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
28 #include "player-race.h"
29 #include "player-status.h"
30 #include "player-move.h"
31 #include "player-class.h"
32 #include "player-skill.h"
33 #include "player-personality.h"
34 #include "player-sex.h"
35 #include "player-effects.h"
45 #include "monster-process.h"
46 #include "monster-status.h"
47 #include "object-flavor.h"
48 #include "object-hook.h"
50 #include "realm-hex.h"
54 #include "view-mainwindow.h"
55 #include "floor-events.h"
56 #include "floor-town.h"
57 #include "dungeon-file.h"
59 #include "monster-spell.h"
63 #include "objectkind.h"
67 concptr ANGBAND_DIR; //!< Path name: The main "lib" directory This variable is not actually used anywhere in the code
68 concptr ANGBAND_DIR_APEX; //!< High score files (binary) These files may be portable between platforms
69 concptr ANGBAND_DIR_BONE; //!< Bone files for player ghosts (ascii) These files are portable between platforms
70 concptr ANGBAND_DIR_DATA; //!< Binary image files for the "*_info" arrays (binary) These files are not portable between platforms
71 concptr ANGBAND_DIR_EDIT; //!< Textual template files for the "*_info" arrays (ascii) These files are portable between platforms
72 concptr ANGBAND_DIR_SCRIPT; //!< Script files These files are portable between platforms.
73 concptr ANGBAND_DIR_FILE; //!< Various extra files (ascii) These files may be portable between platforms
74 concptr ANGBAND_DIR_HELP; //!< Help files (normal) for the online help (ascii) These files are portable between platforms
75 concptr ANGBAND_DIR_INFO; //!< Help files (spoilers) for the online help (ascii) These files are portable between platforms
76 concptr ANGBAND_DIR_PREF; //!< Default user "preference" files (ascii) These files are rarely portable between platforms
77 concptr ANGBAND_DIR_SAVE; //!< Savefiles for current characters (binary)
78 concptr ANGBAND_DIR_USER; //!< User "preference" files (ascii) These files are rarely portable between platforms
79 concptr ANGBAND_DIR_XTRA; //!< Various extra files (binary) These files are rarely portable between platforms
82 * You may or may not want to use the following "#undef".
84 /* #undef _POSIX_SAVED_IDS */
88 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
90 void safe_setuid_drop(void)
97 # ifdef SAFE_SETUID_POSIX
99 if (setuid(getuid()) != 0)
101 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
103 if (setgid(getgid()) != 0)
105 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
110 if (setreuid(geteuid(), getuid()) != 0)
112 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
114 if (setregid(getegid(), getgid()) != 0)
116 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
129 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
131 void safe_setuid_grab(void)
138 # ifdef SAFE_SETUID_POSIX
140 if (setuid(player_euid) != 0)
142 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
144 if (setgid(player_egid) != 0)
146 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
151 if (setreuid(geteuid(), getuid()) != 0)
153 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
155 if (setregid(getegid(), getgid()) != 0)
157 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
160 # endif /* SAFE_SETUID_POSIX */
162 # endif /* SAFE_SETUID */
170 * @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
171 * @param buf データテキストの参照ポインタ
173 * @param tokens トークンを保管する文字列参照ポインタ配列
178 * This function uses "colon" and "slash" as the delimeter characters.
179 * We never extract more than "num" tokens. The "last" token may include
180 * "delimeter" characters, allowing the buffer to include a "string" token.
181 * We save pointers to the tokens in "tokens", and return the number found.
182 * Hack -- Attempt to handle the 'c' character formalism
183 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
184 * Hack -- We will always extract at least one token
187 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
199 /* Scan the string */
202 /* Found a delimiter */
203 if ((*t == ':') || (*t == '/')) break;
205 /* Handle single quotes */
206 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
211 /* Handle backslash */
214 /* Require a character */
220 /* Hack -- Require a close quote */
221 if (*t != '\'') *t = '\'';
224 /* Handle back-slash */
231 /* Nuke and advance */
249 /* A number with a name */
250 typedef struct named_num named_num;
254 concptr name; /* The name of this thing */
255 int num; /* A number associated with it */
259 /* Index of spell type names */
260 static named_num gf_desc[] =
262 {"GF_ELEC", GF_ELEC },
263 {"GF_POIS", GF_POIS },
264 {"GF_ACID", GF_ACID },
265 {"GF_COLD", GF_COLD },
266 {"GF_FIRE", GF_FIRE },
267 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
268 {"GF_MISSILE", GF_MISSILE },
269 {"GF_ARROW", GF_ARROW },
270 {"GF_PLASMA", GF_PLASMA },
271 {"GF_WATER", GF_WATER },
272 {"GF_LITE", GF_LITE },
273 {"GF_DARK", GF_DARK },
274 {"GF_LITE_WEAK", GF_LITE_WEAK },
275 {"GF_DARK_WEAK", GF_DARK_WEAK },
276 {"GF_SHARDS", GF_SHARDS },
277 {"GF_SOUND", GF_SOUND },
278 {"GF_CONFUSION", GF_CONFUSION },
279 {"GF_FORCE", GF_FORCE },
280 {"GF_INERTIA", GF_INERTIAL },
281 {"GF_MANA", GF_MANA },
282 {"GF_METEOR", GF_METEOR },
284 {"GF_CHAOS", GF_CHAOS },
285 {"GF_NETHER", GF_NETHER },
286 {"GF_DISENCHANT", GF_DISENCHANT },
287 {"GF_NEXUS", GF_NEXUS },
288 {"GF_TIME", GF_TIME },
289 {"GF_GRAVITY", GF_GRAVITY },
290 {"GF_KILL_WALL", GF_KILL_WALL },
291 {"GF_KILL_DOOR", GF_KILL_DOOR },
292 {"GF_KILL_TRAP", GF_KILL_TRAP },
293 {"GF_MAKE_WALL", GF_MAKE_WALL },
294 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
295 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
296 {"GF_MAKE_TREE", GF_MAKE_TREE },
297 {"GF_OLD_CLONE", GF_OLD_CLONE },
298 {"GF_OLD_POLY", GF_OLD_POLY },
299 {"GF_OLD_HEAL", GF_OLD_HEAL },
300 {"GF_OLD_SPEED", GF_OLD_SPEED },
301 {"GF_OLD_SLOW", GF_OLD_SLOW },
302 {"GF_OLD_CONF", GF_OLD_CONF },
303 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
304 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
305 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
306 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
307 {"GF_AWAY_ALL", GF_AWAY_ALL },
308 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
309 {"GF_TURN_EVIL", GF_TURN_EVIL },
310 {"GF_TURN_ALL", GF_TURN_ALL },
311 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
312 {"GF_DISP_EVIL", GF_DISP_EVIL },
313 {"GF_DISP_ALL", GF_DISP_ALL },
314 {"GF_DISP_DEMON", GF_DISP_DEMON },
315 {"GF_DISP_LIVING", GF_DISP_LIVING },
316 {"GF_ROCKET", GF_ROCKET },
317 {"GF_NUKE", GF_NUKE },
318 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
319 {"GF_STASIS", GF_STASIS },
320 {"GF_STONE_WALL", GF_STONE_WALL },
321 {"GF_DEATH_RAY", GF_DEATH_RAY },
322 {"GF_STUN", GF_STUN },
323 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
324 {"GF_HELL_FIRE", GF_HELL_FIRE },
325 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
326 {"GF_CHARM", GF_CHARM },
327 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
328 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
330 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
331 {"GF_TELEKINESIS", GF_TELEKINESIS },
332 {"GF_JAM_DOOR", GF_JAM_DOOR },
333 {"GF_DOMINATION", GF_DOMINATION },
334 {"GF_DISP_GOOD", GF_DISP_GOOD },
335 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
336 {"GF_MIND_BLAST", GF_MIND_BLAST },
337 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
338 {"GF_CAUSE_1", GF_CAUSE_1 },
339 {"GF_CAUSE_2", GF_CAUSE_2 },
340 {"GF_CAUSE_3", GF_CAUSE_3 },
341 {"GF_CAUSE_4", GF_CAUSE_4 },
342 {"GF_HAND_DOOM", GF_HAND_DOOM },
343 {"GF_CAPTURE", GF_CAPTURE },
344 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
345 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
346 {"GF_IDENTIFY", GF_IDENTIFY },
347 {"GF_ATTACK", GF_ATTACK },
348 {"GF_ENGETSU", GF_ENGETSU },
349 {"GF_GENOCIDE", GF_GENOCIDE },
350 {"GF_PHOTO", GF_PHOTO },
351 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
352 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
353 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
354 {"GF_SEEKER", GF_SEEKER },
355 {"GF_SUPER_RAY", GF_SUPER_RAY },
356 {"GF_STAR_HEAL", GF_STAR_HEAL },
357 {"GF_WATER_FLOW", GF_WATER_FLOW },
358 {"GF_CRUSADE", GF_CRUSADE },
359 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
360 {"GF_WOUNDS", GF_WOUNDS },
366 * @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 /
367 * Parse a sub-file of the "extra info" (format shown below)
368 * @param buf データテキストの参照ポインタ
372 * Each "action" line has an "action symbol" in the first column,
373 * followed by a colon, followed by some command specific info,
374 * usually in the form of "tokens" separated by colons or slashes.
375 * Blank lines, lines starting with white space, and lines starting
376 * with pound signs ("#") are ignored (as comments).
377 * Note the use of "tokenize()" to allow the use of both colons and
378 * slashes as delimeters, while still allowing final tokens which
379 * may contain any characters including "delimiters".
380 * Note the use of "strtol()" to allow all "integers" to be encoded
381 * in decimal, hexidecimal, or octal form.
382 * Note that "monster zero" is used for the "player" attr/char, "object
383 * zero" will be used for the "stack" attr/char, and "feature zero" is
384 * used for the "nothing" attr/char.
385 * Parse another file recursively, see below for details
387 * Specify the attr/char values for "monsters" by race index
388 * R:\<num\>:\<a\>:\<c\>
389 * Specify the attr/char values for "objects" by kind index
390 * K:\<num\>:\<a\>:\<c\>
391 * Specify the attr/char values for "features" by feature index
392 * F:\<num\>:\<a\>:\<c\>
393 * Specify the attr/char values for unaware "objects" by kind tval
394 * U:\<tv\>:\<a\>:\<c\>
395 * Specify the attr/char values for p_ptr->inventory_list "objects" by kind tval
396 * E:\<tv\>:\<a\>:\<c\>
397 * Define a macro action, given an encoded macro action
399 * Create a normal macro, given an encoded macro trigger
401 * Create a command macro, given an encoded macro trigger
403 * Create a keyset mapping
404 * S:\<key\>:\<key\>:\<dir\>
405 * Turn an option off, given its name
407 * Turn an option on, given its name
409 * Specify visual information, given an index, and some data
410 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
411 * Specify the set of colors to use when drawing a zapped spell
413 * Specify a macro trigger template and macro trigger names.
414 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
415 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
418 errr process_pref_file_command(char *buf)
428 /* Require "?:*" format */
429 if (buf[1] != ':') return 1;
434 /* Mega-Hack -- read external player's history file */
435 /* Process "H:<history>" */
437 add_history_from_pref_line(buf + 2);
440 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
442 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
445 i = (huge)strtol(zz[0], NULL, 0);
446 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
447 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
448 if (i >= max_r_idx) return 1;
450 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
451 if (n2) r_ptr->x_char = n2;
456 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
458 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
461 i = (huge)strtol(zz[0], NULL, 0);
462 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
463 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
464 if (i >= max_k_idx) return 1;
466 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
467 if (n2) k_ptr->x_char = n2;
472 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
473 /* "F:<num>:<a>/<c>" */
474 /* "F:<num>:<a>/<c>:LIT" */
475 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
479 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
481 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
482 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
484 i = (huge)strtol(zz[0], NULL, 0);
485 if (i >= max_f_idx) return 1;
488 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
489 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
490 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
491 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
493 /* Mega-hack -- feat supports lighting */
496 /* No lighting support */
498 n1 = f_ptr->x_attr[F_LIT_STANDARD];
499 n2 = f_ptr->x_char[F_LIT_STANDARD];
500 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
502 f_ptr->x_attr[j] = n1;
503 f_ptr->x_char[j] = n2;
507 /* Use default lighting */
509 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
512 /* Use desired lighting */
513 case F_LIT_MAX * 2 + 1:
514 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
516 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
517 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
518 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
519 if (n2) f_ptr->x_char[j] = n2;
526 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
528 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
530 j = (byte)strtol(zz[0], NULL, 0);
531 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
532 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
533 misc_to_attr[j] = n1;
534 misc_to_char[j] = n2;
539 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
541 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
543 j = (huge)strtol(zz[0], NULL, 0);
544 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
545 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
546 for (i = 1; i < max_k_idx; i++)
548 object_kind *k_ptr = &k_info[i];
549 if (k_ptr->tval == j)
551 if (n1) k_ptr->d_attr = n1;
552 if (n2) k_ptr->d_char = n2;
559 /* Process "E:<tv>:<a>" -- attribute for p_ptr->inventory_list objects */
561 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
563 j = (byte)strtol(zz[0], NULL, 0) % 128;
564 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
565 if (n1) tval_to_attr[j] = n1;
570 /* Process "A:<str>" -- save an "action" for later */
572 text_to_ascii(macro__buf, buf+2);
575 /* Process "P:<str>" -- normal macro */
580 text_to_ascii(tmp, buf+2);
581 macro_add(tmp, macro__buf);
585 /* Process "C:<str>" -- create keymap */
591 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
593 mode = strtol(zz[0], NULL, 0);
594 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
596 text_to_ascii(tmp, zz[1]);
597 if (!tmp[0] || tmp[1]) return 1;
600 string_free(keymap_act[mode][i]);
602 keymap_act[mode][i] = string_make(macro__buf);
607 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
609 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
611 i = (byte)strtol(zz[0], NULL, 0);
612 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
613 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
614 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
615 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
620 /* Process "X:<str>" -- current_world_ptr->game_turn option off */
621 /* Process "Y:<str>" -- current_world_ptr->game_turn option on */
624 for (i = 0; option_info[i].o_desc; i++)
626 if (option_info[i].o_var &&
627 option_info[i].o_text &&
628 streq(option_info[i].o_text, buf + 2))
630 int os = option_info[i].o_set;
631 int ob = option_info[i].o_bit;
633 if ((p_ptr->playing || character_xtra) &&
634 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
636 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);
644 option_flag[os] &= ~(1L << ob);
645 (*option_info[i].o_var) = FALSE;
650 option_flag[os] |= (1L << ob);
651 (*option_info[i].o_var) = TRUE;
657 /* don't know that option. ignore it.*/
658 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);
662 /* Process "Z:<type>:<str>" -- set spell color */
666 char *t = my_strchr(buf + 2, ':');
673 for (i = 0; gf_desc[i].name; i++)
675 /* Match this type */
676 if (streq(gf_desc[i].name, buf + 2))
678 /* Remember this color set */
679 gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
689 /* Initialize macro trigger names and a template */
690 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
691 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
694 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
696 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
701 if (macro_template != NULL)
703 num = strlen(macro_modifier_chr);
705 /* Kill the template string */
706 string_free(macro_template);
707 macro_template = NULL;
709 /* Kill flag characters of modifier keys */
710 string_free(macro_modifier_chr);
712 /* Kill corresponding modifier names */
713 for (i = 0; i < num; i++)
715 string_free(macro_modifier_name[i]);
718 /* Kill trigger name strings */
719 for (i = 0; i < max_macrotrigger; i++)
721 string_free(macro_trigger_name[i]);
722 string_free(macro_trigger_keycode[0][i]);
723 string_free(macro_trigger_keycode[1][i]);
726 max_macrotrigger = 0;
729 if (*zz[0] == '\0') return 0; /* clear template */
731 /* Number of modifier flags */
734 /* Limit the number */
735 num = MIN(MAX_MACRO_MOD, num);
737 /* Stop if number of modifier is not correct */
738 if (2 + num != tok) return 1;
740 /* Get a template string */
741 macro_template = string_make(zz[0]);
743 /* Get flag characters of modifier keys */
744 macro_modifier_chr = string_make(zz[1]);
746 /* Get corresponding modifier names */
747 for (i = 0; i < num; i++)
749 macro_modifier_name[i] = string_make(zz[2+i]);
753 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
759 if (max_macrotrigger >= MAX_MACRO_TRIG)
761 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
764 m = max_macrotrigger;
767 /* Take into account the escape character */
777 /* Get a trigger name */
778 macro_trigger_name[m] = string_make(buf_aux);
780 /* Get the corresponding key code */
781 macro_trigger_keycode[0][m] = string_make(zz[1]);
785 /* Key code of a combination of it with the shift key */
786 macro_trigger_keycode[1][m] = string_make(zz[2]);
790 macro_trigger_keycode[1][m] = string_make(zz[1]);
805 * @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 /
806 * Helper function for "process_pref_file()"
807 * @param sp テキスト文字列の参照ポインタ
808 * @param fp 再帰中のポインタ参照
813 * v: output buffer array
819 concptr process_pref_file_expr(char **sp, char *fp)
836 while (iswspace(*s)) s++;
854 t = process_pref_file_expr(&s, &f);
862 else if (streq(t, "IOR"))
865 while (*s && (f != b2))
867 t = process_pref_file_expr(&s, &f);
868 if (*t && !streq(t, "0")) v = "1";
873 else if (streq(t, "AND"))
876 while (*s && (f != b2))
878 t = process_pref_file_expr(&s, &f);
879 if (*t && streq(t, "0")) v = "0";
884 else if (streq(t, "NOT"))
887 while (*s && (f != b2))
889 t = process_pref_file_expr(&s, &f);
890 if (*t && streq(t, "1")) v = "0";
895 else if (streq(t, "EQU"))
900 t = process_pref_file_expr(&s, &f);
902 while (*s && (f != b2))
904 p = process_pref_file_expr(&s, &f);
905 if (streq(t, p)) v = "1";
910 else if (streq(t, "LEQ"))
915 t = process_pref_file_expr(&s, &f);
917 while (*s && (f != b2))
920 t = process_pref_file_expr(&s, &f);
921 if (*t && atoi(p) > atoi(t)) v = "0";
926 else if (streq(t, "GEQ"))
931 t = process_pref_file_expr(&s, &f);
933 while (*s && (f != b2))
936 t = process_pref_file_expr(&s, &f);
938 /* Compare two numbers instead of string */
939 if (*t && atoi(p) < atoi(t)) v = "0";
945 while (*s && (f != b2))
947 t = process_pref_file_expr(&s, &f);
952 if (f != b2) v = "?x?x?";
954 /* Extract final and Terminate */
955 if ((f = *s) != '\0') *s++ = '\0';
961 /* Accept all printables except spaces and brackets */
963 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
965 if (iskanji(*s)) s++;
969 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
972 /* Extract final and Terminate */
973 if ((f = *s) != '\0') *s++ = '\0';
979 if (streq(b+1, "SYS"))
984 else if (streq(b+1, "KEYBOARD"))
986 v = ANGBAND_KEYBOARD;
990 else if (streq(b+1, "GRAF"))
995 /* Monochrome mode */
996 else if (streq(b+1, "MONOCHROME"))
1005 else if (streq(b+1, "RACE"))
1008 v = rp_ptr->E_title;
1015 else if (streq(b+1, "CLASS"))
1018 v = cp_ptr->E_title;
1025 else if (streq(b+1, "PLAYER"))
1027 static char tmp_player_name[32];
1029 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
1039 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
1042 v = tmp_player_name;
1046 else if (streq(b+1, "REALM1"))
1049 v = E_realm_names[p_ptr->realm1];
1051 v = realm_names[p_ptr->realm1];
1056 else if (streq(b+1, "REALM2"))
1059 v = E_realm_names[p_ptr->realm2];
1061 v = realm_names[p_ptr->realm2];
1066 else if (streq(b+1, "LEVEL"))
1068 sprintf(tmp, "%02d", p_ptr->lev);
1072 /* Autopick auto-register is in-use or not? */
1073 else if (streq(b+1, "AUTOREGISTER"))
1075 if (p_ptr->autopick_autoregister)
1082 else if (streq(b+1, "MONEY"))
1084 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1103 #define PREF_TYPE_NORMAL 0
1104 #define PREF_TYPE_AUTOPICK 1
1105 #define PREF_TYPE_HISTPREF 2
1108 * @brief process_pref_fileのサブルーチン /
1109 * Open the "user pref file" and parse it.
1110 * @param name 読み込むファイル名
1111 * @param preftype prefファイルのタイプ
1116 * v: output buffer array
1117 * f: final character
1122 static errr process_pref_file_aux(concptr name, int preftype)
1134 bool bypass = FALSE;
1138 fp = my_fopen(name, "r");
1141 if (!fp) return (-1);
1143 /* Process the file */
1144 while (0 == my_fgets(fp, buf, sizeof(buf)))
1149 /* Skip "empty" lines */
1150 if (!buf[0]) continue;
1152 /* Skip "blank" lines */
1154 if (!iskanji(buf[0]))
1156 if (iswspace(buf[0])) continue;
1159 if (buf[0] == '#') continue;
1166 /* Process "?:<expr>" */
1167 if ((buf[0] == '?') && (buf[1] == ':'))
1176 /* Parse the expr */
1177 v = process_pref_file_expr(&s, &f);
1180 bypass = (streq(v, "0") ? TRUE : FALSE);
1184 /* Apply conditionals */
1185 if (bypass) continue;
1188 /* Process "%:<file>" */
1191 static int depth_count = 0;
1193 /* Ignore if deeper than 20 level */
1194 if (depth_count > 20) continue;
1196 /* Count depth level */
1199 /* Process that file if allowed */
1202 case PREF_TYPE_AUTOPICK:
1203 (void)process_autopick_file(buf + 2);
1205 case PREF_TYPE_HISTPREF:
1206 (void)process_histpref_file(buf + 2);
1209 (void)process_pref_file(buf + 2);
1213 /* Set back depth level */
1219 /* Process the line */
1220 err = process_pref_file_command(buf);
1222 /* This is not original pref line... */
1225 if (preftype != PREF_TYPE_AUTOPICK)
1227 err = process_autopick_file_command(buf);
1235 /* Print error message */
1236 /* ToDo: Add better error messages */
1237 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'."),
1238 _(name, err), line, _(err, name));
1239 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1248 * @brief pref設定ファイルを読み込み設定を反映させる /
1249 * Process the "user pref file" with the given name
1250 * @param name 読み込むファイル名
1254 * See the functions above for a list of legal "commands".
1255 * We also accept the special "?" and "%" directives, which
1256 * allow conditional evaluation and filename inclusion.
1259 errr process_pref_file(concptr name)
1265 /* Build the filename */
1266 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1268 /* Process the system pref file */
1269 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1271 /* Stop at parser errors, but not at non-existing file */
1272 if (err1 > 0) return err1;
1275 /* Build the filename */
1276 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1278 /* Process the user pref file */
1279 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1282 /* User file does not exist, but read system pref file */
1283 if (err2 < 0 && !err1)
1286 /* Result of user file processing */
1295 * Operating hours for ANGBAND (defaults to non-work hours)
1297 static char days[7][29] =
1299 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1300 "MON:XXXXXXXX.........XXXXXXX",
1301 "TUE:XXXXXXXX.........XXXXXXX",
1302 "WED:XXXXXXXX.........XXXXXXX",
1303 "THU:XXXXXXXX.........XXXXXXX",
1304 "FRI:XXXXXXXX.........XXXXXXX",
1305 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1309 * Restict usage (defaults to no restrictions)
1311 static bool check_time_flag = FALSE;
1317 * @brief Angbandプレイ禁止時刻をチェック /
1321 errr check_time(void)
1329 /* No restrictions */
1330 if (!check_time_flag) return (0);
1332 /* Check for time violation */
1333 c = time((time_t *)0);
1337 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1347 * @brief Angbandプレイ禁止時刻の初期化 /
1348 * Initialize CHECK_TIME
1351 errr check_time_init(void)
1361 /* Build the filename */
1362 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1365 fp = my_fopen(buf, "r");
1367 /* No file, no restrictions */
1368 if (!fp) return (0);
1370 /* Assume restrictions */
1371 check_time_flag = TRUE;
1373 /* Parse the file */
1374 while (0 == my_fgets(fp, buf, sizeof(buf)))
1376 /* Skip comments and blank lines */
1377 if (!buf[0] || (buf[0] == '#')) continue;
1379 /* Chop the buffer */
1382 /* Extract the info */
1383 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1384 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1385 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1386 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1387 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1388 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1389 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1403 #ifndef MAXHOSTNAMELEN
1404 # define MAXHOSTNAMELEN 64
1407 typedef struct statstime statstime;
1413 unsigned int v_pgpgin;
1414 unsigned int v_pgpgout;
1415 unsigned int v_pswpin;
1416 unsigned int v_pswpout;
1417 unsigned int v_intr;
1423 unsigned int v_swtch;
1425 struct timeval boottime;
1426 struct timeval curtime;
1430 * Maximal load (if any).
1432 static int check_load_value = 0;
1438 * @brief Angbandプレイ禁止ホストのチェック /
1442 errr check_load(void)
1447 struct statstime st;
1449 /* Success if not checking */
1450 if (!check_load_value) return (0);
1452 /* Check the load */
1453 if (0 == rstat("localhost", &st))
1455 long val1 = (long)(st.avenrun[2]);
1456 long val2 = (long)(check_load_value) * FSCALE;
1458 /* Check for violation */
1459 if (val1 >= val2) return (1);
1470 * @brief Angbandプレイ禁止ホストの設定初期化 /
1471 * Initialize CHECK_LOAD
1474 errr check_load_init(void)
1483 char temphost[MAXHOSTNAMELEN+1];
1484 char thishost[MAXHOSTNAMELEN+1];
1487 /* Build the filename */
1488 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1490 /* Open the "load" file */
1491 fp = my_fopen(buf, "r");
1493 /* No file, no restrictions */
1494 if (!fp) return (0);
1497 check_load_value = 100;
1499 /* Get the host name */
1500 (void)gethostname(thishost, (sizeof thishost) - 1);
1503 while (0 == my_fgets(fp, buf, sizeof(buf)))
1507 /* Skip comments and blank lines */
1508 if (!buf[0] || (buf[0] == '#')) continue;
1510 /* Parse, or ignore */
1511 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1513 /* Skip other hosts */
1514 if (!streq(temphost, thishost) &&
1515 !streq(temphost, "localhost")) continue;
1517 /* Use that value */
1518 check_load_value = value;
1531 #define ENTRY_BARE_HAND 0
1532 #define ENTRY_TWO_HANDS 1
1533 #define ENTRY_RIGHT_HAND1 2
1534 #define ENTRY_LEFT_HAND1 3
1535 #define ENTRY_LEFT_HAND2 4
1536 #define ENTRY_RIGHT_HAND2 5
1537 #define ENTRY_POSTURE 6
1538 #define ENTRY_SHOOT_HIT_DAM 7
1539 #define ENTRY_SHOOT_POWER 8
1540 #define ENTRY_SPEED 9
1541 #define ENTRY_BASE_AC 10
1542 #define ENTRY_LEVEL 11
1543 #define ENTRY_CUR_EXP 12
1544 #define ENTRY_MAX_EXP 13
1545 #define ENTRY_EXP_TO_ADV 14
1546 #define ENTRY_GOLD 15
1547 #define ENTRY_DAY 16
1550 #define ENTRY_PLAY_TIME 19
1551 #define ENTRY_SKILL_FIGHT 20
1552 #define ENTRY_SKILL_SHOOT 21
1553 #define ENTRY_SKILL_SAVING 22
1554 #define ENTRY_SKILL_STEALTH 23
1555 #define ENTRY_SKILL_PERCEP 24
1556 #define ENTRY_SKILL_SEARCH 25
1557 #define ENTRY_SKILL_DISARM 26
1558 #define ENTRY_SKILL_DEVICE 27
1559 #define ENTRY_SKILL_DIG 45
1562 #define ENTRY_BLOWS 28
1563 #define ENTRY_SHOTS 29
1564 #define ENTRY_AVG_DMG 30
1565 #define ENTRY_INFRA 31
1567 #define ENTRY_NAME 32
1568 #define ENTRY_SEX 33
1569 #define ENTRY_RACE 34
1570 #define ENTRY_CLASS 35
1571 #define ENTRY_REALM 36
1572 #define ENTRY_PATRON 37
1573 #define ENTRY_AGE 38
1574 #define ENTRY_HEIGHT 39
1575 #define ENTRY_WEIGHT 40
1576 #define ENTRY_SOCIAL 41
1577 #define ENTRY_ALIGN 42
1579 #define ENTRY_EXP_ANDR 43
1580 #define ENTRY_EXP_TO_ADV_ANDR 44
1589 } disp_player_line[]
1592 { 1, 10, 25, "打撃修正(格闘)"},
1593 { 1, 10, 25, "打撃修正(両手)"},
1594 { 1, 10, 25, "打撃修正(右手)"},
1595 { 1, 10, 25, "打撃修正(左手)"},
1596 { 1, 11, 25, "打撃修正(左手)"},
1597 { 1, 11, 25, "打撃修正(右手)"},
1599 { 1, 15, 25, "射撃攻撃修正"},
1600 { 1, 16, 25, "射撃武器倍率"},
1603 {29, 13, 21, "レベル"},
1604 {29, 14, 21, "経験値"},
1605 {29, 15, 21, "最大経験"},
1606 {29, 16, 21, "次レベル"},
1607 {29, 17, 21, "所持金"},
1611 {29, 20, 21, "プレイ時間"},
1612 {53, 10, -1, "打撃命中 :"},
1613 {53, 11, -1, "射撃命中 :"},
1614 {53, 12, -1, "魔法防御 :"},
1615 {53, 13, -1, "隠密行動 :"},
1616 {53, 15, -1, "知覚 :"},
1617 {53, 16, -1, "探索 :"},
1618 {53, 17, -1, "解除 :"},
1619 {53, 18, -1, "魔法道具 :"},
1620 { 1, 12, 25, "打撃回数"},
1621 { 1, 17, 25, "射撃回数"},
1622 { 1, 13, 25, "平均ダメージ"},
1623 {53, 20, -1, "赤外線視力:"},
1624 {26, 1, -1, "名前 : "},
1625 { 1, 3, -1, "性別 : "},
1626 { 1, 4, -1, "種族 : "},
1627 { 1, 5, -1, "職業 : "},
1628 { 1, 6, -1, "魔法 : "},
1629 { 1, 7, -1, "守護魔神 : "},
1633 {29, 6, 21, "社会的地位"},
1635 {29, 14, 21, "強化度"},
1636 {29, 16, 21, "次レベル"},
1637 {53, 19, -1, "掘削 :" },
1641 { 1, 10, 25, "Bare hand"},
1642 { 1, 10, 25, "Two hands"},
1643 { 1, 10, 25, "Right hand"},
1644 { 1, 10, 25, "Left hand"},
1645 { 1, 11, 25, "Left hand"},
1646 { 1, 11, 25, "Right hand"},
1647 { 1, 11, 25, "Posture"},
1648 { 1, 15, 25, "Shooting"},
1649 { 1, 16, 25, "Multiplier"},
1650 { 1, 20, 25, "Speed"},
1652 {29, 13, 21, "Level"},
1653 {29, 14, 21, "Experience"},
1654 {29, 15, 21, "Max Exp"},
1655 {29, 16, 21, "Exp to Adv"},
1656 {29, 17, 21, "Gold"},
1657 {29, 19, 21, "Time"},
1658 {29, 10, 21, "Hit point"},
1659 {29, 11, 21, "SP (Mana)"},
1660 {29, 20, 21, "Play time"},
1661 {53, 10, -1, "Fighting : "},
1662 {53, 11, -1, "Bows/Throw : "},
1663 {53, 12, -1, "SavingThrow: "},
1664 {53, 13, -1, "Stealth : "},
1665 {53, 15, -1, "Perception : "},
1666 {53, 16, -1, "Searching : "},
1667 {53, 17, -1, "Disarming : "},
1668 {53, 18, -1, "MagicDevice: "},
1669 { 1, 12, 25, "Blows/Round"},
1670 { 1, 17, 25, "Shots/Round"},
1671 { 1, 13, 25, "AverageDmg/Rnd"},
1672 {53, 20, -1, "Infra-Vision: "},
1673 {26, 1, -1, "Name : "},
1674 { 1, 3, -1, "Sex : "},
1675 { 1, 4, -1, "Race : "},
1676 { 1, 5, -1, "Class : "},
1677 { 1, 6, -1, "Magic : "},
1678 { 1, 7, -1, "Patron : "},
1680 {29, 4, 21, "Height"},
1681 {29, 5, 21, "Weight"},
1682 {29, 6, 21, "Social Class"},
1683 {29, 7, 21, "Align"},
1684 {29, 14, 21, "Construction"},
1685 {29, 16, 21, "Const to Adv"},
1686 {53, 19, -1, "Digging :" },
1691 * @brief プレイヤーのステータス1種を出力する
1693 * @param val 値を保管した文字列ポインタ
1694 * @param attr 項目表示の色
1697 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1701 int row = disp_player_line[entry].row;
1702 int col = disp_player_line[entry].col;
1703 int len = disp_player_line[entry].len;
1704 concptr head = disp_player_line[entry].header;
1706 int head_len = strlen(head);
1708 Term_putstr(col, row, -1, TERM_WHITE, head);
1715 int val_len = len - head_len;
1716 sprintf(buf, "%*.*s", val_len, val_len, val);
1717 Term_putstr(col + head_len, row, -1, attr, buf);
1721 Term_putstr(col + head_len, row, -1, attr, val);
1728 * @brief プレイヤーの打撃能力修正を表示する
1729 * @param hand 武器の装備部位ID
1730 * @param hand_entry 項目ID
1733 static void display_player_melee_bonus(int hand, int hand_entry)
1736 HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
1737 HIT_POINT show_todam = p_ptr->dis_to_d[hand];
1738 object_type *o_ptr = &p_ptr->inventory_list[INVEN_RARM + hand];
1740 /* Hack -- add in weapon info if known */
1741 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1742 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1744 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1747 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1749 /* Dump the bonuses to hit/dam */
1750 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
1751 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1752 else if (p_ptr->ryoute)
1753 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1755 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1760 * @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
1761 * Prints the following information on the screen.
1764 static void display_player_middle(void)
1769 HIT_PROB show_tohit = p_ptr->dis_to_h_b;
1770 HIT_POINT show_todam = 0;
1773 object_type *o_ptr = &p_ptr->inventory_list[INVEN_BOW];
1780 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1783 if (p_ptr->hidarite)
1785 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1787 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
1790 if (p_ptr->special_defense & KAMAE_MASK)
1792 for (i = 0; i < MAX_KAMAE; i++)
1794 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1797 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1800 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1803 /* Apply weapon bonuses */
1804 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1805 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1807 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1808 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1810 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1812 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1815 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1817 if (p_ptr->inventory_list[INVEN_BOW].k_idx)
1819 tmul = bow_tmul(p_ptr->inventory_list[INVEN_BOW].sval);
1821 /* Get extra "power" from "extra might" */
1822 if (p_ptr->xtra_might) tmul++;
1824 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1828 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1830 /* Dump the armor class */
1831 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1839 i = p_ptr->pspeed-110;
1841 /* Hack -- Visually "undo" the Search Mode Slowdown */
1842 if (p_ptr->action == ACTION_SEARCH) i += 10;
1847 attr = TERM_L_GREEN;
1861 attr = TERM_L_UMBER;
1868 if (IS_FAST()) tmp_speed += 10;
1869 if (p_ptr->slow) tmp_speed -= 10;
1870 if (p_ptr->lightspeed) tmp_speed = 99;
1874 if (MON_FAST(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed += 10;
1875 if (MON_SLOW(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed -= 10;
1881 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1883 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1893 sprintf(buf, "(%+d)", i);
1895 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1898 display_player_one_line(ENTRY_SPEED, buf, attr);
1901 /* Dump character level */
1902 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1904 /* Dump experience */
1905 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1906 else e = ENTRY_CUR_EXP;
1908 if (p_ptr->exp >= p_ptr->max_exp)
1909 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1911 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1913 /* Dump max experience */
1914 if (p_ptr->prace == RACE_ANDROID)
1917 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1919 /* Dump exp to advance */
1920 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1921 else e = ENTRY_EXP_TO_ADV;
1923 if (p_ptr->lev >= PY_MAX_LEVEL)
1924 display_player_one_line(e, "*****", TERM_L_GREEN);
1925 else if (p_ptr->prace == RACE_ANDROID)
1926 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1928 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1931 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1936 extract_day_hour_min(&day, &hour, &min);
1938 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1939 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1941 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1943 /* Dump hit point */
1944 if (p_ptr->chp >= p_ptr->mhp)
1945 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1946 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1947 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1949 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1951 /* Dump mana power */
1952 if (p_ptr->csp >= p_ptr->msp)
1953 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1954 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1955 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1957 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1959 /* Dump play time */
1960 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);
1965 * Hack -- pass color info around this file
1967 static TERM_COLOR likert_color = TERM_WHITE;
1971 * @brief 技能ランクの表示基準を定める
1972 * Returns a "rating" of x depending on y
1974 * @param y 技能値に対するランク基準比
1977 static concptr likert(int x, int y)
1979 static char dummy[20] = "", dummy2[20] = "";
1980 memset(dummy, 0, strlen(dummy));
1981 memset(dummy2, 0, strlen(dummy2));
1984 if(show_actual_value)
1986 sprintf(dummy, "%3d-", x);
1989 /* Negative value */
1992 likert_color = TERM_L_DARK;
1993 strcat(dummy, _("最低", "Very Bad"));
1998 /* Analyze the value */
2003 likert_color = TERM_RED;
2004 strcat(dummy, _("悪い", "Bad"));
2007 likert_color = TERM_L_RED;
2008 strcat(dummy, _("劣る", "Poor"));
2013 likert_color = TERM_ORANGE;
2014 strcat(dummy, _("普通", "Fair"));
2018 likert_color = TERM_YELLOW;
2019 strcat(dummy, _("良い", "Good"));
2023 likert_color = TERM_YELLOW;
2024 strcat(dummy, _("大変良い", "Very Good"));
2029 likert_color = TERM_L_GREEN;
2030 strcat(dummy, _("卓越", "Excellent"));
2038 likert_color = TERM_GREEN;
2039 strcat(dummy, _("超越", "Superb"));
2046 likert_color = TERM_BLUE;
2047 strcat(dummy, _("英雄的", "Heroic"));
2051 likert_color = TERM_VIOLET;
2052 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2053 (int)((((x / y) - 17) * 5) / 2));
2054 strcat(dummy, dummy2);
2065 * @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
2066 * Prints ratings on certain abilities
2069 * This code is "imitated" elsewhere to "dump" a character sheet.
2071 static void display_player_various(void)
2073 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2074 int xthn, xthb, xfos, xsrh;
2075 int xdis, xdev, xsav, xstl;
2079 BIT_FLAGS flgs[TR_FLAG_SIZE];
2080 int shots, shot_frac;
2085 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2086 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2087 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2088 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2089 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2091 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2093 /* Shooting Skill (with current bow and normal missile) */
2094 o_ptr = &p_ptr->inventory_list[INVEN_BOW];
2095 tmp = p_ptr->to_h_b + o_ptr->to_h;
2096 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2098 /* If the player is wielding one? */
2101 ENERGY energy_fire = bow_energy(o_ptr->sval);
2103 /* Calculate shots per round */
2104 shots = p_ptr->num_fire * 100;
2105 shot_frac = (shots * 100 / energy_fire) % 100;
2106 shots = shots / energy_fire;
2107 if (o_ptr->name1 == ART_CRIMSON)
2111 if (p_ptr->pclass == CLASS_ARCHER)
2113 /* Extra shot at level 10 */
2114 if (p_ptr->lev >= 10) shots++;
2116 /* Extra shot at level 30 */
2117 if (p_ptr->lev >= 30) shots++;
2119 /* Extra shot at level 45 */
2120 if (p_ptr->lev >= 45) shots++;
2130 for(i = 0; i < 2; i++)
2132 damage[i] = p_ptr->dis_to_d[i] * 100;
2133 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
2135 PLAYER_LEVEL level = p_ptr->lev;
2141 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2142 if (p_ptr->special_defense & KAMAE_BYAKKO)
2143 basedam = monk_ave_damage[level][1];
2144 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2145 basedam = monk_ave_damage[level][2];
2147 basedam = monk_ave_damage[level][0];
2151 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
2153 /* Average damage per round */
2159 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2160 if (object_is_known(o_ptr))
2162 damage[i] += o_ptr->to_d * 100;
2163 to_h[i] += o_ptr->to_h;
2165 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2166 object_flags_known(o_ptr, flgs);
2168 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2169 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2175 else if (have_flag(flgs, TR_VORPAL))
2177 /* vorpal flag only */
2181 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2182 basedam = basedam * 7 / 2;
2186 damage[i] += basedam;
2187 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2188 if (damage[i] < 0) damage[i] = 0;
2190 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2191 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2193 /* Basic abilities */
2195 xdis = p_ptr->skill_dis;
2196 xdev = p_ptr->skill_dev;
2197 xsav = p_ptr->skill_sav;
2198 xstl = p_ptr->skill_stl;
2199 xsrh = p_ptr->skill_srh;
2200 xfos = p_ptr->skill_fos;
2201 xdig = p_ptr->skill_dig;
2204 desc = likert(xthn, 12);
2205 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2207 desc = likert(xthb, 12);
2208 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2210 desc = likert(xsav, 7);
2211 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2213 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2214 desc = likert((xstl > 0) ? xstl : -1, 1);
2215 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2217 desc = likert(xfos, 6);
2218 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2220 desc = likert(xsrh, 6);
2221 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2223 desc = likert(xdis, 8);
2224 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2226 desc = likert(xdev, 6);
2227 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2229 desc = likert(xdev, 6);
2230 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2232 desc = likert(xdig, 4);
2233 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2236 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2238 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2240 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2243 if ((damage[0]+damage[1]) == 0)
2246 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2248 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2250 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2256 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2257 * Prints ratings on certain abilities
2258 * @param flgs フラグを保管する配列
2261 * Obtain the "flags" for the player as if he was an item
2263 * xtra1.c周りと多重実装になっているのを何とかする
2265 static void player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2270 for (i = 0; i < TR_FLAG_SIZE; i++)
2274 switch (p_ptr->pclass)
2277 if (p_ptr->lev > 44)
2278 add_flag(flgs, TR_REGEN);
2280 if (p_ptr->lev > 29)
2281 add_flag(flgs, TR_RES_FEAR);
2284 if (p_ptr->lev > 39)
2285 add_flag(flgs, TR_RES_FEAR);
2287 case CLASS_CHAOS_WARRIOR:
2288 if (p_ptr->lev > 29)
2289 add_flag(flgs, TR_RES_CHAOS);
2290 if (p_ptr->lev > 39)
2291 add_flag(flgs, TR_RES_FEAR);
2294 case CLASS_FORCETRAINER:
2295 if ((p_ptr->lev > 9) && !heavy_armor())
2296 add_flag(flgs, TR_SPEED);
2297 if ((p_ptr->lev>24) && !heavy_armor())
2298 add_flag(flgs, TR_FREE_ACT);
2302 add_flag(flgs, TR_SPEED);
2305 if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
2306 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
2307 add_flag(flgs, TR_SPEED);
2309 add_flag(flgs, TR_FREE_ACT);
2311 add_flag(flgs, TR_SLOW_DIGEST);
2312 add_flag(flgs, TR_RES_FEAR);
2313 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2314 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2315 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2317 case CLASS_MINDCRAFTER:
2319 add_flag(flgs, TR_RES_FEAR);
2320 if (p_ptr->lev > 19)
2321 add_flag(flgs, TR_SUST_WIS);
2322 if (p_ptr->lev > 29)
2323 add_flag(flgs, TR_RES_CONF);
2324 if (p_ptr->lev > 39)
2325 add_flag(flgs, TR_TELEPATHY);
2328 add_flag(flgs, TR_RES_SOUND);
2330 case CLASS_BERSERKER:
2331 add_flag(flgs, TR_SUST_STR);
2332 add_flag(flgs, TR_SUST_DEX);
2333 add_flag(flgs, TR_SUST_CON);
2334 add_flag(flgs, TR_REGEN);
2335 add_flag(flgs, TR_FREE_ACT);
2336 add_flag(flgs, TR_SPEED);
2337 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2339 case CLASS_MIRROR_MASTER:
2340 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2343 break; /* Do nothing */
2347 if (p_ptr->mimic_form)
2349 switch(p_ptr->mimic_form)
2352 add_flag(flgs, TR_HOLD_EXP);
2353 add_flag(flgs, TR_RES_CHAOS);
2354 add_flag(flgs, TR_RES_NETHER);
2355 add_flag(flgs, TR_RES_FIRE);
2356 add_flag(flgs, TR_SEE_INVIS);
2357 add_flag(flgs, TR_SPEED);
2359 case MIMIC_DEMON_LORD:
2360 add_flag(flgs, TR_HOLD_EXP);
2361 add_flag(flgs, TR_RES_CHAOS);
2362 add_flag(flgs, TR_RES_NETHER);
2363 add_flag(flgs, TR_RES_FIRE);
2364 add_flag(flgs, TR_RES_COLD);
2365 add_flag(flgs, TR_RES_ELEC);
2366 add_flag(flgs, TR_RES_ACID);
2367 add_flag(flgs, TR_RES_POIS);
2368 add_flag(flgs, TR_RES_CONF);
2369 add_flag(flgs, TR_RES_DISEN);
2370 add_flag(flgs, TR_RES_NEXUS);
2371 add_flag(flgs, TR_RES_FEAR);
2372 add_flag(flgs, TR_IM_FIRE);
2373 add_flag(flgs, TR_SH_FIRE);
2374 add_flag(flgs, TR_SEE_INVIS);
2375 add_flag(flgs, TR_TELEPATHY);
2376 add_flag(flgs, TR_LEVITATION);
2377 add_flag(flgs, TR_SPEED);
2380 add_flag(flgs, TR_HOLD_EXP);
2381 add_flag(flgs, TR_RES_DARK);
2382 add_flag(flgs, TR_RES_NETHER);
2383 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2384 add_flag(flgs, TR_RES_POIS);
2385 add_flag(flgs, TR_RES_COLD);
2386 add_flag(flgs, TR_SEE_INVIS);
2387 add_flag(flgs, TR_SPEED);
2393 switch (p_ptr->prace)
2396 add_flag(flgs, TR_RES_LITE);
2399 add_flag(flgs, TR_HOLD_EXP);
2402 add_flag(flgs, TR_FREE_ACT);
2405 add_flag(flgs, TR_RES_BLIND);
2408 add_flag(flgs, TR_RES_DARK);
2410 case RACE_HALF_TROLL:
2411 add_flag(flgs, TR_SUST_STR);
2412 if (p_ptr->lev > 14)
2414 add_flag(flgs, TR_REGEN);
2415 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2417 add_flag(flgs, TR_SLOW_DIGEST);
2419 * Let's not make Regeneration a disadvantage
2420 * for the poor warriors who can never learn
2421 * a spell that satisfies hunger (actually
2422 * neither can rogues, but half-trolls are not
2423 * supposed to play rogues)
2429 add_flag(flgs, TR_SUST_CON);
2430 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2433 add_flag(flgs, TR_RES_LITE);
2434 add_flag(flgs, TR_SEE_INVIS);
2436 case RACE_BARBARIAN:
2437 add_flag(flgs, TR_RES_FEAR);
2439 case RACE_HALF_OGRE:
2440 add_flag(flgs, TR_SUST_STR);
2441 add_flag(flgs, TR_RES_DARK);
2443 case RACE_HALF_GIANT:
2444 add_flag(flgs, TR_RES_SHARDS);
2445 add_flag(flgs, TR_SUST_STR);
2447 case RACE_HALF_TITAN:
2448 add_flag(flgs, TR_RES_CHAOS);
2451 add_flag(flgs, TR_RES_SOUND);
2454 add_flag(flgs, TR_RES_ACID);
2455 if (p_ptr->lev > 19)
2456 add_flag(flgs, TR_IM_ACID);
2459 add_flag(flgs, TR_RES_CONF);
2460 add_flag(flgs, TR_RES_ACID);
2462 add_flag(flgs, TR_SPEED);
2465 add_flag(flgs, TR_RES_POIS);
2468 add_flag(flgs, TR_RES_DISEN);
2469 add_flag(flgs, TR_RES_DARK);
2472 add_flag(flgs, TR_RES_DARK);
2473 if (p_ptr->lev > 19)
2474 add_flag(flgs, TR_SEE_INVIS);
2476 case RACE_DRACONIAN:
2477 add_flag(flgs, TR_LEVITATION);
2479 add_flag(flgs, TR_RES_FIRE);
2481 add_flag(flgs, TR_RES_COLD);
2482 if (p_ptr->lev > 14)
2483 add_flag(flgs, TR_RES_ACID);
2484 if (p_ptr->lev > 19)
2485 add_flag(flgs, TR_RES_ELEC);
2486 if (p_ptr->lev > 34)
2487 add_flag(flgs, TR_RES_POIS);
2489 case RACE_MIND_FLAYER:
2490 add_flag(flgs, TR_SUST_INT);
2491 add_flag(flgs, TR_SUST_WIS);
2492 if (p_ptr->lev > 14)
2493 add_flag(flgs, TR_SEE_INVIS);
2494 if (p_ptr->lev > 29)
2495 add_flag(flgs, TR_TELEPATHY);
2498 add_flag(flgs, TR_RES_FIRE);
2500 add_flag(flgs, TR_SEE_INVIS);
2503 add_flag(flgs, TR_SEE_INVIS);
2504 add_flag(flgs, TR_FREE_ACT);
2505 add_flag(flgs, TR_RES_POIS);
2506 add_flag(flgs, TR_SLOW_DIGEST);
2507 if (p_ptr->lev > 34)
2508 add_flag(flgs, TR_HOLD_EXP);
2511 add_flag(flgs, TR_SEE_INVIS);
2512 add_flag(flgs, TR_RES_SHARDS);
2513 add_flag(flgs, TR_HOLD_EXP);
2514 add_flag(flgs, TR_RES_POIS);
2516 add_flag(flgs, TR_RES_COLD);
2519 add_flag(flgs, TR_SEE_INVIS);
2520 add_flag(flgs, TR_HOLD_EXP);
2521 add_flag(flgs, TR_RES_NETHER);
2522 add_flag(flgs, TR_RES_POIS);
2523 add_flag(flgs, TR_SLOW_DIGEST);
2525 add_flag(flgs, TR_RES_COLD);
2528 add_flag(flgs, TR_HOLD_EXP);
2529 add_flag(flgs, TR_RES_DARK);
2530 add_flag(flgs, TR_RES_NETHER);
2531 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2532 add_flag(flgs, TR_RES_POIS);
2533 add_flag(flgs, TR_RES_COLD);
2536 add_flag(flgs, TR_LEVITATION);
2537 add_flag(flgs, TR_FREE_ACT);
2538 add_flag(flgs, TR_RES_COLD);
2539 add_flag(flgs, TR_SEE_INVIS);
2540 add_flag(flgs, TR_HOLD_EXP);
2541 add_flag(flgs, TR_RES_NETHER);
2542 add_flag(flgs, TR_RES_POIS);
2543 add_flag(flgs, TR_SLOW_DIGEST);
2545 if (p_ptr->lev > 34)
2546 add_flag(flgs, TR_TELEPATHY);
2549 add_flag(flgs, TR_RES_LITE);
2550 add_flag(flgs, TR_LEVITATION);
2552 add_flag(flgs, TR_SPEED);
2555 add_flag(flgs, TR_RES_SOUND);
2556 add_flag(flgs, TR_RES_CONF);
2559 add_flag(flgs, TR_LEVITATION);
2560 add_flag(flgs, TR_SEE_INVIS);
2563 add_flag(flgs, TR_RES_FIRE);
2564 add_flag(flgs, TR_RES_NETHER);
2565 add_flag(flgs, TR_HOLD_EXP);
2567 add_flag(flgs, TR_SEE_INVIS);
2570 add_flag(flgs, TR_SUST_CON);
2573 add_flag(flgs, TR_LEVITATION);
2576 add_flag(flgs, TR_RES_CONF);
2579 add_flag(flgs, TR_FREE_ACT);
2580 add_flag(flgs, TR_RES_POIS);
2581 add_flag(flgs, TR_SLOW_DIGEST);
2582 add_flag(flgs, TR_HOLD_EXP);
2592 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2594 remove_flag(flgs, TR_REGEN);
2597 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2598 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2599 (p_ptr->muta3 & MUT3_SHORT_LEG))
2601 add_flag(flgs, TR_SPEED);
2604 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2606 add_flag(flgs, TR_SH_ELEC);
2609 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2611 add_flag(flgs, TR_SH_FIRE);
2612 add_flag(flgs, TR_LITE_1);
2615 if (p_ptr->muta3 & MUT3_WINGS)
2617 add_flag(flgs, TR_LEVITATION);
2620 if (p_ptr->muta3 & MUT3_FEARLESS)
2622 add_flag(flgs, TR_RES_FEAR);
2625 if (p_ptr->muta3 & MUT3_REGEN)
2627 add_flag(flgs, TR_REGEN);
2630 if (p_ptr->muta3 & MUT3_ESP)
2632 add_flag(flgs, TR_TELEPATHY);
2635 if (p_ptr->muta3 & MUT3_MOTION)
2637 add_flag(flgs, TR_FREE_ACT);
2641 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2642 add_flag(flgs, TR_AGGRAVATE);
2643 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2644 add_flag(flgs, TR_RES_CONF);
2645 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2647 add_flag(flgs, TR_RES_BLIND);
2648 add_flag(flgs, TR_RES_CONF);
2649 add_flag(flgs, TR_HOLD_EXP);
2650 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2652 add_flag(flgs, TR_SPEED);
2654 if (p_ptr->special_defense & KATA_FUUJIN)
2655 add_flag(flgs, TR_REFLECT);
2656 if (p_ptr->special_defense & KAMAE_GENBU)
2657 add_flag(flgs, TR_REFLECT);
2658 if (p_ptr->special_defense & KAMAE_SUZAKU)
2659 add_flag(flgs, TR_LEVITATION);
2660 if (p_ptr->special_defense & KAMAE_SEIRYU)
2662 add_flag(flgs, TR_RES_FIRE);
2663 add_flag(flgs, TR_RES_COLD);
2664 add_flag(flgs, TR_RES_ACID);
2665 add_flag(flgs, TR_RES_ELEC);
2666 add_flag(flgs, TR_RES_POIS);
2667 add_flag(flgs, TR_LEVITATION);
2668 add_flag(flgs, TR_SH_FIRE);
2669 add_flag(flgs, TR_SH_ELEC);
2670 add_flag(flgs, TR_SH_COLD);
2672 if (p_ptr->special_defense & KATA_MUSOU)
2674 add_flag(flgs, TR_RES_FEAR);
2675 add_flag(flgs, TR_RES_LITE);
2676 add_flag(flgs, TR_RES_DARK);
2677 add_flag(flgs, TR_RES_BLIND);
2678 add_flag(flgs, TR_RES_CONF);
2679 add_flag(flgs, TR_RES_SOUND);
2680 add_flag(flgs, TR_RES_SHARDS);
2681 add_flag(flgs, TR_RES_NETHER);
2682 add_flag(flgs, TR_RES_NEXUS);
2683 add_flag(flgs, TR_RES_CHAOS);
2684 add_flag(flgs, TR_RES_DISEN);
2685 add_flag(flgs, TR_REFLECT);
2686 add_flag(flgs, TR_HOLD_EXP);
2687 add_flag(flgs, TR_FREE_ACT);
2688 add_flag(flgs, TR_SH_FIRE);
2689 add_flag(flgs, TR_SH_ELEC);
2690 add_flag(flgs, TR_SH_COLD);
2691 add_flag(flgs, TR_LEVITATION);
2692 add_flag(flgs, TR_LITE_1);
2693 add_flag(flgs, TR_SEE_INVIS);
2694 add_flag(flgs, TR_TELEPATHY);
2695 add_flag(flgs, TR_SLOW_DIGEST);
2696 add_flag(flgs, TR_REGEN);
2697 add_flag(flgs, TR_SUST_STR);
2698 add_flag(flgs, TR_SUST_INT);
2699 add_flag(flgs, TR_SUST_WIS);
2700 add_flag(flgs, TR_SUST_DEX);
2701 add_flag(flgs, TR_SUST_CON);
2702 add_flag(flgs, TR_SUST_CHR);
2707 * @brief プレイヤーの一時的魔法効果による耐性を返す
2708 * Prints ratings on certain abilities
2709 * @param flgs フラグを保管する配列
2712 * xtra1.c周りと多重実装になっているのを何とかする
2714 static void tim_player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2719 for (i = 0; i < TR_FLAG_SIZE; i++)
2722 if (IS_HERO() || p_ptr->shero)
2723 add_flag(flgs, TR_RES_FEAR);
2724 if (p_ptr->tim_invis)
2725 add_flag(flgs, TR_SEE_INVIS);
2726 if (p_ptr->tim_regen)
2727 add_flag(flgs, TR_REGEN);
2729 add_flag(flgs, TR_TELEPATHY);
2730 if (IS_FAST() || p_ptr->slow)
2731 add_flag(flgs, TR_SPEED);
2733 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(prace_is_(RACE_YEEK) && (p_ptr->lev > 19)))
2734 add_flag(flgs, TR_RES_ACID);
2735 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2736 add_flag(flgs, TR_RES_ELEC);
2737 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2738 add_flag(flgs, TR_RES_FIRE);
2739 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2740 add_flag(flgs, TR_RES_COLD);
2741 if (IS_OPPOSE_POIS())
2742 add_flag(flgs, TR_RES_POIS);
2744 if (p_ptr->special_attack & ATTACK_ACID)
2745 add_flag(flgs, TR_BRAND_ACID);
2746 if (p_ptr->special_attack & ATTACK_ELEC)
2747 add_flag(flgs, TR_BRAND_ELEC);
2748 if (p_ptr->special_attack & ATTACK_FIRE)
2749 add_flag(flgs, TR_BRAND_FIRE);
2750 if (p_ptr->special_attack & ATTACK_COLD)
2751 add_flag(flgs, TR_BRAND_COLD);
2752 if (p_ptr->special_attack & ATTACK_POIS)
2753 add_flag(flgs, TR_BRAND_POIS);
2754 if (p_ptr->special_defense & DEFENSE_ACID)
2755 add_flag(flgs, TR_IM_ACID);
2756 if (p_ptr->special_defense & DEFENSE_ELEC)
2757 add_flag(flgs, TR_IM_ELEC);
2758 if (p_ptr->special_defense & DEFENSE_FIRE)
2759 add_flag(flgs, TR_IM_FIRE);
2760 if (p_ptr->special_defense & DEFENSE_COLD)
2761 add_flag(flgs, TR_IM_COLD);
2762 if (p_ptr->wraith_form)
2763 add_flag(flgs, TR_REFLECT);
2765 if (p_ptr->tim_reflect)
2766 add_flag(flgs, TR_REFLECT);
2768 if (p_ptr->magicdef)
2770 add_flag(flgs, TR_RES_BLIND);
2771 add_flag(flgs, TR_RES_CONF);
2772 add_flag(flgs, TR_REFLECT);
2773 add_flag(flgs, TR_FREE_ACT);
2774 add_flag(flgs, TR_LEVITATION);
2776 if (p_ptr->tim_res_nether)
2778 add_flag(flgs, TR_RES_NETHER);
2780 if (p_ptr->tim_sh_fire)
2782 add_flag(flgs, TR_SH_FIRE);
2786 add_flag(flgs, TR_RES_FEAR);
2787 add_flag(flgs, TR_RES_LITE);
2788 add_flag(flgs, TR_RES_DARK);
2789 add_flag(flgs, TR_RES_BLIND);
2790 add_flag(flgs, TR_RES_CONF);
2791 add_flag(flgs, TR_RES_SOUND);
2792 add_flag(flgs, TR_RES_SHARDS);
2793 add_flag(flgs, TR_RES_NETHER);
2794 add_flag(flgs, TR_RES_NEXUS);
2795 add_flag(flgs, TR_RES_CHAOS);
2796 add_flag(flgs, TR_RES_DISEN);
2797 add_flag(flgs, TR_REFLECT);
2798 add_flag(flgs, TR_HOLD_EXP);
2799 add_flag(flgs, TR_FREE_ACT);
2800 add_flag(flgs, TR_SH_FIRE);
2801 add_flag(flgs, TR_SH_ELEC);
2802 add_flag(flgs, TR_SH_COLD);
2803 add_flag(flgs, TR_LEVITATION);
2804 add_flag(flgs, TR_LITE_1);
2805 add_flag(flgs, TR_SEE_INVIS);
2806 add_flag(flgs, TR_TELEPATHY);
2807 add_flag(flgs, TR_SLOW_DIGEST);
2808 add_flag(flgs, TR_REGEN);
2809 add_flag(flgs, TR_SUST_STR);
2810 add_flag(flgs, TR_SUST_INT);
2811 add_flag(flgs, TR_SUST_WIS);
2812 add_flag(flgs, TR_SUST_DEX);
2813 add_flag(flgs, TR_SUST_CON);
2814 add_flag(flgs, TR_SUST_CHR);
2818 if (p_ptr->realm1 == REALM_HEX)
2820 if (hex_spelling(HEX_DEMON_AURA))
2822 add_flag(flgs, TR_SH_FIRE);
2823 add_flag(flgs, TR_REGEN);
2825 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2826 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2831 /* Mode flags for displaying player flags */
2832 #define DP_CURSE 0x01
2838 * @brief プレイヤーの装備一覧をシンボルで並べる
2840 * @param y 表示するコンソールの行
2841 * @param x 表示するコンソールの列
2845 void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2854 /* Weapon flags need only two column */
2855 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2856 else max_i = INVEN_TOTAL;
2858 /* Dump equippy chars */
2859 for (i = INVEN_RARM; i < max_i; i++)
2862 o_ptr = &p_ptr->inventory_list[i];
2864 a = object_attr(o_ptr);
2865 c = object_char(o_ptr);
2867 /* Clear the part of the screen */
2868 if (!equippy_chars || !o_ptr->k_idx)
2875 Term_putch(x + i - INVEN_RARM, y, a, c);
2881 * @brief プレイヤーの装備による免疫フラグを返す
2882 * @param flgs フラグを保管する配列
2885 * xtra1.c周りと多重実装になっているのを何とかする
2887 static void known_obj_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2892 for (i = 0; i < TR_FLAG_SIZE; i++)
2895 /* Check equipment */
2896 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2898 u32b o_flgs[TR_FLAG_SIZE];
2903 o_ptr = &p_ptr->inventory_list[i];
2905 if (!o_ptr->k_idx) continue;
2908 object_flags_known(o_ptr, o_flgs);
2910 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2911 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2912 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2913 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2918 * @brief プレイヤーの種族による免疫フラグを返す
2919 * @param flgs フラグを保管する配列
2922 * xtra1.c周りと多重実装になっているのを何とかする
2924 static void player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2929 for (i = 0; i < TR_FLAG_SIZE; i++)
2932 if (prace_is_(RACE_SPECTRE))
2933 add_flag(flgs, TR_RES_NETHER);
2934 if (p_ptr->mimic_form == MIMIC_VAMPIRE || prace_is_(RACE_VAMPIRE))
2935 add_flag(flgs, TR_RES_DARK);
2936 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2937 add_flag(flgs, TR_RES_FIRE);
2938 else if (prace_is_(RACE_YEEK) && p_ptr->lev > 19)
2939 add_flag(flgs, TR_RES_ACID);
2943 * @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
2944 * @param flgs フラグを保管する配列
2947 * xtra1.c周りと多重実装になっているのを何とかする
2949 static void tim_player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2954 for (i = 0; i < TR_FLAG_SIZE; i++)
2957 if (p_ptr->special_defense & DEFENSE_ACID)
2958 add_flag(flgs, TR_RES_ACID);
2959 if (p_ptr->special_defense & DEFENSE_ELEC)
2960 add_flag(flgs, TR_RES_ELEC);
2961 if (p_ptr->special_defense & DEFENSE_FIRE)
2962 add_flag(flgs, TR_RES_FIRE);
2963 if (p_ptr->special_defense & DEFENSE_COLD)
2964 add_flag(flgs, TR_RES_COLD);
2965 if (p_ptr->wraith_form)
2966 add_flag(flgs, TR_RES_DARK);
2970 * @brief プレイヤーの種族による弱点フラグを返す
2971 * @param flgs フラグを保管する配列
2974 * xtra1.c周りと多重実装になっているのを何とかする
2976 static void player_vuln_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2981 for (i = 0; i < TR_FLAG_SIZE; i++)
2984 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2986 add_flag(flgs, TR_RES_ACID);
2987 add_flag(flgs, TR_RES_ELEC);
2988 add_flag(flgs, TR_RES_FIRE);
2989 add_flag(flgs, TR_RES_COLD);
2991 if (prace_is_(RACE_ANDROID))
2992 add_flag(flgs, TR_RES_ELEC);
2993 if (prace_is_(RACE_ENT))
2994 add_flag(flgs, TR_RES_FIRE);
2995 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) ||
2996 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2997 add_flag(flgs, TR_RES_LITE);
3002 * A struct for storing misc. flags
3005 BIT_FLAGS player_flags[TR_FLAG_SIZE];
3006 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
3007 BIT_FLAGS player_imm[TR_FLAG_SIZE];
3008 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
3009 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
3010 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
3015 * @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 /
3016 * Helper function, see below
3017 * @param row コンソール表示位置の左上行
3018 * @param col コンソール表示位置の左上列
3019 * @param header コンソール上で表示する特性名
3020 * @param flag1 参照する特性ID
3021 * @param f プレイヤーの特性情報構造体
3022 * @param mode 表示オプション
3025 static void display_flag_aux(TERM_LEN row, TERM_LEN col, concptr header,
3026 int flag1, all_player_flags *f, u16b mode)
3031 byte header_color = TERM_L_DARK;
3032 int header_col = col;
3034 if (have_flag(f->player_vuln, flag1) &&
3035 !(have_flag(f->known_obj_imm, flag1) ||
3036 have_flag(f->player_imm, flag1) ||
3037 have_flag(f->tim_player_imm, flag1)))
3041 col += strlen(header) + 1;
3043 /* Weapon flags need only two column */
3044 if (mode & DP_WP) max_i = INVEN_LARM + 1;
3045 else max_i = INVEN_TOTAL;
3047 /* Check equipment */
3048 for (i = INVEN_RARM; i < max_i; i++)
3050 BIT_FLAGS flgs[TR_FLAG_SIZE];
3054 o_ptr = &p_ptr->inventory_list[i];
3057 object_flags_known(o_ptr, flgs);
3060 if (!(mode & DP_IMM))
3061 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3064 if (mode & DP_CURSE)
3066 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3068 c_put_str(TERM_L_DARK, "+", row, col);
3069 header_color = TERM_WHITE;
3071 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3073 c_put_str(TERM_WHITE, "+", row, col);
3074 header_color = TERM_WHITE;
3076 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3078 c_put_str(TERM_WHITE, "*", row, col);
3079 header_color = TERM_WHITE;
3082 else if (flag1 == TR_LITE_1)
3084 if (have_dark_flag(flgs))
3086 c_put_str(TERM_L_DARK, "+", row, col);
3087 header_color = TERM_WHITE;
3089 else if (have_lite_flag(flgs))
3091 c_put_str(TERM_WHITE, "+", row, col);
3092 header_color = TERM_WHITE;
3097 if (have_flag(flgs, flag1))
3099 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3100 (mode & DP_IMM) ? "*" : "+", row, col);
3101 header_color = TERM_WHITE;
3109 /* Assume that player flag is already written */
3112 if (header_color != TERM_L_DARK)
3114 /* Overwrite Header Color */
3115 c_put_str(header_color, header, row, header_col);
3121 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3124 if (have_flag(f->player_flags, flag1))
3126 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3127 header_color = TERM_WHITE;
3130 /* Timed player flags */
3131 if (have_flag(f->tim_player_flags, flag1))
3133 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3134 header_color = TERM_WHITE;
3138 if (have_flag(f->tim_player_imm, flag1))
3140 c_put_str(TERM_YELLOW, "*", row, col);
3141 header_color = TERM_WHITE;
3143 if (have_flag(f->player_imm, flag1))
3145 c_put_str(TERM_WHITE, "*", row, col);
3146 header_color = TERM_WHITE;
3150 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3153 c_put_str(header_color, header, row, header_col);
3158 * @brief プレイヤーの特性フラグ一覧表示1 /
3159 * Special display, part 1
3162 static void display_player_flag_info(void)
3169 /* Extract flags and store */
3170 player_flags(f.player_flags);
3171 tim_player_flags(f.tim_player_flags);
3172 player_immunity(f.player_imm);
3173 tim_player_immunity(f.tim_player_imm);
3174 known_obj_immunity(f.known_obj_imm);
3175 player_vuln_flags(f.player_vuln);
3182 display_player_equippy(row-2, col+8, 0);
3183 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3186 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3187 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3188 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3189 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3190 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3191 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3192 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3193 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3194 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3195 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3196 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3197 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3198 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3199 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3201 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3202 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3203 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3204 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3205 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3206 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3207 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3208 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3209 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3210 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3211 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3212 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3213 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3214 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3223 display_player_equippy(row-2, col+8, 0);
3225 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3228 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3229 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3230 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3231 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3232 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3233 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3234 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3235 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3236 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3237 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3239 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3240 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3241 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3242 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3243 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3244 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3245 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3246 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3247 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3248 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3257 display_player_equippy(row-2, col+12, 0);
3259 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3262 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3263 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3264 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3265 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3266 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3267 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3268 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3269 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3270 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3271 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3273 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3274 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3275 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3276 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3277 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3278 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3279 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3280 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3281 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3282 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3289 * @brief プレイヤーの特性フラグ一覧表示2 /
3290 * Special display, part 2
3293 static void display_player_other_flag_info(void)
3300 /* Extract flags and store */
3301 player_flags(f.player_flags);
3302 tim_player_flags(f.tim_player_flags);
3303 player_immunity(f.player_imm);
3304 tim_player_immunity(f.tim_player_imm);
3305 known_obj_immunity(f.known_obj_imm);
3306 player_vuln_flags(f.player_vuln);
3313 display_player_equippy(row-2, col+12, DP_WP);
3315 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3318 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3319 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3320 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3321 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3322 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3323 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3324 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3325 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3326 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3327 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3328 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3329 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3330 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3331 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3332 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3333 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3334 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3335 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3336 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3337 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3338 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3339 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3340 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3341 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3342 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3343 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3344 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3345 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3347 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3348 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3349 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3350 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3351 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3352 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3353 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3354 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3355 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3356 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3357 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3358 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3359 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3360 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3361 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3362 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3363 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3364 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3365 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3366 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3367 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3368 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3369 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3370 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3371 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3372 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3373 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3374 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3383 display_player_equippy(row-2, col+13, 0);
3384 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3387 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3388 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3389 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3390 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3391 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3392 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3393 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3394 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3395 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3396 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3397 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3398 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3399 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3400 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3401 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3402 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3403 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3404 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3405 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3407 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3408 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3409 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3410 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3411 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3412 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3413 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3414 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3415 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3416 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3417 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3418 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3419 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3420 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3421 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3422 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3423 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3424 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3425 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3432 col = col + 12 + 17;
3434 display_player_equippy(row-2, col+14, 0);
3436 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3439 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3440 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3441 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3442 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3443 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3444 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3446 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3447 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3448 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3449 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3450 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3451 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3453 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3454 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3455 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3456 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3458 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3459 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3460 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3461 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3462 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3463 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3465 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3466 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3467 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3468 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3469 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3470 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3472 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3473 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3474 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3475 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3482 * @brief プレイヤーの特性フラグ一覧表示2a /
3483 * Special display, part 2a
3486 static void display_player_misc_info(void)
3491 /* Display basics */
3493 put_str("名前 :", 1, 26);
3494 put_str("性別 :", 3, 1);
3495 put_str("種族 :", 4, 1);
3496 put_str("職業 :", 5, 1);
3498 put_str("Name :", 1, 26);
3499 put_str("Sex :", 3, 1);
3500 put_str("Race :", 4, 1);
3501 put_str("Class :", 5, 1);
3504 strcpy(tmp,ap_ptr->title);
3511 strcat(tmp,p_ptr->name);
3513 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3514 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3515 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3516 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3518 /* Display extras */
3520 put_str("レベル:", 6, 1);
3521 put_str("HP :", 7, 1);
3522 put_str("MP :", 8, 1);
3524 put_str("Level :", 6, 1);
3525 put_str("Hits :", 7, 1);
3526 put_str("Mana :", 8, 1);
3530 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3531 c_put_str(TERM_L_BLUE, buf, 6, 9);
3532 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3533 c_put_str(TERM_L_BLUE, buf, 7, 9);
3534 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3535 c_put_str(TERM_L_BLUE, buf, 8, 9);
3540 * @brief プレイヤーの特性フラグ一覧表示2b /
3541 * Special display, part 2b
3545 * How to print out the modifications and sustains.
3546 * Positive mods with no sustain will be light green.
3547 * Positive mods with a sustain will be dark green.
3548 * Sustains (with no modification) will be a dark green 's'.
3549 * Negative mods (from a curse) will be red.
3550 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3551 * No mod, no sustain, will be a slate '.'
3554 static void display_player_stat_info(void)
3561 BIT_FLAGS flgs[TR_FLAG_SIZE];
3575 /* Print out the labels for the columns */
3576 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col+1);
3577 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col+7);
3578 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col+13);
3579 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col+28);
3580 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col+35);
3582 /* Display the stats */
3583 for (i = 0; i < A_MAX; i++)
3587 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3588 else r_adj = rp_ptr->r_adj[i];
3590 /* Calculate equipment adjustment */
3593 /* Icky formula to deal with the 18 barrier */
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]) / 10;
3596 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3597 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3598 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3599 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3601 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3602 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3604 if (prace_is_(RACE_ENT))
3610 if (p_ptr->lev > 25) r_adj++;
3611 if (p_ptr->lev > 40) r_adj++;
3612 if (p_ptr->lev > 45) r_adj++;
3615 if (p_ptr->lev > 25) r_adj--;
3616 if (p_ptr->lev > 40) r_adj--;
3617 if (p_ptr->lev > 45) r_adj--;
3623 e_adj -= cp_ptr->c_adj[i];
3624 e_adj -= ap_ptr->a_adj[i];
3626 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3627 /* Reduced name of stat */
3628 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3630 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3633 /* Internal "natural" max value. Maxes at 18/100 */
3634 /* This is useful to see if you are maxed out */
3635 cnv_stat(p_ptr->stat_max[i], buf);
3636 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3638 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3640 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3642 /* Race, class, and equipment modifiers */
3643 (void)sprintf(buf, "%3d", r_adj);
3644 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3645 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3646 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3647 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3648 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3649 (void)sprintf(buf, "%3d", (int)e_adj);
3650 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3652 /* Actual maximal modified value */
3653 cnv_stat(p_ptr->stat_top[i], buf);
3654 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3656 /* Only display stat_use if not maximal */
3657 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3659 cnv_stat(p_ptr->stat_use[i], buf);
3660 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3665 col = stat_col + 41;
3667 /* Header and Footer */
3668 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3669 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3671 /* Process equipment */
3672 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3674 o_ptr = &p_ptr->inventory_list[i];
3676 /* Acquire "known" flags */
3677 object_flags_known(o_ptr, flgs);
3679 /* Initialize color based of sign of pval. */
3680 for (stat = 0; stat < A_MAX; stat++)
3687 if (have_flag(flgs, stat))
3693 if (o_ptr->pval > 0)
3699 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3702 if (have_flag(flgs, stat + TR_SUST_STR))
3704 /* Dark green for sustained stats */
3709 if (o_ptr->pval < 0)
3715 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3720 else if (have_flag(flgs, stat + TR_SUST_STR))
3722 /* Dark green "s" */
3727 /* Dump proper character */
3728 Term_putch(col, row + stat+1, a, c);
3739 for (stat = 0; stat < A_MAX; stat++)
3746 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3752 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3753 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3754 if (p_ptr->tsuyoshi) dummy += 4;
3756 else if (stat == A_WIS || stat == A_INT)
3758 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3759 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3761 else if (stat == A_DEX)
3763 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3764 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3765 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3767 else if (stat == A_CON)
3769 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3770 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3771 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3772 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3773 if (p_ptr->tsuyoshi) dummy += 4;
3775 else if (stat == A_CHR)
3777 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3778 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3779 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3780 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3781 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3782 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3798 if (dummy < 10) c = '0' + dummy;
3808 if (dummy > -10) c = '0' - dummy;
3815 if (have_flag(flgs, stat + TR_SUST_STR))
3817 /* Dark green "s" */
3824 Term_putch(col, row + stat+1, a, c);
3830 * @brief プレイヤーのステータス表示メイン処理
3831 * Display the character on the screen (various modes)
3832 * @param mode 表示モードID
3836 * The top one and bottom two lines are left blank.
3837 * Mode 0 = standard display with skills
3838 * Mode 1 = standard display with history
3839 * Mode 2 = summary of various things
3840 * Mode 3 = summary of various things (part 2)
3841 * Mode 4 = mutations
3844 void display_player(int mode)
3850 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3859 if ((mode == 0) || (mode == 1))
3861 /* Name, Sex, Race, Class */
3863 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", p_ptr->name);
3865 sprintf(tmp, "%s %s", ap_ptr->title, p_ptr->name);
3868 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3869 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3870 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3871 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3876 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3878 strcpy(tmp, realm_names[p_ptr->realm1]);
3879 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3882 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3883 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3885 /* Age, Height, Weight, Social */
3886 /* 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 */
3888 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3889 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3890 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3891 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3893 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3894 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3895 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3896 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3898 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3901 /* Display the stats */
3902 for (i = 0; i < A_MAX; i++)
3904 /* Special treatment of "injured" stats */
3905 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3909 /* Use lowercase stat name */
3910 put_str(stat_names_reduced[i], 3 + i, 53);
3912 /* Get the current stat */
3913 value = p_ptr->stat_use[i];
3915 /* Obtain the current stat (modified) */
3916 cnv_stat(value, buf);
3918 /* Display the current stat (modified) */
3919 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3921 /* Acquire the max stat */
3922 value = p_ptr->stat_top[i];
3924 /* Obtain the maximum stat (modified) */
3925 cnv_stat(value, buf);
3927 /* Display the maximum stat (modified) */
3928 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3931 /* Normal treatment of "normal" stats */
3934 /* Assume uppercase stat name */
3935 put_str(stat_names[i], 3 + i, 53);
3937 /* Obtain the current stat (modified) */
3938 cnv_stat(p_ptr->stat_use[i], buf);
3940 /* Display the current stat (modified) */
3941 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3944 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3946 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3950 /* Display "history" info */
3954 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3956 for (i = 0; i < 4; i++)
3958 put_str(p_ptr->history[i], i + 12, 10);
3965 if (p_ptr->total_winner)
3968 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3970 sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3973 else if (!current_floor_ptr->dun_level)
3976 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3978 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3981 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3983 /* Get the quest text */
3984 /* Bewere that INIT_ASSIGN resets the cur_num. */
3985 init_flags = INIT_NAME_ONLY;
3987 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3990 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);
3992 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
3998 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);
4000 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, current_floor_ptr->dun_level, map_name());
4004 else if (character_dungeon)
4006 if (!current_floor_ptr->dun_level)
4008 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
4010 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
4012 /* Clear the text */
4013 /* Must be done before doing INIT_SHOW_TEXT */
4014 for (i = 0; i < 10; i++)
4016 quest_text[i][0] = '\0';
4018 quest_text_line = 0;
4020 /* Get the quest text */
4021 init_flags = INIT_NAME_ONLY;
4023 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
4025 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);
4030 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);
4032 sprintf(statmsg, "...Now, you are exploring level %d of %s.", current_floor_ptr->dun_level, map_name());
4039 char temp[64*2], *t;
4040 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4042 for(i=0 ; i<2 ; i++)
4048 put_str(t, i + 5 + 12, 10);
4056 /* Display "various" info */
4059 display_player_middle();
4060 display_player_various();
4067 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4070 display_player_misc_info();
4071 display_player_stat_info();
4072 display_player_flag_info();
4078 display_player_other_flag_info();
4083 do_cmd_knowledge_mutations();
4088 * @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
4089 * @param fff ファイルポインタ
4092 static void dump_aux_display_player(FILE *fff)
4101 /* Dump part of the screen */
4102 for (y = 1; y < 22; y++)
4105 for (x = 0; x < 79; x++)
4107 /* Get the attr/char */
4108 (void)(Term_what(x, y, &a, &c));
4114 /* End the string */
4117 /* Kill trailing spaces */
4118 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4121 fprintf(fff, _("%s\n", "%s\n"), buf);
4124 /* Display history */
4127 /* Dump part of the screen */
4128 for (y = 10; y < 19; y++)
4131 for (x = 0; x < 79; x++)
4133 /* Get the attr/char */
4134 (void)(Term_what(x, y, &a, &c));
4140 /* End the string */
4143 /* Kill trailing spaces */
4144 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4147 fprintf(fff, "%s\n", buf);
4152 /* Display flags (part 1) */
4155 /* Dump part of the screen */
4156 for (y = 2; y < 22; y++)
4159 for (x = 0; x < 79; x++)
4161 /* Get the attr/char */
4162 (void)(Term_what(x, y, &a, &c));
4164 /* Dump it (Ignore equippy tile graphic) */
4171 /* End the string */
4174 /* Kill trailing spaces */
4175 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4178 fprintf(fff, "%s\n", buf);
4183 /* Display flags (part 2) */
4186 /* Dump part of the screen */
4187 for (y = 1; y < 22; y++)
4190 for (x = 0; x < 79; x++)
4192 /* Get the attr/char */
4193 (void)(Term_what(x, y, &a, &c));
4195 /* Dump it (Ignore equippy tile graphic) */
4202 /* End the string */
4205 /* Kill trailing spaces */
4206 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4209 fprintf(fff, "%s\n", buf);
4217 * @brief プレイヤーのペット情報をファイルにダンプする
4218 * @param fff ファイルポインタ
4221 static void dump_aux_pet(FILE *fff)
4225 bool pet_settings = FALSE;
4226 GAME_TEXT pet_name[MAX_NLEN];
4228 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
4230 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
4232 if (!monster_is_valid(m_ptr)) continue;
4233 if (!is_pet(m_ptr)) continue;
4234 pet_settings = TRUE;
4235 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4238 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4241 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4242 fprintf(fff, "%s\n", pet_name);
4247 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4249 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4250 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4252 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4253 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4255 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4256 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4258 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4259 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4261 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4262 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4264 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"),
4265 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4273 * @brief プレイヤーの職業能力情報をファイルにダンプする
4274 * @param fff ファイルポインタ
4277 static void dump_aux_class_special(FILE *fff)
4279 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4286 int spellnum[MAX_MONSPELLS];
4287 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4292 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4294 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4299 set_rf_masks(&f4, &f5, &f6, j);
4302 case MONSPELL_TYPE_BOLT:
4303 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4306 case MONSPELL_TYPE_BALL:
4307 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4310 case MONSPELL_TYPE_BREATH:
4311 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4314 case MONSPELL_TYPE_SUMMON:
4315 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4318 case MONSPELL_TYPE_OTHER:
4319 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4323 for (i = 0, num = 0; i < 32; i++)
4325 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4329 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4333 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4338 strcat(p[col], " ");
4340 for (i = 0; i < num; i++)
4342 if (p_ptr->magic_num2[spellnum[i]])
4345 /* Dump blue magic */
4346 l1 = strlen(p[col]);
4347 l2 = strlen(monster_powers_short[spellnum[i]]);
4348 if ((l1 + l2) >= 75)
4350 strcat(p[col], "\n");
4352 strcat(p[col], " ");
4354 strcat(p[col], monster_powers_short[spellnum[i]]);
4355 strcat(p[col], ", ");
4361 strcat(p[col], _("なし", "None"));
4365 if (p[col][strlen(p[col])-2] == ',')
4367 p[col][strlen(p[col])-2] = '\0';
4371 p[col][strlen(p[col])-10] = '\0';
4375 strcat(p[col], "\n");
4378 for (i=0;i<=col;i++)
4383 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4385 char s[EATER_EXT][MAX_NLEN];
4386 OBJECT_TYPE_VALUE tval = 0;
4388 KIND_OBJECT_IDX k_idx;
4389 OBJECT_SUBTYPE_VALUE i;
4392 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4394 for (ext = 0; ext < 3; ext++)
4398 /* Dump an extent name */
4403 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4407 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4411 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4415 /* Get magic device names that were eaten */
4416 for (i = 0; i < EATER_EXT; i++)
4418 int idx = EATER_EXT * ext + i;
4420 magic_num = p_ptr->magic_num2[idx];
4421 if (!magic_num) continue;
4423 k_idx = lookup_kind(tval, i);
4424 if (!k_idx) continue;
4425 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4429 /* Dump magic devices in this extent */
4432 for (i = 0; i < eat_num; i++)
4435 if (i % 3 < 2) fputs(" ", fff);
4436 else fputs("\n", fff);
4439 if (i % 3 > 0) fputs("\n", fff);
4441 else /* Not found */
4443 fputs(_(" (なし)\n", " (none)\n"), fff);
4447 else if (p_ptr->pclass == CLASS_SMITH)
4449 int i, id[250], n = 0, row;
4451 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4452 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4453 "Essence Num Essence Num Essence Num "));
4454 for (i = 0; essence_name[i]; i++)
4456 if (!essence_name[i][0]) continue;
4463 for (i = 0; i < row; i++)
4466 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4467 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4468 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4478 * @brief クエスト情報をファイルにダンプする
4479 * @param fff ファイルポインタ
4482 static void dump_aux_quest(FILE *fff)
4485 QUEST_IDX *quest_num;
4488 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4490 /* Allocate Memory */
4491 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4493 /* Sort by compete level */
4494 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4495 ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
4497 /* Dump Quest Information */
4499 do_cmd_knowledge_quests_completed(fff, quest_num);
4501 do_cmd_knowledge_quests_failed(fff, quest_num);
4505 C_KILL(quest_num, max_q_idx, QUEST_IDX);
4510 * @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
4511 * @param fff ファイルポインタ
4514 static void dump_aux_last_message(FILE *fff)
4518 if (!p_ptr->total_winner)
4522 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4523 for (i = MIN(message_num(), 30); i >= 0; i--)
4525 fprintf(fff,"> %s\n",message_str((s16b)i));
4530 /* Hack -- *Winning* message */
4531 else if (p_ptr->last_message)
4533 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4534 fprintf(fff," %s\n", p_ptr->last_message);
4541 * @brief 帰還場所情報をファイルにダンプする
4542 * @param fff ファイルポインタ
4545 static void dump_aux_recall(FILE *fff)
4548 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4550 for (y = 1; y < max_d_idx; y++)
4554 if (!d_info[y].maxdepth) continue;
4555 if (!max_dlv[y]) continue;
4556 if (d_info[y].final_guardian)
4558 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4560 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4562 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4563 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4569 * @brief オプション情報をファイルにダンプする
4570 * @param fff ファイルポインタ
4573 static void dump_aux_options(FILE *fff)
4575 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4578 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4581 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4583 if (ironman_small_levels)
4584 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4585 else if (always_small_levels)
4586 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4587 else if (small_levels)
4588 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4590 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4594 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4596 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4600 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4602 if (ironman_downward)
4603 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4606 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4608 if (ironman_nightmare)
4609 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4612 if (ironman_empty_levels)
4613 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4614 else if (empty_levels)
4615 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4617 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4622 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"));
4629 * @brief 闘技場の情報をファイルにダンプする
4630 * @param fff ファイルポインタ
4633 static void dump_aux_arena(FILE *fff)
4635 if (lite_town || vanilla_town) return;
4637 if (p_ptr->arena_number < 0)
4639 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4641 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4646 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4647 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4649 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4650 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4651 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4655 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4657 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4659 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4661 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4666 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4668 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");
4677 * @brief 撃破モンスターの情報をファイルにダンプする
4678 * @param fff ファイルポインタ
4681 static void dump_aux_monsters(FILE *fff)
4683 /* Monsters slain */
4686 long uniq_total = 0;
4687 long norm_total = 0;
4690 /* Sort by monster level */
4693 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4695 /* Allocate the "who" array */
4696 C_MAKE(who, max_r_idx, MONRACE_IDX);
4698 /* Count monster kills */
4699 for (k = 1; k < max_r_idx; k++)
4701 monster_race *r_ptr = &r_info[k];
4703 /* Ignore unused index */
4704 if (!r_ptr->name) continue;
4706 if (r_ptr->flags1 & RF1_UNIQUE)
4708 bool dead = (r_ptr->max_num == 0);
4713 /* Add a unique monster to the list */
4714 who[uniq_total++] = k;
4719 if (r_ptr->r_pkills > 0)
4721 norm_total += r_ptr->r_pkills;
4727 /* No monsters is defeated */
4730 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4733 /* Defeated more than one normal monsters */
4734 else if (uniq_total == 0)
4737 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4739 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4743 /* Defeated more than one unique monsters */
4744 else /* if (uniq_total > 0) */
4747 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);
4749 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"));
4752 /* Sort the array by dungeon depth of monsters */
4753 ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
4754 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));
4757 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4759 monster_race *r_ptr = &r_info[who[k]];
4760 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4765 /* Free the "who" array */
4766 C_KILL(who, max_r_idx, s16b);
4771 * @brief 元種族情報をファイルにダンプする
4772 * @param fff ファイルポインタ
4775 static void dump_aux_race_history(FILE *fff)
4777 if (p_ptr->old_race1 || p_ptr->old_race2)
4781 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);
4782 for (i = 0; i < MAX_RACES; i++)
4784 if (p_ptr->start_race == i) continue;
4787 if (!(p_ptr->old_race1 & 1L << i)) continue;
4791 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4793 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4802 * @brief 元魔法領域情報をファイルにダンプする
4803 * @param fff ファイルポインタ
4806 static void dump_aux_realm_history(FILE *fff)
4808 if (p_ptr->old_realm)
4813 for (i = 0; i < MAX_MAGIC; i++)
4815 if (!(p_ptr->old_realm & 1L << i)) continue;
4816 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]);
4824 * @brief 徳の情報をファイルにダンプする
4825 * @param fff ファイルポインタ
4828 static void dump_aux_virtues(FILE *fff)
4832 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4834 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4835 (2 * p_ptr->hitdie +
4836 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4839 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4840 else fprintf(fff, "現在の体力ランク : ???\n\n");
4841 fprintf(fff, "能力の最大値\n");
4843 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4844 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4845 fprintf(fff, "Limits of maximum stats\n");
4847 for (v_nr = 0; v_nr < A_MAX; v_nr++)
4849 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);
4850 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4853 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment());
4860 * @brief 突然変異の情報をファイルにダンプする
4861 * @param fff ファイルポインタ
4864 static void dump_aux_mutations(FILE *fff)
4866 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4868 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4869 dump_mutations(fff);
4875 * @brief 所持品の情報をファイルにダンプする
4876 * @param fff ファイルポインタ
4879 static void dump_aux_equipment_inventory(FILE *fff)
4882 GAME_TEXT o_name[MAX_NLEN];
4884 /* Dump the equipment */
4885 if (p_ptr->equip_cnt)
4887 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4888 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4890 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4891 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4892 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4894 fprintf(fff, "%c) %s\n",
4895 index_to_label(i), o_name);
4897 fprintf(fff, "\n\n");
4900 /* Dump the p_ptr->inventory_list */
4901 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4903 for (i = 0; i < INVEN_PACK; i++)
4905 /* Don't dump the empty slots */
4906 if (!p_ptr->inventory_list[i].k_idx) break;
4908 /* Dump the p_ptr->inventory_list slots */
4909 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4910 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4913 /* Add an empty line */
4914 fprintf(fff, "\n\n");
4919 * @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
4920 * @param fff ファイルポインタ
4923 static void dump_aux_home_museum(FILE *fff)
4925 GAME_TEXT o_name[MAX_NLEN];
4928 /* Do we need it?? */
4929 /* process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x); */
4931 /* Print the home */
4932 st_ptr = &town_info[1].store[STORE_HOME];
4934 /* Home -- if anything there */
4935 if (st_ptr->stock_num)
4940 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4942 /* Dump all available items */
4943 for (i = 0; i < st_ptr->stock_num; i++)
4946 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4947 object_desc(o_name, &st_ptr->stock[i], 0);
4948 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4951 /* Add an empty line */
4952 fprintf(fff, "\n\n");
4956 /* Print the home */
4957 st_ptr = &town_info[1].store[STORE_MUSEUM];
4959 /* Home -- if anything there */
4960 if (st_ptr->stock_num)
4965 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4967 /* Dump all available items */
4968 for (i = 0; i < st_ptr->stock_num; i++)
4971 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4972 object_desc(o_name, &st_ptr->stock[i], 0);
4973 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4975 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4976 object_desc(o_name, &st_ptr->stock[i], 0);
4977 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4982 /* Add an empty line */
4983 fprintf(fff, "\n\n");
4989 * @brief ダンプ出力のメインルーチン
4990 * Output the character dump to a file
4991 * @param fff ファイルポインタ
4994 errr make_character_dump(FILE *fff)
4997 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4998 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
5000 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
5001 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
5006 dump_aux_display_player(fff);
5007 dump_aux_last_message(fff);
5008 dump_aux_options(fff);
5009 dump_aux_recall(fff);
5010 dump_aux_quest(fff);
5011 dump_aux_arena(fff);
5012 dump_aux_monsters(fff);
5013 dump_aux_virtues(fff);
5014 dump_aux_race_history(fff);
5015 dump_aux_realm_history(fff);
5016 dump_aux_class_special(fff);
5017 dump_aux_mutations(fff);
5020 dump_aux_equipment_inventory(fff);
5021 dump_aux_home_museum(fff);
5023 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
5028 * @brief プレイヤーステータスをファイルダンプ出力する
5029 * Hack -- Dump a character description file
5030 * @param name 出力ファイル名
5033 * Allow the "full" flag to dump additional info,
5034 * and trigger its usage from various places in the code.
5036 errr file_character(concptr name)
5042 /* Build the filename */
5043 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5045 /* File type is "TEXT" */
5046 FILE_TYPE(FILE_TYPE_TEXT);
5048 /* Check for existing file */
5049 fd = fd_open(buf, O_RDONLY);
5058 (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);
5061 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5064 /* Open the non-existing file */
5065 if (fd < 0) fff = my_fopen(buf, "w");
5070 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);
5078 (void)make_character_dump(fff);
5082 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."));
5091 * @brief ファイル内容の一行をコンソールに出力する
5092 * Display single line of on-line help file
5093 * @param str 出力する文字列
5099 * You can insert some special color tag to change text color.
5101 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5102 * A colored segment is between "[[[[y|" and the last "|".
5103 * You can use any single character in place of the "|".
5106 static void show_file_aux_line(concptr str, int cy, concptr shower)
5108 static const char tag_str[] = "[[[[";
5109 byte color = TERM_WHITE;
5117 /* Make a lower case version of str for searching */
5122 /* Initial cursor position */
5123 Term_gotoxy(cx, cy);
5125 for (i = 0; str[i];)
5127 int len = strlen(&str[i]);
5128 int showercol = len + 1;
5129 int bracketcol = len + 1;
5133 /* Search for a shower string in the line */
5136 ptr = my_strstr(&lcstr[i], shower);
5137 if (ptr) showercol = ptr - &lcstr[i];
5140 /* Search for a color segment tag */
5141 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5142 if (ptr) bracketcol = ptr - &str[i];
5144 /* A color tag is found */
5145 if (bracketcol < endcol) endcol = bracketcol;
5147 /* The shower string is found before the color tag */
5148 if (showercol < endcol) endcol = showercol;
5150 /* Print a segment of the line */
5151 Term_addstr(endcol, color, &str[i]);
5155 /* Shower string? */
5156 if (endcol == showercol)
5158 int showerlen = strlen(shower);
5160 /* Print the shower string in yellow */
5161 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5166 /* Colored segment? */
5167 else if (endcol == bracketcol)
5171 /* Found the end of colored segment */
5174 /* Now looking for an another tag_str */
5177 /* Set back to the default color */
5182 /* Found a tag_str, and get a tag color */
5183 i += sizeof(tag_str)-1;
5186 color = color_char_to_attr(str[i]);
5188 /* Illegal color tag */
5189 if (color == 255 || str[i+1] == '\0')
5191 /* Illegal color tag */
5194 /* Print the broken tag as a string */
5195 Term_addstr(-1, TERM_WHITE, tag_str);
5196 cx += sizeof(tag_str)-1;
5200 /* Skip the color tag */
5203 /* Now looking for a close tag */
5206 /* Skip the close-tag-indicator */
5212 } /* for (i = 0; str[i];) */
5214 /* Clear rest of line */
5215 Term_erase(cx, cy, 255);
5220 * @brief ファイル内容をコンソールに出力する
5221 * Recursive file perusal.
5222 * @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
5223 * @param name ファイル名の文字列
5224 * @param what 内容キャプションの文字列
5225 * @param line 表示の現在行
5230 * Process various special text in the input file, including
5231 * the "menu" structures used by the "help file" system.
5232 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5235 bool show_file(bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
5239 /* Number of "real" lines passed by */
5242 /* Number of "real" lines in the file */
5245 /* Backup value for "line" */
5248 /* This screen has sub-screens */
5251 /* Current help file */
5254 /* Find this string (if any) */
5255 concptr find = NULL;
5257 /* Jump to this tag */
5260 /* Hold strings to find/show */
5261 char finder_str[81];
5262 char shower_str[81];
5265 /* String to show */
5266 concptr shower = NULL;
5269 char filename[1024];
5271 /* Describe this thing */
5277 /* General buffer */
5280 /* Sub-menu information */
5283 bool reverse = (line < 0);
5287 Term_get_size(&wid, &hgt);
5291 strcpy(finder_str, "");
5294 strcpy(shower_str, "");
5297 strcpy(caption, "");
5299 /* Wipe the hooks */
5300 for (i = 0; i < 68; i++)
5305 /* Copy the filename */
5306 strcpy(filename, name);
5308 n = strlen(filename);
5310 /* Extract the tag from the filename */
5311 for (i = 0; i < n; i++)
5313 if (filename[i] == '#')
5316 tag = filename + i + 1;
5321 /* Redirect the name */
5328 strcpy(caption, what);
5330 /* Access the "file" */
5334 fff = my_fopen(path, "r");
5337 /* Look in "help" */
5341 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5343 /* Build the filename */
5344 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5347 fff = my_fopen(path, "r");
5350 /* Look in "info" */
5354 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5356 /* Build the filename */
5357 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5360 fff = my_fopen(path, "r");
5363 /* Look in "info" */
5366 /* Build the filename */
5367 path_build(path, sizeof(path), ANGBAND_DIR, name);
5369 for (i = 0; path[i]; i++)
5370 if ('\\' == path[i])
5371 path[i] = PATH_SEP[0];
5374 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5377 fff = my_fopen(path, "r");
5382 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5389 /* Pre-Parse the file */
5394 /* Read a line or stop */
5395 if (my_fgets(fff, buf, sizeof(buf))) break;
5397 /* XXX Parse "menu" items */
5398 if (prefix(str, "***** "))
5400 /* Notice "menu" requests */
5401 if ((str[6] == '[') && isalpha(str[7]))
5403 /* Extract the menu item */
5404 int k = str[7] - 'A';
5406 /* This is a menu file */
5409 if ((str[8] == ']') && (str[9] == ' '))
5411 /* Extract the menu item */
5412 strncpy(hook[k], str + 10, 31);
5414 /* Make sure it's null-terminated */
5418 /* Notice "tag" requests */
5419 else if (str[6] == '<')
5421 size_t len = strlen(str);
5423 if (str[len - 1] == '>')
5425 str[len - 1] = '\0';
5426 if (tag && streq(str + 7, tag)) line = next;
5434 /* Count the "real" lines */
5438 /* Save the number of "real" lines */
5441 /* start from bottom when reverse mode */
5442 if (line == -1) line = ((size-1)/rows)*rows;
5445 /* Display the file */
5448 /* Restart when necessary */
5449 if (line >= size - rows) line = size - rows;
5450 if (line < 0) line = 0;
5452 /* Re-open the file if needed */
5457 /* Hack -- Re-Open the file */
5458 fff = my_fopen(path, "r");
5460 if (!fff) return (FALSE);
5462 /* File has been restarted */
5466 /* Goto the selected line */
5470 if (my_fgets(fff, buf, sizeof(buf))) break;
5472 /* Skip tags/links */
5473 if (prefix(buf, "***** ")) continue;
5475 /* Count the lines */
5479 /* Dump the next 20, or rows, lines of the file */
5480 for (i = 0; i < rows; )
5484 /* Hack -- track the "first" line */
5485 if (!i) line = next;
5487 /* Get a line of the file or stop */
5488 if (my_fgets(fff, buf, sizeof(buf))) break;
5490 /* Hack -- skip "special" lines */
5491 if (prefix(buf, "***** ")) continue;
5493 /* Count the "real" lines */
5496 /* Hack -- keep searching */
5501 /* Make a lower case version of str for searching */
5502 strcpy(lc_buf, str);
5503 str_tolower(lc_buf);
5505 if (!my_strstr(lc_buf, find)) continue;
5508 /* Hack -- stop searching */
5512 show_file_aux_line(str, i + 2, shower);
5514 /* Count the printed lines */
5520 /* Clear rest of line */
5521 Term_erase(0, i + 2, 255);
5526 /* Hack -- failed search */
5536 /* Show a general "title" */
5539 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5540 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5541 caption, line, size), 0, 0);
5545 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5546 caption, line, size), 0, 0);
5549 /* Prompt -- small files */
5553 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5556 /* Prompt -- large files */
5561 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5563 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5565 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5569 /* Get a special key code */
5570 skey = inkey_special(TRUE);
5574 /* Show the help for the help */
5576 /* Hack - prevent silly recursion */
5577 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5578 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5581 /* Hack -- try showing */
5584 prt(_("強調: ", "Show: "), hgt - 1, 0);
5586 strcpy(back_str, shower_str);
5587 if (askfor(shower_str, 80))
5591 /* Make it lowercase */
5592 str_tolower(shower_str);
5595 shower = shower_str;
5597 else shower = NULL; /* Stop showing */
5599 else strcpy(shower_str, back_str);
5602 /* Hack -- try finding */
5606 prt(_("検索: ", "Find: "), hgt - 1, 0);
5608 strcpy(back_str, finder_str);
5609 if (askfor(finder_str, 80))
5618 /* Make finder lowercase */
5619 str_tolower(finder_str);
5622 shower = finder_str;
5624 else shower = NULL; /* Stop showing */
5626 else strcpy(finder_str, back_str);
5629 /* Hack -- go to a specific line */
5633 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5636 if (askfor(tmp, 80)) line = atoi(tmp);
5640 /* Hack -- go to the top line */
5645 /* Hack -- go to the bottom line */
5647 line = ((size - 1) / rows) * rows;
5650 /* Hack -- go to a specific file */
5654 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5655 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5657 if (askfor(tmp, 80))
5659 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5664 /* Allow backing up */
5666 line = line + (reverse ? rows : -rows);
5667 if (line < 0) line = 0;
5673 if (line < 0) line = 0;
5676 /* Advance a single line */
5679 line = line + (reverse ? -1 : 1);
5680 if (line < 0) line = 0;
5683 /* Move up / down */
5687 if (line < 0) line = 0;
5695 /* Advance one page */
5697 line = line + (reverse ? -rows : rows);
5698 if (line < 0) line = 0;
5707 /* Recurse on numbers */
5712 if (!(skey & SKEY_MASK) && isalpha(skey))
5715 if ((key > -1) && hook[key][0])
5717 /* Recurse on that file */
5718 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5723 /* Hack, dump to file */
5732 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5735 /* Build the filename */
5736 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5738 /* Hack -- Re-Open the file */
5739 fff = my_fopen(path, "r");
5741 ffp = my_fopen(buff, "w");
5745 msg_print(_("ファイルを開けません。", "Failed to open file."));
5750 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5751 my_fputs(ffp, xtmp, 80);
5752 my_fputs(ffp, "\n", 80);
5754 while (!my_fgets(fff, buff, sizeof(buff)))
5755 my_fputs(ffp, buff, 80);
5759 /* Hack -- Re-Open the file */
5760 fff = my_fopen(path, "r");
5763 /* Return to last screen */
5764 if ((skey == ESCAPE) || (skey == '<')) break;
5766 /* Exit on the ^q */
5767 if (skey == KTRL('q')) skey = 'q';
5769 /* Exit on the q key */
5770 if (skey == 'q') break;
5775 if (skey == 'q') return (FALSE);
5783 * @brief ヘルプを表示するコマンドのメインルーチン
5784 * Peruse the On-Line-Help
5788 void do_cmd_help(void)
5792 /* Peruse the main help file */
5793 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5799 * @brief プレイヤーの名前をチェックして修正する
5800 * Process the player name.
5801 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5804 * Extract a clean "base name".
5805 * Build the savefile name if needed.
5807 void process_player_name(bool sf)
5810 char old_player_base[32] = "";
5812 if (character_generated) strcpy(old_player_base, player_base);
5814 /* Cannot be too long */
5815 #if defined(MACINTOSH) || defined(ACORN)
5816 if (strlen(p_ptr->name) > 15)
5819 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5823 /* Cannot contain "icky" characters */
5824 for (i = 0; p_ptr->name[i]; i++)
5826 /* No control characters */
5828 if (iskanji(p_ptr->name[i])){i++;continue;}
5829 if (iscntrl( (unsigned char)p_ptr->name[i]))
5831 if (iscntrl(p_ptr->name[i]))
5835 /* Illegal characters */
5836 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);
5843 /* Extract "useful" letters */
5844 for (i = 0; p_ptr->name[i]; i++)
5847 unsigned char c = p_ptr->name[i];
5849 char c = p_ptr->name[i];
5853 /* Convert "dot" to "underscore" */
5854 if (c == '.') c = '_';
5856 /* Accept all the letters */
5857 player_base[k++] = c;
5862 /* Extract "useful" letters */
5863 for (i = 0; p_ptr->name[i]; i++)
5866 unsigned char c = p_ptr->name[i];
5868 char c = p_ptr->name[i];
5871 /* Accept some letters */
5874 if(k + 2 >= sizeof(player_base) || !p_ptr->name[i+1]) break;
5875 player_base[k++] = c;
5877 player_base[k++] = p_ptr->name[i];
5880 else if (iskana(c)) player_base[k++] = c;
5884 /* Convert path separator to underscore */
5885 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5886 player_base[k++] = '_';
5887 i += strlen(PATH_SEP);
5889 /* Convert some characters to underscore */
5890 #if defined(WINDOWS)
5891 else if (my_strchr("\"*,/:;<>?\\|", c)) player_base[k++] = '_';
5893 else if (isprint(c)) player_base[k++] = c;
5899 player_base[k] = '\0';
5901 /* Require a "base" name */
5902 if (!player_base[0]) strcpy(player_base, "PLAYER");
5905 #ifdef SAVEFILE_MUTABLE
5911 if (!savefile_base[0] && savefile[0])
5918 t = my_strstr(s, PATH_SEP);
5923 strcpy(savefile_base, s);
5926 if (!savefile_base[0] || !savefile[0])
5929 /* Change the savefile name */
5934 strcpy(savefile_base, player_base);
5936 #ifdef SAVEFILE_USE_UID
5937 /* Rename the savefile, using the player_uid and player_base */
5938 (void)sprintf(temp, "%d.%s", player_uid, player_base);
5940 /* Rename the savefile, using the player_base */
5941 (void)sprintf(temp, "%s", player_base);
5944 /* Build the filename */
5945 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5948 /* Load an autopick preference file */
5949 if (character_generated)
5951 if (!streq(old_player_base, player_base)) autopick_load_pref(FALSE);
5957 * @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
5958 * Gets a name for the character, reacting to name changes.
5962 * Assumes that "display_player(0)" has just been called
5963 * Perhaps we should NOT ask for a name (at "birth()") on
5964 * Unix machines? XXX XXX
5965 * What a horrible name for a global function.
5972 /* Save the player name */
5973 strcpy(tmp, p_ptr->name);
5975 /* Prompt for a new name */
5976 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))
5979 strcpy(p_ptr->name, tmp);
5982 if (0 == strlen(p_ptr->name))
5984 /* Use default name */
5985 strcpy(p_ptr->name, "PLAYER");
5988 strcpy(tmp,ap_ptr->title);
5995 strcat(tmp,p_ptr->name);
5997 /* Re-Draw the name (in light blue) */
5998 Term_erase(34, 1, 255);
5999 c_put_str(TERM_L_BLUE, tmp, 1, 34);
6001 /* Erase the prompt, etc */
6008 * @brief セーブするコマンドのメインルーチン
6010 * @param is_autosave オートセーブ中の処理ならばTRUE
6014 void do_cmd_save_game(int is_autosave)
6016 /* Autosaves do not disturb */
6019 msg_print(_("自動セーブ中", "Autosaving the game..."));
6023 disturb(TRUE, TRUE);
6026 /* Clear messages */
6030 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
6034 /* The player is not dead */
6035 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
6037 /* Forbid suspend */
6038 signals_ignore_tstp();
6040 /* Save the player */
6043 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6046 /* Save failed (oops) */
6049 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6052 /* Allow suspend again */
6053 signals_handle_tstp();
6057 /* Note that the player is not dead */
6058 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6060 /* HACK -- don't get sanity blast on updating view */
6061 current_world_ptr->is_loading_now = FALSE;
6063 update_creature(p_ptr);
6065 /* Initialize monster process */
6068 /* HACK -- reset the hackish flag */
6069 current_world_ptr->is_loading_now = TRUE;
6074 * @brief セーブ後にゲーム中断フラグを立てる/
6075 * Save the game and exit
6079 void do_cmd_save_and_exit(void)
6081 p_ptr->playing = FALSE;
6082 p_ptr->leaving = TRUE;
6083 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6087 #define GRAVE_LINE_WIDTH 31
6090 * @brief 墓石の真ん中に文字列を書き込む /
6091 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6095 static void center_string(char *buf, concptr str)
6102 /* Necessary border */
6103 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6106 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6113 * Save a "bones" file for a dead character
6116 * Note that we will not use these files until Angband 2.8.0, and
6117 * then we will only use the name and level on which death occured.
6118 * Should probably attempt some form of locking...
6121 static void make_bones(void)
6128 /* Ignore wizards and borgs */
6129 if (!(p_ptr->noscore & 0x00FF))
6131 /* Ignore people who die in town */
6132 if (current_floor_ptr->dun_level)
6137 sprintf(tmp, "bone.%03d", current_floor_ptr->dun_level);
6139 /* Build the filename */
6140 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6142 /* Attempt to open the bones file */
6143 fp = my_fopen(str, "r");
6145 /* Close it right away */
6146 if (fp) my_fclose(fp);
6148 /* Do not over-write a previous ghost */
6151 /* File type is "TEXT" */
6152 FILE_TYPE(FILE_TYPE_TEXT);
6154 /* Grab permissions */
6157 /* Try to write a new "Bones File" */
6158 fp = my_fopen(str, "w");
6160 /* Drop permissions */
6163 /* Not allowed to write it? Weird. */
6167 fprintf(fp, "%s\n", p_ptr->name);
6168 fprintf(fp, "%d\n", p_ptr->mhp);
6169 fprintf(fp, "%d\n", p_ptr->prace);
6170 fprintf(fp, "%d\n", p_ptr->pclass);
6172 /* Close and save the Bones file */
6181 * Redefinable "print_tombstone" action
6183 bool (*tombstone_aux)(void) = NULL;
6187 * @brief 墓石のアスキーアート表示 /
6188 * Display a "tomb-stone"
6191 void print_tomb(void)
6195 /* Do we use a special tombstone ? */
6198 /* Use tombstone hook */
6199 done = (*tombstone_aux)();
6202 /* Print the text-tombstone */
6211 time_t ct = time((time_t)0);
6217 /* Build the filename */
6218 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6220 /* Open the News file */
6221 fp = my_fopen(buf, "r");
6228 /* Dump the file to the screen */
6229 while (0 == my_fgets(fp, buf, sizeof(buf)))
6231 /* Display and advance */
6232 put_str(buf, i++, 0);
6240 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6253 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6256 center_string(buf, p_ptr->name);
6257 put_str(buf, 6, 11);
6260 center_string(buf, "the");
6261 put_str(buf, 7, 11);
6264 center_string(buf, p);
6265 put_str(buf, 8, 11);
6267 center_string(buf, cp_ptr->title);
6268 put_str(buf, 10, 11);
6270 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6271 center_string(buf, tmp);
6272 put_str(buf, 11, 11);
6274 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6275 center_string(buf, tmp);
6276 put_str(buf, 12, 11);
6278 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6279 center_string(buf, tmp);
6280 put_str(buf, 13, 11);
6283 /* 墓に刻む言葉をオリジナルより細かく表示 */
6284 if (streq(p_ptr->died_from, "途中終了"))
6286 strcpy(tmp, "<自殺>");
6288 else if (streq(p_ptr->died_from, "ripe"))
6290 strcpy(tmp, "引退後に天寿を全う");
6292 else if (streq(p_ptr->died_from, "Seppuku"))
6294 strcpy(tmp, "勝利の後、切腹");
6298 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6299 t = tmp + strlen(tmp) + 1;
6302 strcpy(dummy, t); /* 2nd line */
6303 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6305 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6308 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6311 char *name_head = my_strstr(tmp, "『");
6312 sprintf(dummy2, "%s%s", name_head, dummy);
6313 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6315 strcpy(dummy, dummy2);
6319 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6322 char *name_head = my_strstr(tmp, "「");
6323 sprintf(dummy2, "%s%s", name_head, dummy);
6324 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6326 strcpy(dummy, dummy2);
6330 center_string(buf, dummy);
6331 put_str(buf, 15, 11);
6335 center_string(buf, tmp);
6336 put_str(buf, 14, 11);
6338 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6340 if (current_floor_ptr->dun_level == 0)
6342 concptr field_name = p_ptr->town_num ? "街" : "荒野";
6343 if (streq(p_ptr->died_from, "途中終了"))
6345 sprintf(tmp, "%sで死んだ", field_name);
6349 sprintf(tmp, "に%sで殺された", field_name);
6354 if (streq(p_ptr->died_from, "途中終了"))
6356 sprintf(tmp, "地下 %d 階で死んだ", (int)current_floor_ptr->dun_level);
6360 sprintf(tmp, "に地下 %d 階で殺された", (int)current_floor_ptr->dun_level);
6363 center_string(buf, tmp);
6364 put_str(buf, 15 + extra_line, 11);
6367 (void)sprintf(tmp, "Killed on Level %d", current_floor_ptr->dun_level);
6368 center_string(buf, tmp);
6369 put_str(buf, 14, 11);
6371 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6372 center_string(buf, tmp);
6373 put_str(buf, 15, 11);
6374 t = tmp + strlen(tmp) + 1;
6377 strcpy(dummy, t); /* 2nd line */
6378 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6380 int dummy_len = strlen(dummy);
6381 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6383 center_string(buf, dummy);
6384 put_str(buf, 16, 11);
6388 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6389 center_string(buf, tmp);
6390 put_str(buf, 17, 11);
6391 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6397 * @brief 死亡、引退時の簡易ステータス表示 /
6398 * Display some character info
6401 void show_info(void)
6407 /* Hack -- Know everything in the inven/equip */
6408 for (i = 0; i < INVEN_TOTAL; i++)
6410 o_ptr = &p_ptr->inventory_list[i];
6411 if (!o_ptr->k_idx) continue;
6413 /* Aware and Known */
6414 object_aware(o_ptr);
6415 object_known(o_ptr);
6418 for (i = 1; i < max_towns; i++)
6420 st_ptr = &town_info[i].store[STORE_HOME];
6422 /* Hack -- Know everything in the home */
6423 for (j = 0; j < st_ptr->stock_num; j++)
6425 o_ptr = &st_ptr->stock[j];
6426 if (!o_ptr->k_idx) continue;
6428 /* Aware and Known */
6429 object_aware(o_ptr);
6430 object_known(o_ptr);
6434 /* Hack -- Recalculate bonuses */
6435 p_ptr->update |= (PU_BONUS);
6438 /* Flush all input keys */
6444 /* Describe options */
6445 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);
6446 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);
6448 /* Dump character records as requested */
6454 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6457 strcpy(out_val, "");
6459 /* Ask for filename (or abort) */
6460 if (!askfor(out_val, 60)) return;
6462 /* Return means "show on screen" */
6463 if (!out_val[0]) break;
6466 /* Dump a character file */
6467 (void)file_character(out_val);
6474 /* Prompt for p_ptr->inventory_list */
6475 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);
6477 /* Allow abort at this point */
6478 if (inkey() == ESCAPE) return;
6481 /* Show equipment and p_ptr->inventory_list */
6483 /* Equipment -- if any */
6484 if (p_ptr->equip_cnt)
6487 (void)show_equip(0, USE_FULL);
6488 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6490 if (inkey() == ESCAPE) return;
6493 /* Inventory -- if any */
6494 if (p_ptr->inven_cnt)
6497 (void)show_inven(0, USE_FULL);
6498 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6500 if (inkey() == ESCAPE) return;
6503 /* Homes in the different towns */
6504 for (l = 1; l < max_towns; l++)
6506 st_ptr = &town_info[l].store[STORE_HOME];
6508 /* Home -- if anything there */
6509 if (st_ptr->stock_num)
6511 /* Display contents of the home */
6512 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6517 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6519 GAME_TEXT o_name[MAX_NLEN];
6523 o_ptr = &st_ptr->stock[i];
6525 /* Print header, clear line */
6526 sprintf(tmp_val, "%c) ", I2A(j));
6527 prt(tmp_val, j+2, 4);
6529 /* Display object description */
6530 object_desc(o_name, o_ptr, 0);
6531 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6535 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);
6538 if (inkey() == ESCAPE) return;
6546 * Display some character info
6549 bool check_score(void)
6554 if (highscore_fd < 0)
6556 msg_print(_("スコア・ファイルが使用できません。", "Score file unavailable."));
6561 #ifndef SCORE_WIZARDS
6562 /* Wizard-mode pre-empts scoring */
6563 if (p_ptr->noscore & 0x000F)
6565 msg_print(_("ウィザード・モードではスコアが記録されません。", "Score not registered for wizards."));
6572 /* Borg-mode pre-empts scoring */
6573 if (p_ptr->noscore & 0x00F0)
6575 msg_print(_("ボーグ・モードではスコアが記録されません。", "Score not registered for borgs."));
6581 #ifndef SCORE_CHEATERS
6582 /* Cheaters are not scored */
6583 if (p_ptr->noscore & 0xFF00)
6585 msg_print(_("詐欺をやった人はスコアが記録されません。", "Score not registered for cheaters."));
6592 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("強制終了", "Interrupting")))
6594 msg_print(_("強制終了のためスコアが記録されません。", "Score not registered due to interruption."));
6600 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("途中終了", "Quitting")))
6602 msg_print(_("途中終了のためスコアが記録されません。", "Score not registered due to quitting."));
6611 * @brief 異常発生時のゲーム緊急終了処理 /
6612 * Handle abrupt death of the visual system
6616 * This routine is called only in very rare situations, and only
6617 * by certain visual systems, when they experience fatal errors.
6618 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6619 * save file so that player can see tombstone when restart.
6622 void exit_game_panic(void)
6624 /* If nothing important has happened, just quit */
6625 if (!character_generated || character_saved) quit(_("緊急事態", "panic"));
6627 /* Mega-Hack -- see "msg_print()" */
6630 /* Clear the top line */
6633 /* Hack -- current_world_ptr->game_turn off some things */
6634 disturb(TRUE, TRUE);
6636 /* Mega-Hack -- Delay death */
6637 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6639 /* Hardcode panic save */
6640 p_ptr->panic_save = 1;
6642 /* Forbid suspend */
6643 signals_ignore_tstp();
6645 /* Indicate panic save */
6646 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6648 /* Panic save, or get worried */
6649 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6651 /* Successful panic save */
6652 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6657 * @brief ファイルからランダムに行を一つ取得する /
6658 * Get a random line from a file
6659 * @param file_name ファイル名
6660 * @param entry 特定条件時のN:タグヘッダID
6661 * @param output 出力先の文字列参照ポインタ
6665 * Based on the monster speech patch by Matt Graham,
6668 errr get_rnd_line(concptr file_name, int entry, char *output)
6676 /* Build the filename */
6677 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6680 fp = my_fopen(buf, "r");
6685 /* Find the entry of the monster */
6688 /* Get a line from the file */
6689 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6691 /* Count the lines */
6694 /* Look for lines starting with 'N:' */
6695 if ((buf[0] == 'N') && (buf[1] == ':'))
6697 /* Allow default lines */
6703 else if (buf[2] == 'M')
6705 if (r_info[entry].flags1 & RF1_MALE) break;
6707 else if (buf[2] == 'F')
6709 if (r_info[entry].flags1 & RF1_FEMALE) break;
6711 /* Get the monster number */
6712 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6714 /* Is it the right number? */
6715 if (test == entry) break;
6719 /* Error while converting the number */
6720 msg_format("Error in line %d of %s!", line_num, file_name);
6728 /* Reached end of file */
6734 /* Get the random line */
6735 for (counter = 0; ; counter++)
6739 test = my_fgets(fp, buf, sizeof(buf));
6741 /* Count the lines */
6742 /* line_num++; No more needed */
6746 /* Ignore lines starting with 'N:' */
6747 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6749 if (buf[0] != '#') break;
6758 if (one_in_(counter + 1)) strcpy(output, buf);
6763 return counter ? 0 : -1;
6769 * @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) /
6770 * @param file_name ファイル名
6771 * @param entry 特定条件時のN:タグヘッダID
6772 * @param output 出力先の文字列参照ポインタ
6777 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
6782 for (i = 0; i < count; i++)
6784 result = get_rnd_line(file_name, entry, output);
6787 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
6795 * @brief 自動拾いファイルを読み込む /
6799 errr process_autopick_file(concptr name)
6805 /* Build the filename */
6806 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6808 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
6814 * @brief プレイヤーの生い立ちファイルを読み込む /
6815 * Process file for player's history editor.
6820 errr process_histpref_file(concptr name)
6824 bool old_character_xtra = character_xtra;
6826 /* Build the filename */
6827 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6829 /* Hack -- prevent modification birth options in this file */
6830 character_xtra = TRUE;
6832 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
6834 character_xtra = old_character_xtra;
6839 * @brief ファイル位置をシーク /
6840 * @param fd ファイルディスクリプタ
6841 * @param where ファイルバイト位置
6842 * @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
6846 static errr counts_seek(int fd, u32b where, bool flag)
6849 char temp1[128], temp2[128];
6850 u32b zero_header[3] = {0L, 0L, 0L};
6853 #ifdef SAVEFILE_USE_UID
6854 (void)sprintf(temp1, "%d.%s.%d%d%d", player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6856 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6858 for (i = 0; temp1[i]; i++)
6859 temp1[i] ^= (i+1) * 63;
6864 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
6866 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
6871 fd_seek(fd, seekpoint);
6872 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
6873 fd_write(fd, (char*)(temp1), sizeof(temp1));
6877 if (strcmp(temp1, temp2) == 0)
6880 seekpoint += 128 + 3 * sizeof(u32b);
6883 return fd_seek(fd, seekpoint + where * sizeof(u32b));
6887 * @brief ファイル位置を読み込む
6888 * @param where ファイルバイト位置
6892 u32b counts_read(int where)
6898 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6899 fd = fd_open(buf, O_RDONLY);
6901 if (counts_seek(fd, where, FALSE) ||
6902 fd_read(fd, (char*)(&count), sizeof(u32b)))
6911 * @brief ファイル位置に書き込む /
6912 * @param where ファイルバイト位置
6913 * @param count 書き込む値
6917 errr counts_write(int where, u32b count)
6923 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6925 /* Grab permissions */
6928 fd = fd_open(buf, O_RDWR);
6930 /* Drop permissions */
6935 /* File type is "DATA" */
6936 FILE_TYPE(FILE_TYPE_DATA);
6938 /* Grab permissions */
6941 /* Create a new high score file */
6942 fd = fd_make(buf, 0644);
6944 /* Drop permissions */
6948 /* Grab permissions */
6951 err = fd_lock(fd, F_WRLCK);
6953 /* Drop permissions */
6958 counts_seek(fd, where, TRUE);
6959 fd_write(fd, (char*)(&count), sizeof(u32b));
6961 /* Grab permissions */
6964 err = fd_lock(fd, F_UNLCK);
6966 /* Drop permissions */
6977 #ifdef HANDLE_SIGNALS
6984 * @brief OSからのシグナルを受けてサスペンド状態に入る /
6985 * Handle signals -- suspend
6986 * @param sig 受け取ったシグナル
6988 * Actually suspend the game, and then resume cleanly
6990 static void handle_signal_suspend(int sig)
6992 /* Disable handler */
6993 (void)signal(sig, SIG_IGN);
7000 /* Suspend the "Term" */
7001 Term_xtra(TERM_XTRA_ALIVE, 0);
7003 /* Suspend ourself */
7004 (void)kill(0, SIGSTOP);
7006 /* Resume the "Term" */
7007 Term_xtra(TERM_XTRA_ALIVE, 1);
7009 /* Redraw the term */
7012 /* Flush the term */
7017 /* Restore handler */
7018 (void)signal(sig, handle_signal_suspend);
7023 * @brief OSからのシグナルを受けて中断、終了する /
7024 * Handle signals -- simple (interrupt and quit)
7025 * @param sig 受け取ったシグナル
7028 * This function was causing a *huge* number of problems, so it has
7029 * been simplified greatly. We keep a global variable which counts
7030 * the number of times the user attempts to kill the process, and
7031 * we commit suicide if the user does this a certain number of times.
7032 * We attempt to give "feedback" to the user as he approaches the
7033 * suicide thresh-hold, but without penalizing accidental keypresses.
7034 * To prevent messy accidents, we should reset this global variable
7035 * whenever the user enters a keypress, or something like that.
7038 static void handle_signal_simple(int sig)
7040 /* Disable handler */
7041 (void)signal(sig, SIG_IGN);
7044 /* Nothing to save, just quit */
7045 if (!character_generated || character_saved) quit(NULL);
7048 /* Count the signals */
7052 /* Terminate dead characters */
7055 /* Mark the savefile */
7056 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
7066 quit(_("強制終了", "interrupt"));
7069 /* Allow suicide (after 5) */
7070 else if (signal_count >= 5)
7072 /* Cause of "death" */
7073 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
7080 p_ptr->playing = FALSE;
7083 p_ptr->is_dead = TRUE;
7084 p_ptr->leaving = TRUE;
7090 quit(_("強制終了", "interrupt"));
7093 /* Give warning (after 4) */
7094 else if (signal_count >= 4)
7097 Term_xtra(TERM_XTRA_NOISE, 0);
7099 /* Clear the top line */
7100 Term_erase(0, 0, 255);
7102 /* Display the cause */
7103 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7108 /* Give warning (after 2) */
7109 else if (signal_count >= 2)
7112 Term_xtra(TERM_XTRA_NOISE, 0);
7115 /* Restore handler */
7116 (void)signal(sig, handle_signal_simple);
7121 * @brief OSからのシグナルを受けて強制終了する /
7122 * Handle signal -- abort, kill, etc
7123 * @param sig 受け取ったシグナル
7127 * This function was causing a *huge* number of problems, so it has
7128 * been simplified greatly. We keep a global variable which counts
7129 * the number of times the user attempts to kill the process, and
7130 * we commit suicide if the user does this a certain number of times.
7131 * We attempt to give "feedback" to the user as he approaches the
7132 * suicide thresh-hold, but without penalizing accidental keypresses.
7133 * To prevent messy accidents, we should reset this global variable
7134 * whenever the user enters a keypress, or something like that.
7137 static void handle_signal_abort(int sig)
7141 Term_get_size(&wid, &hgt);
7143 /* Disable handler */
7144 (void)signal(sig, SIG_IGN);
7147 /* Nothing to save, just quit */
7148 if (!character_generated || character_saved) quit(NULL);
7155 /* Clear the bottom line */
7156 Term_erase(0, hgt - 1, 255);
7158 /* Give a warning */
7159 Term_putstr(0, hgt - 1, -1, TERM_RED,
7160 _("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!"));
7163 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7165 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7171 p_ptr->panic_save = 1;
7174 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7176 /* Forbid suspend */
7177 signals_ignore_tstp();
7179 /* Attempt to save */
7182 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7188 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7195 quit(_("ソフトのバグ", "software bug"));
7199 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7200 * Ignore SIGTSTP signals (keyboard suspend)
7204 void signals_ignore_tstp(void)
7208 (void)signal(SIGTSTP, SIG_IGN);
7214 * @brief OSからのSIGTSTPシグナルハンドラ /
7215 * Handle SIGTSTP signals (keyboard suspend)
7219 void signals_handle_tstp(void)
7223 (void)signal(SIGTSTP, handle_signal_suspend);
7230 * @brief OSからのシグナルハンドルを初期化する /
7231 * Prepare to handle the relevant signals
7235 void signals_init(void)
7239 (void)signal(SIGHUP, SIG_IGN);
7244 (void)signal(SIGTSTP, handle_signal_suspend);
7249 (void)signal(SIGINT, handle_signal_simple);
7253 (void)signal(SIGQUIT, handle_signal_simple);
7258 (void)signal(SIGFPE, handle_signal_abort);
7262 (void)signal(SIGILL, handle_signal_abort);
7266 (void)signal(SIGTRAP, handle_signal_abort);
7270 (void)signal(SIGIOT, handle_signal_abort);
7274 (void)signal(SIGKILL, handle_signal_abort);
7278 (void)signal(SIGBUS, handle_signal_abort);
7282 (void)signal(SIGSEGV, handle_signal_abort);
7286 (void)signal(SIGTERM, handle_signal_abort);
7290 (void)signal(SIGPIPE, handle_signal_abort);
7294 (void)signal(SIGEMT, handle_signal_abort);
7298 (void)signal(SIGDANGER, handle_signal_abort);
7302 (void)signal(SIGSYS, handle_signal_abort);
7306 (void)signal(SIGXCPU, handle_signal_abort);
7310 (void)signal(SIGPWR, handle_signal_abort);
7316 #else /* HANDLE_SIGNALS */
7323 void signals_ignore_tstp(void)
7331 void signals_handle_tstp(void)
7339 void signals_init(void)
7342 #endif /* HANDLE_SIGNALS */