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
26 #include "cmd-magiceat.h"
29 #include "player-inventory.h"
30 #include "player-race.h"
31 #include "player-status.h"
32 #include "player-move.h"
33 #include "player-class.h"
34 #include "player-skill.h"
35 #include "player-personality.h"
36 #include "player-sex.h"
37 #include "player-effects.h"
47 #include "monster-process.h"
48 #include "monster-status.h"
49 #include "object-flavor.h"
50 #include "object-hook.h"
52 #include "realm-hex.h"
56 #include "view-mainwindow.h"
57 #include "floor-events.h"
58 #include "floor-town.h"
59 #include "dungeon-file.h"
61 #include "monster-spell.h"
65 #include "objectkind.h"
68 #include "realm-song.h"
70 concptr ANGBAND_DIR; //!< Path name: The main "lib" directory This variable is not actually used anywhere in the code
71 concptr ANGBAND_DIR_APEX; //!< High score files (binary) These files may be portable between platforms
72 concptr ANGBAND_DIR_BONE; //!< Bone files for player ghosts (ascii) These files are portable between platforms
73 concptr ANGBAND_DIR_DATA; //!< Binary image files for the "*_info" arrays (binary) These files are not portable between platforms
74 concptr ANGBAND_DIR_EDIT; //!< Textual template files for the "*_info" arrays (ascii) These files are portable between platforms
75 concptr ANGBAND_DIR_SCRIPT; //!< Script files These files are portable between platforms.
76 concptr ANGBAND_DIR_FILE; //!< Various extra files (ascii) These files may be portable between platforms
77 concptr ANGBAND_DIR_HELP; //!< Help files (normal) for the online help (ascii) These files are portable between platforms
78 concptr ANGBAND_DIR_INFO; //!< Help files (spoilers) for the online help (ascii) These files are portable between platforms
79 concptr ANGBAND_DIR_PREF; //!< Default user "preference" files (ascii) These files are rarely portable between platforms
80 concptr ANGBAND_DIR_SAVE; //!< Savefiles for current characters (binary)
81 concptr ANGBAND_DIR_USER; //!< User "preference" files (ascii) These files are rarely portable between platforms
82 concptr ANGBAND_DIR_XTRA; //!< Various extra files (binary) These files are rarely portable between platforms
84 s16b signal_count; /* Hack -- Count interupts */
87 * Buffer to hold the current savefile name
88 * 'savefile' holds full path name. 'savefile_base' holds only base name.
91 char savefile_base[40];
96 * You may or may not want to use the following "#undef".
98 /* #undef _POSIX_SAVED_IDS */
102 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
104 void safe_setuid_drop(void)
111 # ifdef SAFE_SETUID_POSIX
113 if (setuid(getuid()) != 0)
115 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
117 if (setgid(getgid()) != 0)
119 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
124 if (setreuid(geteuid(), getuid()) != 0)
126 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
128 if (setregid(getegid(), getgid()) != 0)
130 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
143 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
145 void safe_setuid_grab(void)
152 # ifdef SAFE_SETUID_POSIX
154 if (setuid(p_ptr->player_egid) != 0)
156 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
158 if (setgid(p_ptr->player_egid) != 0)
160 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
165 if (setreuid(geteuid(), getuid()) != 0)
167 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
169 if (setregid(getegid(), getgid()) != 0)
171 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
174 # endif /* SAFE_SETUID_POSIX */
176 # endif /* SAFE_SETUID */
184 * @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
185 * @param buf データテキストの参照ポインタ
187 * @param tokens トークンを保管する文字列参照ポインタ配列
192 * This function uses "colon" and "slash" as the delimeter characters.
193 * We never extract more than "num" tokens. The "last" token may include
194 * "delimeter" characters, allowing the buffer to include a "string" token.
195 * We save pointers to the tokens in "tokens", and return the number found.
196 * Hack -- Attempt to handle the 'c' character formalism
197 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
198 * Hack -- We will always extract at least one token
201 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
213 /* Scan the string */
216 /* Found a delimiter */
217 if ((*t == ':') || (*t == '/')) break;
219 /* Handle single quotes */
220 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
225 /* Handle backslash */
228 /* Require a character */
234 /* Hack -- Require a close quote */
235 if (*t != '\'') *t = '\'';
238 /* Handle back-slash */
245 /* Nuke and advance */
263 /* A number with a name */
264 typedef struct named_num named_num;
268 concptr name; /* The name of this thing */
269 int num; /* A number associated with it */
273 /* Index of spell type names */
274 static named_num gf_desc[] =
276 {"GF_ELEC", GF_ELEC },
277 {"GF_POIS", GF_POIS },
278 {"GF_ACID", GF_ACID },
279 {"GF_COLD", GF_COLD },
280 {"GF_FIRE", GF_FIRE },
281 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
282 {"GF_MISSILE", GF_MISSILE },
283 {"GF_ARROW", GF_ARROW },
284 {"GF_PLASMA", GF_PLASMA },
285 {"GF_WATER", GF_WATER },
286 {"GF_LITE", GF_LITE },
287 {"GF_DARK", GF_DARK },
288 {"GF_LITE_WEAK", GF_LITE_WEAK },
289 {"GF_DARK_WEAK", GF_DARK_WEAK },
290 {"GF_SHARDS", GF_SHARDS },
291 {"GF_SOUND", GF_SOUND },
292 {"GF_CONFUSION", GF_CONFUSION },
293 {"GF_FORCE", GF_FORCE },
294 {"GF_INERTIA", GF_INERTIAL },
295 {"GF_MANA", GF_MANA },
296 {"GF_METEOR", GF_METEOR },
298 {"GF_CHAOS", GF_CHAOS },
299 {"GF_NETHER", GF_NETHER },
300 {"GF_DISENCHANT", GF_DISENCHANT },
301 {"GF_NEXUS", GF_NEXUS },
302 {"GF_TIME", GF_TIME },
303 {"GF_GRAVITY", GF_GRAVITY },
304 {"GF_KILL_WALL", GF_KILL_WALL },
305 {"GF_KILL_DOOR", GF_KILL_DOOR },
306 {"GF_KILL_TRAP", GF_KILL_TRAP },
307 {"GF_MAKE_WALL", GF_MAKE_WALL },
308 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
309 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
310 {"GF_MAKE_TREE", GF_MAKE_TREE },
311 {"GF_OLD_CLONE", GF_OLD_CLONE },
312 {"GF_OLD_POLY", GF_OLD_POLY },
313 {"GF_OLD_HEAL", GF_OLD_HEAL },
314 {"GF_OLD_SPEED", GF_OLD_SPEED },
315 {"GF_OLD_SLOW", GF_OLD_SLOW },
316 {"GF_OLD_CONF", GF_OLD_CONF },
317 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
318 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
319 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
320 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
321 {"GF_AWAY_ALL", GF_AWAY_ALL },
322 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
323 {"GF_TURN_EVIL", GF_TURN_EVIL },
324 {"GF_TURN_ALL", GF_TURN_ALL },
325 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
326 {"GF_DISP_EVIL", GF_DISP_EVIL },
327 {"GF_DISP_ALL", GF_DISP_ALL },
328 {"GF_DISP_DEMON", GF_DISP_DEMON },
329 {"GF_DISP_LIVING", GF_DISP_LIVING },
330 {"GF_ROCKET", GF_ROCKET },
331 {"GF_NUKE", GF_NUKE },
332 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
333 {"GF_STASIS", GF_STASIS },
334 {"GF_STONE_WALL", GF_STONE_WALL },
335 {"GF_DEATH_RAY", GF_DEATH_RAY },
336 {"GF_STUN", GF_STUN },
337 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
338 {"GF_HELL_FIRE", GF_HELL_FIRE },
339 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
340 {"GF_CHARM", GF_CHARM },
341 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
342 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
344 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
345 {"GF_TELEKINESIS", GF_TELEKINESIS },
346 {"GF_JAM_DOOR", GF_JAM_DOOR },
347 {"GF_DOMINATION", GF_DOMINATION },
348 {"GF_DISP_GOOD", GF_DISP_GOOD },
349 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
350 {"GF_MIND_BLAST", GF_MIND_BLAST },
351 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
352 {"GF_CAUSE_1", GF_CAUSE_1 },
353 {"GF_CAUSE_2", GF_CAUSE_2 },
354 {"GF_CAUSE_3", GF_CAUSE_3 },
355 {"GF_CAUSE_4", GF_CAUSE_4 },
356 {"GF_HAND_DOOM", GF_HAND_DOOM },
357 {"GF_CAPTURE", GF_CAPTURE },
358 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
359 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
360 {"GF_IDENTIFY", GF_IDENTIFY },
361 {"GF_ATTACK", GF_ATTACK },
362 {"GF_ENGETSU", GF_ENGETSU },
363 {"GF_GENOCIDE", GF_GENOCIDE },
364 {"GF_PHOTO", GF_PHOTO },
365 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
366 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
367 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
368 {"GF_SEEKER", GF_SEEKER },
369 {"GF_SUPER_RAY", GF_SUPER_RAY },
370 {"GF_STAR_HEAL", GF_STAR_HEAL },
371 {"GF_WATER_FLOW", GF_WATER_FLOW },
372 {"GF_CRUSADE", GF_CRUSADE },
373 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
374 {"GF_WOUNDS", GF_WOUNDS },
380 * @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 /
381 * Parse a sub-file of the "extra info" (format shown below)
382 * @param buf データテキストの参照ポインタ
386 * Each "action" line has an "action symbol" in the first column,
387 * followed by a colon, followed by some command specific info,
388 * usually in the form of "tokens" separated by colons or slashes.
389 * Blank lines, lines starting with white space, and lines starting
390 * with pound signs ("#") are ignored (as comments).
391 * Note the use of "tokenize()" to allow the use of both colons and
392 * slashes as delimeters, while still allowing final tokens which
393 * may contain any characters including "delimiters".
394 * Note the use of "strtol()" to allow all "integers" to be encoded
395 * in decimal, hexidecimal, or octal form.
396 * Note that "monster zero" is used for the "player" attr/char, "object
397 * zero" will be used for the "stack" attr/char, and "feature zero" is
398 * used for the "nothing" attr/char.
399 * Parse another file recursively, see below for details
401 * Specify the attr/char values for "monsters" by race index
402 * R:\<num\>:\<a\>:\<c\>
403 * Specify the attr/char values for "objects" by kind index
404 * K:\<num\>:\<a\>:\<c\>
405 * Specify the attr/char values for "features" by feature index
406 * F:\<num\>:\<a\>:\<c\>
407 * Specify the attr/char values for unaware "objects" by kind tval
408 * U:\<tv\>:\<a\>:\<c\>
409 * Specify the attr/char values for p_ptr->inventory_list "objects" by kind tval
410 * E:\<tv\>:\<a\>:\<c\>
411 * Define a macro action, given an encoded macro action
413 * Create a normal macro, given an encoded macro trigger
415 * Create a command macro, given an encoded macro trigger
417 * Create a keyset mapping
418 * S:\<key\>:\<key\>:\<dir\>
419 * Turn an option off, given its name
421 * Turn an option on, given its name
423 * Specify visual information, given an index, and some data
424 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
425 * Specify the set of colors to use when drawing a zapped spell
427 * Specify a macro trigger template and macro trigger names.
428 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
429 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
432 errr process_pref_file_command(char *buf)
442 /* Require "?:*" format */
443 if (buf[1] != ':') return 1;
448 /* Mega-Hack -- read external player's history file */
449 /* Process "H:<history>" */
451 add_history_from_pref_line(buf + 2);
454 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
456 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
459 i = (huge)strtol(zz[0], NULL, 0);
460 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
461 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
462 if (i >= max_r_idx) return 1;
464 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
465 if (n2) r_ptr->x_char = n2;
470 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
472 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
475 i = (huge)strtol(zz[0], NULL, 0);
476 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
477 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
478 if (i >= max_k_idx) return 1;
480 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
481 if (n2) k_ptr->x_char = n2;
486 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
487 /* "F:<num>:<a>/<c>" */
488 /* "F:<num>:<a>/<c>:LIT" */
489 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
493 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
495 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
496 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
498 i = (huge)strtol(zz[0], NULL, 0);
499 if (i >= max_f_idx) return 1;
502 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
503 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
504 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
505 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
507 /* Mega-hack -- feat supports lighting */
510 /* No lighting support */
512 n1 = f_ptr->x_attr[F_LIT_STANDARD];
513 n2 = f_ptr->x_char[F_LIT_STANDARD];
514 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
516 f_ptr->x_attr[j] = n1;
517 f_ptr->x_char[j] = n2;
521 /* Use default lighting */
523 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
526 /* Use desired lighting */
527 case F_LIT_MAX * 2 + 1:
528 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
530 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
531 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
532 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
533 if (n2) f_ptr->x_char[j] = n2;
540 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
542 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
544 j = (byte)strtol(zz[0], NULL, 0);
545 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
546 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
547 misc_to_attr[j] = n1;
548 misc_to_char[j] = n2;
553 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
555 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
557 j = (huge)strtol(zz[0], NULL, 0);
558 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
559 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
560 for (i = 1; i < max_k_idx; i++)
562 object_kind *k_ptr = &k_info[i];
563 if (k_ptr->tval == j)
565 if (n1) k_ptr->d_attr = n1;
566 if (n2) k_ptr->d_char = n2;
573 /* Process "E:<tv>:<a>" -- attribute for p_ptr->inventory_list objects */
575 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
577 j = (byte)strtol(zz[0], NULL, 0) % 128;
578 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
579 if (n1) tval_to_attr[j] = n1;
584 /* Process "A:<str>" -- save an "action" for later */
586 text_to_ascii(macro__buf, buf+2);
589 /* Process "P:<str>" -- normal macro */
594 text_to_ascii(tmp, buf+2);
595 macro_add(tmp, macro__buf);
599 /* Process "C:<str>" -- create keymap */
605 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
607 mode = strtol(zz[0], NULL, 0);
608 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
610 text_to_ascii(tmp, zz[1]);
611 if (!tmp[0] || tmp[1]) return 1;
614 string_free(keymap_act[mode][i]);
616 keymap_act[mode][i] = string_make(macro__buf);
621 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
623 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
625 i = (byte)strtol(zz[0], NULL, 0);
626 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
627 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
628 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
629 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
634 /* Process "X:<str>" -- current_world_ptr->game_turn option off */
635 /* Process "Y:<str>" -- current_world_ptr->game_turn option on */
638 for (i = 0; option_info[i].o_desc; i++)
640 if (option_info[i].o_var &&
641 option_info[i].o_text &&
642 streq(option_info[i].o_text, buf + 2))
644 int os = option_info[i].o_set;
645 int ob = option_info[i].o_bit;
647 if ((p_ptr->playing || current_world_ptr->character_xtra) &&
648 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
650 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);
657 option_flag[os] &= ~(1L << ob);
658 (*option_info[i].o_var) = FALSE;
663 option_flag[os] |= (1L << ob);
664 (*option_info[i].o_var) = TRUE;
670 /* don't know that option. ignore it.*/
671 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);
675 /* Process "Z:<type>:<str>" -- set spell color */
679 char *t = my_strchr(buf + 2, ':');
686 for (i = 0; gf_desc[i].name; i++)
688 /* Match this type */
689 if (streq(gf_desc[i].name, buf + 2))
691 /* Remember this color set */
692 gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
702 /* Initialize macro trigger names and a template */
703 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
704 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
707 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
709 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
714 if (macro_template != NULL)
716 num = strlen(macro_modifier_chr);
718 /* Kill the template string */
719 string_free(macro_template);
720 macro_template = NULL;
722 /* Kill flag characters of modifier keys */
723 string_free(macro_modifier_chr);
725 /* Kill corresponding modifier names */
726 for (i = 0; i < num; i++)
728 string_free(macro_modifier_name[i]);
731 /* Kill trigger name strings */
732 for (i = 0; i < max_macrotrigger; i++)
734 string_free(macro_trigger_name[i]);
735 string_free(macro_trigger_keycode[0][i]);
736 string_free(macro_trigger_keycode[1][i]);
739 max_macrotrigger = 0;
742 if (*zz[0] == '\0') return 0; /* clear template */
744 /* Number of modifier flags */
747 /* Limit the number */
748 num = MIN(MAX_MACRO_MOD, num);
750 /* Stop if number of modifier is not correct */
751 if (2 + num != tok) return 1;
753 /* Get a template string */
754 macro_template = string_make(zz[0]);
756 /* Get flag characters of modifier keys */
757 macro_modifier_chr = string_make(zz[1]);
759 /* Get corresponding modifier names */
760 for (i = 0; i < num; i++)
762 macro_modifier_name[i] = string_make(zz[2+i]);
766 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
772 if (max_macrotrigger >= MAX_MACRO_TRIG)
774 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
777 m = max_macrotrigger;
780 /* Take into account the escape character */
790 /* Get a trigger name */
791 macro_trigger_name[m] = string_make(buf_aux);
793 /* Get the corresponding key code */
794 macro_trigger_keycode[0][m] = string_make(zz[1]);
798 /* Key code of a combination of it with the shift key */
799 macro_trigger_keycode[1][m] = string_make(zz[2]);
803 macro_trigger_keycode[1][m] = string_make(zz[1]);
818 * @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 /
819 * Helper function for "process_pref_file()"
820 * @param sp テキスト文字列の参照ポインタ
821 * @param fp 再帰中のポインタ参照
826 * v: output buffer array
832 concptr process_pref_file_expr(char **sp, char *fp)
849 while (iswspace(*s)) s++;
867 t = process_pref_file_expr(&s, &f);
875 else if (streq(t, "IOR"))
878 while (*s && (f != b2))
880 t = process_pref_file_expr(&s, &f);
881 if (*t && !streq(t, "0")) v = "1";
886 else if (streq(t, "AND"))
889 while (*s && (f != b2))
891 t = process_pref_file_expr(&s, &f);
892 if (*t && streq(t, "0")) v = "0";
897 else if (streq(t, "NOT"))
900 while (*s && (f != b2))
902 t = process_pref_file_expr(&s, &f);
903 if (*t && streq(t, "1")) v = "0";
908 else if (streq(t, "EQU"))
913 t = process_pref_file_expr(&s, &f);
915 while (*s && (f != b2))
917 p = process_pref_file_expr(&s, &f);
918 if (streq(t, p)) v = "1";
923 else if (streq(t, "LEQ"))
928 t = process_pref_file_expr(&s, &f);
930 while (*s && (f != b2))
933 t = process_pref_file_expr(&s, &f);
934 if (*t && atoi(p) > atoi(t)) v = "0";
939 else if (streq(t, "GEQ"))
944 t = process_pref_file_expr(&s, &f);
946 while (*s && (f != b2))
949 t = process_pref_file_expr(&s, &f);
951 /* Compare two numbers instead of string */
952 if (*t && atoi(p) < atoi(t)) v = "0";
958 while (*s && (f != b2))
960 t = process_pref_file_expr(&s, &f);
965 if (f != b2) v = "?x?x?";
967 /* Extract final and Terminate */
968 if ((f = *s) != '\0') *s++ = '\0';
974 /* Accept all printables except spaces and brackets */
976 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
978 if (iskanji(*s)) s++;
982 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
985 /* Extract final and Terminate */
986 if ((f = *s) != '\0') *s++ = '\0';
992 if (streq(b+1, "SYS"))
997 else if (streq(b+1, "KEYBOARD"))
999 v = ANGBAND_KEYBOARD;
1003 else if (streq(b+1, "GRAF"))
1008 /* Monochrome mode */
1009 else if (streq(b+1, "MONOCHROME"))
1018 else if (streq(b+1, "RACE"))
1021 v = rp_ptr->E_title;
1028 else if (streq(b+1, "CLASS"))
1031 v = cp_ptr->E_title;
1038 else if (streq(b+1, "PLAYER"))
1040 static char tmp_player_name[32];
1042 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
1052 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
1055 v = tmp_player_name;
1059 else if (streq(b+1, "REALM1"))
1062 v = E_realm_names[p_ptr->realm1];
1064 v = realm_names[p_ptr->realm1];
1069 else if (streq(b+1, "REALM2"))
1072 v = E_realm_names[p_ptr->realm2];
1074 v = realm_names[p_ptr->realm2];
1079 else if (streq(b+1, "LEVEL"))
1081 sprintf(tmp, "%02d", p_ptr->lev);
1085 /* Autopick auto-register is in-use or not? */
1086 else if (streq(b+1, "AUTOREGISTER"))
1088 if (p_ptr->autopick_autoregister)
1095 else if (streq(b+1, "MONEY"))
1097 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1116 #define PREF_TYPE_NORMAL 0
1117 #define PREF_TYPE_AUTOPICK 1
1118 #define PREF_TYPE_HISTPREF 2
1121 * @brief process_pref_fileのサブルーチン /
1122 * Open the "user pref file" and parse it.
1123 * @param name 読み込むファイル名
1124 * @param preftype prefファイルのタイプ
1129 * v: output buffer array
1130 * f: final character
1135 static errr process_pref_file_aux(concptr name, int preftype)
1147 bool bypass = FALSE;
1151 fp = my_fopen(name, "r");
1154 if (!fp) return (-1);
1156 /* Process the file */
1157 while (0 == my_fgets(fp, buf, sizeof(buf)))
1162 /* Skip "empty" lines */
1163 if (!buf[0]) continue;
1165 /* Skip "blank" lines */
1167 if (!iskanji(buf[0]))
1169 if (iswspace(buf[0])) continue;
1172 if (buf[0] == '#') continue;
1179 /* Process "?:<expr>" */
1180 if ((buf[0] == '?') && (buf[1] == ':'))
1189 /* Parse the expr */
1190 v = process_pref_file_expr(&s, &f);
1193 bypass = (streq(v, "0") ? TRUE : FALSE);
1197 /* Apply conditionals */
1198 if (bypass) continue;
1201 /* Process "%:<file>" */
1204 static int depth_count = 0;
1206 /* Ignore if deeper than 20 level */
1207 if (depth_count > 20) continue;
1209 /* Count depth level */
1212 /* Process that file if allowed */
1215 case PREF_TYPE_AUTOPICK:
1216 (void)process_autopick_file(buf + 2);
1218 case PREF_TYPE_HISTPREF:
1219 (void)process_histpref_file(buf + 2);
1222 (void)process_pref_file(buf + 2);
1226 /* Set back depth level */
1232 /* Process the line */
1233 err = process_pref_file_command(buf);
1235 /* This is not original pref line... */
1238 if (preftype != PREF_TYPE_AUTOPICK)
1240 err = process_autopick_file_command(buf);
1248 /* Print error message */
1249 /* ToDo: Add better error messages */
1250 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'."),
1251 _(name, err), line, _(err, name));
1252 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1261 * @brief pref設定ファイルを読み込み設定を反映させる /
1262 * Process the "user pref file" with the given name
1263 * @param name 読み込むファイル名
1267 * See the functions above for a list of legal "commands".
1268 * We also accept the special "?" and "%" directives, which
1269 * allow conditional evaluation and filename inclusion.
1272 errr process_pref_file(concptr name)
1277 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1279 /* Process the system pref file */
1280 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1282 /* Stop at parser errors, but not at non-existing file */
1283 if (err1 > 0) return err1;
1285 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1287 /* Process the user pref file */
1288 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1291 /* User file does not exist, but read system pref file */
1292 if (err2 < 0 && !err1)
1295 /* Result of user file processing */
1304 * Operating hours for ANGBAND (defaults to non-work hours)
1306 static char days[7][29] =
1308 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1309 "MON:XXXXXXXX.........XXXXXXX",
1310 "TUE:XXXXXXXX.........XXXXXXX",
1311 "WED:XXXXXXXX.........XXXXXXX",
1312 "THU:XXXXXXXX.........XXXXXXX",
1313 "FRI:XXXXXXXX.........XXXXXXX",
1314 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1318 * Restict usage (defaults to no restrictions)
1320 static bool check_time_flag = FALSE;
1326 * @brief Angbandプレイ禁止時刻をチェック /
1330 errr check_time(void)
1338 /* No restrictions */
1339 if (!check_time_flag) return (0);
1341 /* Check for time violation */
1342 c = time((time_t *)0);
1346 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1356 * @brief Angbandプレイ禁止時刻の初期化 /
1357 * Initialize CHECK_TIME
1360 errr check_time_init(void)
1369 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1372 fp = my_fopen(buf, "r");
1374 /* No file, no restrictions */
1375 if (!fp) return (0);
1377 /* Assume restrictions */
1378 check_time_flag = TRUE;
1380 /* Parse the file */
1381 while (0 == my_fgets(fp, buf, sizeof(buf)))
1383 /* Skip comments and blank lines */
1384 if (!buf[0] || (buf[0] == '#')) continue;
1386 /* Chop the buffer */
1389 /* Extract the info */
1390 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1391 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1392 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1393 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1394 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1395 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1396 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1410 #ifndef MAXHOSTNAMELEN
1411 # define MAXHOSTNAMELEN 64
1414 typedef struct statstime statstime;
1420 unsigned int v_pgpgin;
1421 unsigned int v_pgpgout;
1422 unsigned int v_pswpin;
1423 unsigned int v_pswpout;
1424 unsigned int v_intr;
1430 unsigned int v_swtch;
1432 struct timeval boottime;
1433 struct timeval curtime;
1437 * Maximal load (if any).
1439 static int check_load_value = 0;
1445 * @brief Angbandプレイ禁止ホストのチェック /
1449 errr check_load(void)
1454 struct statstime st;
1456 /* Success if not checking */
1457 if (!check_load_value) return (0);
1459 /* Check the load */
1460 if (0 == rstat("localhost", &st))
1462 long val1 = (long)(st.avenrun[2]);
1463 long val2 = (long)(check_load_value) * FSCALE;
1465 /* Check for violation */
1466 if (val1 >= val2) return (1);
1477 * @brief Angbandプレイ禁止ホストの設定初期化 /
1478 * Initialize CHECK_LOAD
1481 errr check_load_init(void)
1490 char temphost[MAXHOSTNAMELEN+1];
1491 char thishost[MAXHOSTNAMELEN+1];
1493 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1495 /* Open the "load" file */
1496 fp = my_fopen(buf, "r");
1498 /* No file, no restrictions */
1499 if (!fp) return (0);
1502 check_load_value = 100;
1504 /* Get the host name */
1505 (void)gethostname(thishost, (sizeof thishost) - 1);
1508 while (0 == my_fgets(fp, buf, sizeof(buf)))
1512 /* Skip comments and blank lines */
1513 if (!buf[0] || (buf[0] == '#')) continue;
1515 /* Parse, or ignore */
1516 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1518 /* Skip other hosts */
1519 if (!streq(temphost, thishost) &&
1520 !streq(temphost, "localhost")) continue;
1522 /* Use that value */
1523 check_load_value = value;
1536 #define ENTRY_BARE_HAND 0
1537 #define ENTRY_TWO_HANDS 1
1538 #define ENTRY_RIGHT_HAND1 2
1539 #define ENTRY_LEFT_HAND1 3
1540 #define ENTRY_LEFT_HAND2 4
1541 #define ENTRY_RIGHT_HAND2 5
1542 #define ENTRY_POSTURE 6
1543 #define ENTRY_SHOOT_HIT_DAM 7
1544 #define ENTRY_SHOOT_POWER 8
1545 #define ENTRY_SPEED 9
1546 #define ENTRY_BASE_AC 10
1547 #define ENTRY_LEVEL 11
1548 #define ENTRY_CUR_EXP 12
1549 #define ENTRY_MAX_EXP 13
1550 #define ENTRY_EXP_TO_ADV 14
1551 #define ENTRY_GOLD 15
1552 #define ENTRY_DAY 16
1555 #define ENTRY_PLAY_TIME 19
1556 #define ENTRY_SKILL_FIGHT 20
1557 #define ENTRY_SKILL_SHOOT 21
1558 #define ENTRY_SKILL_SAVING 22
1559 #define ENTRY_SKILL_STEALTH 23
1560 #define ENTRY_SKILL_PERCEP 24
1561 #define ENTRY_SKILL_SEARCH 25
1562 #define ENTRY_SKILL_DISARM 26
1563 #define ENTRY_SKILL_DEVICE 27
1564 #define ENTRY_SKILL_DIG 45
1567 #define ENTRY_BLOWS 28
1568 #define ENTRY_SHOTS 29
1569 #define ENTRY_AVG_DMG 30
1570 #define ENTRY_INFRA 31
1572 #define ENTRY_NAME 32
1573 #define ENTRY_SEX 33
1574 #define ENTRY_RACE 34
1575 #define ENTRY_CLASS 35
1576 #define ENTRY_REALM 36
1577 #define ENTRY_PATRON 37
1578 #define ENTRY_AGE 38
1579 #define ENTRY_HEIGHT 39
1580 #define ENTRY_WEIGHT 40
1581 #define ENTRY_SOCIAL 41
1582 #define ENTRY_ALIGN 42
1584 #define ENTRY_EXP_ANDR 43
1585 #define ENTRY_EXP_TO_ADV_ANDR 44
1594 } disp_player_line[]
1597 { 1, 10, 25, "打撃修正(格闘)"},
1598 { 1, 10, 25, "打撃修正(両手)"},
1599 { 1, 10, 25, "打撃修正(右手)"},
1600 { 1, 10, 25, "打撃修正(左手)"},
1601 { 1, 11, 25, "打撃修正(左手)"},
1602 { 1, 11, 25, "打撃修正(右手)"},
1604 { 1, 15, 25, "射撃攻撃修正"},
1605 { 1, 16, 25, "射撃武器倍率"},
1608 {29, 13, 21, "レベル"},
1609 {29, 14, 21, "経験値"},
1610 {29, 15, 21, "最大経験"},
1611 {29, 16, 21, "次レベル"},
1612 {29, 17, 21, "所持金"},
1616 {29, 20, 21, "プレイ時間"},
1617 {53, 10, -1, "打撃命中 :"},
1618 {53, 11, -1, "射撃命中 :"},
1619 {53, 12, -1, "魔法防御 :"},
1620 {53, 13, -1, "隠密行動 :"},
1621 {53, 15, -1, "知覚 :"},
1622 {53, 16, -1, "探索 :"},
1623 {53, 17, -1, "解除 :"},
1624 {53, 18, -1, "魔法道具 :"},
1625 { 1, 12, 25, "打撃回数"},
1626 { 1, 17, 25, "射撃回数"},
1627 { 1, 13, 25, "平均ダメージ"},
1628 {53, 20, -1, "赤外線視力:"},
1629 {26, 1, -1, "名前 : "},
1630 { 1, 3, -1, "性別 : "},
1631 { 1, 4, -1, "種族 : "},
1632 { 1, 5, -1, "職業 : "},
1633 { 1, 6, -1, "魔法 : "},
1634 { 1, 7, -1, "守護魔神 : "},
1638 {29, 6, 21, "社会的地位"},
1640 {29, 14, 21, "強化度"},
1641 {29, 16, 21, "次レベル"},
1642 {53, 19, -1, "掘削 :" },
1646 { 1, 10, 25, "Bare hand"},
1647 { 1, 10, 25, "Two hands"},
1648 { 1, 10, 25, "Right hand"},
1649 { 1, 10, 25, "Left hand"},
1650 { 1, 11, 25, "Left hand"},
1651 { 1, 11, 25, "Right hand"},
1652 { 1, 11, 25, "Posture"},
1653 { 1, 15, 25, "Shooting"},
1654 { 1, 16, 25, "Multiplier"},
1655 { 1, 20, 25, "Speed"},
1657 {29, 13, 21, "Level"},
1658 {29, 14, 21, "Experience"},
1659 {29, 15, 21, "Max Exp"},
1660 {29, 16, 21, "Exp to Adv"},
1661 {29, 17, 21, "Gold"},
1662 {29, 19, 21, "Time"},
1663 {29, 10, 21, "Hit point"},
1664 {29, 11, 21, "SP (Mana)"},
1665 {29, 20, 21, "Play time"},
1666 {53, 10, -1, "Fighting : "},
1667 {53, 11, -1, "Bows/Throw : "},
1668 {53, 12, -1, "SavingThrow: "},
1669 {53, 13, -1, "Stealth : "},
1670 {53, 15, -1, "Perception : "},
1671 {53, 16, -1, "Searching : "},
1672 {53, 17, -1, "Disarming : "},
1673 {53, 18, -1, "MagicDevice: "},
1674 { 1, 12, 25, "Blows/Round"},
1675 { 1, 17, 25, "Shots/Round"},
1676 { 1, 13, 25, "AverageDmg/Rnd"},
1677 {53, 20, -1, "Infra-Vision: "},
1678 {26, 1, -1, "Name : "},
1679 { 1, 3, -1, "Sex : "},
1680 { 1, 4, -1, "Race : "},
1681 { 1, 5, -1, "Class : "},
1682 { 1, 6, -1, "Magic : "},
1683 { 1, 7, -1, "Patron : "},
1685 {29, 4, 21, "Height"},
1686 {29, 5, 21, "Weight"},
1687 {29, 6, 21, "Social Class"},
1688 {29, 7, 21, "Align"},
1689 {29, 14, 21, "Construction"},
1690 {29, 16, 21, "Const to Adv"},
1691 {53, 19, -1, "Digging :" },
1696 * @brief プレイヤーのステータス1種を出力する
1698 * @param val 値を保管した文字列ポインタ
1699 * @param attr 項目表示の色
1702 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1706 int row = disp_player_line[entry].row;
1707 int col = disp_player_line[entry].col;
1708 int len = disp_player_line[entry].len;
1709 concptr head = disp_player_line[entry].header;
1711 int head_len = strlen(head);
1713 Term_putstr(col, row, -1, TERM_WHITE, head);
1720 int val_len = len - head_len;
1721 sprintf(buf, "%*.*s", val_len, val_len, val);
1722 Term_putstr(col + head_len, row, -1, attr, buf);
1726 Term_putstr(col + head_len, row, -1, attr, val);
1733 * @brief プレイヤーの打撃能力修正を表示する
1734 * @param hand 武器の装備部位ID
1735 * @param hand_entry 項目ID
1738 static void display_player_melee_bonus(int hand, int hand_entry)
1741 HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
1742 HIT_POINT show_todam = p_ptr->dis_to_d[hand];
1743 object_type *o_ptr = &p_ptr->inventory_list[INVEN_RARM + hand];
1745 /* Hack -- add in weapon info if known */
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 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1752 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1754 /* Dump the bonuses to hit/dam */
1755 if (!has_melee_weapon(p_ptr, INVEN_RARM) && !has_melee_weapon(p_ptr, INVEN_LARM))
1756 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1757 else if (p_ptr->ryoute)
1758 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1760 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1765 * @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
1766 * Prints the following information on the screen.
1769 static void display_player_middle(void)
1774 HIT_PROB show_tohit = p_ptr->dis_to_h_b;
1775 HIT_POINT show_todam = 0;
1778 object_type *o_ptr = &p_ptr->inventory_list[INVEN_BOW];
1785 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1788 if (p_ptr->hidarite)
1790 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1792 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(p_ptr, TRUE) & EMPTY_HAND_RARM))
1795 if (p_ptr->special_defense & KAMAE_MASK)
1797 for (i = 0; i < MAX_KAMAE; i++)
1799 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1802 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1805 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1808 /* Apply weapon bonuses */
1809 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1810 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1812 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1813 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1815 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1817 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1820 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1822 if (p_ptr->inventory_list[INVEN_BOW].k_idx)
1824 tmul = bow_tmul(p_ptr->inventory_list[INVEN_BOW].sval);
1826 /* Get extra "power" from "extra might" */
1827 if (p_ptr->xtra_might) tmul++;
1829 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1833 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1835 /* Dump the armor class */
1836 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1844 i = p_ptr->pspeed-110;
1846 /* Hack -- Visually "undo" the Search Mode Slowdown */
1847 if (p_ptr->action == ACTION_SEARCH) i += 10;
1852 attr = TERM_L_GREEN;
1866 attr = TERM_L_UMBER;
1873 if (IS_FAST()) tmp_speed += 10;
1874 if (p_ptr->slow) tmp_speed -= 10;
1875 if (p_ptr->lightspeed) tmp_speed = 99;
1879 if (MON_FAST(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed += 10;
1880 if (MON_SLOW(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed -= 10;
1886 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1888 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1898 sprintf(buf, "(%+d)", i);
1900 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1903 display_player_one_line(ENTRY_SPEED, buf, attr);
1906 /* Dump character level */
1907 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1909 /* Dump experience */
1910 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1911 else e = ENTRY_CUR_EXP;
1913 if (p_ptr->exp >= p_ptr->max_exp)
1914 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1916 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1918 /* Dump max experience */
1919 if (p_ptr->prace == RACE_ANDROID)
1922 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1924 /* Dump exp to advance */
1925 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1926 else e = ENTRY_EXP_TO_ADV;
1928 if (p_ptr->lev >= PY_MAX_LEVEL)
1929 display_player_one_line(e, "*****", TERM_L_GREEN);
1930 else if (p_ptr->prace == RACE_ANDROID)
1931 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1933 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1936 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1941 extract_day_hour_min(&day, &hour, &min);
1943 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1944 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1946 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1948 /* Dump hit point */
1949 if (p_ptr->chp >= p_ptr->mhp)
1950 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1951 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1952 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1954 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1956 /* Dump mana power */
1957 if (p_ptr->csp >= p_ptr->msp)
1958 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1959 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1960 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1962 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1964 /* Dump play time */
1965 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", current_world_ptr->play_time/(60*60), (current_world_ptr->play_time/60)%60, current_world_ptr->play_time%60), TERM_L_GREEN);
1970 * Hack -- pass color info around this file
1972 static TERM_COLOR likert_color = TERM_WHITE;
1976 * @brief 技能ランクの表示基準を定める
1977 * Returns a "rating" of x depending on y
1979 * @param y 技能値に対するランク基準比
1982 static concptr likert(int x, int y)
1984 static char dummy[20] = "", dummy2[20] = "";
1985 memset(dummy, 0, strlen(dummy));
1986 memset(dummy2, 0, strlen(dummy2));
1989 if(show_actual_value)
1991 sprintf(dummy, "%3d-", x);
1994 /* Negative value */
1997 likert_color = TERM_L_DARK;
1998 strcat(dummy, _("最低", "Very Bad"));
2003 /* Analyze the value */
2008 likert_color = TERM_RED;
2009 strcat(dummy, _("悪い", "Bad"));
2012 likert_color = TERM_L_RED;
2013 strcat(dummy, _("劣る", "Poor"));
2018 likert_color = TERM_ORANGE;
2019 strcat(dummy, _("普通", "Fair"));
2023 likert_color = TERM_YELLOW;
2024 strcat(dummy, _("良い", "Good"));
2028 likert_color = TERM_YELLOW;
2029 strcat(dummy, _("大変良い", "Very Good"));
2034 likert_color = TERM_L_GREEN;
2035 strcat(dummy, _("卓越", "Excellent"));
2043 likert_color = TERM_GREEN;
2044 strcat(dummy, _("超越", "Superb"));
2051 likert_color = TERM_BLUE;
2052 strcat(dummy, _("英雄的", "Heroic"));
2056 likert_color = TERM_VIOLET;
2057 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2058 (int)((((x / y) - 17) * 5) / 2));
2059 strcat(dummy, dummy2);
2070 * @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
2071 * Prints ratings on certain abilities
2074 * This code is "imitated" elsewhere to "dump" a character sheet.
2076 static void display_player_various(void)
2078 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2079 int xthn, xthb, xfos, xsrh;
2080 int xdis, xdev, xsav, xstl;
2084 BIT_FLAGS flgs[TR_FLAG_SIZE];
2085 int shots, shot_frac;
2090 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2091 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2092 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2093 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2094 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2096 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2098 /* Shooting Skill (with current bow and normal missile) */
2099 o_ptr = &p_ptr->inventory_list[INVEN_BOW];
2100 tmp = p_ptr->to_h_b + o_ptr->to_h;
2101 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2103 /* If the player is wielding one? */
2106 ENERGY energy_fire = bow_energy(o_ptr->sval);
2108 /* Calculate shots per round */
2109 shots = p_ptr->num_fire * 100;
2110 shot_frac = (shots * 100 / energy_fire) % 100;
2111 shots = shots / energy_fire;
2112 if (o_ptr->name1 == ART_CRIMSON)
2116 if (p_ptr->pclass == CLASS_ARCHER)
2118 /* Extra shot at level 10 */
2119 if (p_ptr->lev >= 10) shots++;
2121 /* Extra shot at level 30 */
2122 if (p_ptr->lev >= 30) shots++;
2124 /* Extra shot at level 45 */
2125 if (p_ptr->lev >= 45) shots++;
2135 for(i = 0; i < 2; i++)
2137 damage[i] = p_ptr->dis_to_d[i] * 100;
2138 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(p_ptr, TRUE) & EMPTY_HAND_RARM))
2140 PLAYER_LEVEL level = p_ptr->lev;
2146 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2147 if (p_ptr->special_defense & KAMAE_BYAKKO)
2148 basedam = monk_ave_damage[level][1];
2149 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2150 basedam = monk_ave_damage[level][2];
2152 basedam = monk_ave_damage[level][0];
2156 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
2158 /* Average damage per round */
2164 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2165 if (object_is_known(o_ptr))
2167 damage[i] += o_ptr->to_d * 100;
2168 to_h[i] += o_ptr->to_h;
2170 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2171 object_flags_known(o_ptr, flgs);
2173 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2174 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2180 else if (have_flag(flgs, TR_VORPAL))
2182 /* vorpal flag only */
2186 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2187 basedam = basedam * 7 / 2;
2191 damage[i] += basedam;
2192 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2193 if (damage[i] < 0) damage[i] = 0;
2195 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2196 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2198 /* Basic abilities */
2200 xdis = p_ptr->skill_dis;
2201 xdev = p_ptr->skill_dev;
2202 xsav = p_ptr->skill_sav;
2203 xstl = p_ptr->skill_stl;
2204 xsrh = p_ptr->skill_srh;
2205 xfos = p_ptr->skill_fos;
2206 xdig = p_ptr->skill_dig;
2209 desc = likert(xthn, 12);
2210 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2212 desc = likert(xthb, 12);
2213 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2215 desc = likert(xsav, 7);
2216 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2218 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2219 desc = likert((xstl > 0) ? xstl : -1, 1);
2220 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2222 desc = likert(xfos, 6);
2223 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2225 desc = likert(xsrh, 6);
2226 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2228 desc = likert(xdis, 8);
2229 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2231 desc = likert(xdev, 6);
2232 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2234 desc = likert(xdev, 6);
2235 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2237 desc = likert(xdig, 4);
2238 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2241 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2243 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2245 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2248 if ((damage[0]+damage[1]) == 0)
2251 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2253 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2255 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2261 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2262 * Prints ratings on certain abilities
2263 * @param flgs フラグを保管する配列
2266 * Obtain the "flags" for the player as if he was an item
2268 * xtra1.c周りと多重実装になっているのを何とかする
2270 static void player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2273 for (i = 0; i < TR_FLAG_SIZE; i++)
2277 switch (p_ptr->pclass)
2280 if (p_ptr->lev > 44)
2281 add_flag(flgs, TR_REGEN);
2283 if (p_ptr->lev > 29)
2284 add_flag(flgs, TR_RES_FEAR);
2287 if (p_ptr->lev > 39)
2288 add_flag(flgs, TR_RES_FEAR);
2290 case CLASS_CHAOS_WARRIOR:
2291 if (p_ptr->lev > 29)
2292 add_flag(flgs, TR_RES_CHAOS);
2293 if (p_ptr->lev > 39)
2294 add_flag(flgs, TR_RES_FEAR);
2297 case CLASS_FORCETRAINER:
2298 if ((p_ptr->lev > 9) && !heavy_armor(p_ptr))
2299 add_flag(flgs, TR_SPEED);
2300 if ((p_ptr->lev>24) && !heavy_armor(p_ptr))
2301 add_flag(flgs, TR_FREE_ACT);
2304 if (heavy_armor(p_ptr))
2305 add_flag(flgs, TR_SPEED);
2308 if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
2309 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
2310 add_flag(flgs, TR_SPEED);
2312 add_flag(flgs, TR_FREE_ACT);
2314 add_flag(flgs, TR_SLOW_DIGEST);
2315 add_flag(flgs, TR_RES_FEAR);
2316 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2317 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2318 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2320 case CLASS_MINDCRAFTER:
2322 add_flag(flgs, TR_RES_FEAR);
2323 if (p_ptr->lev > 19)
2324 add_flag(flgs, TR_SUST_WIS);
2325 if (p_ptr->lev > 29)
2326 add_flag(flgs, TR_RES_CONF);
2327 if (p_ptr->lev > 39)
2328 add_flag(flgs, TR_TELEPATHY);
2331 add_flag(flgs, TR_RES_SOUND);
2333 case CLASS_BERSERKER:
2334 add_flag(flgs, TR_SUST_STR);
2335 add_flag(flgs, TR_SUST_DEX);
2336 add_flag(flgs, TR_SUST_CON);
2337 add_flag(flgs, TR_REGEN);
2338 add_flag(flgs, TR_FREE_ACT);
2339 add_flag(flgs, TR_SPEED);
2340 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2342 case CLASS_MIRROR_MASTER:
2343 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2346 break; /* Do nothing */
2350 if (p_ptr->mimic_form)
2352 switch(p_ptr->mimic_form)
2355 add_flag(flgs, TR_HOLD_EXP);
2356 add_flag(flgs, TR_RES_CHAOS);
2357 add_flag(flgs, TR_RES_NETHER);
2358 add_flag(flgs, TR_RES_FIRE);
2359 add_flag(flgs, TR_SEE_INVIS);
2360 add_flag(flgs, TR_SPEED);
2362 case MIMIC_DEMON_LORD:
2363 add_flag(flgs, TR_HOLD_EXP);
2364 add_flag(flgs, TR_RES_CHAOS);
2365 add_flag(flgs, TR_RES_NETHER);
2366 add_flag(flgs, TR_RES_FIRE);
2367 add_flag(flgs, TR_RES_COLD);
2368 add_flag(flgs, TR_RES_ELEC);
2369 add_flag(flgs, TR_RES_ACID);
2370 add_flag(flgs, TR_RES_POIS);
2371 add_flag(flgs, TR_RES_CONF);
2372 add_flag(flgs, TR_RES_DISEN);
2373 add_flag(flgs, TR_RES_NEXUS);
2374 add_flag(flgs, TR_RES_FEAR);
2375 add_flag(flgs, TR_IM_FIRE);
2376 add_flag(flgs, TR_SH_FIRE);
2377 add_flag(flgs, TR_SEE_INVIS);
2378 add_flag(flgs, TR_TELEPATHY);
2379 add_flag(flgs, TR_LEVITATION);
2380 add_flag(flgs, TR_SPEED);
2383 add_flag(flgs, TR_HOLD_EXP);
2384 add_flag(flgs, TR_RES_DARK);
2385 add_flag(flgs, TR_RES_NETHER);
2386 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2387 add_flag(flgs, TR_RES_POIS);
2388 add_flag(flgs, TR_RES_COLD);
2389 add_flag(flgs, TR_SEE_INVIS);
2390 add_flag(flgs, TR_SPEED);
2396 switch (p_ptr->prace)
2399 add_flag(flgs, TR_RES_LITE);
2402 add_flag(flgs, TR_HOLD_EXP);
2405 add_flag(flgs, TR_FREE_ACT);
2408 add_flag(flgs, TR_RES_BLIND);
2411 add_flag(flgs, TR_RES_DARK);
2413 case RACE_HALF_TROLL:
2414 add_flag(flgs, TR_SUST_STR);
2415 if (p_ptr->lev > 14)
2417 add_flag(flgs, TR_REGEN);
2418 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2420 add_flag(flgs, TR_SLOW_DIGEST);
2422 * Let's not make Regeneration a disadvantage
2423 * for the poor warriors who can never learn
2424 * a spell that satisfies hunger (actually
2425 * neither can rogues, but half-trolls are not
2426 * supposed to play rogues)
2432 add_flag(flgs, TR_SUST_CON);
2433 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2436 add_flag(flgs, TR_RES_LITE);
2437 add_flag(flgs, TR_SEE_INVIS);
2439 case RACE_BARBARIAN:
2440 add_flag(flgs, TR_RES_FEAR);
2442 case RACE_HALF_OGRE:
2443 add_flag(flgs, TR_SUST_STR);
2444 add_flag(flgs, TR_RES_DARK);
2446 case RACE_HALF_GIANT:
2447 add_flag(flgs, TR_RES_SHARDS);
2448 add_flag(flgs, TR_SUST_STR);
2450 case RACE_HALF_TITAN:
2451 add_flag(flgs, TR_RES_CHAOS);
2454 add_flag(flgs, TR_RES_SOUND);
2457 add_flag(flgs, TR_RES_ACID);
2458 if (p_ptr->lev > 19)
2459 add_flag(flgs, TR_IM_ACID);
2462 add_flag(flgs, TR_RES_CONF);
2463 add_flag(flgs, TR_RES_ACID);
2465 add_flag(flgs, TR_SPEED);
2468 add_flag(flgs, TR_RES_POIS);
2471 add_flag(flgs, TR_RES_DISEN);
2472 add_flag(flgs, TR_RES_DARK);
2475 add_flag(flgs, TR_RES_DARK);
2476 if (p_ptr->lev > 19)
2477 add_flag(flgs, TR_SEE_INVIS);
2479 case RACE_DRACONIAN:
2480 add_flag(flgs, TR_LEVITATION);
2482 add_flag(flgs, TR_RES_FIRE);
2484 add_flag(flgs, TR_RES_COLD);
2485 if (p_ptr->lev > 14)
2486 add_flag(flgs, TR_RES_ACID);
2487 if (p_ptr->lev > 19)
2488 add_flag(flgs, TR_RES_ELEC);
2489 if (p_ptr->lev > 34)
2490 add_flag(flgs, TR_RES_POIS);
2492 case RACE_MIND_FLAYER:
2493 add_flag(flgs, TR_SUST_INT);
2494 add_flag(flgs, TR_SUST_WIS);
2495 if (p_ptr->lev > 14)
2496 add_flag(flgs, TR_SEE_INVIS);
2497 if (p_ptr->lev > 29)
2498 add_flag(flgs, TR_TELEPATHY);
2501 add_flag(flgs, TR_RES_FIRE);
2503 add_flag(flgs, TR_SEE_INVIS);
2506 add_flag(flgs, TR_SEE_INVIS);
2507 add_flag(flgs, TR_FREE_ACT);
2508 add_flag(flgs, TR_RES_POIS);
2509 add_flag(flgs, TR_SLOW_DIGEST);
2510 if (p_ptr->lev > 34)
2511 add_flag(flgs, TR_HOLD_EXP);
2514 add_flag(flgs, TR_SEE_INVIS);
2515 add_flag(flgs, TR_RES_SHARDS);
2516 add_flag(flgs, TR_HOLD_EXP);
2517 add_flag(flgs, TR_RES_POIS);
2519 add_flag(flgs, TR_RES_COLD);
2522 add_flag(flgs, TR_SEE_INVIS);
2523 add_flag(flgs, TR_HOLD_EXP);
2524 add_flag(flgs, TR_RES_NETHER);
2525 add_flag(flgs, TR_RES_POIS);
2526 add_flag(flgs, TR_SLOW_DIGEST);
2528 add_flag(flgs, TR_RES_COLD);
2531 add_flag(flgs, TR_HOLD_EXP);
2532 add_flag(flgs, TR_RES_DARK);
2533 add_flag(flgs, TR_RES_NETHER);
2534 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2535 add_flag(flgs, TR_RES_POIS);
2536 add_flag(flgs, TR_RES_COLD);
2539 add_flag(flgs, TR_LEVITATION);
2540 add_flag(flgs, TR_FREE_ACT);
2541 add_flag(flgs, TR_RES_COLD);
2542 add_flag(flgs, TR_SEE_INVIS);
2543 add_flag(flgs, TR_HOLD_EXP);
2544 add_flag(flgs, TR_RES_NETHER);
2545 add_flag(flgs, TR_RES_POIS);
2546 add_flag(flgs, TR_SLOW_DIGEST);
2548 if (p_ptr->lev > 34)
2549 add_flag(flgs, TR_TELEPATHY);
2552 add_flag(flgs, TR_RES_LITE);
2553 add_flag(flgs, TR_LEVITATION);
2555 add_flag(flgs, TR_SPEED);
2558 add_flag(flgs, TR_RES_SOUND);
2559 add_flag(flgs, TR_RES_CONF);
2562 add_flag(flgs, TR_LEVITATION);
2563 add_flag(flgs, TR_SEE_INVIS);
2566 add_flag(flgs, TR_RES_FIRE);
2567 add_flag(flgs, TR_RES_NETHER);
2568 add_flag(flgs, TR_HOLD_EXP);
2570 add_flag(flgs, TR_SEE_INVIS);
2573 add_flag(flgs, TR_SUST_CON);
2576 add_flag(flgs, TR_LEVITATION);
2579 add_flag(flgs, TR_RES_CONF);
2582 add_flag(flgs, TR_FREE_ACT);
2583 add_flag(flgs, TR_RES_POIS);
2584 add_flag(flgs, TR_SLOW_DIGEST);
2585 add_flag(flgs, TR_HOLD_EXP);
2595 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2597 remove_flag(flgs, TR_REGEN);
2600 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2601 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2602 (p_ptr->muta3 & MUT3_SHORT_LEG))
2604 add_flag(flgs, TR_SPEED);
2607 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2609 add_flag(flgs, TR_SH_ELEC);
2612 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2614 add_flag(flgs, TR_SH_FIRE);
2615 add_flag(flgs, TR_LITE_1);
2618 if (p_ptr->muta3 & MUT3_WINGS)
2620 add_flag(flgs, TR_LEVITATION);
2623 if (p_ptr->muta3 & MUT3_FEARLESS)
2625 add_flag(flgs, TR_RES_FEAR);
2628 if (p_ptr->muta3 & MUT3_REGEN)
2630 add_flag(flgs, TR_REGEN);
2633 if (p_ptr->muta3 & MUT3_ESP)
2635 add_flag(flgs, TR_TELEPATHY);
2638 if (p_ptr->muta3 & MUT3_MOTION)
2640 add_flag(flgs, TR_FREE_ACT);
2644 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2645 add_flag(flgs, TR_AGGRAVATE);
2646 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2647 add_flag(flgs, TR_RES_CONF);
2648 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2650 add_flag(flgs, TR_RES_BLIND);
2651 add_flag(flgs, TR_RES_CONF);
2652 add_flag(flgs, TR_HOLD_EXP);
2653 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2655 add_flag(flgs, TR_SPEED);
2657 if (p_ptr->special_defense & KATA_FUUJIN)
2658 add_flag(flgs, TR_REFLECT);
2659 if (p_ptr->special_defense & KAMAE_GENBU)
2660 add_flag(flgs, TR_REFLECT);
2661 if (p_ptr->special_defense & KAMAE_SUZAKU)
2662 add_flag(flgs, TR_LEVITATION);
2663 if (p_ptr->special_defense & KAMAE_SEIRYU)
2665 add_flag(flgs, TR_RES_FIRE);
2666 add_flag(flgs, TR_RES_COLD);
2667 add_flag(flgs, TR_RES_ACID);
2668 add_flag(flgs, TR_RES_ELEC);
2669 add_flag(flgs, TR_RES_POIS);
2670 add_flag(flgs, TR_LEVITATION);
2671 add_flag(flgs, TR_SH_FIRE);
2672 add_flag(flgs, TR_SH_ELEC);
2673 add_flag(flgs, TR_SH_COLD);
2675 if (p_ptr->special_defense & KATA_MUSOU)
2677 add_flag(flgs, TR_RES_FEAR);
2678 add_flag(flgs, TR_RES_LITE);
2679 add_flag(flgs, TR_RES_DARK);
2680 add_flag(flgs, TR_RES_BLIND);
2681 add_flag(flgs, TR_RES_CONF);
2682 add_flag(flgs, TR_RES_SOUND);
2683 add_flag(flgs, TR_RES_SHARDS);
2684 add_flag(flgs, TR_RES_NETHER);
2685 add_flag(flgs, TR_RES_NEXUS);
2686 add_flag(flgs, TR_RES_CHAOS);
2687 add_flag(flgs, TR_RES_DISEN);
2688 add_flag(flgs, TR_REFLECT);
2689 add_flag(flgs, TR_HOLD_EXP);
2690 add_flag(flgs, TR_FREE_ACT);
2691 add_flag(flgs, TR_SH_FIRE);
2692 add_flag(flgs, TR_SH_ELEC);
2693 add_flag(flgs, TR_SH_COLD);
2694 add_flag(flgs, TR_LEVITATION);
2695 add_flag(flgs, TR_LITE_1);
2696 add_flag(flgs, TR_SEE_INVIS);
2697 add_flag(flgs, TR_TELEPATHY);
2698 add_flag(flgs, TR_SLOW_DIGEST);
2699 add_flag(flgs, TR_REGEN);
2700 add_flag(flgs, TR_SUST_STR);
2701 add_flag(flgs, TR_SUST_INT);
2702 add_flag(flgs, TR_SUST_WIS);
2703 add_flag(flgs, TR_SUST_DEX);
2704 add_flag(flgs, TR_SUST_CON);
2705 add_flag(flgs, TR_SUST_CHR);
2710 * @brief プレイヤーの一時的魔法効果による耐性を返す
2711 * Prints ratings on certain abilities
2712 * @param flgs フラグを保管する配列
2715 * xtra1.c周りと多重実装になっているのを何とかする
2717 static void tim_player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2720 for (i = 0; i < TR_FLAG_SIZE; i++)
2723 if (IS_HERO() || p_ptr->shero)
2724 add_flag(flgs, TR_RES_FEAR);
2725 if (p_ptr->tim_invis)
2726 add_flag(flgs, TR_SEE_INVIS);
2727 if (p_ptr->tim_regen)
2728 add_flag(flgs, TR_REGEN);
2730 add_flag(flgs, TR_TELEPATHY);
2731 if (IS_FAST() || p_ptr->slow)
2732 add_flag(flgs, TR_SPEED);
2734 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(PRACE_IS_(p_ptr, RACE_YEEK) && (p_ptr->lev > 19)))
2735 add_flag(flgs, TR_RES_ACID);
2736 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2737 add_flag(flgs, TR_RES_ELEC);
2738 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2739 add_flag(flgs, TR_RES_FIRE);
2740 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2741 add_flag(flgs, TR_RES_COLD);
2742 if (IS_OPPOSE_POIS())
2743 add_flag(flgs, TR_RES_POIS);
2745 if (p_ptr->special_attack & ATTACK_ACID)
2746 add_flag(flgs, TR_BRAND_ACID);
2747 if (p_ptr->special_attack & ATTACK_ELEC)
2748 add_flag(flgs, TR_BRAND_ELEC);
2749 if (p_ptr->special_attack & ATTACK_FIRE)
2750 add_flag(flgs, TR_BRAND_FIRE);
2751 if (p_ptr->special_attack & ATTACK_COLD)
2752 add_flag(flgs, TR_BRAND_COLD);
2753 if (p_ptr->special_attack & ATTACK_POIS)
2754 add_flag(flgs, TR_BRAND_POIS);
2755 if (p_ptr->special_defense & DEFENSE_ACID)
2756 add_flag(flgs, TR_IM_ACID);
2757 if (p_ptr->special_defense & DEFENSE_ELEC)
2758 add_flag(flgs, TR_IM_ELEC);
2759 if (p_ptr->special_defense & DEFENSE_FIRE)
2760 add_flag(flgs, TR_IM_FIRE);
2761 if (p_ptr->special_defense & DEFENSE_COLD)
2762 add_flag(flgs, TR_IM_COLD);
2763 if (p_ptr->wraith_form)
2764 add_flag(flgs, TR_REFLECT);
2766 if (p_ptr->tim_reflect)
2767 add_flag(flgs, TR_REFLECT);
2769 if (p_ptr->magicdef)
2771 add_flag(flgs, TR_RES_BLIND);
2772 add_flag(flgs, TR_RES_CONF);
2773 add_flag(flgs, TR_REFLECT);
2774 add_flag(flgs, TR_FREE_ACT);
2775 add_flag(flgs, TR_LEVITATION);
2777 if (p_ptr->tim_res_nether)
2779 add_flag(flgs, TR_RES_NETHER);
2781 if (p_ptr->tim_sh_fire)
2783 add_flag(flgs, TR_SH_FIRE);
2787 add_flag(flgs, TR_RES_FEAR);
2788 add_flag(flgs, TR_RES_LITE);
2789 add_flag(flgs, TR_RES_DARK);
2790 add_flag(flgs, TR_RES_BLIND);
2791 add_flag(flgs, TR_RES_CONF);
2792 add_flag(flgs, TR_RES_SOUND);
2793 add_flag(flgs, TR_RES_SHARDS);
2794 add_flag(flgs, TR_RES_NETHER);
2795 add_flag(flgs, TR_RES_NEXUS);
2796 add_flag(flgs, TR_RES_CHAOS);
2797 add_flag(flgs, TR_RES_DISEN);
2798 add_flag(flgs, TR_REFLECT);
2799 add_flag(flgs, TR_HOLD_EXP);
2800 add_flag(flgs, TR_FREE_ACT);
2801 add_flag(flgs, TR_SH_FIRE);
2802 add_flag(flgs, TR_SH_ELEC);
2803 add_flag(flgs, TR_SH_COLD);
2804 add_flag(flgs, TR_LEVITATION);
2805 add_flag(flgs, TR_LITE_1);
2806 add_flag(flgs, TR_SEE_INVIS);
2807 add_flag(flgs, TR_TELEPATHY);
2808 add_flag(flgs, TR_SLOW_DIGEST);
2809 add_flag(flgs, TR_REGEN);
2810 add_flag(flgs, TR_SUST_STR);
2811 add_flag(flgs, TR_SUST_INT);
2812 add_flag(flgs, TR_SUST_WIS);
2813 add_flag(flgs, TR_SUST_DEX);
2814 add_flag(flgs, TR_SUST_CON);
2815 add_flag(flgs, TR_SUST_CHR);
2819 if (p_ptr->realm1 == REALM_HEX)
2821 if (hex_spelling(HEX_DEMON_AURA))
2823 add_flag(flgs, TR_SH_FIRE);
2824 add_flag(flgs, TR_REGEN);
2826 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2827 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2832 /* Mode flags for displaying player flags */
2833 #define DP_CURSE 0x01
2839 * @brief プレイヤーの装備一覧をシンボルで並べる
2841 * @param y 表示するコンソールの行
2842 * @param x 表示するコンソールの列
2846 void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2855 /* Weapon flags need only two column */
2856 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2857 else max_i = INVEN_TOTAL;
2859 /* Dump equippy chars */
2860 for (i = INVEN_RARM; i < max_i; i++)
2863 o_ptr = &p_ptr->inventory_list[i];
2865 a = object_attr(o_ptr);
2866 c = object_char(o_ptr);
2868 /* Clear the part of the screen */
2869 if (!equippy_chars || !o_ptr->k_idx)
2876 Term_putch(x + i - INVEN_RARM, y, a, c);
2882 * @brief プレイヤーの装備による免疫フラグを返す
2883 * @param flgs フラグを保管する配列
2886 * xtra1.c周りと多重実装になっているのを何とかする
2888 static void known_obj_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2891 for (i = 0; i < TR_FLAG_SIZE; i++)
2894 /* Check equipment */
2895 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2897 u32b o_flgs[TR_FLAG_SIZE];
2902 o_ptr = &p_ptr->inventory_list[i];
2904 if (!o_ptr->k_idx) continue;
2907 object_flags_known(o_ptr, o_flgs);
2909 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2910 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2911 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2912 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2917 * @brief プレイヤーの種族による免疫フラグを返す
2918 * @param flgs フラグを保管する配列
2921 * xtra1.c周りと多重実装になっているのを何とかする
2923 static void player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2926 for (i = 0; i < TR_FLAG_SIZE; i++)
2929 if (PRACE_IS_(p_ptr, RACE_SPECTRE))
2930 add_flag(flgs, TR_RES_NETHER);
2931 if (p_ptr->mimic_form == MIMIC_VAMPIRE || PRACE_IS_(p_ptr, RACE_VAMPIRE))
2932 add_flag(flgs, TR_RES_DARK);
2933 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2934 add_flag(flgs, TR_RES_FIRE);
2935 else if (PRACE_IS_(p_ptr, RACE_YEEK) && p_ptr->lev > 19)
2936 add_flag(flgs, TR_RES_ACID);
2940 * @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
2941 * @param flgs フラグを保管する配列
2944 * xtra1.c周りと多重実装になっているのを何とかする
2946 static void tim_player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2949 for (i = 0; i < TR_FLAG_SIZE; i++)
2952 if (p_ptr->special_defense & DEFENSE_ACID)
2953 add_flag(flgs, TR_RES_ACID);
2954 if (p_ptr->special_defense & DEFENSE_ELEC)
2955 add_flag(flgs, TR_RES_ELEC);
2956 if (p_ptr->special_defense & DEFENSE_FIRE)
2957 add_flag(flgs, TR_RES_FIRE);
2958 if (p_ptr->special_defense & DEFENSE_COLD)
2959 add_flag(flgs, TR_RES_COLD);
2960 if (p_ptr->wraith_form)
2961 add_flag(flgs, TR_RES_DARK);
2965 * @brief プレイヤーの種族による弱点フラグを返す
2966 * @param flgs フラグを保管する配列
2969 * xtra1.c周りと多重実装になっているのを何とかする
2971 static void player_vuln_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2974 for (i = 0; i < TR_FLAG_SIZE; i++)
2977 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2979 add_flag(flgs, TR_RES_ACID);
2980 add_flag(flgs, TR_RES_ELEC);
2981 add_flag(flgs, TR_RES_FIRE);
2982 add_flag(flgs, TR_RES_COLD);
2984 if (PRACE_IS_(p_ptr, RACE_ANDROID))
2985 add_flag(flgs, TR_RES_ELEC);
2986 if (PRACE_IS_(p_ptr, RACE_ENT))
2987 add_flag(flgs, TR_RES_FIRE);
2988 if (PRACE_IS_(p_ptr, RACE_VAMPIRE) || PRACE_IS_(p_ptr, RACE_S_FAIRY) ||
2989 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2990 add_flag(flgs, TR_RES_LITE);
2995 * A struct for storing misc. flags
2998 BIT_FLAGS player_flags[TR_FLAG_SIZE];
2999 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
3000 BIT_FLAGS player_imm[TR_FLAG_SIZE];
3001 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
3002 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
3003 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
3008 * @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 /
3009 * Helper function, see below
3010 * @param row コンソール表示位置の左上行
3011 * @param col コンソール表示位置の左上列
3012 * @param header コンソール上で表示する特性名
3013 * @param flag1 参照する特性ID
3014 * @param f プレイヤーの特性情報構造体
3015 * @param mode 表示オプション
3018 static void display_flag_aux(TERM_LEN row, TERM_LEN col, concptr header,
3019 int flag1, all_player_flags *f, u16b mode)
3024 byte header_color = TERM_L_DARK;
3025 int header_col = col;
3027 if (have_flag(f->player_vuln, flag1) &&
3028 !(have_flag(f->known_obj_imm, flag1) ||
3029 have_flag(f->player_imm, flag1) ||
3030 have_flag(f->tim_player_imm, flag1)))
3034 col += strlen(header) + 1;
3036 /* Weapon flags need only two column */
3037 if (mode & DP_WP) max_i = INVEN_LARM + 1;
3038 else max_i = INVEN_TOTAL;
3040 /* Check equipment */
3041 for (i = INVEN_RARM; i < max_i; i++)
3043 BIT_FLAGS flgs[TR_FLAG_SIZE];
3047 o_ptr = &p_ptr->inventory_list[i];
3050 object_flags_known(o_ptr, flgs);
3053 if (!(mode & DP_IMM))
3054 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3057 if (mode & DP_CURSE)
3059 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3061 c_put_str(TERM_L_DARK, "+", row, col);
3062 header_color = TERM_WHITE;
3064 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3066 c_put_str(TERM_WHITE, "+", row, col);
3067 header_color = TERM_WHITE;
3069 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3071 c_put_str(TERM_WHITE, "*", row, col);
3072 header_color = TERM_WHITE;
3075 else if (flag1 == TR_LITE_1)
3077 if (HAVE_DARK_FLAG(flgs))
3079 c_put_str(TERM_L_DARK, "+", row, col);
3080 header_color = TERM_WHITE;
3082 else if (HAVE_LITE_FLAG(flgs))
3084 c_put_str(TERM_WHITE, "+", row, col);
3085 header_color = TERM_WHITE;
3090 if (have_flag(flgs, flag1))
3092 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3093 (mode & DP_IMM) ? "*" : "+", row, col);
3094 header_color = TERM_WHITE;
3102 /* Assume that player flag is already written */
3105 if (header_color != TERM_L_DARK)
3107 /* Overwrite Header Color */
3108 c_put_str(header_color, header, row, header_col);
3114 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3117 if (have_flag(f->player_flags, flag1))
3119 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3120 header_color = TERM_WHITE;
3123 /* Timed player flags */
3124 if (have_flag(f->tim_player_flags, flag1))
3126 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3127 header_color = TERM_WHITE;
3131 if (have_flag(f->tim_player_imm, flag1))
3133 c_put_str(TERM_YELLOW, "*", row, col);
3134 header_color = TERM_WHITE;
3136 if (have_flag(f->player_imm, flag1))
3138 c_put_str(TERM_WHITE, "*", row, col);
3139 header_color = TERM_WHITE;
3143 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3146 c_put_str(header_color, header, row, header_col);
3151 * @brief プレイヤーの特性フラグ一覧表示1 /
3152 * Special display, part 1
3155 static void display_player_flag_info(void)
3162 /* Extract flags and store */
3163 player_flags(f.player_flags);
3164 tim_player_flags(f.tim_player_flags);
3165 player_immunity(f.player_imm);
3166 tim_player_immunity(f.tim_player_imm);
3167 known_obj_immunity(f.known_obj_imm);
3168 player_vuln_flags(f.player_vuln);
3175 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, "耐酸 :", TR_RES_ACID, &f, 0);
3180 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3181 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3182 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3183 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3184 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3185 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3186 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3187 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3188 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3189 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3190 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3191 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3192 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3194 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3195 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3196 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3197 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3198 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3199 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3200 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3201 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3202 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3203 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3204 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3205 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3206 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3207 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3216 display_player_equippy(row-2, col+8, 0);
3218 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3221 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3222 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3223 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3224 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3225 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3226 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3227 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3228 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3229 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3230 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3232 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3233 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3234 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3235 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3236 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3237 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3238 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3239 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3240 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3241 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3250 display_player_equippy(row-2, col+12, 0);
3252 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3255 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3256 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3257 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3258 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3259 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3260 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3261 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3262 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3263 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3264 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3266 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3267 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3268 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3269 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3270 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3271 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3272 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3273 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3274 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3275 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3282 * @brief プレイヤーの特性フラグ一覧表示2 /
3283 * Special display, part 2
3286 static void display_player_other_flag_info(void)
3293 /* Extract flags and store */
3294 player_flags(f.player_flags);
3295 tim_player_flags(f.tim_player_flags);
3296 player_immunity(f.player_imm);
3297 tim_player_immunity(f.tim_player_imm);
3298 known_obj_immunity(f.known_obj_imm);
3299 player_vuln_flags(f.player_vuln);
3306 display_player_equippy(row-2, col+12, DP_WP);
3308 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3311 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3312 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3313 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3314 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3315 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3316 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3317 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3318 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3319 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3320 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3321 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3322 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3323 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3324 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3325 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3326 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3327 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3328 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3329 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3330 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3331 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3332 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3333 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3334 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3335 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3336 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3337 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3338 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3340 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3341 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3342 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3343 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3344 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3345 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3346 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3347 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3348 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3349 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3350 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3351 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3352 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3353 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3354 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3355 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3356 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3357 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3358 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3359 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3360 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3361 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3362 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3363 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3364 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3365 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3366 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3367 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3376 display_player_equippy(row-2, col+13, 0);
3377 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3380 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3381 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3382 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3383 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3384 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3385 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3386 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3387 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3388 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3389 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3390 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3391 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3392 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3393 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3394 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3395 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3396 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3397 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3398 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3400 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3401 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3402 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3403 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3404 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3405 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3406 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3407 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3408 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3409 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3410 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3411 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3412 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3413 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3414 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3415 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3416 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3417 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3418 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3425 col = col + 12 + 17;
3427 display_player_equippy(row-2, col+14, 0);
3429 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3432 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3433 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3434 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3435 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3436 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3437 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3439 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3440 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3441 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3442 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3443 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3444 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3446 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3447 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3448 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3449 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3451 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3452 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3453 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3454 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3455 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3456 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3458 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3459 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3460 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3461 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3462 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3463 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3465 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3466 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3467 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3468 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3475 * @brief プレイヤーの特性フラグ一覧表示2a /
3476 * Special display, part 2a
3479 static void display_player_misc_info(void)
3484 /* Display basics */
3486 put_str("名前 :", 1, 26);
3487 put_str("性別 :", 3, 1);
3488 put_str("種族 :", 4, 1);
3489 put_str("職業 :", 5, 1);
3491 put_str("Name :", 1, 26);
3492 put_str("Sex :", 3, 1);
3493 put_str("Race :", 4, 1);
3494 put_str("Class :", 5, 1);
3497 strcpy(tmp,ap_ptr->title);
3504 strcat(tmp,p_ptr->name);
3506 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3507 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3508 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3509 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3511 /* Display extras */
3513 put_str("レベル:", 6, 1);
3514 put_str("HP :", 7, 1);
3515 put_str("MP :", 8, 1);
3517 put_str("Level :", 6, 1);
3518 put_str("Hits :", 7, 1);
3519 put_str("Mana :", 8, 1);
3523 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3524 c_put_str(TERM_L_BLUE, buf, 6, 9);
3525 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3526 c_put_str(TERM_L_BLUE, buf, 7, 9);
3527 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3528 c_put_str(TERM_L_BLUE, buf, 8, 9);
3533 * @brief プレイヤーの特性フラグ一覧表示2b /
3534 * Special display, part 2b
3538 * How to print out the modifications and sustains.
3539 * Positive mods with no sustain will be light green.
3540 * Positive mods with a sustain will be dark green.
3541 * Sustains (with no modification) will be a dark green 's'.
3542 * Negative mods (from a curse) will be red.
3543 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3544 * No mod, no sustain, will be a slate '.'
3547 static void display_player_stat_info(void)
3554 BIT_FLAGS flgs[TR_FLAG_SIZE];
3568 /* Print out the labels for the columns */
3569 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col+1);
3570 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col+7);
3571 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col+13);
3572 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col+28);
3573 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col+35);
3575 /* Display the stats */
3576 for (i = 0; i < A_MAX; i++)
3580 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3581 else r_adj = rp_ptr->r_adj[i];
3583 /* Calculate equipment adjustment */
3586 /* Icky formula to deal with the 18 barrier */
3587 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] > 18))
3588 e_adj = (p_ptr->stat_top[i] - p_ptr->stat_max[i]) / 10;
3589 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3590 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3591 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3592 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3594 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3595 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3597 if (PRACE_IS_(p_ptr, RACE_ENT))
3603 if (p_ptr->lev > 25) r_adj++;
3604 if (p_ptr->lev > 40) r_adj++;
3605 if (p_ptr->lev > 45) r_adj++;
3608 if (p_ptr->lev > 25) r_adj--;
3609 if (p_ptr->lev > 40) r_adj--;
3610 if (p_ptr->lev > 45) r_adj--;
3616 e_adj -= cp_ptr->c_adj[i];
3617 e_adj -= ap_ptr->a_adj[i];
3619 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3620 /* Reduced name of stat */
3621 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3623 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3626 /* Internal "natural" max value. Maxes at 18/100 */
3627 /* This is useful to see if you are maxed out */
3628 cnv_stat(p_ptr->stat_max[i], buf);
3629 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3631 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3633 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3635 /* Race, class, and equipment modifiers */
3636 (void)sprintf(buf, "%3d", r_adj);
3637 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3638 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3639 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3640 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3641 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3642 (void)sprintf(buf, "%3d", (int)e_adj);
3643 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3645 /* Actual maximal modified value */
3646 cnv_stat(p_ptr->stat_top[i], buf);
3647 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3649 /* Only display stat_use if not maximal */
3650 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3652 cnv_stat(p_ptr->stat_use[i], buf);
3653 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3658 col = stat_col + 41;
3660 /* Header and Footer */
3661 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3662 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3664 /* Process equipment */
3665 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3667 o_ptr = &p_ptr->inventory_list[i];
3669 /* Acquire "known" flags */
3670 object_flags_known(o_ptr, flgs);
3672 /* Initialize color based of sign of pval. */
3673 for (stat = 0; stat < A_MAX; stat++)
3680 if (have_flag(flgs, stat))
3686 if (o_ptr->pval > 0)
3692 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3695 if (have_flag(flgs, stat + TR_SUST_STR))
3697 /* Dark green for sustained stats */
3702 if (o_ptr->pval < 0)
3708 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3713 else if (have_flag(flgs, stat + TR_SUST_STR))
3715 /* Dark green "s" */
3720 /* Dump proper character */
3721 Term_putch(col, row + stat+1, a, c);
3732 for (stat = 0; stat < A_MAX; stat++)
3739 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3745 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3746 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3747 if (p_ptr->tsuyoshi) dummy += 4;
3749 else if (stat == A_WIS || stat == A_INT)
3751 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3752 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3754 else if (stat == A_DEX)
3756 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3757 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3758 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3760 else if (stat == A_CON)
3762 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3763 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3764 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3765 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3766 if (p_ptr->tsuyoshi) dummy += 4;
3768 else if (stat == A_CHR)
3770 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3771 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3772 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3773 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3774 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3775 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3791 if (dummy < 10) c = '0' + dummy;
3801 if (dummy > -10) c = '0' - dummy;
3808 if (have_flag(flgs, stat + TR_SUST_STR))
3810 /* Dark green "s" */
3817 Term_putch(col, row + stat+1, a, c);
3823 * @brief プレイヤーのステータス表示メイン処理
3824 * Display the character on the screen (various modes)
3825 * @param mode 表示モードID
3829 * The top one and bottom two lines are left blank.
3830 * Mode 0 = standard display with skills
3831 * Mode 1 = standard display with history
3832 * Mode 2 = summary of various things
3833 * Mode 3 = summary of various things (part 2)
3834 * Mode 4 = mutations
3837 void display_player(int mode)
3843 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3852 if ((mode == 0) || (mode == 1))
3854 /* Name, Sex, Race, Class */
3856 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", p_ptr->name);
3858 sprintf(tmp, "%s %s", ap_ptr->title, p_ptr->name);
3861 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3862 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3863 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3864 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3869 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3871 strcpy(tmp, realm_names[p_ptr->realm1]);
3872 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3875 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3876 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3878 /* Age, Height, Weight, Social */
3879 /* 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 */
3881 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3882 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3883 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3884 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3886 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3887 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3888 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3889 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3891 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3894 /* Display the stats */
3895 for (i = 0; i < A_MAX; i++)
3897 /* Special treatment of "injured" stats */
3898 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3902 /* Use lowercase stat name */
3903 put_str(stat_names_reduced[i], 3 + i, 53);
3905 /* Get the current stat */
3906 value = p_ptr->stat_use[i];
3908 /* Obtain the current stat (modified) */
3909 cnv_stat(value, buf);
3911 /* Display the current stat (modified) */
3912 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3914 /* Acquire the max stat */
3915 value = p_ptr->stat_top[i];
3917 /* Obtain the maximum stat (modified) */
3918 cnv_stat(value, buf);
3920 /* Display the maximum stat (modified) */
3921 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3924 /* Normal treatment of "normal" stats */
3927 /* Assume uppercase stat name */
3928 put_str(stat_names[i], 3 + i, 53);
3930 /* Obtain the current stat (modified) */
3931 cnv_stat(p_ptr->stat_use[i], buf);
3933 /* Display the current stat (modified) */
3934 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3937 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3939 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3943 /* Display "history" info */
3947 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3949 for (i = 0; i < 4; i++)
3951 put_str(p_ptr->history[i], i + 12, 10);
3958 if (p_ptr->total_winner)
3961 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3963 sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3966 else if (!current_floor_ptr->dun_level)
3969 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3971 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3974 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3976 /* Get the quest text */
3977 /* Bewere that INIT_ASSIGN resets the cur_num. */
3978 init_flags = INIT_NAME_ONLY;
3980 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3983 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);
3985 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
3991 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), (int)current_floor_ptr->dun_level, p_ptr->died_from);
3993 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, current_floor_ptr->dun_level, map_name());
3997 else if (current_world_ptr->character_dungeon)
3999 if (!current_floor_ptr->dun_level)
4001 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
4003 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
4005 /* Clear the text */
4006 /* Must be done before doing INIT_SHOW_TEXT */
4007 for (i = 0; i < 10; i++)
4009 quest_text[i][0] = '\0';
4011 quest_text_line = 0;
4013 /* Get the quest text */
4014 init_flags = INIT_NAME_ONLY;
4016 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
4018 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);
4023 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)current_floor_ptr->dun_level);
4025 sprintf(statmsg, "...Now, you are exploring level %d of %s.", current_floor_ptr->dun_level, map_name());
4032 char temp[64*2], *t;
4033 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4035 for(i=0 ; i<2 ; i++)
4041 put_str(t, i + 5 + 12, 10);
4049 /* Display "various" info */
4052 display_player_middle();
4053 display_player_various();
4060 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4063 display_player_misc_info();
4064 display_player_stat_info();
4065 display_player_flag_info();
4071 display_player_other_flag_info();
4076 do_cmd_knowledge_mutations(p_ptr);
4081 * @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
4082 * @param fff ファイルポインタ
4085 static void dump_aux_display_player(FILE *fff)
4094 /* Dump part of the screen */
4095 for (y = 1; y < 22; y++)
4098 for (x = 0; x < 79; x++)
4100 /* Get the attr/char */
4101 (void)(Term_what(x, y, &a, &c));
4107 /* End the string */
4110 /* Kill trailing spaces */
4111 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4114 fprintf(fff, _("%s\n", "%s\n"), buf);
4117 /* Display history */
4120 /* Dump part of the screen */
4121 for (y = 10; y < 19; y++)
4124 for (x = 0; x < 79; x++)
4126 /* Get the attr/char */
4127 (void)(Term_what(x, y, &a, &c));
4133 /* End the string */
4136 /* Kill trailing spaces */
4137 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4140 fprintf(fff, "%s\n", buf);
4145 /* Display flags (part 1) */
4148 /* Dump part of the screen */
4149 for (y = 2; y < 22; y++)
4152 for (x = 0; x < 79; x++)
4154 /* Get the attr/char */
4155 (void)(Term_what(x, y, &a, &c));
4157 /* Dump it (Ignore equippy tile graphic) */
4164 /* End the string */
4167 /* Kill trailing spaces */
4168 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4171 fprintf(fff, "%s\n", buf);
4176 /* Display flags (part 2) */
4179 /* Dump part of the screen */
4180 for (y = 1; y < 22; y++)
4183 for (x = 0; x < 79; x++)
4185 /* Get the attr/char */
4186 (void)(Term_what(x, y, &a, &c));
4188 /* Dump it (Ignore equippy tile graphic) */
4195 /* End the string */
4198 /* Kill trailing spaces */
4199 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4202 fprintf(fff, "%s\n", buf);
4210 * @brief プレイヤーのペット情報をファイルにダンプする
4211 * @param fff ファイルポインタ
4214 static void dump_aux_pet(FILE *fff)
4218 bool pet_settings = FALSE;
4219 GAME_TEXT pet_name[MAX_NLEN];
4221 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
4223 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
4225 if (!monster_is_valid(m_ptr)) continue;
4226 if (!is_pet(m_ptr)) continue;
4227 pet_settings = TRUE;
4228 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4231 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4234 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4235 fprintf(fff, "%s\n", pet_name);
4240 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4242 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4243 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4245 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4246 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4248 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4249 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4251 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4252 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4254 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4255 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4257 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"),
4258 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4266 * @brief プレイヤーの職業能力情報をファイルにダンプする
4267 * @param fff ファイルポインタ
4270 static void dump_aux_class_special(FILE *fff)
4272 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4279 int spellnum[MAX_MONSPELLS];
4280 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4285 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4287 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4292 set_rf_masks(&f4, &f5, &f6, j);
4295 case MONSPELL_TYPE_BOLT:
4296 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4299 case MONSPELL_TYPE_BALL:
4300 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4303 case MONSPELL_TYPE_BREATH:
4304 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4307 case MONSPELL_TYPE_SUMMON:
4308 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4311 case MONSPELL_TYPE_OTHER:
4312 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4316 for (i = 0, num = 0; i < 32; i++)
4318 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4322 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4326 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4331 strcat(p[col], " ");
4333 for (i = 0; i < num; i++)
4335 if (p_ptr->magic_num2[spellnum[i]])
4338 /* Dump blue magic */
4339 l1 = strlen(p[col]);
4340 l2 = strlen(monster_powers_short[spellnum[i]]);
4341 if ((l1 + l2) >= 75)
4343 strcat(p[col], "\n");
4345 strcat(p[col], " ");
4347 strcat(p[col], monster_powers_short[spellnum[i]]);
4348 strcat(p[col], ", ");
4354 strcat(p[col], _("なし", "None"));
4358 if (p[col][strlen(p[col])-2] == ',')
4360 p[col][strlen(p[col])-2] = '\0';
4364 p[col][strlen(p[col])-10] = '\0';
4368 strcat(p[col], "\n");
4371 for (i=0;i<=col;i++)
4376 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4378 char s[EATER_EXT][MAX_NLEN];
4379 OBJECT_TYPE_VALUE tval = 0;
4381 KIND_OBJECT_IDX k_idx;
4382 OBJECT_SUBTYPE_VALUE i;
4385 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4387 for (ext = 0; ext < 3; ext++)
4391 /* Dump an extent name */
4396 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4400 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4404 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4408 /* Get magic device names that were eaten */
4409 for (i = 0; i < EATER_EXT; i++)
4411 int idx = EATER_EXT * ext + i;
4413 magic_num = p_ptr->magic_num2[idx];
4414 if (!magic_num) continue;
4416 k_idx = lookup_kind(tval, i);
4417 if (!k_idx) continue;
4418 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4422 /* Dump magic devices in this extent */
4425 for (i = 0; i < eat_num; i++)
4428 if (i % 3 < 2) fputs(" ", fff);
4429 else fputs("\n", fff);
4432 if (i % 3 > 0) fputs("\n", fff);
4434 else /* Not found */
4436 fputs(_(" (なし)\n", " (none)\n"), fff);
4440 else if (p_ptr->pclass == CLASS_SMITH)
4442 int i, id[250], n = 0, row;
4444 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4445 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4446 "Essence Num Essence Num Essence Num "));
4447 for (i = 0; essence_name[i]; i++)
4449 if (!essence_name[i][0]) continue;
4456 for (i = 0; i < row; i++)
4459 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4460 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4461 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4471 * @brief クエスト情報をファイルにダンプする
4472 * @param fff ファイルポインタ
4475 static void dump_aux_quest(FILE *fff)
4478 QUEST_IDX *quest_num;
4481 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4483 /* Allocate Memory */
4484 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4486 /* Sort by compete level */
4487 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4488 ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
4490 /* Dump Quest Information */
4492 do_cmd_knowledge_quests_completed(fff, quest_num);
4494 do_cmd_knowledge_quests_failed(fff, quest_num);
4498 C_KILL(quest_num, max_q_idx, QUEST_IDX);
4503 * @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
4504 * @param fff ファイルポインタ
4507 static void dump_aux_last_message(FILE *fff)
4511 if (!p_ptr->total_winner)
4515 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4516 for (i = MIN(message_num(), 30); i >= 0; i--)
4518 fprintf(fff,"> %s\n",message_str((s16b)i));
4523 /* Hack -- *Winning* message */
4524 else if (p_ptr->last_message)
4526 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4527 fprintf(fff," %s\n", p_ptr->last_message);
4534 * @brief 帰還場所情報をファイルにダンプする
4535 * @param fff ファイルポインタ
4538 static void dump_aux_recall(FILE *fff)
4541 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4543 for (y = 1; y < max_d_idx; y++)
4547 if (!d_info[y].maxdepth) continue;
4548 if (!max_dlv[y]) continue;
4549 if (d_info[y].final_guardian)
4551 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4553 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4555 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4556 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4562 * @brief オプション情報をファイルにダンプする
4563 * @param fff ファイルポインタ
4566 static void dump_aux_options(FILE *fff)
4568 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4571 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4574 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4576 if (ironman_small_levels)
4577 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4578 else if (always_small_levels)
4579 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4580 else if (small_levels)
4581 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4583 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4587 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4589 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4593 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4595 if (ironman_downward)
4596 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4599 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4601 if (ironman_nightmare)
4602 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4605 if (ironman_empty_levels)
4606 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4607 else if (empty_levels)
4608 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4610 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4615 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"));
4622 * @brief 闘技場の情報をファイルにダンプする
4623 * @param fff ファイルポインタ
4626 static void dump_aux_arena(FILE *fff)
4628 if (lite_town || vanilla_town) return;
4630 if (p_ptr->arena_number < 0)
4632 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4634 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4639 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4640 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4642 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4643 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4644 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4648 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4650 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4652 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4654 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4659 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4661 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");
4670 * @brief 撃破モンスターの情報をファイルにダンプする
4671 * @param fff ファイルポインタ
4674 static void dump_aux_monsters(FILE *fff)
4676 /* Monsters slain */
4679 long uniq_total = 0;
4680 long norm_total = 0;
4683 /* Sort by monster level */
4686 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4688 /* Allocate the "who" array */
4689 C_MAKE(who, max_r_idx, MONRACE_IDX);
4691 /* Count monster kills */
4692 for (k = 1; k < max_r_idx; k++)
4694 monster_race *r_ptr = &r_info[k];
4696 /* Ignore unused index */
4697 if (!r_ptr->name) continue;
4699 if (r_ptr->flags1 & RF1_UNIQUE)
4701 bool dead = (r_ptr->max_num == 0);
4706 /* Add a unique monster to the list */
4707 who[uniq_total++] = k;
4712 if (r_ptr->r_pkills > 0)
4714 norm_total += r_ptr->r_pkills;
4720 /* No monsters is defeated */
4723 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4726 /* Defeated more than one normal monsters */
4727 else if (uniq_total == 0)
4730 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4732 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4736 /* Defeated more than one unique monsters */
4737 else /* if (uniq_total > 0) */
4740 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);
4742 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"));
4745 /* Sort the array by dungeon depth of monsters */
4746 ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
4747 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));
4750 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4752 monster_race *r_ptr = &r_info[who[k]];
4753 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4758 /* Free the "who" array */
4759 C_KILL(who, max_r_idx, s16b);
4764 * @brief 元種族情報をファイルにダンプする
4765 * @param fff ファイルポインタ
4768 static void dump_aux_race_history(FILE *fff)
4770 if (p_ptr->old_race1 || p_ptr->old_race2)
4774 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);
4775 for (i = 0; i < MAX_RACES; i++)
4777 if (p_ptr->start_race == i) continue;
4780 if (!(p_ptr->old_race1 & 1L << i)) continue;
4784 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4786 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4795 * @brief 元魔法領域情報をファイルにダンプする
4796 * @param fff ファイルポインタ
4799 static void dump_aux_realm_history(FILE *fff)
4801 if (p_ptr->old_realm)
4806 for (i = 0; i < MAX_MAGIC; i++)
4808 if (!(p_ptr->old_realm & 1L << i)) continue;
4809 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]);
4817 * @brief 徳の情報をファイルにダンプする
4818 * @param fff ファイルポインタ
4821 static void dump_aux_virtues(FILE *fff)
4825 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4827 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4828 (2 * p_ptr->hitdie +
4829 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4832 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4833 else fprintf(fff, "現在の体力ランク : ???\n\n");
4834 fprintf(fff, "能力の最大値\n");
4836 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4837 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4838 fprintf(fff, "Limits of maximum stats\n");
4840 for (v_nr = 0; v_nr < A_MAX; v_nr++)
4842 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);
4843 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4846 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment());
4848 dump_virtues(p_ptr, fff);
4853 * @brief 突然変異の情報をファイルにダンプする
4854 * @param fff ファイルポインタ
4857 static void dump_aux_mutations(FILE *fff)
4859 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4861 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4862 dump_mutations(p_ptr, fff);
4868 * @brief 所持品の情報をファイルにダンプする
4869 * @param fff ファイルポインタ
4872 static void dump_aux_equipment_inventory(FILE *fff)
4875 GAME_TEXT o_name[MAX_NLEN];
4877 /* Dump the equipment */
4878 if (p_ptr->equip_cnt)
4880 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4881 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4883 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4884 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4885 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4887 fprintf(fff, "%c) %s\n",
4888 index_to_label(i), o_name);
4890 fprintf(fff, "\n\n");
4893 /* Dump the p_ptr->inventory_list */
4894 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4896 for (i = 0; i < INVEN_PACK; i++)
4898 /* Don't dump the empty slots */
4899 if (!p_ptr->inventory_list[i].k_idx) break;
4901 /* Dump the p_ptr->inventory_list slots */
4902 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4903 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4906 /* Add an empty line */
4907 fprintf(fff, "\n\n");
4912 * @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
4913 * @param fff ファイルポインタ
4916 static void dump_aux_home_museum(FILE *fff)
4918 GAME_TEXT o_name[MAX_NLEN];
4921 /* Do we need it?? */
4922 /* process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x); */
4924 /* Print the home */
4925 st_ptr = &town_info[1].store[STORE_HOME];
4927 /* Home -- if anything there */
4928 if (st_ptr->stock_num)
4933 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4935 /* Dump all available items */
4936 for (i = 0; i < st_ptr->stock_num; i++)
4939 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4940 object_desc(o_name, &st_ptr->stock[i], 0);
4941 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4944 /* Add an empty line */
4945 fprintf(fff, "\n\n");
4949 /* Print the home */
4950 st_ptr = &town_info[1].store[STORE_MUSEUM];
4952 /* Home -- if anything there */
4953 if (st_ptr->stock_num)
4958 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4960 /* Dump all available items */
4961 for (i = 0; i < st_ptr->stock_num; i++)
4964 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4965 object_desc(o_name, &st_ptr->stock[i], 0);
4966 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4968 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4969 object_desc(o_name, &st_ptr->stock[i], 0);
4970 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4975 /* Add an empty line */
4976 fprintf(fff, "\n\n");
4982 * @brief ダンプ出力のメインルーチン
4983 * Output the character dump to a file
4984 * @param fff ファイルポインタ
4987 errr make_character_dump(FILE *fff)
4990 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4991 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4993 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4994 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4999 dump_aux_display_player(fff);
5000 dump_aux_last_message(fff);
5001 dump_aux_options(fff);
5002 dump_aux_recall(fff);
5003 dump_aux_quest(fff);
5004 dump_aux_arena(fff);
5005 dump_aux_monsters(fff);
5006 dump_aux_virtues(fff);
5007 dump_aux_race_history(fff);
5008 dump_aux_realm_history(fff);
5009 dump_aux_class_special(fff);
5010 dump_aux_mutations(fff);
5013 dump_aux_equipment_inventory(fff);
5014 dump_aux_home_museum(fff);
5016 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
5021 * @brief プレイヤーステータスをファイルダンプ出力する
5022 * Hack -- Dump a character description file
5023 * @param name 出力ファイル名
5026 * Allow the "full" flag to dump additional info,
5027 * and trigger its usage from various places in the code.
5029 errr file_character(concptr name)
5034 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5036 /* File type is "TEXT" */
5037 FILE_TYPE(FILE_TYPE_TEXT);
5039 /* Check for existing file */
5040 fd = fd_open(buf, O_RDONLY);
5049 (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);
5052 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5055 /* Open the non-existing file */
5056 if (fd < 0) fff = my_fopen(buf, "w");
5061 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);
5069 (void)make_character_dump(fff);
5073 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."));
5082 * @brief ファイル内容の一行をコンソールに出力する
5083 * Display single line of on-line help file
5084 * @param str 出力する文字列
5090 * You can insert some special color tag to change text color.
5092 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5093 * A colored segment is between "[[[[y|" and the last "|".
5094 * You can use any single character in place of the "|".
5097 static void show_file_aux_line(concptr str, int cy, concptr shower)
5099 static const char tag_str[] = "[[[[";
5100 byte color = TERM_WHITE;
5108 /* Make a lower case version of str for searching */
5113 /* Initial cursor position */
5114 Term_gotoxy(cx, cy);
5116 for (i = 0; str[i];)
5118 int len = strlen(&str[i]);
5119 int showercol = len + 1;
5120 int bracketcol = len + 1;
5124 /* Search for a shower string in the line */
5127 ptr = my_strstr(&lcstr[i], shower);
5128 if (ptr) showercol = ptr - &lcstr[i];
5131 /* Search for a color segment tag */
5132 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5133 if (ptr) bracketcol = ptr - &str[i];
5135 /* A color tag is found */
5136 if (bracketcol < endcol) endcol = bracketcol;
5138 /* The shower string is found before the color tag */
5139 if (showercol < endcol) endcol = showercol;
5141 /* Print a segment of the line */
5142 Term_addstr(endcol, color, &str[i]);
5146 /* Shower string? */
5147 if (endcol == showercol)
5149 int showerlen = strlen(shower);
5151 /* Print the shower string in yellow */
5152 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5157 /* Colored segment? */
5158 else if (endcol == bracketcol)
5162 /* Found the end of colored segment */
5165 /* Now looking for an another tag_str */
5168 /* Set back to the default color */
5173 /* Found a tag_str, and get a tag color */
5174 i += sizeof(tag_str)-1;
5177 color = color_char_to_attr(str[i]);
5179 /* Illegal color tag */
5180 if (color == 255 || str[i+1] == '\0')
5182 /* Illegal color tag */
5185 /* Print the broken tag as a string */
5186 Term_addstr(-1, TERM_WHITE, tag_str);
5187 cx += sizeof(tag_str)-1;
5191 /* Skip the color tag */
5194 /* Now looking for a close tag */
5197 /* Skip the close-tag-indicator */
5203 } /* for (i = 0; str[i];) */
5205 /* Clear rest of line */
5206 Term_erase(cx, cy, 255);
5211 * @brief ファイル内容をコンソールに出力する
5212 * Recursive file perusal.
5213 * @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
5214 * @param name ファイル名の文字列
5215 * @param what 内容キャプションの文字列
5216 * @param line 表示の現在行
5221 * Process various special text in the input file, including
5222 * the "menu" structures used by the "help file" system.
5223 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5226 bool show_file(bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
5230 /* Number of "real" lines passed by */
5233 /* Number of "real" lines in the file */
5236 /* Backup value for "line" */
5239 /* This screen has sub-screens */
5242 /* Current help file */
5245 /* Find this string (if any) */
5246 concptr find = NULL;
5248 /* Jump to this tag */
5251 /* Hold strings to find/show */
5252 char finder_str[81];
5253 char shower_str[81];
5256 /* String to show */
5257 concptr shower = NULL;
5260 char filename[1024];
5262 /* Describe this thing */
5268 /* General buffer */
5271 /* Sub-menu information */
5274 bool reverse = (line < 0);
5278 Term_get_size(&wid, &hgt);
5281 strcpy(finder_str, "");
5282 strcpy(shower_str, "");
5283 strcpy(caption, "");
5284 for (i = 0; i < 68; i++)
5289 strcpy(filename, name);
5291 n = strlen(filename);
5293 /* Extract the tag from the filename */
5294 for (i = 0; i < n; i++)
5296 if (filename[i] == '#')
5299 tag = filename + i + 1;
5304 /* Redirect the name */
5310 strcpy(caption, what);
5312 /* Access the "file" */
5316 fff = my_fopen(path, "r");
5319 /* Look in "help" */
5323 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5324 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5327 fff = my_fopen(path, "r");
5330 /* Look in "info" */
5334 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5335 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5338 fff = my_fopen(path, "r");
5341 /* Look in "info" */
5344 path_build(path, sizeof(path), ANGBAND_DIR, name);
5346 for (i = 0; path[i]; i++)
5347 if ('\\' == path[i])
5348 path[i] = PATH_SEP[0];
5351 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5354 fff = my_fopen(path, "r");
5359 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5366 /* Pre-Parse the file */
5371 /* Read a line or stop */
5372 if (my_fgets(fff, buf, sizeof(buf))) break;
5374 /* XXX Parse "menu" items */
5375 if (prefix(str, "***** "))
5377 /* Notice "menu" requests */
5378 if ((str[6] == '[') && isalpha(str[7]))
5380 /* Extract the menu item */
5381 int k = str[7] - 'A';
5383 /* This is a menu file */
5386 if ((str[8] == ']') && (str[9] == ' '))
5388 /* Extract the menu item */
5389 strncpy(hook[k], str + 10, 31);
5391 /* Make sure it's null-terminated */
5395 /* Notice "tag" requests */
5396 else if (str[6] == '<')
5398 size_t len = strlen(str);
5400 if (str[len - 1] == '>')
5402 str[len - 1] = '\0';
5403 if (tag && streq(str + 7, tag)) line = next;
5411 /* Count the "real" lines */
5415 /* Save the number of "real" lines */
5418 /* start from bottom when reverse mode */
5419 if (line == -1) line = ((size-1)/rows)*rows;
5422 /* Display the file */
5425 /* Restart when necessary */
5426 if (line >= size - rows) line = size - rows;
5427 if (line < 0) line = 0;
5429 /* Re-open the file if needed */
5434 /* Hack -- Re-Open the file */
5435 fff = my_fopen(path, "r");
5437 if (!fff) return (FALSE);
5439 /* File has been restarted */
5443 /* Goto the selected line */
5447 if (my_fgets(fff, buf, sizeof(buf))) break;
5449 /* Skip tags/links */
5450 if (prefix(buf, "***** ")) continue;
5452 /* Count the lines */
5456 /* Dump the next 20, or rows, lines of the file */
5457 for (i = 0; i < rows; )
5461 /* Hack -- track the "first" line */
5462 if (!i) line = next;
5464 /* Get a line of the file or stop */
5465 if (my_fgets(fff, buf, sizeof(buf))) break;
5467 /* Hack -- skip "special" lines */
5468 if (prefix(buf, "***** ")) continue;
5470 /* Count the "real" lines */
5473 /* Hack -- keep searching */
5478 /* Make a lower case version of str for searching */
5479 strcpy(lc_buf, str);
5480 str_tolower(lc_buf);
5482 if (!my_strstr(lc_buf, find)) continue;
5485 /* Hack -- stop searching */
5489 show_file_aux_line(str, i + 2, shower);
5491 /* Count the printed lines */
5497 /* Clear rest of line */
5498 Term_erase(0, i + 2, 255);
5503 /* Hack -- failed search */
5513 /* Show a general "title" */
5516 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5517 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5518 caption, line, size), 0, 0);
5522 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5523 caption, line, size), 0, 0);
5526 /* Prompt -- small files */
5530 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5533 /* Prompt -- large files */
5538 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5540 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5542 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5546 /* Get a special key code */
5547 skey = inkey_special(TRUE);
5551 /* Show the help for the help */
5553 /* Hack - prevent silly recursion */
5554 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5555 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5558 /* Hack -- try showing */
5561 prt(_("強調: ", "Show: "), hgt - 1, 0);
5563 strcpy(back_str, shower_str);
5564 if (askfor(shower_str, 80))
5568 /* Make it lowercase */
5569 str_tolower(shower_str);
5572 shower = shower_str;
5574 else shower = NULL; /* Stop showing */
5576 else strcpy(shower_str, back_str);
5579 /* Hack -- try finding */
5583 prt(_("検索: ", "Find: "), hgt - 1, 0);
5585 strcpy(back_str, finder_str);
5586 if (askfor(finder_str, 80))
5595 /* Make finder lowercase */
5596 str_tolower(finder_str);
5599 shower = finder_str;
5601 else shower = NULL; /* Stop showing */
5603 else strcpy(finder_str, back_str);
5606 /* Hack -- go to a specific line */
5610 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5613 if (askfor(tmp, 80)) line = atoi(tmp);
5617 /* Hack -- go to the top line */
5622 /* Hack -- go to the bottom line */
5624 line = ((size - 1) / rows) * rows;
5627 /* Hack -- go to a specific file */
5631 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5632 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5634 if (askfor(tmp, 80))
5636 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5641 /* Allow backing up */
5643 line = line + (reverse ? rows : -rows);
5644 if (line < 0) line = 0;
5650 if (line < 0) line = 0;
5653 /* Advance a single line */
5656 line = line + (reverse ? -1 : 1);
5657 if (line < 0) line = 0;
5660 /* Move up / down */
5664 if (line < 0) line = 0;
5672 /* Advance one page */
5674 line = line + (reverse ? -rows : rows);
5675 if (line < 0) line = 0;
5684 /* Recurse on numbers */
5689 if (!(skey & SKEY_MASK) && isalpha(skey))
5692 if ((key > -1) && hook[key][0])
5694 /* Recurse on that file */
5695 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5700 /* Hack, dump to file */
5709 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5711 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5713 /* Hack -- Re-Open the file */
5714 fff = my_fopen(path, "r");
5716 ffp = my_fopen(buff, "w");
5720 msg_print(_("ファイルを開けません。", "Failed to open file."));
5725 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5726 my_fputs(ffp, xtmp, 80);
5727 my_fputs(ffp, "\n", 80);
5729 while (!my_fgets(fff, buff, sizeof(buff)))
5730 my_fputs(ffp, buff, 80);
5734 /* Hack -- Re-Open the file */
5735 fff = my_fopen(path, "r");
5738 /* Return to last screen */
5739 if ((skey == ESCAPE) || (skey == '<')) break;
5741 /* Exit on the ^q */
5742 if (skey == KTRL('q')) skey = 'q';
5744 /* Exit on the q key */
5745 if (skey == 'q') break;
5750 if (skey == 'q') return (FALSE);
5758 * @brief ヘルプを表示するコマンドのメインルーチン
5759 * Peruse the On-Line-Help
5763 void do_cmd_help(void)
5767 /* Peruse the main help file */
5768 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5774 * @brief プレイヤーの名前をチェックして修正する
5775 * Process the player name.
5776 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5779 * Extract a clean "base name".
5780 * Build the savefile name if needed.
5782 void process_player_name(bool sf)
5785 char old_player_base[32] = "";
5787 if (current_world_ptr->character_generated) strcpy(old_player_base, p_ptr->base_name);
5789 /* Cannot be too long */
5790 #if defined(MACINTOSH) || defined(ACORN)
5791 if (strlen(p_ptr->name) > 15)
5794 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5798 /* Cannot contain "icky" characters */
5799 for (i = 0; p_ptr->name[i]; i++)
5801 /* No control characters */
5803 if (iskanji(p_ptr->name[i])){i++;continue;}
5804 if (iscntrl( (unsigned char)p_ptr->name[i]))
5806 if (iscntrl(p_ptr->name[i]))
5810 /* Illegal characters */
5811 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);
5818 /* Extract "useful" letters */
5819 for (i = 0; p_ptr->name[i]; i++)
5822 unsigned char c = p_ptr->name[i];
5824 char c = p_ptr->name[i];
5828 /* Convert "dot" to "underscore" */
5829 if (c == '.') c = '_';
5831 /* Accept all the letters */
5832 p_ptr->base_name[k++] = c;
5837 /* Extract "useful" letters */
5838 for (i = 0; p_ptr->name[i]; i++)
5841 unsigned char c = p_ptr->name[i];
5843 char c = p_ptr->name[i];
5846 /* Accept some letters */
5849 if(k + 2 >= sizeof(p_ptr->base_name) || !p_ptr->name[i+1]) break;
5850 p_ptr->base_name[k++] = c;
5852 p_ptr->base_name[k++] = p_ptr->name[i];
5855 else if (iskana(c)) p_ptr->base_name[k++] = c;
5859 /* Convert path separator to underscore */
5860 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5861 p_ptr->base_name[k++] = '_';
5862 i += strlen(PATH_SEP);
5864 /* Convert some characters to underscore */
5865 #if defined(WINDOWS)
5866 else if (my_strchr("\"*,/:;<>?\\|", c)) p_ptr->base_name[k++] = '_';
5868 else if (isprint(c)) p_ptr->base_name[k++] = c;
5874 p_ptr->base_name[k] = '\0';
5876 /* Require a "base" name */
5877 if (!p_ptr->base_name[0]) strcpy(p_ptr->base_name, "PLAYER");
5880 #ifdef SAVEFILE_MUTABLE
5886 if (!savefile_base[0] && savefile[0])
5893 t = my_strstr(s, PATH_SEP);
5898 strcpy(savefile_base, s);
5901 if (!savefile_base[0] || !savefile[0])
5904 /* Change the savefile name */
5909 strcpy(savefile_base, p_ptr->base_name);
5911 #ifdef SAVEFILE_USE_UID
5912 /* Rename the savefile, using the p_ptr->player_uid and p_ptr->base_name */
5913 (void)sprintf(temp, "%d.%s", p_ptr->player_uid, p_ptr->base_name);
5915 /* Rename the savefile, using the p_ptr->base_name */
5916 (void)sprintf(temp, "%s", p_ptr->base_name);
5918 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5921 /* Load an autopick preference file */
5922 if (current_world_ptr->character_generated)
5924 if (!streq(old_player_base, p_ptr->base_name)) autopick_load_pref(FALSE);
5930 * @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
5931 * Gets a name for the character, reacting to name changes.
5935 * Assumes that "display_player(0)" has just been called
5936 * Perhaps we should NOT ask for a name (at "birth()") on
5937 * Unix machines? XXX XXX
5938 * What a horrible name for a global function.
5945 /* Save the player name */
5946 strcpy(tmp, p_ptr->name);
5948 /* Prompt for a new name */
5949 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))
5952 strcpy(p_ptr->name, tmp);
5955 if (0 == strlen(p_ptr->name))
5957 /* Use default name */
5958 strcpy(p_ptr->name, "PLAYER");
5961 strcpy(tmp,ap_ptr->title);
5968 strcat(tmp,p_ptr->name);
5970 /* Re-Draw the name (in light blue) */
5971 Term_erase(34, 1, 255);
5972 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5974 /* Erase the prompt, etc */
5981 * @brief セーブするコマンドのメインルーチン
5983 * @param is_autosave オートセーブ中の処理ならばTRUE
5987 void do_cmd_save_game(int is_autosave)
5989 /* Autosaves do not disturb */
5992 msg_print(_("自動セーブ中", "Autosaving the game..."));
5996 disturb(TRUE, TRUE);
5999 /* Clear messages */
6003 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
6007 /* The player is not dead */
6008 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
6010 /* Forbid suspend */
6011 signals_ignore_tstp();
6013 /* Save the player */
6016 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6019 /* Save failed (oops) */
6022 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6025 /* Allow suspend again */
6026 signals_handle_tstp();
6030 /* Note that the player is not dead */
6031 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6033 /* HACK -- don't get sanity blast on updating view */
6034 current_world_ptr->is_loading_now = FALSE;
6036 update_creature(p_ptr);
6038 /* Initialize monster process */
6041 /* HACK -- reset the hackish flag */
6042 current_world_ptr->is_loading_now = TRUE;
6047 * @brief セーブ後にゲーム中断フラグを立てる/
6048 * Save the game and exit
6052 void do_cmd_save_and_exit(void)
6054 p_ptr->playing = FALSE;
6055 p_ptr->leaving = TRUE;
6056 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6060 #define GRAVE_LINE_WIDTH 31
6063 * @brief 墓石の真ん中に文字列を書き込む /
6064 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6068 static void center_string(char *buf, concptr str)
6075 /* Necessary border */
6076 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6079 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6086 * Save a "bones" file for a dead character
6089 * Note that we will not use these files until Angband 2.8.0, and
6090 * then we will only use the name and level on which death occured.
6091 * Should probably attempt some form of locking...
6094 static void make_bones(void)
6101 /* Ignore wizards and borgs */
6102 if (!(p_ptr->noscore & 0x00FF))
6104 /* Ignore people who die in town */
6105 if (current_floor_ptr->dun_level)
6110 sprintf(tmp, "bone.%03d", current_floor_ptr->dun_level);
6111 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6113 /* Attempt to open the bones file */
6114 fp = my_fopen(str, "r");
6116 /* Close it right away */
6117 if (fp) my_fclose(fp);
6119 /* Do not over-write a previous ghost */
6122 /* File type is "TEXT" */
6123 FILE_TYPE(FILE_TYPE_TEXT);
6125 /* Grab permissions */
6128 /* Try to write a new "Bones File" */
6129 fp = my_fopen(str, "w");
6131 /* Drop permissions */
6134 /* Not allowed to write it? Weird. */
6138 fprintf(fp, "%s\n", p_ptr->name);
6139 fprintf(fp, "%d\n", p_ptr->mhp);
6140 fprintf(fp, "%d\n", p_ptr->prace);
6141 fprintf(fp, "%d\n", p_ptr->pclass);
6143 /* Close and save the Bones file */
6152 * Redefinable "print_tombstone" action
6154 bool (*tombstone_aux)(void) = NULL;
6158 * @brief 墓石のアスキーアート表示 /
6159 * Display a "tomb-stone"
6162 void print_tomb(void)
6166 /* Do we use a special tombstone ? */
6169 /* Use tombstone hook */
6170 done = (*tombstone_aux)();
6173 /* Print the text-tombstone */
6182 time_t ct = time((time_t)0);
6187 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6189 /* Open the News file */
6190 fp = my_fopen(buf, "r");
6197 /* Dump the file to the screen */
6198 while (0 == my_fgets(fp, buf, sizeof(buf)))
6200 /* Display and advance */
6201 put_str(buf, i++, 0);
6209 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6222 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6225 center_string(buf, p_ptr->name);
6226 put_str(buf, 6, 11);
6229 center_string(buf, "the");
6230 put_str(buf, 7, 11);
6233 center_string(buf, p);
6234 put_str(buf, 8, 11);
6236 center_string(buf, cp_ptr->title);
6237 put_str(buf, 10, 11);
6239 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6240 center_string(buf, tmp);
6241 put_str(buf, 11, 11);
6243 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6244 center_string(buf, tmp);
6245 put_str(buf, 12, 11);
6247 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6248 center_string(buf, tmp);
6249 put_str(buf, 13, 11);
6252 /* 墓に刻む言葉をオリジナルより細かく表示 */
6253 if (streq(p_ptr->died_from, "途中終了"))
6255 strcpy(tmp, "<自殺>");
6257 else if (streq(p_ptr->died_from, "ripe"))
6259 strcpy(tmp, "引退後に天寿を全う");
6261 else if (streq(p_ptr->died_from, "Seppuku"))
6263 strcpy(tmp, "勝利の後、切腹");
6267 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6268 t = tmp + strlen(tmp) + 1;
6271 strcpy(dummy, t); /* 2nd line */
6272 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6274 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6277 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6280 char *name_head = my_strstr(tmp, "『");
6281 sprintf(dummy2, "%s%s", name_head, dummy);
6282 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6284 strcpy(dummy, dummy2);
6288 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6291 char *name_head = my_strstr(tmp, "「");
6292 sprintf(dummy2, "%s%s", name_head, dummy);
6293 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6295 strcpy(dummy, dummy2);
6299 center_string(buf, dummy);
6300 put_str(buf, 15, 11);
6304 center_string(buf, tmp);
6305 put_str(buf, 14, 11);
6307 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6309 if (current_floor_ptr->dun_level == 0)
6311 concptr field_name = p_ptr->town_num ? "街" : "荒野";
6312 if (streq(p_ptr->died_from, "途中終了"))
6314 sprintf(tmp, "%sで死んだ", field_name);
6318 sprintf(tmp, "に%sで殺された", field_name);
6323 if (streq(p_ptr->died_from, "途中終了"))
6325 sprintf(tmp, "地下 %d 階で死んだ", (int)current_floor_ptr->dun_level);
6329 sprintf(tmp, "に地下 %d 階で殺された", (int)current_floor_ptr->dun_level);
6332 center_string(buf, tmp);
6333 put_str(buf, 15 + extra_line, 11);
6336 (void)sprintf(tmp, "Killed on Level %d", current_floor_ptr->dun_level);
6337 center_string(buf, tmp);
6338 put_str(buf, 14, 11);
6340 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6341 center_string(buf, tmp);
6342 put_str(buf, 15, 11);
6343 t = tmp + strlen(tmp) + 1;
6346 strcpy(dummy, t); /* 2nd line */
6347 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6349 int dummy_len = strlen(dummy);
6350 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6352 center_string(buf, dummy);
6353 put_str(buf, 16, 11);
6357 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6358 center_string(buf, tmp);
6359 put_str(buf, 17, 11);
6360 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6366 * @brief 死亡、引退時の簡易ステータス表示 /
6367 * Display some character info
6370 void show_info(void)
6376 /* Hack -- Know everything in the inven/equip */
6377 for (i = 0; i < INVEN_TOTAL; i++)
6379 o_ptr = &p_ptr->inventory_list[i];
6380 if (!o_ptr->k_idx) continue;
6382 /* Aware and Known */
6383 object_aware(o_ptr);
6384 object_known(o_ptr);
6387 for (i = 1; i < max_towns; i++)
6389 st_ptr = &town_info[i].store[STORE_HOME];
6391 /* Hack -- Know everything in the home */
6392 for (j = 0; j < st_ptr->stock_num; j++)
6394 o_ptr = &st_ptr->stock[j];
6395 if (!o_ptr->k_idx) continue;
6397 /* Aware and Known */
6398 object_aware(o_ptr);
6399 object_known(o_ptr);
6403 /* Hack -- Recalculate bonuses */
6404 p_ptr->update |= (PU_BONUS);
6407 /* Flush all input keys */
6413 /* Describe options */
6414 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);
6415 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);
6417 /* Dump character records as requested */
6423 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6426 strcpy(out_val, "");
6428 /* Ask for filename (or abort) */
6429 if (!askfor(out_val, 60)) return;
6431 /* Return means "show on screen" */
6432 if (!out_val[0]) break;
6435 /* Dump a character file */
6436 (void)file_character(out_val);
6443 /* Prompt for p_ptr->inventory_list */
6444 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);
6446 /* Allow abort at this point */
6447 if (inkey() == ESCAPE) return;
6450 /* Show equipment and p_ptr->inventory_list */
6452 /* Equipment -- if any */
6453 if (p_ptr->equip_cnt)
6456 (void)show_equip(0, USE_FULL, 0);
6457 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6459 if (inkey() == ESCAPE) return;
6462 /* Inventory -- if any */
6463 if (p_ptr->inven_cnt)
6466 (void)show_inven(0, USE_FULL, 0);
6467 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6469 if (inkey() == ESCAPE) return;
6472 /* Homes in the different towns */
6473 for (l = 1; l < max_towns; l++)
6475 st_ptr = &town_info[l].store[STORE_HOME];
6477 /* Home -- if anything there */
6478 if (st_ptr->stock_num)
6480 /* Display contents of the home */
6481 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6486 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6488 GAME_TEXT o_name[MAX_NLEN];
6492 o_ptr = &st_ptr->stock[i];
6494 /* Print header, clear line */
6495 sprintf(tmp_val, "%c) ", I2A(j));
6496 prt(tmp_val, j+2, 4);
6498 /* Display object description */
6499 object_desc(o_name, o_ptr, 0);
6500 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6504 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);
6507 if (inkey() == ESCAPE) return;
6515 * @brief 異常発生時のゲーム緊急終了処理 /
6516 * Handle abrupt death of the visual system
6520 * This routine is called only in very rare situations, and only
6521 * by certain visual systems, when they experience fatal errors.
6522 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6523 * save file so that player can see tombstone when restart.
6526 void exit_game_panic(void)
6528 /* If nothing important has happened, just quit */
6529 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(_("緊急事態", "panic"));
6531 /* Mega-Hack -- see "msg_print()" */
6534 /* Clear the top line */
6537 /* Hack -- current_world_ptr->game_turn off some things */
6538 disturb(TRUE, TRUE);
6540 /* Mega-Hack -- Delay death */
6541 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6543 /* Hardcode panic save */
6544 p_ptr->panic_save = 1;
6546 /* Forbid suspend */
6547 signals_ignore_tstp();
6549 /* Indicate panic save */
6550 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6552 /* Panic save, or get worried */
6553 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6555 /* Successful panic save */
6556 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6561 * @brief ファイルからランダムに行を一つ取得する /
6562 * Get a random line from a file
6563 * @param file_name ファイル名
6564 * @param entry 特定条件時のN:タグヘッダID
6565 * @param output 出力先の文字列参照ポインタ
6569 * Based on the monster speech patch by Matt Graham,
6572 errr get_rnd_line(concptr file_name, int entry, char *output)
6579 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6582 fp = my_fopen(buf, "r");
6587 /* Find the entry of the monster */
6590 /* Get a line from the file */
6591 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6593 /* Count the lines */
6596 /* Look for lines starting with 'N:' */
6597 if ((buf[0] == 'N') && (buf[1] == ':'))
6599 /* Allow default lines */
6605 else if (buf[2] == 'M')
6607 if (r_info[entry].flags1 & RF1_MALE) break;
6609 else if (buf[2] == 'F')
6611 if (r_info[entry].flags1 & RF1_FEMALE) break;
6613 /* Get the monster number */
6614 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6616 /* Is it the right number? */
6617 if (test == entry) break;
6621 /* Error while converting the number */
6622 msg_format("Error in line %d of %s!", line_num, file_name);
6630 /* Reached end of file */
6636 /* Get the random line */
6637 for (counter = 0; ; counter++)
6641 test = my_fgets(fp, buf, sizeof(buf));
6643 /* Count the lines */
6644 /* line_num++; No more needed */
6648 /* Ignore lines starting with 'N:' */
6649 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6651 if (buf[0] != '#') break;
6660 if (one_in_(counter + 1)) strcpy(output, buf);
6665 return counter ? 0 : -1;
6671 * @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) /
6672 * @param file_name ファイル名
6673 * @param entry 特定条件時のN:タグヘッダID
6674 * @param output 出力先の文字列参照ポインタ
6679 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
6684 for (i = 0; i < count; i++)
6686 result = get_rnd_line(file_name, entry, output);
6689 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
6697 * @brief 自動拾いファイルを読み込む /
6701 errr process_autopick_file(concptr name)
6706 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6708 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
6714 * @brief プレイヤーの生い立ちファイルを読み込む /
6715 * Process file for player's history editor.
6720 errr process_histpref_file(concptr name)
6724 bool old_character_xtra = current_world_ptr->character_xtra;
6725 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6727 /* Hack -- prevent modification birth options in this file */
6728 current_world_ptr->character_xtra = TRUE;
6730 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
6732 current_world_ptr->character_xtra = old_character_xtra;
6737 * @brief ファイル位置をシーク /
6738 * @param fd ファイルディスクリプタ
6739 * @param where ファイルバイト位置
6740 * @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
6744 static errr counts_seek(int fd, u32b where, bool flag)
6747 char temp1[128], temp2[128];
6748 u32b zero_header[3] = {0L, 0L, 0L};
6751 #ifdef SAVEFILE_USE_UID
6752 (void)sprintf(temp1, "%d.%s.%d%d%d", p_ptr->player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6754 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6756 for (i = 0; temp1[i]; i++)
6757 temp1[i] ^= (i+1) * 63;
6762 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
6764 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
6769 fd_seek(fd, seekpoint);
6770 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
6771 fd_write(fd, (char*)(temp1), sizeof(temp1));
6775 if (strcmp(temp1, temp2) == 0)
6778 seekpoint += 128 + 3 * sizeof(u32b);
6781 return fd_seek(fd, seekpoint + where * sizeof(u32b));
6785 * @brief ファイル位置を読み込む
6786 * @param where ファイルバイト位置
6790 u32b counts_read(int where)
6796 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6797 fd = fd_open(buf, O_RDONLY);
6799 if (counts_seek(fd, where, FALSE) ||
6800 fd_read(fd, (char*)(&count), sizeof(u32b)))
6809 * @brief ファイル位置に書き込む /
6810 * @param where ファイルバイト位置
6811 * @param count 書き込む値
6815 errr counts_write(int where, u32b count)
6821 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6823 /* Grab permissions */
6826 fd = fd_open(buf, O_RDWR);
6828 /* Drop permissions */
6833 /* File type is "DATA" */
6834 FILE_TYPE(FILE_TYPE_DATA);
6836 /* Grab permissions */
6839 /* Create a new high score file */
6840 fd = fd_make(buf, 0644);
6842 /* Drop permissions */
6846 /* Grab permissions */
6849 err = fd_lock(fd, F_WRLCK);
6851 /* Drop permissions */
6856 counts_seek(fd, where, TRUE);
6857 fd_write(fd, (char*)(&count), sizeof(u32b));
6859 /* Grab permissions */
6862 err = fd_lock(fd, F_UNLCK);
6864 /* Drop permissions */
6875 #ifdef HANDLE_SIGNALS
6882 * @brief OSからのシグナルを受けてサスペンド状態に入る /
6883 * Handle signals -- suspend
6884 * @param sig 受け取ったシグナル
6886 * Actually suspend the game, and then resume cleanly
6888 static void handle_signal_suspend(int sig)
6890 /* Disable handler */
6891 (void)signal(sig, SIG_IGN);
6898 /* Suspend the "Term" */
6899 Term_xtra(TERM_XTRA_ALIVE, 0);
6901 /* Suspend ourself */
6902 (void)kill(0, SIGSTOP);
6904 /* Resume the "Term" */
6905 Term_xtra(TERM_XTRA_ALIVE, 1);
6907 /* Redraw the term */
6910 /* Flush the term */
6915 /* Restore handler */
6916 (void)signal(sig, handle_signal_suspend);
6921 * @brief OSからのシグナルを受けて中断、終了する /
6922 * Handle signals -- simple (interrupt and quit)
6923 * @param sig 受け取ったシグナル
6926 * This function was causing a *huge* number of problems, so it has
6927 * been simplified greatly. We keep a global variable which counts
6928 * the number of times the user attempts to kill the process, and
6929 * we commit suicide if the user does this a certain number of times.
6930 * We attempt to give "feedback" to the user as he approaches the
6931 * suicide thresh-hold, but without penalizing accidental keypresses.
6932 * To prevent messy accidents, we should reset this global variable
6933 * whenever the user enters a keypress, or something like that.
6936 static void handle_signal_simple(int sig)
6938 /* Disable handler */
6939 (void)signal(sig, SIG_IGN);
6942 /* Nothing to save, just quit */
6943 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(NULL);
6946 /* Count the signals */
6950 /* Terminate dead characters */
6953 /* Mark the savefile */
6954 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
6964 quit(_("強制終了", "interrupt"));
6967 /* Allow suicide (after 5) */
6968 else if (signal_count >= 5)
6970 /* Cause of "death" */
6971 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
6978 p_ptr->playing = FALSE;
6981 p_ptr->is_dead = TRUE;
6982 p_ptr->leaving = TRUE;
6988 quit(_("強制終了", "interrupt"));
6991 /* Give warning (after 4) */
6992 else if (signal_count >= 4)
6995 Term_xtra(TERM_XTRA_NOISE, 0);
6997 /* Clear the top line */
6998 Term_erase(0, 0, 255);
7000 /* Display the cause */
7001 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7006 /* Give warning (after 2) */
7007 else if (signal_count >= 2)
7010 Term_xtra(TERM_XTRA_NOISE, 0);
7013 /* Restore handler */
7014 (void)signal(sig, handle_signal_simple);
7019 * @brief OSからのシグナルを受けて強制終了する /
7020 * Handle signal -- abort, kill, etc
7021 * @param sig 受け取ったシグナル
7025 * This function was causing a *huge* number of problems, so it has
7026 * been simplified greatly. We keep a global variable which counts
7027 * the number of times the user attempts to kill the process, and
7028 * we commit suicide if the user does this a certain number of times.
7029 * We attempt to give "feedback" to the user as he approaches the
7030 * suicide thresh-hold, but without penalizing accidental keypresses.
7031 * To prevent messy accidents, we should reset this global variable
7032 * whenever the user enters a keypress, or something like that.
7035 static void handle_signal_abort(int sig)
7039 Term_get_size(&wid, &hgt);
7041 /* Disable handler */
7042 (void)signal(sig, SIG_IGN);
7045 /* Nothing to save, just quit */
7046 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(NULL);
7053 /* Clear the bottom line */
7054 Term_erase(0, hgt - 1, 255);
7056 /* Give a warning */
7057 Term_putstr(0, hgt - 1, -1, TERM_RED,
7058 _("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!"));
7061 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7063 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7069 p_ptr->panic_save = 1;
7072 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7074 /* Forbid suspend */
7075 signals_ignore_tstp();
7077 /* Attempt to save */
7080 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7086 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7093 quit(_("ソフトのバグ", "software bug"));
7097 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7098 * Ignore SIGTSTP signals (keyboard suspend)
7102 void signals_ignore_tstp(void)
7106 (void)signal(SIGTSTP, SIG_IGN);
7112 * @brief OSからのSIGTSTPシグナルハンドラ /
7113 * Handle SIGTSTP signals (keyboard suspend)
7117 void signals_handle_tstp(void)
7121 (void)signal(SIGTSTP, handle_signal_suspend);
7128 * @brief OSからのシグナルハンドルを初期化する /
7129 * Prepare to handle the relevant signals
7133 void signals_init(void)
7137 (void)signal(SIGHUP, SIG_IGN);
7142 (void)signal(SIGTSTP, handle_signal_suspend);
7147 (void)signal(SIGINT, handle_signal_simple);
7151 (void)signal(SIGQUIT, handle_signal_simple);
7156 (void)signal(SIGFPE, handle_signal_abort);
7160 (void)signal(SIGILL, handle_signal_abort);
7164 (void)signal(SIGTRAP, handle_signal_abort);
7168 (void)signal(SIGIOT, handle_signal_abort);
7172 (void)signal(SIGKILL, handle_signal_abort);
7176 (void)signal(SIGBUS, handle_signal_abort);
7180 (void)signal(SIGSEGV, handle_signal_abort);
7184 (void)signal(SIGTERM, handle_signal_abort);
7188 (void)signal(SIGPIPE, handle_signal_abort);
7192 (void)signal(SIGEMT, handle_signal_abort);
7196 (void)signal(SIGDANGER, handle_signal_abort);
7200 (void)signal(SIGSYS, handle_signal_abort);
7204 (void)signal(SIGXCPU, handle_signal_abort);
7208 (void)signal(SIGPWR, handle_signal_abort);
7214 #else /* HANDLE_SIGNALS */
7221 void signals_ignore_tstp(void)
7229 void signals_handle_tstp(void)
7237 void signals_init(void)
7240 #endif /* HANDLE_SIGNALS */