEAR);
2617 add_flag(flgs, TR_RES_LITE);
2618 add_flag(flgs, TR_RES_DARK);
2619 add_flag(flgs, TR_RES_BLIND);
2620 add_flag(flgs, TR_RES_CONF);
2621 add_flag(flgs, TR_RES_SOUND);
2622 add_flag(flgs, TR_RES_SHARDS);
2623 add_flag(flgs, TR_RES_NETHER);
2624 add_flag(flgs, TR_RES_NEXUS);
2625 add_flag(flgs, TR_RES_CHAOS);
2626 add_flag(flgs, TR_RES_DISEN);
2627 add_flag(flgs, TR_REFLECT);
2628 add_flag(flgs, TR_HOLD_EXP);
2629 add_flag(flgs, TR_FREE_ACT);
2630 add_flag(flgs, TR_SH_FIRE);
2631 add_flag(flgs, TR_SH_ELEC);
2632 add_flag(flgs, TR_SH_COLD);
2633 add_flag(flgs, TR_LEVITATION);
2634 add_flag(flgs, TR_LITE_1);
2635 add_flag(flgs, TR_SEE_INVIS);
2636 add_flag(flgs, TR_TELEPATHY);
2637 add_flag(flgs, TR_SLOW_DIGEST);
2638 add_flag(flgs, TR_REGEN);
2639 add_flag(flgs, TR_SUST_STR);
2640 add_flag(flgs, TR_SUST_INT);
2641 add_flag(flgs, TR_SUST_WIS);
2642 add_flag(flgs, TR_SUST_DEX);
2643 add_flag(flgs, TR_SUST_CON);
2644 add_flag(flgs, TR_SUST_CHR);
2649 * @brief プレイヤーの一時的魔法効果による耐性を返す
2650 * Prints ratings on certain abilities
2651 * @param flgs フラグを保管する配列
2654 * xtra1.c周りと多重実装になっているのを何とかする
2656 static void tim_player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2661 for (i = 0; i < TR_FLAG_SIZE; i++)
2664 if (IS_HERO() || p_ptr->shero)
2665 add_flag(flgs, TR_RES_FEAR);
2666 if (p_ptr->tim_invis)
2667 add_flag(flgs, TR_SEE_INVIS);
2668 if (p_ptr->tim_regen)
2669 add_flag(flgs, TR_REGEN);
2671 add_flag(flgs, TR_TELEPATHY);
2672 if (IS_FAST() || p_ptr->slow)
2673 add_flag(flgs, TR_SPEED);
2675 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(prace_is_(RACE_YEEK) && (p_ptr->lev > 19)))
2676 add_flag(flgs, TR_RES_ACID);
2677 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2678 add_flag(flgs, TR_RES_ELEC);
2679 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2680 add_flag(flgs, TR_RES_FIRE);
2681 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2682 add_flag(flgs, TR_RES_COLD);
2683 if (IS_OPPOSE_POIS())
2684 add_flag(flgs, TR_RES_POIS);
2686 if (p_ptr->special_attack & ATTACK_ACID)
2687 add_flag(flgs, TR_BRAND_ACID);
2688 if (p_ptr->special_attack & ATTACK_ELEC)
2689 add_flag(flgs, TR_BRAND_ELEC);
2690 if (p_ptr->special_attack & ATTACK_FIRE)
2691 add_flag(flgs, TR_BRAND_FIRE);
2692 if (p_ptr->special_attack & ATTACK_COLD)
2693 add_flag(flgs, TR_BRAND_COLD);
2694 if (p_ptr->special_attack & ATTACK_POIS)
2695 add_flag(flgs, TR_BRAND_POIS);
2696 if (p_ptr->special_defense & DEFENSE_ACID)
2697 add_flag(flgs, TR_IM_ACID);
2698 if (p_ptr->special_defense & DEFENSE_ELEC)
2699 add_flag(flgs, TR_IM_ELEC);
2700 if (p_ptr->special_defense & DEFENSE_FIRE)
2701 add_flag(flgs, TR_IM_FIRE);
2702 if (p_ptr->special_defense & DEFENSE_COLD)
2703 add_flag(flgs, TR_IM_COLD);
2704 if (p_ptr->wraith_form)
2705 add_flag(flgs, TR_REFLECT);
2707 if (p_ptr->tim_reflect)
2708 add_flag(flgs, TR_REFLECT);
2710 if (p_ptr->magicdef)
2712 add_flag(flgs, TR_RES_BLIND);
2713 add_flag(flgs, TR_RES_CONF);
2714 add_flag(flgs, TR_REFLECT);
2715 add_flag(flgs, TR_FREE_ACT);
2716 add_flag(flgs, TR_LEVITATION);
2718 if (p_ptr->tim_res_nether)
2720 add_flag(flgs, TR_RES_NETHER);
2722 if (p_ptr->tim_sh_fire)
2724 add_flag(flgs, TR_SH_FIRE);
2728 add_flag(flgs, TR_RES_FEAR);
2729 add_flag(flgs, TR_RES_LITE);
2730 add_flag(flgs, TR_RES_DARK);
2731 add_flag(flgs, TR_RES_BLIND);
2732 add_flag(flgs, TR_RES_CONF);
2733 add_flag(flgs, TR_RES_SOUND);
2734 add_flag(flgs, TR_RES_SHARDS);
2735 add_flag(flgs, TR_RES_NETHER);
2736 add_flag(flgs, TR_RES_NEXUS);
2737 add_flag(flgs, TR_RES_CHAOS);
2738 add_flag(flgs, TR_RES_DISEN);
2739 add_flag(flgs, TR_REFLECT);
2740 add_flag(flgs, TR_HOLD_EXP);
2741 add_flag(flgs, TR_FREE_ACT);
2742 add_flag(flgs, TR_SH_FIRE);
2743 add_flag(flgs, TR_SH_ELEC);
2744 add_flag(flgs, TR_SH_COLD);
2745 add_flag(flgs, TR_LEVITATION);
2746 add_flag(flgs, TR_LITE_1);
2747 add_flag(flgs, TR_SEE_INVIS);
2748 add_flag(flgs, TR_TELEPATHY);
2749 add_flag(flgs, TR_SLOW_DIGEST);
2750 add_flag(flgs, TR_REGEN);
2751 add_flag(flgs, TR_SUST_STR);
2752 add_flag(flgs, TR_SUST_INT);
2753 add_flag(flgs, TR_SUST_WIS);
2754 add_flag(flgs, TR_SUST_DEX);
2755 add_flag(flgs, TR_SUST_CON);
2756 add_flag(flgs, TR_SUST_CHR);
2760 if (p_ptr->realm1 == REALM_HEX)
2762 if (hex_spelling(HEX_DEMON_AURA))
2764 add_flag(flgs, TR_SH_FIRE);
2765 add_flag(flgs, TR_REGEN);
2767 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2768 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2773 /* Mode flags for displaying player flags */
2774 #define DP_CURSE 0x01
2780 * @brief プレイヤーの装備一覧をシンボルで並べる
2782 * @param y 表示するコンソールの行
2783 * @param x 表示するコンソールの列
2787 static void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2796 /* Weapon flags need only two column */
2797 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2798 else max_i = INVEN_TOTAL;
2800 /* Dump equippy chars */
2801 for (i = INVEN_RARM; i < max_i; i++)
2804 o_ptr = &inventory[i];
2806 a = object_attr(o_ptr);
2807 c = object_char(o_ptr);
2809 /* Clear the part of the screen */
2810 if (!equippy_chars || !o_ptr->k_idx)
2817 Term_putch(x + i - INVEN_RARM, y, a, c);
2823 * @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
2826 void print_equippy(void)
2828 display_player_equippy(ROW_EQUIPPY, COL_EQUIPPY, 0);
2832 * @brief プレイヤーの装備による免疫フラグを返す
2833 * @param flgs フラグを保管する配列
2836 * xtra1.c周りと多重実装になっているのを何とかする
2838 static void known_obj_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2843 for (i = 0; i < TR_FLAG_SIZE; i++)
2846 /* Check equipment */
2847 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2849 u32b o_flgs[TR_FLAG_SIZE];
2854 o_ptr = &inventory[i];
2856 if (!o_ptr->k_idx) continue;
2859 object_flags_known(o_ptr, o_flgs);
2861 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2862 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2863 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2864 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2869 * @brief プレイヤーの種族による免疫フラグを返す
2870 * @param flgs フラグを保管する配列
2873 * xtra1.c周りと多重実装になっているのを何とかする
2875 static void player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2880 for (i = 0; i < TR_FLAG_SIZE; i++)
2883 if (prace_is_(RACE_SPECTRE))
2884 add_flag(flgs, TR_RES_NETHER);
2885 if (p_ptr->mimic_form == MIMIC_VAMPIRE || prace_is_(RACE_VAMPIRE))
2886 add_flag(flgs, TR_RES_DARK);
2887 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2888 add_flag(flgs, TR_RES_FIRE);
2889 else if (prace_is_(RACE_YEEK) && p_ptr->lev > 19)
2890 add_flag(flgs, TR_RES_ACID);
2894 * @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
2895 * @param flgs フラグを保管する配列
2898 * xtra1.c周りと多重実装になっているのを何とかする
2900 static void tim_player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2905 for (i = 0; i < TR_FLAG_SIZE; i++)
2908 if (p_ptr->special_defense & DEFENSE_ACID)
2909 add_flag(flgs, TR_RES_ACID);
2910 if (p_ptr->special_defense & DEFENSE_ELEC)
2911 add_flag(flgs, TR_RES_ELEC);
2912 if (p_ptr->special_defense & DEFENSE_FIRE)
2913 add_flag(flgs, TR_RES_FIRE);
2914 if (p_ptr->special_defense & DEFENSE_COLD)
2915 add_flag(flgs, TR_RES_COLD);
2916 if (p_ptr->wraith_form)
2917 add_flag(flgs, TR_RES_DARK);
2921 * @brief プレイヤーの種族による弱点フラグを返す
2922 * @param flgs フラグを保管する配列
2925 * xtra1.c周りと多重実装になっているのを何とかする
2927 static void player_vuln_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2932 for (i = 0; i < TR_FLAG_SIZE; i++)
2935 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2937 add_flag(flgs, TR_RES_ACID);
2938 add_flag(flgs, TR_RES_ELEC);
2939 add_flag(flgs, TR_RES_FIRE);
2940 add_flag(flgs, TR_RES_COLD);
2942 if (prace_is_(RACE_ANDROID))
2943 add_flag(flgs, TR_RES_ELEC);
2944 if (prace_is_(RACE_ENT))
2945 add_flag(flgs, TR_RES_FIRE);
2946 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) ||
2947 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2948 add_flag(flgs, TR_RES_LITE);
2953 * A struct for storing misc. flags
2956 BIT_FLAGS player_flags[TR_FLAG_SIZE];
2957 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
2958 BIT_FLAGS player_imm[TR_FLAG_SIZE];
2959 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
2960 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
2961 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
2966 * @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 /
2967 * Helper function, see below
2968 * @param row コンソール表示位置の左上行
2969 * @param col コンソール表示位置の左上列
2970 * @param header コンソール上で表示する特性名
2971 * @param flag1 参照する特性ID
2972 * @param f プレイヤーの特性情報構造体
2973 * @param mode 表示オプション
2976 static void display_flag_aux(TERM_LEN row, TERM_LEN col, cptr header,
2977 int flag1, all_player_flags *f, u16b mode)
2982 byte header_color = TERM_L_DARK;
2983 int header_col = col;
2985 if (have_flag(f->player_vuln, flag1) &&
2986 !(have_flag(f->known_obj_imm, flag1) ||
2987 have_flag(f->player_imm, flag1) ||
2988 have_flag(f->tim_player_imm, flag1)))
2992 col += strlen(header) + 1;
2994 /* Weapon flags need only two column */
2995 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2996 else max_i = INVEN_TOTAL;
2998 /* Check equipment */
2999 for (i = INVEN_RARM; i < max_i; i++)
3001 BIT_FLAGS flgs[TR_FLAG_SIZE];
3005 o_ptr = &inventory[i];
3008 object_flags_known(o_ptr, flgs);
3011 if (!(mode & DP_IMM))
3012 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3015 if (mode & DP_CURSE)
3017 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3019 c_put_str(TERM_L_DARK, "+", row, col);
3020 header_color = TERM_WHITE;
3022 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3024 c_put_str(TERM_WHITE, "+", row, col);
3025 header_color = TERM_WHITE;
3027 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3029 c_put_str(TERM_WHITE, "*", row, col);
3030 header_color = TERM_WHITE;
3033 else if (flag1 == TR_LITE_1)
3035 if (have_dark_flag(flgs))
3037 c_put_str(TERM_L_DARK, "+", row, col);
3038 header_color = TERM_WHITE;
3040 else if (have_lite_flag(flgs))
3042 c_put_str(TERM_WHITE, "+", row, col);
3043 header_color = TERM_WHITE;
3048 if (have_flag(flgs, flag1))
3050 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3051 (mode & DP_IMM) ? "*" : "+", row, col);
3052 header_color = TERM_WHITE;
3060 /* Assume that player flag is already written */
3063 if (header_color != TERM_L_DARK)
3065 /* Overwrite Header Color */
3066 c_put_str(header_color, header, row, header_col);
3072 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3075 if (have_flag(f->player_flags, flag1))
3077 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3078 header_color = TERM_WHITE;
3081 /* Timed player flags */
3082 if (have_flag(f->tim_player_flags, flag1))
3084 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3085 header_color = TERM_WHITE;
3089 if (have_flag(f->tim_player_imm, flag1))
3091 c_put_str(TERM_YELLOW, "*", row, col);
3092 header_color = TERM_WHITE;
3094 if (have_flag(f->player_imm, flag1))
3096 c_put_str(TERM_WHITE, "*", row, col);
3097 header_color = TERM_WHITE;
3101 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3104 c_put_str(header_color, header, row, header_col);
3109 * @brief プレイヤーの特性フラグ一覧表示1 /
3110 * Special display, part 1
3113 static void display_player_flag_info(void)
3120 /* Extract flags and store */
3121 player_flags(f.player_flags);
3122 tim_player_flags(f.tim_player_flags);
3123 player_immunity(f.player_imm);
3124 tim_player_immunity(f.tim_player_imm);
3125 known_obj_immunity(f.known_obj_imm);
3126 player_vuln_flags(f.player_vuln);
3133 display_player_equippy(row-2, col+8, 0);
3134 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3137 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3138 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3139 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3140 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3141 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3142 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3143 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3144 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3145 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3146 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3147 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3148 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3149 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3150 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3152 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3153 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3154 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3155 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3156 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3157 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3158 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3159 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3160 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3161 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3162 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3163 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3164 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3165 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3174 display_player_equippy(row-2, col+8, 0);
3176 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3179 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3180 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3181 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3182 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3183 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3184 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3185 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3186 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3187 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3188 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3190 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3191 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3192 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3193 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3194 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3195 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3196 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3197 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3198 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3199 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3208 display_player_equippy(row-2, col+12, 0);
3210 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3213 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3214 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3215 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3216 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3217 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3218 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3219 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3220 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3221 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3222 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3224 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3225 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3226 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3227 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3228 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3229 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3230 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3231 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3232 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3233 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3240 * @brief プレイヤーの特性フラグ一覧表示2 /
3241 * Special display, part 2
3244 static void display_player_other_flag_info(void)
3251 /* Extract flags and store */
3252 player_flags(f.player_flags);
3253 tim_player_flags(f.tim_player_flags);
3254 player_immunity(f.player_imm);
3255 tim_player_immunity(f.tim_player_imm);
3256 known_obj_immunity(f.known_obj_imm);
3257 player_vuln_flags(f.player_vuln);
3264 display_player_equippy(row-2, col+12, DP_WP);
3266 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3269 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3270 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3271 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3272 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3273 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3274 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3275 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3276 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3277 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3278 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3279 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3280 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3281 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3282 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3283 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3284 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3285 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3286 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3287 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3288 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3289 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3290 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3291 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3292 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3293 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3294 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3295 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3296 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3298 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3299 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3300 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3301 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3302 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3303 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3304 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3305 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3306 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3307 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3308 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3309 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3310 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3311 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3312 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3313 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3314 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3315 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3316 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3317 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3318 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3319 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3320 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3321 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3322 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3323 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3324 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3325 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3334 display_player_equippy(row-2, col+13, 0);
3335 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3338 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3339 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3340 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3341 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3342 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3343 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3344 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3345 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3346 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3347 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3348 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3349 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3350 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3351 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3352 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3353 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3354 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3355 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3356 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3358 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3359 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3360 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3361 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3362 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3363 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3364 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3365 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3366 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3367 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3368 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3369 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3370 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3371 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3372 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3373 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3374 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3375 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3376 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3383 col = col + 12 + 17;
3385 display_player_equippy(row-2, col+14, 0);
3387 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3390 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3391 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3392 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3393 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3394 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3395 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3397 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3398 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3399 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3400 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3401 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3402 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3404 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3405 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3406 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3407 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3409 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3410 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3411 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3412 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3413 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3414 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3416 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3417 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3418 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3419 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3420 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3421 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3423 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3424 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3425 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3426 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3433 * @brief プレイヤーの特性フラグ一覧表示2a /
3434 * Special display, part 2a
3437 static void display_player_misc_info(void)
3442 /* Display basics */
3444 put_str("名前 :", 1, 26);
3445 put_str("性別 :", 3, 1);
3446 put_str("種族 :", 4, 1);
3447 put_str("職業 :", 5, 1);
3449 put_str("Name :", 1, 26);
3450 put_str("Sex :", 3, 1);
3451 put_str("Race :", 4, 1);
3452 put_str("Class :", 5, 1);
3455 strcpy(tmp,ap_ptr->title);
3462 strcat(tmp,p_ptr->name);
3464 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3465 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3466 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3467 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3469 /* Display extras */
3471 put_str("レベル:", 6, 1);
3472 put_str("HP :", 7, 1);
3473 put_str("MP :", 8, 1);
3475 put_str("Level :", 6, 1);
3476 put_str("Hits :", 7, 1);
3477 put_str("Mana :", 8, 1);
3481 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3482 c_put_str(TERM_L_BLUE, buf, 6, 9);
3483 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3484 c_put_str(TERM_L_BLUE, buf, 7, 9);
3485 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3486 c_put_str(TERM_L_BLUE, buf, 8, 9);
3491 * @brief プレイヤーの特性フラグ一覧表示2b /
3492 * Special display, part 2b
3496 * How to print out the modifications and sustains.
3497 * Positive mods with no sustain will be light green.
3498 * Positive mods with a sustain will be dark green.
3499 * Sustains (with no modification) will be a dark green 's'.
3500 * Negative mods (from a curse) will be red.
3501 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3502 * No mod, no sustain, will be a slate '.'
3505 static void display_player_stat_info(void)
3512 BIT_FLAGS flgs[TR_FLAG_SIZE];
3526 /* Print out the labels for the columns */
3528 c_put_str(TERM_WHITE, "能力", row, stat_col+1);
3529 c_put_str(TERM_BLUE, " 基本", row, stat_col+7);
3530 c_put_str(TERM_L_BLUE, " 種 職 性 装 ", row, stat_col+13);
3531 c_put_str(TERM_L_GREEN, "合計", row, stat_col+28);
3532 c_put_str(TERM_YELLOW, "現在", row, stat_col+35);
3534 c_put_str(TERM_WHITE, "Stat", row, stat_col+1);
3535 c_put_str(TERM_BLUE, " Base", row, stat_col+7);
3536 c_put_str(TERM_L_BLUE, "RacClaPerMod", row, stat_col+13);
3537 c_put_str(TERM_L_GREEN, "Actual", row, stat_col+26);
3538 c_put_str(TERM_YELLOW, "Current", row, stat_col+32);
3542 /* Display the stats */
3543 for (i = 0; i < 6; i++)
3547 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3548 else r_adj = rp_ptr->r_adj[i];
3550 /* Calculate equipment adjustment */
3553 /* Icky formula to deal with the 18 barrier */
3554 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] > 18))
3555 e_adj = (p_ptr->stat_top[i] - p_ptr->stat_max[i]) / 10;
3556 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3557 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3558 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3559 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3561 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3562 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3564 if (prace_is_(RACE_ENT))
3570 if (p_ptr->lev > 25) r_adj++;
3571 if (p_ptr->lev > 40) r_adj++;
3572 if (p_ptr->lev > 45) r_adj++;
3575 if (p_ptr->lev > 25) r_adj--;
3576 if (p_ptr->lev > 40) r_adj--;
3577 if (p_ptr->lev > 45) r_adj--;
3583 e_adj -= cp_ptr->c_adj[i];
3584 e_adj -= ap_ptr->a_adj[i];
3586 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3587 /* Reduced name of stat */
3588 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3590 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3593 /* Internal "natural" max value. Maxes at 18/100 */
3594 /* This is useful to see if you are maxed out */
3595 cnv_stat(p_ptr->stat_max[i], buf);
3596 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3598 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3600 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3602 /* Race, class, and equipment modifiers */
3603 (void)sprintf(buf, "%3d", r_adj);
3604 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3605 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3606 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3607 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3608 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3609 (void)sprintf(buf, "%3d", (int)e_adj);
3610 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3612 /* Actual maximal modified value */
3613 cnv_stat(p_ptr->stat_top[i], buf);
3614 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3616 /* Only display stat_use if not maximal */
3617 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3619 cnv_stat(p_ptr->stat_use[i], buf);
3620 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3625 col = stat_col + 41;
3627 /* Header and Footer */
3628 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3629 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3631 /* Process equipment */
3632 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3635 o_ptr = &inventory[i];
3637 /* Acquire "known" flags */
3638 object_flags_known(o_ptr, flgs);
3640 /* Initialize color based of sign of pval. */
3641 for (stat = 0; stat < 6; stat++)
3648 if (have_flag(flgs, stat))
3654 if (o_ptr->pval > 0)
3660 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3663 if (have_flag(flgs, stat + TR_SUST_STR))
3665 /* Dark green for sustained stats */
3670 if (o_ptr->pval < 0)
3676 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3681 else if (have_flag(flgs, stat + TR_SUST_STR))
3683 /* Dark green "s" */
3688 /* Dump proper character */
3689 Term_putch(col, row + stat+1, a, c);
3700 for (stat = 0; stat < 6; stat++)
3707 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3713 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3714 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3715 if (p_ptr->tsuyoshi) dummy += 4;
3717 else if (stat == A_WIS || stat == A_INT)
3719 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3720 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3722 else if (stat == A_DEX)
3724 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3725 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3726 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3728 else if (stat == A_CON)
3730 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3731 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3732 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3733 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3734 if (p_ptr->tsuyoshi) dummy += 4;
3736 else if (stat == A_CHR)
3738 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3739 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3740 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3741 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3742 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3743 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3759 if (dummy < 10) c = '0' + dummy;
3769 if (dummy > -10) c = '0' - dummy;
3776 if (have_flag(flgs, stat + TR_SUST_STR))
3778 /* Dark green "s" */
3785 Term_putch(col, row + stat+1, a, c);
3791 * @brief プレイヤーのステータス表示メイン処理
3792 * Display the character on the screen (various modes)
3793 * @param mode 表示モードID
3797 * The top one and bottom two lines are left blank.
3798 * Mode 0 = standard display with skills
3799 * Mode 1 = standard display with history
3800 * Mode 2 = summary of various things
3801 * Mode 3 = summary of various things (part 2)
3802 * Mode 4 = mutations
3805 void display_player(BIT_FLAGS mode)
3813 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3822 if ((mode == 0) || (mode == 1))
3824 /* Name, Sex, Race, Class */
3826 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", p_ptr->name);
3828 sprintf(tmp, "%s %s", ap_ptr->title, p_ptr->name);
3831 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3832 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3833 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3834 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3839 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3841 strcpy(tmp, realm_names[p_ptr->realm1]);
3842 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3845 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3846 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3848 /* Age, Height, Weight, Social */
3849 /* 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 */
3851 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3852 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3853 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3854 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3856 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3857 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3858 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3859 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3861 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3864 /* Display the stats */
3865 for (i = 0; i < 6; i++)
3867 /* Special treatment of "injured" stats */
3868 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3872 /* Use lowercase stat name */
3873 put_str(stat_names_reduced[i], 3 + i, 53);
3875 /* Get the current stat */
3876 value = p_ptr->stat_use[i];
3878 /* Obtain the current stat (modified) */
3879 cnv_stat(value, buf);
3881 /* Display the current stat (modified) */
3882 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3884 /* Acquire the max stat */
3885 value = p_ptr->stat_top[i];
3887 /* Obtain the maximum stat (modified) */
3888 cnv_stat(value, buf);
3890 /* Display the maximum stat (modified) */
3891 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3894 /* Normal treatment of "normal" stats */
3897 /* Assume uppercase stat name */
3898 put_str(stat_names[i], 3 + i, 53);
3900 /* Obtain the current stat (modified) */
3901 cnv_stat(p_ptr->stat_use[i], buf);
3903 /* Display the current stat (modified) */
3904 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3907 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3909 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3913 /* Display "history" info */
3917 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3919 for (i = 0; i < 4; i++)
3921 put_str(p_ptr->history[i], i + 12, 10);
3928 if (p_ptr->total_winner)
3931 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3933 sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3936 else if (!dun_level)
3939 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3941 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3944 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3946 /* Get the quest text */
3947 /* Bewere that INIT_ASSIGN resets the cur_num. */
3948 init_flags = INIT_NAME_ONLY;
3950 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3953 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);
3955 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
3961 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), (int)dun_level, p_ptr->died_from);
3963 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, dun_level, map_name());
3967 else if (character_dungeon)
3971 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
3973 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3975 /* Clear the text */
3976 /* Must be done before doing INIT_SHOW_TEXT */
3977 for (i = 0; i < 10; i++)
3979 quest_text[i][0] = '\0';
3981 quest_text_line = 0;
3983 /* Get the quest text */
3984 init_flags = INIT_NAME_ONLY;
3986 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3988 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);
3993 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)dun_level);
3995 sprintf(statmsg, "...Now, you are exploring level %d of %s.", dun_level, map_name());
4002 char temp[64*2], *t;
4003 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4005 for(i=0 ; i<2 ; i++)
4011 put_str(t, i + 5 + 12, 10);
4019 /* Display "various" info */
4022 display_player_middle();
4023 display_player_various();
4030 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4033 display_player_misc_info();
4034 display_player_stat_info();
4035 display_player_flag_info();
4041 display_player_other_flag_info();
4046 do_cmd_knowledge_mutations();
4051 * @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
4052 * @param fff ファイルポインタ
4055 static void dump_aux_display_player(FILE *fff)
4062 /* Display player */
4065 /* Dump part of the screen */
4066 for (y = 1; y < 22; y++)
4069 for (x = 0; x < 79; x++)
4071 /* Get the attr/char */
4072 (void)(Term_what(x, y, &a, &c));
4078 /* End the string */
4081 /* Kill trailing spaces */
4082 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4085 fprintf(fff, _("%s\n", "%s\n"), buf);
4088 /* Display history */
4091 /* Dump part of the screen */
4092 for (y = 10; y < 19; y++)
4095 for (x = 0; x < 79; x++)
4097 /* Get the attr/char */
4098 (void)(Term_what(x, y, &a, &c));
4104 /* End the string */
4107 /* Kill trailing spaces */
4108 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4111 fprintf(fff, "%s\n", buf);
4116 /* Display flags (part 1) */
4119 /* Dump part of the screen */
4120 for (y = 2; y < 22; y++)
4123 for (x = 0; x < 79; x++)
4125 /* Get the attr/char */
4126 (void)(Term_what(x, y, &a, &c));
4128 /* Dump it (Ignore equippy tile graphic) */
4135 /* End the string */
4138 /* Kill trailing spaces */
4139 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4142 fprintf(fff, "%s\n", buf);
4147 /* Display flags (part 2) */
4150 /* Dump part of the screen */
4151 for (y = 1; y < 22; y++)
4154 for (x = 0; x < 79; x++)
4156 /* Get the attr/char */
4157 (void)(Term_what(x, y, &a, &c));
4159 /* Dump it (Ignore equippy tile graphic) */
4166 /* End the string */
4169 /* Kill trailing spaces */
4170 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4173 fprintf(fff, "%s\n", buf);
4181 * @brief プレイヤーのペット情報をファイルにダンプする
4182 * @param fff ファイルポインタ
4185 static void dump_aux_pet(FILE *fff)
4189 bool pet_settings = FALSE;
4192 for (i = m_max - 1; i >= 1; i--)
4194 monster_type *m_ptr = &m_list[i];
4196 if (!m_ptr->r_idx) continue;
4197 if (!is_pet(m_ptr)) continue;
4198 pet_settings = TRUE;
4199 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4202 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4205 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4206 fprintf(fff, "%s\n", pet_name);
4211 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4213 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4214 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4216 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4217 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4219 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4220 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4222 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4223 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4225 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4226 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4228 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"),
4229 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4237 * @brief プレイヤーの職業能力情報をファイルにダンプする
4238 * @param fff ファイルポインタ
4241 static void dump_aux_class_special(FILE *fff)
4243 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4250 int spellnum[MAX_MONSPELLS];
4251 s32b f4 = 0, f5 = 0, f6 = 0;
4256 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4258 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4263 set_rf_masks(&f4, &f5, &f6, j);
4266 case MONSPELL_TYPE_BOLT:
4267 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4270 case MONSPELL_TYPE_BALL:
4271 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4274 case MONSPELL_TYPE_BREATH:
4275 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4278 case MONSPELL_TYPE_SUMMON:
4279 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4282 case MONSPELL_TYPE_OTHER:
4283 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4287 for (i = 0, num = 0; i < 32; i++)
4289 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4293 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4297 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4302 strcat(p[col], " ");
4304 for (i = 0; i < num; i++)
4306 if (p_ptr->magic_num2[spellnum[i]])
4309 /* Dump blue magic */
4310 l1 = strlen(p[col]);
4311 l2 = strlen(monster_powers_short[spellnum[i]]);
4312 if ((l1 + l2) >= 75)
4314 strcat(p[col], "\n");
4316 strcat(p[col], " ");
4318 strcat(p[col], monster_powers_short[spellnum[i]]);
4319 strcat(p[col], ", ");
4325 strcat(p[col], _("なし", "None"));
4329 if (p[col][strlen(p[col])-2] == ',')
4331 p[col][strlen(p[col])-2] = '\0';
4335 p[col][strlen(p[col])-10] = '\0';
4339 strcat(p[col], "\n");
4342 for (i=0;i<=col;i++)
4347 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4349 char s[EATER_EXT][MAX_NLEN];
4350 OBJECT_TYPE_VALUE tval = 0;
4352 KIND_OBJECT_IDX k_idx;
4353 OBJECT_SUBTYPE_VALUE i;
4356 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4358 for (ext = 0; ext < 3; ext++)
4362 /* Dump an extent name */
4367 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4371 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4375 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4379 /* Get magic device names that were eaten */
4380 for (i = 0; i < EATER_EXT; i++)
4382 int idx = EATER_EXT * ext + i;
4384 magic_num = p_ptr->magic_num2[idx];
4385 if (!magic_num) continue;
4387 k_idx = lookup_kind(tval, i);
4388 if (!k_idx) continue;
4389 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4393 /* Dump magic devices in this extent */
4396 for (i = 0; i < eat_num; i++)
4399 if (i % 3 < 2) fputs(" ", fff);
4400 else fputs("\n", fff);
4403 if (i % 3 > 0) fputs("\n", fff);
4405 else /* Not found */
4407 fputs(_(" (なし)\n", " (none)\n"), fff);
4411 else if (p_ptr->pclass == CLASS_SMITH)
4413 int i, id[250], n = 0, row;
4415 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4416 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4417 "Essence Num Essence Num Essence Num "));
4418 for (i = 0; essence_name[i]; i++)
4420 if (!essence_name[i][0]) continue;
4427 for (i = 0; i < row; i++)
4430 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4431 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4432 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4442 * @brief クエスト情報をファイルにダンプする
4443 * @param fff ファイルポインタ
4446 static void dump_aux_quest(FILE *fff)
4452 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4454 /* Allocate Memory */
4455 C_MAKE(quest_num, max_q_idx, IDX);
4457 /* Sort by compete level */
4458 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4459 ang_sort_comp = ang_sort_comp_quest_num;
4460 ang_sort_swap = ang_sort_swap_quest_num;
4461 ang_sort(quest_num, &dummy, max_q_idx);
4463 /* Dump Quest Information */
4465 do_cmd_knowledge_quests_completed(fff, quest_num);
4467 do_cmd_knowledge_quests_failed(fff, quest_num);
4471 C_KILL(quest_num, max_q_idx, IDX);
4476 * @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
4477 * @param fff ファイルポインタ
4480 static void dump_aux_last_message(FILE *fff)
4484 if (!p_ptr->total_winner)
4488 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4489 for (i = MIN(message_num(), 30); i >= 0; i--)
4491 fprintf(fff,"> %s\n",message_str((s16b)i));
4496 /* Hack -- *Winning* message */
4497 else if (p_ptr->last_message)
4499 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4500 fprintf(fff," %s\n", p_ptr->last_message);
4507 * @brief 帰還場所情報をファイルにダンプする
4508 * @param fff ファイルポインタ
4511 static void dump_aux_recall(FILE *fff)
4514 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4516 for (y = 1; y < max_d_idx; y++)
4520 if (!d_info[y].maxdepth) continue;
4521 if (!max_dlv[y]) continue;
4522 if (d_info[y].final_guardian)
4524 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4526 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4528 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4529 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4535 * @brief オプション情報をファイルにダンプする
4536 * @param fff ファイルポインタ
4539 static void dump_aux_options(FILE *fff)
4541 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4544 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4547 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4549 if (ironman_small_levels)
4550 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4551 else if (always_small_levels)
4552 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4553 else if (small_levels)
4554 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4556 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4560 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4562 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4566 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4568 if (ironman_downward)
4569 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4572 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4574 if (ironman_nightmare)
4575 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4578 if (ironman_empty_levels)
4579 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4580 else if (empty_levels)
4581 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4583 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4588 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"));
4595 * @brief 闘技場の情報をファイルにダンプする
4596 * @param fff ファイルポインタ
4599 static void dump_aux_arena(FILE *fff)
4601 if (lite_town || vanilla_town) return;
4603 if (p_ptr->arena_number < 0)
4605 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4607 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4612 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4613 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4615 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4616 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4617 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4621 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4623 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4625 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4627 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4632 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4634 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");
4643 * @brief 撃破モンスターの情報をファイルにダンプする
4644 * @param fff ファイルポインタ
4647 static void dump_aux_monsters(FILE *fff)
4649 /* Monsters slain */
4652 long uniq_total = 0;
4653 long norm_total = 0;
4656 /* Sort by monster level */
4659 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4661 /* Allocate the "who" array */
4662 C_MAKE(who, max_r_idx, s16b);
4664 /* Count monster kills */
4665 for (k = 1; k < max_r_idx; k++)
4667 monster_race *r_ptr = &r_info[k];
4669 /* Ignore unused index */
4670 if (!r_ptr->name) continue;
4672 /* Unique monsters */
4673 if (r_ptr->flags1 & RF1_UNIQUE)
4675 bool dead = (r_ptr->max_num == 0);
4680 /* Add a unique monster to the list */
4681 who[uniq_total++] = k;
4685 /* Normal monsters */
4688 if (r_ptr->r_pkills > 0)
4690 norm_total += r_ptr->r_pkills;
4696 /* No monsters is defeated */
4699 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4702 /* Defeated more than one normal monsters */
4703 else if (uniq_total == 0)
4706 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4708 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4712 /* Defeated more than one unique monsters */
4713 else /* if (uniq_total > 0) */
4716 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);
4718 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"));
4722 /* Select the sort method */
4723 ang_sort_comp = ang_sort_comp_hook;
4724 ang_sort_swap = ang_sort_swap_hook;
4726 /* Sort the array by dungeon depth of monsters */
4727 ang_sort(who, &why, uniq_total);
4728 fprintf(fff, _("\n《上位%ld体のユニーク・モンスター》\n", "\n< Unique monsters top %ld >\n"), MIN(uniq_total, 10));
4731 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4733 monster_race *r_ptr = &r_info[who[k]];
4734 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4739 /* Free the "who" array */
4740 C_KILL(who, max_r_idx, s16b);
4745 * @brief 元種族情報をファイルにダンプする
4746 * @param fff ファイルポインタ
4749 static void dump_aux_race_history(FILE *fff)
4751 if (p_ptr->old_race1 || p_ptr->old_race2)
4755 fprintf(fff, _("\n\n あなたは%sとして生まれた。", "\n\n You were born as %s."), race_info[p_ptr->start_race].title);
4756 for (i = 0; i < MAX_RACES; i++)
4758 if (p_ptr->start_race == i) continue;
4761 if (!(p_ptr->old_race1 & 1L << i)) continue;
4765 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4767 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4776 * @brief 元魔法領域情報をファイルにダンプする
4777 * @param fff ファイルポインタ
4780 static void dump_aux_realm_history(FILE *fff)
4782 if (p_ptr->old_realm)
4787 for (i = 0; i < MAX_MAGIC; i++)
4789 if (!(p_ptr->old_realm & 1L << i)) continue;
4790 fprintf(fff, _("\n あなたはかつて%s魔法を使えた。", "\n You were able to use %s magic before."), realm_names[i+1]);
4798 * @brief 徳の情報をファイルにダンプする
4799 * @param fff ファイルポインタ
4802 static void dump_aux_virtues(FILE *fff)
4806 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4808 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4809 (2 * p_ptr->hitdie +
4810 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4813 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4814 else fprintf(fff, "現在の体力ランク : ???\n\n");
4815 fprintf(fff, "能力の最大値\n");
4817 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4818 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4819 fprintf(fff, "Limits of maximum stats\n");
4821 for (v_nr = 0; v_nr < 6; v_nr++)
4823 if ((p_ptr->knowledge & KNOW_STAT) || p_ptr->stat_max[v_nr] == p_ptr->stat_max_max[v_nr]) fprintf(fff, "%s 18/%d\n", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
4824 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4827 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment());
4834 * @brief 突然変異の情報をファイルにダンプする
4835 * @param fff ファイルポインタ
4838 static void dump_aux_mutations(FILE *fff)
4840 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4842 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4843 dump_mutations(fff);
4849 * @brief 所持品の情報をファイルにダンプする
4850 * @param fff ファイルポインタ
4853 static void dump_aux_equipment_inventory(FILE *fff)
4856 char o_name[MAX_NLEN];
4858 /* Dump the equipment */
4861 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4862 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4864 object_desc(o_name, &inventory[i], 0);
4865 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4866 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4868 fprintf(fff, "%c) %s\n",
4869 index_to_label(i), o_name);
4871 fprintf(fff, "\n\n");
4874 /* Dump the inventory */
4875 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4877 for (i = 0; i < INVEN_PACK; i++)
4879 /* Don't dump the empty slots */
4880 if (!inventory[i].k_idx) break;
4882 /* Dump the inventory slots */
4883 object_desc(o_name, &inventory[i], 0);
4884 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4887 /* Add an empty line */
4888 fprintf(fff, "\n\n");
4893 * @brief 我が家と博物館のオブジェクト情報をファイルにダンプする
4894 * @param fff ファイルポインタ
4897 static void dump_aux_home_museum(FILE *fff)
4899 char o_name[MAX_NLEN];
4902 /* Do we need it?? */
4903 /* process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x); */
4905 /* Print the home */
4906 st_ptr = &town[1].store[STORE_HOME];
4908 /* Home -- if anything there */
4909 if (st_ptr->stock_num)
4914 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4916 /* Dump all available items */
4917 for (i = 0; i < st_ptr->stock_num; i++)
4920 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4921 object_desc(o_name, &st_ptr->stock[i], 0);
4922 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4925 /* Add an empty line */
4926 fprintf(fff, "\n\n");
4930 /* Print the home */
4931 st_ptr = &town[1].store[STORE_MUSEUM];
4933 /* Home -- if anything there */
4934 if (st_ptr->stock_num)
4939 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4941 /* Dump all available items */
4942 for (i = 0; i < st_ptr->stock_num; i++)
4945 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4946 object_desc(o_name, &st_ptr->stock[i], 0);
4947 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4949 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4950 object_desc(o_name, &st_ptr->stock[i], 0);
4951 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4956 /* Add an empty line */
4957 fprintf(fff, "\n\n");
4963 * @brief ダンプ出力のメインルーチン
4964 * Output the character dump to a file
4965 * @param fff ファイルポインタ
4968 errr make_character_dump(FILE *fff)
4971 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4972 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4974 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4975 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4980 dump_aux_display_player(fff);
4981 dump_aux_last_message(fff);
4982 dump_aux_options(fff);
4983 dump_aux_recall(fff);
4984 dump_aux_quest(fff);
4985 dump_aux_arena(fff);
4986 dump_aux_monsters(fff);
4987 dump_aux_virtues(fff);
4988 dump_aux_race_history(fff);
4989 dump_aux_realm_history(fff);
4990 dump_aux_class_special(fff);
4991 dump_aux_mutations(fff);
4994 dump_aux_equipment_inventory(fff);
4995 dump_aux_home_museum(fff);
4997 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
5002 * @brief プレイヤーステータスをファイルダンプ出力する
5003 * Hack -- Dump a character description file
5004 * @param name 出力ファイル名
5007 * Allow the "full" flag to dump additional info,
5008 * and trigger its usage from various places in the code.
5010 errr file_character(cptr name)
5016 /* Build the filename */
5017 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5019 /* File type is "TEXT" */
5020 FILE_TYPE(FILE_TYPE_TEXT);
5022 /* Check for existing file */
5023 fd = fd_open(buf, O_RDONLY);
5032 (void)sprintf(out_val, _("現存するファイル %s に上書きしますか? ", "Replace existing file %s? "), buf);
5035 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5038 /* Open the non-existing file */
5039 if (fd < 0) fff = my_fopen(buf, "w");
5044 prt(_("キャラクタ情報のファイルへの書き出しに失敗しました!", "Character dump failed!"), 0, 0);
5052 (void)make_character_dump(fff);
5058 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."));
5067 * @brief ファイル内容の一行をコンソールに出力する
5068 * Display single line of on-line help file
5069 * @param str 出力する文字列
5075 * You can insert some special color tag to change text color.
5077 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5078 * A colored segment is between "[[[[y|" and the last "|".
5079 * You can use any single character in place of the "|".
5082 static void show_file_aux_line(cptr str, int cy, cptr shower)
5084 static const char tag_str[] = "[[[[";
5085 byte color = TERM_WHITE;
5093 /* Make a lower case version of str for searching */
5098 /* Initial cursor position */
5099 Term_gotoxy(cx, cy);
5101 for (i = 0; str[i];)
5103 int len = strlen(&str[i]);
5104 int showercol = len + 1;
5105 int bracketcol = len + 1;
5109 /* Search for a shower string in the line */
5112 ptr = my_strstr(&lcstr[i], shower);
5113 if (ptr) showercol = ptr - &lcstr[i];
5116 /* Search for a color segment tag */
5117 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5118 if (ptr) bracketcol = ptr - &str[i];
5120 /* A color tag is found */
5121 if (bracketcol < endcol) endcol = bracketcol;
5123 /* The shower string is found before the color tag */
5124 if (showercol < endcol) endcol = showercol;
5126 /* Print a segment of the line */
5127 Term_addstr(endcol, color, &str[i]);
5131 /* Shower string? */
5132 if (endcol == showercol)
5134 int showerlen = strlen(shower);
5136 /* Print the shower string in yellow */
5137 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5142 /* Colored segment? */
5143 else if (endcol == bracketcol)
5147 /* Found the end of colored segment */
5150 /* Now looking for an another tag_str */
5153 /* Set back to the default color */
5158 /* Found a tag_str, and get a tag color */
5159 i += sizeof(tag_str)-1;
5162 color = color_char_to_attr(str[i]);
5164 /* Illegal color tag */
5165 if (color == 255 || str[i+1] == '\0')
5167 /* Illegal color tag */
5170 /* Print the broken tag as a string */
5171 Term_addstr(-1, TERM_WHITE, tag_str);
5172 cx += sizeof(tag_str)-1;
5176 /* Skip the color tag */
5179 /* Now looking for a close tag */
5182 /* Skip the close-tag-indicator */
5188 } /* for (i = 0; str[i];) */
5190 /* Clear rest of line */
5191 Term_erase(cx, cy, 255);
5196 * @brief ファイル内容をコンソールに出力する
5197 * Recursive file perusal.
5198 * @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
5199 * @param name ファイル名の文字列
5200 * @param what 内容キャプションの文字列
5201 * @param line 表示の現在行
5206 * Process various special text in the input file, including
5207 * the "menu" structures used by the "help file" system.
5208 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5211 bool show_file(bool show_version, cptr name, cptr what, int line, BIT_FLAGS mode)
5215 /* Number of "real" lines passed by */
5218 /* Number of "real" lines in the file */
5221 /* Backup value for "line" */
5224 /* This screen has sub-screens */
5227 /* Current help file */
5230 /* Find this string (if any) */
5233 /* Jump to this tag */
5236 /* Hold strings to find/show */
5237 char finder_str[81];
5238 char shower_str[81];
5241 /* String to show */
5245 char filename[1024];
5247 /* Describe this thing */
5253 /* General buffer */
5256 /* Sub-menu information */
5259 bool reverse = (line < 0);
5263 Term_get_size(&wid, &hgt);
5267 strcpy(finder_str, "");
5270 strcpy(shower_str, "");
5273 strcpy(caption, "");
5275 /* Wipe the hooks */
5276 for (i = 0; i < 68; i++)
5281 /* Copy the filename */
5282 strcpy(filename, name);
5284 n = strlen(filename);
5286 /* Extract the tag from the filename */
5287 for (i = 0; i < n; i++)
5289 if (filename[i] == '#')
5292 tag = filename + i + 1;
5297 /* Redirect the name */
5304 strcpy(caption, what);
5306 /* Access the "file" */
5310 fff = my_fopen(path, "r");
5313 /* Look in "help" */
5317 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5319 /* Build the filename */
5320 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5323 fff = my_fopen(path, "r");
5326 /* Look in "info" */
5330 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5332 /* Build the filename */
5333 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5336 fff = my_fopen(path, "r");
5339 /* Look in "info" */
5342 /* Build the filename */
5343 path_build(path, sizeof(path), ANGBAND_DIR, name);
5345 for (i = 0; path[i]; i++)
5346 if ('\\' == path[i])
5347 path[i] = PATH_SEP[0];
5350 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5353 fff = my_fopen(path, "r");
5358 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5365 /* Pre-Parse the file */
5370 /* Read a line or stop */
5371 if (my_fgets(fff, buf, sizeof(buf))) break;
5373 /* XXX Parse "menu" items */
5374 if (prefix(str, "***** "))
5376 /* Notice "menu" requests */
5377 if ((str[6] == '[') && isalpha(str[7]))
5379 /* Extract the menu item */
5380 int k = str[7] - 'A';
5382 /* This is a menu file */
5385 if ((str[8] == ']') && (str[9] == ' '))
5387 /* Extract the menu item */
5388 strncpy(hook[k], str + 10, 31);
5390 /* Make sure it's null-terminated */
5394 /* Notice "tag" requests */
5395 else if (str[6] == '<')
5397 size_t len = strlen(str);
5399 if (str[len - 1] == '>')
5401 str[len - 1] = '\0';
5402 if (tag && streq(str + 7, tag)) line = next;
5410 /* Count the "real" lines */
5414 /* Save the number of "real" lines */
5417 /* start from bottom when reverse mode */
5418 if (line == -1) line = ((size-1)/rows)*rows;
5423 /* Display the file */
5426 /* Restart when necessary */
5427 if (line >= size - rows) line = size - rows;
5428 if (line < 0) line = 0;
5430 /* Re-open the file if needed */
5436 /* Hack -- Re-Open the file */
5437 fff = my_fopen(path, "r");
5439 if (!fff) return (FALSE);
5441 /* File has been restarted */
5445 /* Goto the selected line */
5449 if (my_fgets(fff, buf, sizeof(buf))) break;
5451 /* Skip tags/links */
5452 if (prefix(buf, "***** ")) continue;
5454 /* Count the lines */
5458 /* Dump the next 20, or rows, lines of the file */
5459 for (i = 0; i < rows; )
5463 /* Hack -- track the "first" line */
5464 if (!i) line = next;
5466 /* Get a line of the file or stop */
5467 if (my_fgets(fff, buf, sizeof(buf))) break;
5469 /* Hack -- skip "special" lines */
5470 if (prefix(buf, "***** ")) continue;
5472 /* Count the "real" lines */
5475 /* Hack -- keep searching */
5480 /* Make a lower case version of str for searching */
5481 strcpy(lc_buf, str);
5482 str_tolower(lc_buf);
5484 if (!my_strstr(lc_buf, find)) continue;
5487 /* Hack -- stop searching */
5491 show_file_aux_line(str, i + 2, shower);
5493 /* Count the printed lines */
5499 /* Clear rest of line */
5500 Term_erase(0, i + 2, 255);
5505 /* Hack -- failed search */
5515 /* Show a general "title" */
5518 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5519 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5520 caption, line, size), 0, 0);
5524 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5525 caption, line, size), 0, 0);
5528 /* Prompt -- small files */
5532 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5535 /* Prompt -- large files */
5540 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5542 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5544 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5548 /* Get a special key code */
5549 skey = inkey_special(TRUE);
5553 /* Show the help for the help */
5555 /* Hack - prevent silly recursion */
5556 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5557 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5560 /* Hack -- try showing */
5563 prt(_("強調: ", "Show: "), hgt - 1, 0);
5565 strcpy(back_str, shower_str);
5566 if (askfor(shower_str, 80))
5570 /* Make it lowercase */
5571 str_tolower(shower_str);
5574 shower = shower_str;
5576 else shower = NULL; /* Stop showing */
5578 else strcpy(shower_str, back_str);
5581 /* Hack -- try finding */
5585 prt(_("検索: ", "Find: "), hgt - 1, 0);
5587 strcpy(back_str, finder_str);
5588 if (askfor(finder_str, 80))
5597 /* Make finder lowercase */
5598 str_tolower(finder_str);
5601 shower = finder_str;
5603 else shower = NULL; /* Stop showing */
5605 else strcpy(finder_str, back_str);
5608 /* Hack -- go to a specific line */
5612 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5615 if (askfor(tmp, 80)) line = atoi(tmp);
5619 /* Hack -- go to the top line */
5624 /* Hack -- go to the bottom line */
5626 line = ((size - 1) / rows) * rows;
5629 /* Hack -- go to a specific file */
5633 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5634 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5636 if (askfor(tmp, 80))
5638 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5643 /* Allow backing up */
5645 line = line + (reverse ? rows : -rows);
5646 if (line < 0) line = 0;
5652 if (line < 0) line = 0;
5655 /* Advance a single line */
5658 line = line + (reverse ? -1 : 1);
5659 if (line < 0) line = 0;
5662 /* Move up / down */
5666 if (line < 0) line = 0;
5674 /* Advance one page */
5676 line = line + (reverse ? -rows : rows);
5677 if (line < 0) line = 0;
5686 /* Recurse on numbers */
5691 if (!(skey & SKEY_MASK) && isalpha(skey))
5694 if ((key > -1) && hook[key][0])
5696 /* Recurse on that file */
5697 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5702 /* Hack, dump to file */
5711 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5716 /* Build the filename */
5717 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5719 /* Hack -- Re-Open the file */
5720 fff = my_fopen(path, "r");
5722 ffp = my_fopen(buff, "w");
5726 msg_print(_("ファイルを開けません。", "Failed to open file."));
5731 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5732 my_fputs(ffp, xtmp, 80);
5733 my_fputs(ffp, "\n", 80);
5735 while (!my_fgets(fff, buff, sizeof(buff)))
5736 my_fputs(ffp, buff, 80);
5742 /* Hack -- Re-Open the file */
5743 fff = my_fopen(path, "r");
5746 /* Return to last screen */
5747 if ((skey == ESCAPE) || (skey == '<')) break;
5749 /* Exit on the ^q */
5750 if (skey == KTRL('q')) skey = 'q';
5752 /* Exit on the q key */
5753 if (skey == 'q') break;
5758 if (skey == 'q') return (FALSE);
5766 * @brief ヘルプを表示するコマンドのメインルーチン
5767 * Peruse the On-Line-Help
5771 void do_cmd_help(void)
5775 /* Peruse the main help file */
5776 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5782 * @brief プレイヤーの名前をチェックして修正する
5783 * Process the player name.
5784 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5787 * Extract a clean "base name".
5788 * Build the savefile name if needed.
5790 void process_player_name(bool sf)
5793 char old_player_base[32] = "";
5795 if (character_generated) strcpy(old_player_base, player_base);
5797 /* Cannot be too long */
5798 #if defined(MACINTOSH) || defined(ACORN)
5799 if (strlen(p_ptr->name) > 15)
5802 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5806 /* Cannot contain "icky" characters */
5807 for (i = 0; p_ptr->name[i]; i++)
5809 /* No control characters */
5811 if (iskanji(p_ptr->name[i])){i++;continue;}
5812 if (iscntrl( (unsigned char)p_ptr->name[i]))
5814 if (iscntrl(p_ptr->name[i]))
5818 /* Illegal characters */
5819 quit_fmt(_("'%s' という名前は不正なコントロールコードを含んでいます。", "The name '%s' contains control chars!"), p_ptr->name);
5826 /* Extract "useful" letters */
5827 for (i = 0; p_ptr->name[i]; i++)
5830 unsigned char c = p_ptr->name[i];
5832 char c = p_ptr->name[i];
5836 /* Convert "dot" to "underscore" */
5837 if (c == '.') c = '_';
5839 /* Accept all the letters */
5840 player_base[k++] = c;
5845 /* Extract "useful" letters */
5846 for (i = 0; p_ptr->name[i]; i++)
5849 unsigned char c = p_ptr->name[i];
5851 char c = p_ptr->name[i];
5854 /* Accept some letters */
5857 if(k + 2 >= sizeof(player_base) || !p_ptr->name[i+1]) break;
5858 player_base[k++] = c;
5860 player_base[k++] = p_ptr->name[i];
5863 else if (iskana(c)) player_base[k++] = c;
5867 /* Convert path separator to underscore */
5868 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5869 player_base[k++] = '_';
5870 i += strlen(PATH_SEP);
5872 /* Convert some characters to underscore */
5873 #if defined(WINDOWS)
5874 else if (my_strchr("\"*,/:;<>?\\|", c)) player_base[k++] = '_';
5876 else if (isprint(c)) player_base[k++] = c;
5882 player_base[k] = '\0';
5884 /* Require a "base" name */
5885 if (!player_base[0]) strcpy(player_base, "PLAYER");
5888 #ifdef SAVEFILE_MUTABLE
5894 if (!savefile_base[0] && savefile[0])
5901 t = my_strstr(s, PATH_SEP);
5906 strcpy(savefile_base, s);
5909 if (!savefile_base[0] || !savefile[0])
5912 /* Change the savefile name */
5917 strcpy(savefile_base, player_base);
5919 #ifdef SAVEFILE_USE_UID
5920 /* Rename the savefile, using the player_uid and player_base */
5921 (void)sprintf(temp, "%d.%s", player_uid, player_base);
5923 /* Rename the savefile, using the player_base */
5924 (void)sprintf(temp, "%s", player_base);
5927 /* Build the filename */
5928 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5931 /* Load an autopick preference file */
5932 if (character_generated)
5934 if (!streq(old_player_base, player_base)) autopick_load_pref(FALSE);
5940 * @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
5941 * Gets a name for the character, reacting to name changes.
5945 * Assumes that "display_player(0)" has just been called
5946 * Perhaps we should NOT ask for a name (at "birth()") on
5947 * Unix machines? XXX XXX
5948 * What a horrible name for a global function.
5955 /* Save the player name */
5956 strcpy(tmp, p_ptr->name);
5958 /* Prompt for a new name */
5959 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))
5962 strcpy(p_ptr->name, tmp);
5965 if (0 == strlen(p_ptr->name))
5967 /* Use default name */
5968 strcpy(p_ptr->name, "PLAYER");
5971 strcpy(tmp,ap_ptr->title);
5978 strcat(tmp,p_ptr->name);
5980 /* Re-Draw the name (in light blue) */
5981 Term_erase(34, 1, 255);
5982 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5984 /* Erase the prompt, etc */
5991 * @brief 自殺するコマンドのメインルーチン
5992 * Hack -- commit suicide
5996 void do_cmd_suicide(void)
6003 /* Verify Retirement */
6004 if (p_ptr->total_winner)
6007 if (!get_check_strict(_("引退しますか? ", "Do you want to retire? "), CHECK_NO_HISTORY)) return;
6010 /* Verify Suicide */
6014 if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return;
6018 if (!p_ptr->noscore)
6020 /* Special Verification for suicide */
6021 prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
6026 if (i != '@') return;
6028 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
6031 /* Initialize "last message" buffer */
6032 if (p_ptr->last_message) string_free(p_ptr->last_message);
6033 p_ptr->last_message = NULL;
6035 /* Hack -- Note *winning* message */
6036 if (p_ptr->total_winner && last_words)
6038 char buf[1024] = "";
6039 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_WINNER);
6042 while (!get_string(_("*勝利*メッセージ: ", "*Winning* message: "), buf, sizeof buf)) ;
6044 while (!get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
6048 p_ptr->last_message = string_make(buf);
6049 msg_print(p_ptr->last_message);
6054 p_ptr->playing = FALSE;
6056 /* Kill the player */
6057 p_ptr->is_dead = TRUE;
6060 p_ptr->leaving = TRUE;
6062 if (!p_ptr->total_winner)
6064 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."));
6065 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
6066 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
6069 /* Cause of death */
6070 (void)strcpy(p_ptr->died_from, _("途中終了", "Quitting"));
6075 * @brief セーブするコマンドのメインルーチン
6077 * @param is_autosave オートセーブ中の処理ならばTRUE
6081 void do_cmd_save_game(int is_autosave)
6083 /* Autosaves do not disturb */
6086 msg_print(_("自動セーブ中", "Autosaving the game..."));
6090 disturb(TRUE, TRUE);
6093 /* Clear messages */
6097 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
6102 /* The player is not dead */
6103 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
6105 /* Forbid suspend */
6106 signals_ignore_tstp();
6108 /* Save the player */
6111 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6114 /* Save failed (oops) */
6117 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6120 /* Allow suspend again */
6121 signals_handle_tstp();
6126 /* Note that the player is not dead */
6127 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6129 /* HACK -- don't get sanity blast on updating view */
6130 is_loading_now = FALSE;
6134 /* Initialize monster process */
6137 /* HACK -- reset the hackish flag */
6138 is_loading_now = TRUE;
6143 * @brief セーブ後にゲーム中断フラグを立てる/
6144 * Save the game and exit
6148 void do_cmd_save_and_exit(void)
6150 p_ptr->playing = FALSE;
6153 p_ptr->leaving = TRUE;
6154 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6160 * Hack -- Calculates the total number of points earned -JWT-
6164 long total_points(void)
6168 u32b point, point_h, point_l;
6169 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
6171 if (!preserve_mode) mult += 10;
6172 if (!autoroller) mult += 10;
6173 if (!smart_learn) mult -= 20;
6174 if (smart_cheat) mult += 30;
6175 if (ironman_shops) mult += 50;
6176 if (ironman_small_levels) mult += 10;
6177 if (ironman_empty_levels) mult += 20;
6178 if (!powerup_home) mult += 50;
6179 if (ironman_rooms) mult += 100;
6180 if (ironman_nightmare) mult += 100;
6182 if (mult < 5) mult = 5;
6184 for (i = 0; i < max_d_idx; i++)
6185 if(max_dlv[i] > max_dl)
6186 max_dl = max_dlv[i];
6188 point_l = (p_ptr->max_max_exp + (100 * max_dl));
6189 point_h = point_l / 0x10000L;
6190 point_l = point_l % 0x10000L;
6193 point_h += point_l / 0x10000L;
6194 point_l %= 0x10000L;
6196 point_l += ((point_h % 100) << 16);
6200 point = (point_h << 16) + (point_l);
6201 if (p_ptr->arena_number >= 0)
6202 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
6204 if (ironman_downward) point *= 2;
6205 if (p_ptr->pclass == CLASS_BERSERKER)
6207 if ( p_ptr->prace == RACE_SPECTRE )
6211 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
6214 if (p_ptr->total_winner) point = 2;
6216 if (easy_band) point = (0 - point);
6222 #define GRAVE_LINE_WIDTH 31
6225 * @brief 墓石の真ん中に文字列を書き込む /
6226 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6230 static void center_string(char *buf, cptr str)
6237 /* Necessary border */
6238 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6241 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6248 * Save a "bones" file for a dead character
6251 * Note that we will not use these files until Angband 2.8.0, and
6252 * then we will only use the name and level on which death occured.
6253 * Should probably attempt some form of locking...
6256 static void make_bones(void)
6263 /* Ignore wizards and borgs */
6264 if (!(p_ptr->noscore & 0x00FF))
6266 /* Ignore people who die in town */
6272 sprintf(tmp, "bone.%03d", dun_level);
6274 /* Build the filename */
6275 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6277 /* Attempt to open the bones file */
6278 fp = my_fopen(str, "r");
6280 /* Close it right away */
6281 if (fp) my_fclose(fp);
6283 /* Do not over-write a previous ghost */
6286 /* File type is "TEXT" */
6287 FILE_TYPE(FILE_TYPE_TEXT);
6289 /* Grab permissions */
6292 /* Try to write a new "Bones File" */
6293 fp = my_fopen(str, "w");
6295 /* Drop permissions */
6298 /* Not allowed to write it? Weird. */
6302 fprintf(fp, "%s\n", p_ptr->name);
6303 fprintf(fp, "%d\n", p_ptr->mhp);
6304 fprintf(fp, "%d\n", p_ptr->prace);
6305 fprintf(fp, "%d\n", p_ptr->pclass);
6307 /* Close and save the Bones file */
6316 * Redefinable "print_tombstone" action
6318 bool (*tombstone_aux)(void) = NULL;
6322 * @brief 墓石のアスキーアート表示 /
6323 * Display a "tomb-stone"
6326 static void print_tomb(void)
6330 /* Do we use a special tombstone ? */
6333 /* Use tombstone hook */
6334 done = (*tombstone_aux)();
6337 /* Print the text-tombstone */
6346 time_t ct = time((time_t)0);
6354 /* Build the filename */
6355 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6357 /* Open the News file */
6358 fp = my_fopen(buf, "r");
6365 /* Dump the file to the screen */
6366 while (0 == my_fgets(fp, buf, sizeof(buf)))
6368 /* Display and advance */
6369 put_str(buf, i++, 0);
6377 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6390 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6393 center_string(buf, p_ptr->name);
6394 put_str(buf, 6, 11);
6397 center_string(buf, "the");
6398 put_str(buf, 7, 11);
6401 center_string(buf, p);
6402 put_str(buf, 8, 11);
6404 center_string(buf, cp_ptr->title);
6405 put_str(buf, 10, 11);
6407 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6408 center_string(buf, tmp);
6409 put_str(buf, 11, 11);
6411 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6412 center_string(buf, tmp);
6413 put_str(buf, 12, 11);
6415 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6416 center_string(buf, tmp);
6417 put_str(buf, 13, 11);
6420 /* 墓に刻む言葉をオリジナルより細かく表示 */
6421 if (streq(p_ptr->died_from, "途中終了"))
6423 strcpy(tmp, "<自殺>");
6425 else if (streq(p_ptr->died_from, "ripe"))
6427 strcpy(tmp, "引退後に天寿を全う");
6429 else if (streq(p_ptr->died_from, "Seppuku"))
6431 strcpy(tmp, "勝利の後、切腹");
6435 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6436 t = tmp + strlen(tmp) + 1;
6439 strcpy(dummy, t); /* 2nd line */
6440 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6442 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6445 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6448 char *name_head = my_strstr(tmp, "『");
6449 sprintf(dummy2, "%s%s", name_head, dummy);
6450 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6452 strcpy(dummy, dummy2);
6456 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6459 char *name_head = my_strstr(tmp, "「");
6460 sprintf(dummy2, "%s%s", name_head, dummy);
6461 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6463 strcpy(dummy, dummy2);
6467 center_string(buf, dummy);
6468 put_str(buf, 15, 11);
6472 center_string(buf, tmp);
6473 put_str(buf, 14, 11);
6475 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6479 cptr field_name = p_ptr->town_num ? "街" : "荒野";
6480 if (streq(p_ptr->died_from, "途中終了"))
6482 sprintf(tmp, "%sで死んだ", field_name);
6486 sprintf(tmp, "に%sで殺された", field_name);
6491 if (streq(p_ptr->died_from, "途中終了"))
6493 sprintf(tmp, "地下 %d 階で死んだ", (int)dun_level);
6497 sprintf(tmp, "に地下 %d 階で殺された", (int)dun_level);
6500 center_string(buf, tmp);
6501 put_str(buf, 15 + extra_line, 11);
6504 (void)sprintf(tmp, "Killed on Level %d", dun_level);
6505 center_string(buf, tmp);
6506 put_str(buf, 14, 11);
6508 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6509 center_string(buf, tmp);
6510 put_str(buf, 15, 11);
6511 t = tmp + strlen(tmp) + 1;
6514 strcpy(dummy, t); /* 2nd line */
6515 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6517 int dummy_len = strlen(dummy);
6518 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6520 center_string(buf, dummy);
6521 put_str(buf, 16, 11);
6525 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6526 center_string(buf, tmp);
6527 put_str(buf, 17, 11);
6528 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6534 * @brief 死亡、引退時の簡易ステータス表示 /
6535 * Display some character info
6538 static void show_info(void)
6544 /* Hack -- Know everything in the inven/equip */
6545 for (i = 0; i < INVEN_TOTAL; i++)
6547 o_ptr = &inventory[i];
6549 /* Skip non-objects */
6550 if (!o_ptr->k_idx) continue;
6552 /* Aware and Known */
6553 object_aware(o_ptr);
6554 object_known(o_ptr);
6557 for (i = 1; i < max_towns; i++)
6559 st_ptr = &town[i].store[STORE_HOME];
6561 /* Hack -- Know everything in the home */
6562 for (j = 0; j < st_ptr->stock_num; j++)
6564 o_ptr = &st_ptr->stock[j];
6566 /* Skip non-objects */
6567 if (!o_ptr->k_idx) continue;
6569 /* Aware and Known */
6570 object_aware(o_ptr);
6571 object_known(o_ptr);
6575 /* Hack -- Recalculate bonuses */
6576 p_ptr->update |= (PU_BONUS);
6579 /* Flush all input keys */
6585 /* Describe options */
6586 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);
6587 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);
6589 /* Dump character records as requested */
6595 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6598 strcpy(out_val, "");
6600 /* Ask for filename (or abort) */
6601 if (!askfor(out_val, 60)) return;
6603 /* Return means "show on screen" */
6604 if (!out_val[0]) break;
6607 /* Dump a character file */
6608 (void)file_character(out_val);
6614 /* Display player */
6617 /* Prompt for inventory */
6618 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);
6620 /* Allow abort at this point */
6621 if (inkey() == ESCAPE) return;
6624 /* Show equipment and inventory */
6626 /* Equipment -- if any */
6630 item_tester_full = TRUE;
6631 (void)show_equip(0);
6632 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6634 if (inkey() == ESCAPE) return;
6637 /* Inventory -- if any */
6641 item_tester_full = TRUE;
6642 (void)show_inven(0);
6643 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6645 if (inkey() == ESCAPE) return;
6648 /* Homes in the different towns */
6649 for (l = 1; l < max_towns; l++)
6651 st_ptr = &town[l].store[STORE_HOME];
6653 /* Home -- if anything there */
6654 if (st_ptr->stock_num)
6656 /* Display contents of the home */
6657 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6663 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6665 char o_name[MAX_NLEN];
6669 o_ptr = &st_ptr->stock[i];
6671 /* Print header, clear line */
6672 sprintf(tmp_val, "%c) ", I2A(j));
6673 prt(tmp_val, j+2, 4);
6675 /* Display object description */
6676 object_desc(o_name, o_ptr, 0);
6677 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6681 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);
6684 if (inkey() == ESCAPE) return;
6692 * Display some character info
6695 static bool check_score(void)
6701 if (highscore_fd < 0)
6703 msg_print(_("スコア・ファイルが使用できません。", "Score file unavailable."));
6708 #ifndef SCORE_WIZARDS
6709 /* Wizard-mode pre-empts scoring */
6710 if (p_ptr->noscore & 0x000F)
6712 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."));
6719 /* Borg-mode pre-empts scoring */
6720 if (p_ptr->noscore & 0x00F0)
6722 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."));
6728 #ifndef SCORE_CHEATERS
6729 /* Cheaters are not scored */
6730 if (p_ptr->noscore & 0xFF00)
6732 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."));
6739 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("強制終了", "Interrupting")))
6741 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."));
6747 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("途中終了", "Quitting")))
6749 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."));
6758 * Close up the current game (player may or may not be dead)
6762 * This function is called only from "main.c" and "signals.c".
6765 void close_game(void)
6768 bool do_send = TRUE;
6770 /* 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]"; */
6773 /* Flush the messages */
6776 /* Flush the input */
6780 /* No suspending now */
6781 signals_ignore_tstp();
6784 /* Hack -- Character is now "icky" */
6785 character_icky = TRUE;
6788 /* Build the filename */
6789 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6791 /* Grab permissions */
6794 /* Open the high score file, for reading/writing */
6795 highscore_fd = fd_open(buf, O_RDWR);
6797 /* Drop permissions */
6803 /* Handle retirement */
6804 if (p_ptr->total_winner) kingly();
6807 if (!cheat_save || get_check(_("死んだデータをセーブしますか? ", "Save death? ")))
6809 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
6811 else do_send = FALSE;
6818 /* Show more info */
6826 if ((!send_world_score(do_send)))
6828 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? "),
6829 (CHECK_NO_ESCAPE | CHECK_NO_HISTORY)))
6831 p_ptr->wait_report_score = TRUE;
6832 p_ptr->is_dead = FALSE;
6833 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
6836 if (!p_ptr->wait_report_score)
6839 else if (highscore_fd >= 0)
6841 display_scores_aux(0, 10, -1, NULL);
6844 /* Dump bones file */
6853 do_cmd_save_game(FALSE);
6855 /* Prompt for scores */
6856 prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
6857 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
6859 /* Predict score (or ESCAPE) */
6860 if (inkey() != ESCAPE) predict_score();
6864 /* Shut the high score file */
6865 (void)fd_close(highscore_fd);
6867 /* Forget the high score fd */
6870 /* Kill all temporal files */
6871 clear_saved_floor_files();
6873 /* Allow suspending now */
6874 signals_handle_tstp();
6879 * @brief 異常発生時のゲーム緊急終了処理 /
6880 * Handle abrupt death of the visual system
6884 * This routine is called only in very rare situations, and only
6885 * by certain visual systems, when they experience fatal errors.
6886 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6887 * save file so that player can see tombstone when restart.
6890 void exit_game_panic(void)
6892 /* If nothing important has happened, just quit */
6893 if (!character_generated || character_saved) quit(_("緊急事態", "panic"));
6895 /* Mega-Hack -- see "msg_print()" */
6898 /* Clear the top line */
6901 /* Hack -- turn off some things */
6902 disturb(TRUE, TRUE);
6904 /* Mega-Hack -- Delay death */
6905 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6907 /* Hardcode panic save */
6908 p_ptr->panic_save = 1;
6910 /* Forbid suspend */
6911 signals_ignore_tstp();
6913 /* Indicate panic save */
6914 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6916 /* Panic save, or get worried */
6917 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6919 /* Successful panic save */
6920 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6925 * @brief ファイルからランダムに行を一つ取得する /
6926 * Get a random line from a file
6927 * @param file_name ファイル名
6928 * @param entry 特定条件時のN:タグヘッダID
6929 * @param output 出力先の文字列参照ポインタ
6933 * Based on the monster speech patch by Matt Graham,
6936 errr get_rnd_line(cptr file_name, int entry, char *output)
6944 /* Build the filename */
6945 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6948 fp = my_fopen(buf, "r");
6953 /* Find the entry of the monster */
6956 /* Get a line from the file */
6957 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6959 /* Count the lines */
6962 /* Look for lines starting with 'N:' */
6963 if ((buf[0] == 'N') && (buf[1] == ':'))
6965 /* Allow default lines */
6971 else if (buf[2] == 'M')
6973 if (r_info[entry].flags1 & RF1_MALE) break;
6975 else if (buf[2] == 'F')
6977 if (r_info[entry].flags1 & RF1_FEMALE) break;
6979 /* Get the monster number */
6980 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6982 /* Is it the right number? */
6983 if (test == entry) break;
6987 /* Error while converting the number */
6988 msg_format("Error in line %d of %s!", line_num, file_name);
6996 /* Reached end of file */
7002 /* Get the random line */
7003 for (counter = 0; ; counter++)
7007 test = my_fgets(fp, buf, sizeof(buf));
7009 /* Count the lines */
7010 /* line_num++; No more needed */
7014 /* Ignore lines starting with 'N:' */
7015 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
7017 if (buf[0] != '#') break;
7026 if (one_in_(counter + 1)) strcpy(output, buf);
7031 return counter ? 0 : -1;
7037 * @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) /
7038 * @param file_name ファイル名
7039 * @param entry 特定条件時のN:タグヘッダID
7040 * @param output 出力先の文字列参照ポインタ
7045 errr get_rnd_line_jonly(cptr file_name, int entry, char *output, int count)
7050 for (i = 0; i < count; i++)
7052 result = get_rnd_line(file_name, entry, output);
7055 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
7063 * @brief 自動拾いファイルを読み込む /
7067 errr process_autopick_file(cptr name)
7073 /* Build the filename */
7074 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
7076 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
7082 * @brief プレイヤーの生い立ちファイルを読み込む /
7083 * Process file for player's history editor.
7088 errr process_histpref_file(cptr name)
7092 bool old_character_xtra = character_xtra;
7094 /* Build the filename */
7095 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
7097 /* Hack -- prevent modification birth options in this file */
7098 character_xtra = TRUE;
7100 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
7102 character_xtra = old_character_xtra;
7107 * @brief ファイル位置をシーク /
7108 * @param fd ファイルディスクリプタ
7109 * @param where ファイルバイト位置
7110 * @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
7114 static errr counts_seek(int fd, u32b where, bool flag)
7117 char temp1[128], temp2[128];
7118 u32b zero_header[3] = {0L, 0L, 0L};
7121 #ifdef SAVEFILE_USE_UID
7122 (void)sprintf(temp1, "%d.%s.%d%d%d", player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
7124 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
7126 for (i = 0; temp1[i]; i++)
7127 temp1[i] ^= (i+1) * 63;
7132 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
7134 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
7139 fd_seek(fd, seekpoint);
7140 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
7141 fd_write(fd, (char*)(temp1), sizeof(temp1));
7145 if (strcmp(temp1, temp2) == 0)
7148 seekpoint += 128 + 3 * sizeof(u32b);
7151 return fd_seek(fd, seekpoint + where * sizeof(u32b));
7155 * @brief ファイル位置を読み込む
7156 * @param where ファイルバイト位置
7160 u32b counts_read(int where)
7166 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
7167 fd = fd_open(buf, O_RDONLY);
7169 if (counts_seek(fd, where, FALSE) ||
7170 fd_read(fd, (char*)(&count), sizeof(u32b)))
7179 * @brief ファイル位置に書き込む /
7180 * @param where ファイルバイト位置
7181 * @param count 書き込む値
7185 errr counts_write(int where, u32b count)
7191 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
7193 /* Grab permissions */
7196 fd = fd_open(buf, O_RDWR);
7198 /* Drop permissions */
7203 /* File type is "DATA" */
7204 FILE_TYPE(FILE_TYPE_DATA);
7206 /* Grab permissions */
7209 /* Create a new high score file */
7210 fd = fd_make(buf, 0644);
7212 /* Drop permissions */
7216 /* Grab permissions */
7219 err = fd_lock(fd, F_WRLCK);
7221 /* Drop permissions */
7226 counts_seek(fd, where, TRUE);
7227 fd_write(fd, (char*)(&count), sizeof(u32b));
7229 /* Grab permissions */
7232 err = fd_lock(fd, F_UNLCK);
7234 /* Drop permissions */
7245 #ifdef HANDLE_SIGNALS
7252 * @brief OSからのシグナルを受けてサスペンド状態に入る /
7253 * Handle signals -- suspend
7254 * @param sig 受け取ったシグナル
7256 * Actually suspend the game, and then resume cleanly
7258 static void handle_signal_suspend(int sig)
7260 /* Disable handler */
7261 (void)signal(sig, SIG_IGN);
7268 /* Suspend the "Term" */
7269 Term_xtra(TERM_XTRA_ALIVE, 0);
7271 /* Suspend ourself */
7272 (void)kill(0, SIGSTOP);
7274 /* Resume the "Term" */
7275 Term_xtra(TERM_XTRA_ALIVE, 1);
7277 /* Redraw the term */
7280 /* Flush the term */
7285 /* Restore handler */
7286 (void)signal(sig, handle_signal_suspend);
7291 * @brief OSからのシグナルを受けて中断、終了する /
7292 * Handle signals -- simple (interrupt and quit)
7293 * @param sig 受け取ったシグナル
7296 * This function was causing a *huge* number of problems, so it has
7297 * been simplified greatly. We keep a global variable which counts
7298 * the number of times the user attempts to kill the process, and
7299 * we commit suicide if the user does this a certain number of times.
7300 * We attempt to give "feedback" to the user as he approaches the
7301 * suicide thresh-hold, but without penalizing accidental keypresses.
7302 * To prevent messy accidents, we should reset this global variable
7303 * whenever the user enters a keypress, or something like that.
7306 static void handle_signal_simple(int sig)
7308 /* Disable handler */
7309 (void)signal(sig, SIG_IGN);
7312 /* Nothing to save, just quit */
7313 if (!character_generated || character_saved) quit(NULL);
7316 /* Count the signals */
7320 /* Terminate dead characters */
7323 /* Mark the savefile */
7324 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
7334 quit(_("強制終了", "interrupt"));
7337 /* Allow suicide (after 5) */
7338 else if (signal_count >= 5)
7340 /* Cause of "death" */
7341 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
7348 p_ptr->playing = FALSE;
7351 p_ptr->is_dead = TRUE;
7354 p_ptr->leaving = TRUE;
7360 quit(_("強制終了", "interrupt"));
7363 /* Give warning (after 4) */
7364 else if (signal_count >= 4)
7367 Term_xtra(TERM_XTRA_NOISE, 0);
7369 /* Clear the top line */
7370 Term_erase(0, 0, 255);
7372 /* Display the cause */
7373 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7378 /* Give warning (after 2) */
7379 else if (signal_count >= 2)
7382 Term_xtra(TERM_XTRA_NOISE, 0);
7385 /* Restore handler */
7386 (void)signal(sig, handle_signal_simple);
7391 * @brief OSからのシグナルを受けて強制終了する /
7392 * Handle signal -- abort, kill, etc
7393 * @param sig 受け取ったシグナル
7397 * This function was causing a *huge* number of problems, so it has
7398 * been simplified greatly. We keep a global variable which counts
7399 * the number of times the user attempts to kill the process, and
7400 * we commit suicide if the user does this a certain number of times.
7401 * We attempt to give "feedback" to the user as he approaches the
7402 * suicide thresh-hold, but without penalizing accidental keypresses.
7403 * To prevent messy accidents, we should reset this global variable
7404 * whenever the user enters a keypress, or something like that.
7407 static void handle_signal_abort(int sig)
7411 Term_get_size(&wid, &hgt);
7413 /* Disable handler */
7414 (void)signal(sig, SIG_IGN);
7417 /* Nothing to save, just quit */
7418 if (!character_generated || character_saved) quit(NULL);
7425 /* Clear the bottom line */
7426 Term_erase(0, hgt - 1, 255);
7428 /* Give a warning */
7429 Term_putstr(0, hgt - 1, -1, TERM_RED,
7430 _("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!"));
7433 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7435 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7441 p_ptr->panic_save = 1;
7444 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7446 /* Forbid suspend */
7447 signals_ignore_tstp();
7449 /* Attempt to save */
7452 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7458 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7465 quit(_("ソフトのバグ", "software bug"));
7469 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7470 * Ignore SIGTSTP signals (keyboard suspend)
7474 void signals_ignore_tstp(void)
7478 (void)signal(SIGTSTP, SIG_IGN);
7484 * @brief OSからのSIGTSTPシグナルハンドラ /
7485 * Handle SIGTSTP signals (keyboard suspend)
7489 void signals_handle_tstp(void)
7493 (void)signal(SIGTSTP, handle_signal_suspend);
7500 * @brief OSからのシグナルハンドルを初期化する /
7501 * Prepare to handle the relevant signals
7505 void signals_init(void)
7509 (void)signal(SIGHUP, SIG_IGN);
7514 (void)signal(SIGTSTP, handle_signal_suspend);
7519 (void)signal(SIGINT, handle_signal_simple);
7523 (void)signal(SIGQUIT, handle_signal_simple);
7528 (void)signal(SIGFPE, handle_signal_abort);
7532 (void)signal(SIGILL, handle_signal_abort);
7536 (void)signal(SIGTRAP, handle_signal_abort);
7540 (void)signal(SIGIOT, handle_signal_abort);
7544 (void)signal(SIGKILL, handle_signal_abort);
7548 (void)signal(SIGBUS, handle_signal_abort);
7552 (void)signal(SIGSEGV, handle_signal_abort);
7556 (void)signal(SIGTERM, handle_signal_abort);
7560 (void)signal(SIGPIPE, handle_signal_abort);
7564 (void)signal(SIGEMT, handle_signal_abort);
7568 (void)signal(SIGDANGER, handle_signal_abort);
7572 (void)signal(SIGSYS, handle_signal_abort);
7576 (void)signal(SIGXCPU, handle_signal_abort);
7580 (void)signal(SIGPWR, handle_signal_abort);
7586 #else /* HANDLE_SIGNALS */
7593 void signals_ignore_tstp(void)
7601 void signals_handle_tstp(void)
7609 void signals_init(void)
7612 #endif /* HANDLE_SIGNALS */