3 * @brief ファイル入出力管理 / Purpose: code dealing with files (and death)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
11 * 2014 Deskull rearranged comment for Doxygen.\n
25 #include "player-race.h"
26 #include "player-status.h"
27 #include "player-move.h"
28 #include "player-class.h"
29 #include "player-skill.h"
39 #include "monster-process.h"
40 #include "monster-status.h"
41 #include "object-flavor.h"
42 #include "object-hook.h"
43 #include "realm-hex.h"
47 #include "view-mainwindow.h"
48 #include "floor-events.h"
49 #include "floor-town.h"
50 #include "dungeon-file.h"
52 #include "monster-spell.h"
56 #include "objectkind.h"
61 * You may or may not want to use the following "#undef".
63 /* #undef _POSIX_SAVED_IDS */
67 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
69 void safe_setuid_drop(void)
76 # ifdef SAFE_SETUID_POSIX
78 if (setuid(getuid()) != 0)
80 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
82 if (setgid(getgid()) != 0)
84 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
89 if (setreuid(geteuid(), getuid()) != 0)
91 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
93 if (setregid(getegid(), getgid()) != 0)
95 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
108 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
110 void safe_setuid_grab(void)
117 # ifdef SAFE_SETUID_POSIX
119 if (setuid(player_euid) != 0)
121 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
123 if (setgid(player_egid) != 0)
125 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
130 if (setreuid(geteuid(), getuid()) != 0)
132 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
134 if (setregid(getegid(), getgid()) != 0)
136 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
139 # endif /* SAFE_SETUID_POSIX */
141 # endif /* SAFE_SETUID */
149 * @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
150 * @param buf データテキストの参照ポインタ
152 * @param tokens トークンを保管する文字列参照ポインタ配列
157 * This function uses "colon" and "slash" as the delimeter characters.
158 * We never extract more than "num" tokens. The "last" token may include
159 * "delimeter" characters, allowing the buffer to include a "string" token.
160 * We save pointers to the tokens in "tokens", and return the number found.
161 * Hack -- Attempt to handle the 'c' character formalism
162 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
163 * Hack -- We will always extract at least one token
166 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
178 /* Scan the string */
181 /* Found a delimiter */
182 if ((*t == ':') || (*t == '/')) break;
184 /* Handle single quotes */
185 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
190 /* Handle backslash */
193 /* Require a character */
199 /* Hack -- Require a close quote */
200 if (*t != '\'') *t = '\'';
203 /* Handle back-slash */
210 /* Nuke and advance */
228 /* A number with a name */
229 typedef struct named_num named_num;
233 concptr name; /* The name of this thing */
234 int num; /* A number associated with it */
238 /* Index of spell type names */
239 static named_num gf_desc[] =
241 {"GF_ELEC", GF_ELEC },
242 {"GF_POIS", GF_POIS },
243 {"GF_ACID", GF_ACID },
244 {"GF_COLD", GF_COLD },
245 {"GF_FIRE", GF_FIRE },
246 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
247 {"GF_MISSILE", GF_MISSILE },
248 {"GF_ARROW", GF_ARROW },
249 {"GF_PLASMA", GF_PLASMA },
250 {"GF_WATER", GF_WATER },
251 {"GF_LITE", GF_LITE },
252 {"GF_DARK", GF_DARK },
253 {"GF_LITE_WEAK", GF_LITE_WEAK },
254 {"GF_DARK_WEAK", GF_DARK_WEAK },
255 {"GF_SHARDS", GF_SHARDS },
256 {"GF_SOUND", GF_SOUND },
257 {"GF_CONFUSION", GF_CONFUSION },
258 {"GF_FORCE", GF_FORCE },
259 {"GF_INERTIA", GF_INERTIAL },
260 {"GF_MANA", GF_MANA },
261 {"GF_METEOR", GF_METEOR },
263 {"GF_CHAOS", GF_CHAOS },
264 {"GF_NETHER", GF_NETHER },
265 {"GF_DISENCHANT", GF_DISENCHANT },
266 {"GF_NEXUS", GF_NEXUS },
267 {"GF_TIME", GF_TIME },
268 {"GF_GRAVITY", GF_GRAVITY },
269 {"GF_KILL_WALL", GF_KILL_WALL },
270 {"GF_KILL_DOOR", GF_KILL_DOOR },
271 {"GF_KILL_TRAP", GF_KILL_TRAP },
272 {"GF_MAKE_WALL", GF_MAKE_WALL },
273 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
274 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
275 {"GF_MAKE_TREE", GF_MAKE_TREE },
276 {"GF_OLD_CLONE", GF_OLD_CLONE },
277 {"GF_OLD_POLY", GF_OLD_POLY },
278 {"GF_OLD_HEAL", GF_OLD_HEAL },
279 {"GF_OLD_SPEED", GF_OLD_SPEED },
280 {"GF_OLD_SLOW", GF_OLD_SLOW },
281 {"GF_OLD_CONF", GF_OLD_CONF },
282 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
283 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
284 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
285 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
286 {"GF_AWAY_ALL", GF_AWAY_ALL },
287 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
288 {"GF_TURN_EVIL", GF_TURN_EVIL },
289 {"GF_TURN_ALL", GF_TURN_ALL },
290 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
291 {"GF_DISP_EVIL", GF_DISP_EVIL },
292 {"GF_DISP_ALL", GF_DISP_ALL },
293 {"GF_DISP_DEMON", GF_DISP_DEMON },
294 {"GF_DISP_LIVING", GF_DISP_LIVING },
295 {"GF_ROCKET", GF_ROCKET },
296 {"GF_NUKE", GF_NUKE },
297 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
298 {"GF_STASIS", GF_STASIS },
299 {"GF_STONE_WALL", GF_STONE_WALL },
300 {"GF_DEATH_RAY", GF_DEATH_RAY },
301 {"GF_STUN", GF_STUN },
302 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
303 {"GF_HELL_FIRE", GF_HELL_FIRE },
304 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
305 {"GF_CHARM", GF_CHARM },
306 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
307 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
309 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
310 {"GF_TELEKINESIS", GF_TELEKINESIS },
311 {"GF_JAM_DOOR", GF_JAM_DOOR },
312 {"GF_DOMINATION", GF_DOMINATION },
313 {"GF_DISP_GOOD", GF_DISP_GOOD },
314 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
315 {"GF_MIND_BLAST", GF_MIND_BLAST },
316 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
317 {"GF_CAUSE_1", GF_CAUSE_1 },
318 {"GF_CAUSE_2", GF_CAUSE_2 },
319 {"GF_CAUSE_3", GF_CAUSE_3 },
320 {"GF_CAUSE_4", GF_CAUSE_4 },
321 {"GF_HAND_DOOM", GF_HAND_DOOM },
322 {"GF_CAPTURE", GF_CAPTURE },
323 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
324 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
325 {"GF_IDENTIFY", GF_IDENTIFY },
326 {"GF_ATTACK", GF_ATTACK },
327 {"GF_ENGETSU", GF_ENGETSU },
328 {"GF_GENOCIDE", GF_GENOCIDE },
329 {"GF_PHOTO", GF_PHOTO },
330 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
331 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
332 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
333 {"GF_SEEKER", GF_SEEKER },
334 {"GF_SUPER_RAY", GF_SUPER_RAY },
335 {"GF_STAR_HEAL", GF_STAR_HEAL },
336 {"GF_WATER_FLOW", GF_WATER_FLOW },
337 {"GF_CRUSADE", GF_CRUSADE },
338 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
339 {"GF_WOUNDS", GF_WOUNDS },
345 * @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 /
346 * Parse a sub-file of the "extra info" (format shown below)
347 * @param buf データテキストの参照ポインタ
351 * Each "action" line has an "action symbol" in the first column,
352 * followed by a colon, followed by some command specific info,
353 * usually in the form of "tokens" separated by colons or slashes.
354 * Blank lines, lines starting with white space, and lines starting
355 * with pound signs ("#") are ignored (as comments).
356 * Note the use of "tokenize()" to allow the use of both colons and
357 * slashes as delimeters, while still allowing final tokens which
358 * may contain any characters including "delimiters".
359 * Note the use of "strtol()" to allow all "integers" to be encoded
360 * in decimal, hexidecimal, or octal form.
361 * Note that "monster zero" is used for the "player" attr/char, "object
362 * zero" will be used for the "stack" attr/char, and "feature zero" is
363 * used for the "nothing" attr/char.
364 * Parse another file recursively, see below for details
366 * Specify the attr/char values for "monsters" by race index
367 * R:\<num\>:\<a\>:\<c\>
368 * Specify the attr/char values for "objects" by kind index
369 * K:\<num\>:\<a\>:\<c\>
370 * Specify the attr/char values for "features" by feature index
371 * F:\<num\>:\<a\>:\<c\>
372 * Specify the attr/char values for unaware "objects" by kind tval
373 * U:\<tv\>:\<a\>:\<c\>
374 * Specify the attr/char values for p_ptr->inventory_list "objects" by kind tval
375 * E:\<tv\>:\<a\>:\<c\>
376 * Define a macro action, given an encoded macro action
378 * Create a normal macro, given an encoded macro trigger
380 * Create a command macro, given an encoded macro trigger
382 * Create a keyset mapping
383 * S:\<key\>:\<key\>:\<dir\>
384 * Turn an option off, given its name
386 * Turn an option on, given its name
388 * Specify visual information, given an index, and some data
389 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
390 * Specify the set of colors to use when drawing a zapped spell
392 * Specify a macro trigger template and macro trigger names.
393 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
394 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
397 errr process_pref_file_command(char *buf)
407 /* Require "?:*" format */
408 if (buf[1] != ':') return 1;
413 /* Mega-Hack -- read external player's history file */
414 /* Process "H:<history>" */
416 add_history_from_pref_line(buf + 2);
419 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
421 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
424 i = (huge)strtol(zz[0], NULL, 0);
425 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
426 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
427 if (i >= max_r_idx) return 1;
429 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
430 if (n2) r_ptr->x_char = n2;
435 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
437 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
440 i = (huge)strtol(zz[0], NULL, 0);
441 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
442 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
443 if (i >= max_k_idx) return 1;
445 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
446 if (n2) k_ptr->x_char = n2;
451 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
452 /* "F:<num>:<a>/<c>" */
453 /* "F:<num>:<a>/<c>:LIT" */
454 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
458 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
460 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
461 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
463 i = (huge)strtol(zz[0], NULL, 0);
464 if (i >= max_f_idx) return 1;
467 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
468 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
469 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
470 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
472 /* Mega-hack -- feat supports lighting */
475 /* No lighting support */
477 n1 = f_ptr->x_attr[F_LIT_STANDARD];
478 n2 = f_ptr->x_char[F_LIT_STANDARD];
479 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
481 f_ptr->x_attr[j] = n1;
482 f_ptr->x_char[j] = n2;
486 /* Use default lighting */
488 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
491 /* Use desired lighting */
492 case F_LIT_MAX * 2 + 1:
493 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
495 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
496 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
497 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
498 if (n2) f_ptr->x_char[j] = n2;
505 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
507 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
509 j = (byte)strtol(zz[0], NULL, 0);
510 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
511 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
512 misc_to_attr[j] = n1;
513 misc_to_char[j] = n2;
518 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
520 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
522 j = (huge)strtol(zz[0], NULL, 0);
523 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
524 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
525 for (i = 1; i < max_k_idx; i++)
527 object_kind *k_ptr = &k_info[i];
528 if (k_ptr->tval == j)
530 if (n1) k_ptr->d_attr = n1;
531 if (n2) k_ptr->d_char = n2;
538 /* Process "E:<tv>:<a>" -- attribute for p_ptr->inventory_list objects */
540 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
542 j = (byte)strtol(zz[0], NULL, 0) % 128;
543 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
544 if (n1) tval_to_attr[j] = n1;
549 /* Process "A:<str>" -- save an "action" for later */
551 text_to_ascii(macro__buf, buf+2);
554 /* Process "P:<str>" -- normal macro */
559 text_to_ascii(tmp, buf+2);
560 macro_add(tmp, macro__buf);
564 /* Process "C:<str>" -- create keymap */
570 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
572 mode = strtol(zz[0], NULL, 0);
573 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
575 text_to_ascii(tmp, zz[1]);
576 if (!tmp[0] || tmp[1]) return 1;
579 string_free(keymap_act[mode][i]);
581 keymap_act[mode][i] = string_make(macro__buf);
586 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
588 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
590 i = (byte)strtol(zz[0], NULL, 0);
591 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
592 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
593 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
594 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
599 /* Process "X:<str>" -- current_world_ptr->game_turn option off */
600 /* Process "Y:<str>" -- current_world_ptr->game_turn option on */
603 for (i = 0; option_info[i].o_desc; i++)
605 if (option_info[i].o_var &&
606 option_info[i].o_text &&
607 streq(option_info[i].o_text, buf + 2))
609 int os = option_info[i].o_set;
610 int ob = option_info[i].o_bit;
612 if ((p_ptr->playing || character_xtra) &&
613 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
615 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);
623 option_flag[os] &= ~(1L << ob);
624 (*option_info[i].o_var) = FALSE;
629 option_flag[os] |= (1L << ob);
630 (*option_info[i].o_var) = TRUE;
636 /* don't know that option. ignore it.*/
637 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);
641 /* Process "Z:<type>:<str>" -- set spell color */
645 char *t = my_strchr(buf + 2, ':');
652 for (i = 0; gf_desc[i].name; i++)
654 /* Match this type */
655 if (streq(gf_desc[i].name, buf + 2))
657 /* Remember this color set */
658 gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
668 /* Initialize macro trigger names and a template */
669 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
670 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
673 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
675 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
680 if (macro_template != NULL)
682 num = strlen(macro_modifier_chr);
684 /* Kill the template string */
685 string_free(macro_template);
686 macro_template = NULL;
688 /* Kill flag characters of modifier keys */
689 string_free(macro_modifier_chr);
691 /* Kill corresponding modifier names */
692 for (i = 0; i < num; i++)
694 string_free(macro_modifier_name[i]);
697 /* Kill trigger name strings */
698 for (i = 0; i < max_macrotrigger; i++)
700 string_free(macro_trigger_name[i]);
701 string_free(macro_trigger_keycode[0][i]);
702 string_free(macro_trigger_keycode[1][i]);
705 max_macrotrigger = 0;
708 if (*zz[0] == '\0') return 0; /* clear template */
710 /* Number of modifier flags */
713 /* Limit the number */
714 num = MIN(MAX_MACRO_MOD, num);
716 /* Stop if number of modifier is not correct */
717 if (2 + num != tok) return 1;
719 /* Get a template string */
720 macro_template = string_make(zz[0]);
722 /* Get flag characters of modifier keys */
723 macro_modifier_chr = string_make(zz[1]);
725 /* Get corresponding modifier names */
726 for (i = 0; i < num; i++)
728 macro_modifier_name[i] = string_make(zz[2+i]);
732 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
738 if (max_macrotrigger >= MAX_MACRO_TRIG)
740 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
743 m = max_macrotrigger;
746 /* Take into account the escape character */
756 /* Get a trigger name */
757 macro_trigger_name[m] = string_make(buf_aux);
759 /* Get the corresponding key code */
760 macro_trigger_keycode[0][m] = string_make(zz[1]);
764 /* Key code of a combination of it with the shift key */
765 macro_trigger_keycode[1][m] = string_make(zz[2]);
769 macro_trigger_keycode[1][m] = string_make(zz[1]);
784 * @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 /
785 * Helper function for "process_pref_file()"
786 * @param sp テキスト文字列の参照ポインタ
787 * @param fp 再帰中のポインタ参照
792 * v: output buffer array
798 concptr process_pref_file_expr(char **sp, char *fp)
815 while (iswspace(*s)) s++;
833 t = process_pref_file_expr(&s, &f);
841 else if (streq(t, "IOR"))
844 while (*s && (f != b2))
846 t = process_pref_file_expr(&s, &f);
847 if (*t && !streq(t, "0")) v = "1";
852 else if (streq(t, "AND"))
855 while (*s && (f != b2))
857 t = process_pref_file_expr(&s, &f);
858 if (*t && streq(t, "0")) v = "0";
863 else if (streq(t, "NOT"))
866 while (*s && (f != b2))
868 t = process_pref_file_expr(&s, &f);
869 if (*t && streq(t, "1")) v = "0";
874 else if (streq(t, "EQU"))
879 t = process_pref_file_expr(&s, &f);
881 while (*s && (f != b2))
883 p = process_pref_file_expr(&s, &f);
884 if (streq(t, p)) v = "1";
889 else if (streq(t, "LEQ"))
894 t = process_pref_file_expr(&s, &f);
896 while (*s && (f != b2))
899 t = process_pref_file_expr(&s, &f);
900 if (*t && atoi(p) > atoi(t)) v = "0";
905 else if (streq(t, "GEQ"))
910 t = process_pref_file_expr(&s, &f);
912 while (*s && (f != b2))
915 t = process_pref_file_expr(&s, &f);
917 /* Compare two numbers instead of string */
918 if (*t && atoi(p) < atoi(t)) v = "0";
924 while (*s && (f != b2))
926 t = process_pref_file_expr(&s, &f);
931 if (f != b2) v = "?x?x?";
933 /* Extract final and Terminate */
934 if ((f = *s) != '\0') *s++ = '\0';
940 /* Accept all printables except spaces and brackets */
942 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
944 if (iskanji(*s)) s++;
948 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
951 /* Extract final and Terminate */
952 if ((f = *s) != '\0') *s++ = '\0';
958 if (streq(b+1, "SYS"))
963 else if (streq(b+1, "KEYBOARD"))
965 v = ANGBAND_KEYBOARD;
969 else if (streq(b+1, "GRAF"))
974 /* Monochrome mode */
975 else if (streq(b+1, "MONOCHROME"))
984 else if (streq(b+1, "RACE"))
994 else if (streq(b+1, "CLASS"))
1004 else if (streq(b+1, "PLAYER"))
1006 static char tmp_player_name[32];
1008 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
1018 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
1021 v = tmp_player_name;
1025 else if (streq(b+1, "REALM1"))
1028 v = E_realm_names[p_ptr->realm1];
1030 v = realm_names[p_ptr->realm1];
1035 else if (streq(b+1, "REALM2"))
1038 v = E_realm_names[p_ptr->realm2];
1040 v = realm_names[p_ptr->realm2];
1045 else if (streq(b+1, "LEVEL"))
1047 sprintf(tmp, "%02d", p_ptr->lev);
1051 /* Autopick auto-register is in-use or not? */
1052 else if (streq(b+1, "AUTOREGISTER"))
1054 if (p_ptr->autopick_autoregister)
1061 else if (streq(b+1, "MONEY"))
1063 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1082 #define PREF_TYPE_NORMAL 0
1083 #define PREF_TYPE_AUTOPICK 1
1084 #define PREF_TYPE_HISTPREF 2
1087 * @brief process_pref_fileのサブルーチン /
1088 * Open the "user pref file" and parse it.
1089 * @param name 読み込むファイル名
1090 * @param preftype prefファイルのタイプ
1095 * v: output buffer array
1096 * f: final character
1101 static errr process_pref_file_aux(concptr name, int preftype)
1113 bool bypass = FALSE;
1117 fp = my_fopen(name, "r");
1120 if (!fp) return (-1);
1122 /* Process the file */
1123 while (0 == my_fgets(fp, buf, sizeof(buf)))
1128 /* Skip "empty" lines */
1129 if (!buf[0]) continue;
1131 /* Skip "blank" lines */
1133 if (!iskanji(buf[0]))
1135 if (iswspace(buf[0])) continue;
1138 if (buf[0] == '#') continue;
1145 /* Process "?:<expr>" */
1146 if ((buf[0] == '?') && (buf[1] == ':'))
1155 /* Parse the expr */
1156 v = process_pref_file_expr(&s, &f);
1159 bypass = (streq(v, "0") ? TRUE : FALSE);
1163 /* Apply conditionals */
1164 if (bypass) continue;
1167 /* Process "%:<file>" */
1170 static int depth_count = 0;
1172 /* Ignore if deeper than 20 level */
1173 if (depth_count > 20) continue;
1175 /* Count depth level */
1178 /* Process that file if allowed */
1181 case PREF_TYPE_AUTOPICK:
1182 (void)process_autopick_file(buf + 2);
1184 case PREF_TYPE_HISTPREF:
1185 (void)process_histpref_file(buf + 2);
1188 (void)process_pref_file(buf + 2);
1192 /* Set back depth level */
1198 /* Process the line */
1199 err = process_pref_file_command(buf);
1201 /* This is not original pref line... */
1204 if (preftype != PREF_TYPE_AUTOPICK)
1206 err = process_autopick_file_command(buf);
1214 /* Print error message */
1215 /* ToDo: Add better error messages */
1216 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'."),
1217 _(name, err), line, _(err, name));
1218 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1227 * @brief pref設定ファイルを読み込み設定を反映させる /
1228 * Process the "user pref file" with the given name
1229 * @param name 読み込むファイル名
1233 * See the functions above for a list of legal "commands".
1234 * We also accept the special "?" and "%" directives, which
1235 * allow conditional evaluation and filename inclusion.
1238 errr process_pref_file(concptr name)
1244 /* Build the filename */
1245 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1247 /* Process the system pref file */
1248 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1250 /* Stop at parser errors, but not at non-existing file */
1251 if (err1 > 0) return err1;
1254 /* Build the filename */
1255 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1257 /* Process the user pref file */
1258 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1261 /* User file does not exist, but read system pref file */
1262 if (err2 < 0 && !err1)
1265 /* Result of user file processing */
1274 * Operating hours for ANGBAND (defaults to non-work hours)
1276 static char days[7][29] =
1278 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1279 "MON:XXXXXXXX.........XXXXXXX",
1280 "TUE:XXXXXXXX.........XXXXXXX",
1281 "WED:XXXXXXXX.........XXXXXXX",
1282 "THU:XXXXXXXX.........XXXXXXX",
1283 "FRI:XXXXXXXX.........XXXXXXX",
1284 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1288 * Restict usage (defaults to no restrictions)
1290 static bool check_time_flag = FALSE;
1296 * @brief Angbandプレイ禁止時刻をチェック /
1300 errr check_time(void)
1308 /* No restrictions */
1309 if (!check_time_flag) return (0);
1311 /* Check for time violation */
1312 c = time((time_t *)0);
1316 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1326 * @brief Angbandプレイ禁止時刻の初期化 /
1327 * Initialize CHECK_TIME
1330 errr check_time_init(void)
1340 /* Build the filename */
1341 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1344 fp = my_fopen(buf, "r");
1346 /* No file, no restrictions */
1347 if (!fp) return (0);
1349 /* Assume restrictions */
1350 check_time_flag = TRUE;
1352 /* Parse the file */
1353 while (0 == my_fgets(fp, buf, sizeof(buf)))
1355 /* Skip comments and blank lines */
1356 if (!buf[0] || (buf[0] == '#')) continue;
1358 /* Chop the buffer */
1361 /* Extract the info */
1362 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1363 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1364 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1365 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1366 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1367 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1368 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1382 #ifndef MAXHOSTNAMELEN
1383 # define MAXHOSTNAMELEN 64
1386 typedef struct statstime statstime;
1392 unsigned int v_pgpgin;
1393 unsigned int v_pgpgout;
1394 unsigned int v_pswpin;
1395 unsigned int v_pswpout;
1396 unsigned int v_intr;
1402 unsigned int v_swtch;
1404 struct timeval boottime;
1405 struct timeval curtime;
1409 * Maximal load (if any).
1411 static int check_load_value = 0;
1417 * @brief Angbandプレイ禁止ホストのチェック /
1421 errr check_load(void)
1426 struct statstime st;
1428 /* Success if not checking */
1429 if (!check_load_value) return (0);
1431 /* Check the load */
1432 if (0 == rstat("localhost", &st))
1434 long val1 = (long)(st.avenrun[2]);
1435 long val2 = (long)(check_load_value) * FSCALE;
1437 /* Check for violation */
1438 if (val1 >= val2) return (1);
1449 * @brief Angbandプレイ禁止ホストの設定初期化 /
1450 * Initialize CHECK_LOAD
1453 errr check_load_init(void)
1462 char temphost[MAXHOSTNAMELEN+1];
1463 char thishost[MAXHOSTNAMELEN+1];
1466 /* Build the filename */
1467 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1469 /* Open the "load" file */
1470 fp = my_fopen(buf, "r");
1472 /* No file, no restrictions */
1473 if (!fp) return (0);
1476 check_load_value = 100;
1478 /* Get the host name */
1479 (void)gethostname(thishost, (sizeof thishost) - 1);
1482 while (0 == my_fgets(fp, buf, sizeof(buf)))
1486 /* Skip comments and blank lines */
1487 if (!buf[0] || (buf[0] == '#')) continue;
1489 /* Parse, or ignore */
1490 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1492 /* Skip other hosts */
1493 if (!streq(temphost, thishost) &&
1494 !streq(temphost, "localhost")) continue;
1496 /* Use that value */
1497 check_load_value = value;
1510 #define ENTRY_BARE_HAND 0
1511 #define ENTRY_TWO_HANDS 1
1512 #define ENTRY_RIGHT_HAND1 2
1513 #define ENTRY_LEFT_HAND1 3
1514 #define ENTRY_LEFT_HAND2 4
1515 #define ENTRY_RIGHT_HAND2 5
1516 #define ENTRY_POSTURE 6
1517 #define ENTRY_SHOOT_HIT_DAM 7
1518 #define ENTRY_SHOOT_POWER 8
1519 #define ENTRY_SPEED 9
1520 #define ENTRY_BASE_AC 10
1521 #define ENTRY_LEVEL 11
1522 #define ENTRY_CUR_EXP 12
1523 #define ENTRY_MAX_EXP 13
1524 #define ENTRY_EXP_TO_ADV 14
1525 #define ENTRY_GOLD 15
1526 #define ENTRY_DAY 16
1529 #define ENTRY_PLAY_TIME 19
1530 #define ENTRY_SKILL_FIGHT 20
1531 #define ENTRY_SKILL_SHOOT 21
1532 #define ENTRY_SKILL_SAVING 22
1533 #define ENTRY_SKILL_STEALTH 23
1534 #define ENTRY_SKILL_PERCEP 24
1535 #define ENTRY_SKILL_SEARCH 25
1536 #define ENTRY_SKILL_DISARM 26
1537 #define ENTRY_SKILL_DEVICE 27
1538 #define ENTRY_SKILL_DIG 45
1541 #define ENTRY_BLOWS 28
1542 #define ENTRY_SHOTS 29
1543 #define ENTRY_AVG_DMG 30
1544 #define ENTRY_INFRA 31
1546 #define ENTRY_NAME 32
1547 #define ENTRY_SEX 33
1548 #define ENTRY_RACE 34
1549 #define ENTRY_CLASS 35
1550 #define ENTRY_REALM 36
1551 #define ENTRY_PATRON 37
1552 #define ENTRY_AGE 38
1553 #define ENTRY_HEIGHT 39
1554 #define ENTRY_WEIGHT 40
1555 #define ENTRY_SOCIAL 41
1556 #define ENTRY_ALIGN 42
1558 #define ENTRY_EXP_ANDR 43
1559 #define ENTRY_EXP_TO_ADV_ANDR 44
1568 } disp_player_line[]
1571 { 1, 10, 25, "打撃修正(格闘)"},
1572 { 1, 10, 25, "打撃修正(両手)"},
1573 { 1, 10, 25, "打撃修正(右手)"},
1574 { 1, 10, 25, "打撃修正(左手)"},
1575 { 1, 11, 25, "打撃修正(左手)"},
1576 { 1, 11, 25, "打撃修正(右手)"},
1578 { 1, 15, 25, "射撃攻撃修正"},
1579 { 1, 16, 25, "射撃武器倍率"},
1582 {29, 13, 21, "レベル"},
1583 {29, 14, 21, "経験値"},
1584 {29, 15, 21, "最大経験"},
1585 {29, 16, 21, "次レベル"},
1586 {29, 17, 21, "所持金"},
1590 {29, 20, 21, "プレイ時間"},
1591 {53, 10, -1, "打撃命中 :"},
1592 {53, 11, -1, "射撃命中 :"},
1593 {53, 12, -1, "魔法防御 :"},
1594 {53, 13, -1, "隠密行動 :"},
1595 {53, 15, -1, "知覚 :"},
1596 {53, 16, -1, "探索 :"},
1597 {53, 17, -1, "解除 :"},
1598 {53, 18, -1, "魔法道具 :"},
1599 { 1, 12, 25, "打撃回数"},
1600 { 1, 17, 25, "射撃回数"},
1601 { 1, 13, 25, "平均ダメージ"},
1602 {53, 20, -1, "赤外線視力:"},
1603 {26, 1, -1, "名前 : "},
1604 { 1, 3, -1, "性別 : "},
1605 { 1, 4, -1, "種族 : "},
1606 { 1, 5, -1, "職業 : "},
1607 { 1, 6, -1, "魔法 : "},
1608 { 1, 7, -1, "守護魔神 : "},
1612 {29, 6, 21, "社会的地位"},
1614 {29, 14, 21, "強化度"},
1615 {29, 16, 21, "次レベル"},
1616 {53, 19, -1, "掘削 :" },
1620 { 1, 10, 25, "Bare hand"},
1621 { 1, 10, 25, "Two hands"},
1622 { 1, 10, 25, "Right hand"},
1623 { 1, 10, 25, "Left hand"},
1624 { 1, 11, 25, "Left hand"},
1625 { 1, 11, 25, "Right hand"},
1626 { 1, 11, 25, "Posture"},
1627 { 1, 15, 25, "Shooting"},
1628 { 1, 16, 25, "Multiplier"},
1629 { 1, 20, 25, "Speed"},
1631 {29, 13, 21, "Level"},
1632 {29, 14, 21, "Experience"},
1633 {29, 15, 21, "Max Exp"},
1634 {29, 16, 21, "Exp to Adv"},
1635 {29, 17, 21, "Gold"},
1636 {29, 19, 21, "Time"},
1637 {29, 10, 21, "Hit point"},
1638 {29, 11, 21, "SP (Mana)"},
1639 {29, 20, 21, "Play time"},
1640 {53, 10, -1, "Fighting : "},
1641 {53, 11, -1, "Bows/Throw : "},
1642 {53, 12, -1, "SavingThrow: "},
1643 {53, 13, -1, "Stealth : "},
1644 {53, 15, -1, "Perception : "},
1645 {53, 16, -1, "Searching : "},
1646 {53, 17, -1, "Disarming : "},
1647 {53, 18, -1, "MagicDevice: "},
1648 { 1, 12, 25, "Blows/Round"},
1649 { 1, 17, 25, "Shots/Round"},
1650 { 1, 13, 25, "AverageDmg/Rnd"},
1651 {53, 20, -1, "Infra-Vision: "},
1652 {26, 1, -1, "Name : "},
1653 { 1, 3, -1, "Sex : "},
1654 { 1, 4, -1, "Race : "},
1655 { 1, 5, -1, "Class : "},
1656 { 1, 6, -1, "Magic : "},
1657 { 1, 7, -1, "Patron : "},
1659 {29, 4, 21, "Height"},
1660 {29, 5, 21, "Weight"},
1661 {29, 6, 21, "Social Class"},
1662 {29, 7, 21, "Align"},
1663 {29, 14, 21, "Construction"},
1664 {29, 16, 21, "Const to Adv"},
1665 {53, 19, -1, "Digging :" },
1670 * @brief プレイヤーのステータス1種を出力する
1672 * @param val 値を保管した文字列ポインタ
1673 * @param attr 項目表示の色
1676 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1680 int row = disp_player_line[entry].row;
1681 int col = disp_player_line[entry].col;
1682 int len = disp_player_line[entry].len;
1683 concptr head = disp_player_line[entry].header;
1685 int head_len = strlen(head);
1687 Term_putstr(col, row, -1, TERM_WHITE, head);
1694 int val_len = len - head_len;
1695 sprintf(buf, "%*.*s", val_len, val_len, val);
1696 Term_putstr(col + head_len, row, -1, attr, buf);
1700 Term_putstr(col + head_len, row, -1, attr, val);
1707 * @brief プレイヤーの打撃能力修正を表示する
1708 * @param hand 武器の装備部位ID
1709 * @param hand_entry 項目ID
1712 static void display_player_melee_bonus(int hand, int hand_entry)
1715 HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
1716 HIT_POINT show_todam = p_ptr->dis_to_d[hand];
1717 object_type *o_ptr = &p_ptr->inventory_list[INVEN_RARM + hand];
1719 /* Hack -- add in weapon info if known */
1720 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1721 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1723 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1726 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1728 /* Dump the bonuses to hit/dam */
1729 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
1730 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1731 else if (p_ptr->ryoute)
1732 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1734 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1739 * @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
1740 * Prints the following information on the screen.
1743 static void display_player_middle(void)
1748 HIT_PROB show_tohit = p_ptr->dis_to_h_b;
1749 HIT_POINT show_todam = 0;
1752 object_type *o_ptr = &p_ptr->inventory_list[INVEN_BOW];
1759 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1762 if (p_ptr->hidarite)
1764 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1766 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
1769 if (p_ptr->special_defense & KAMAE_MASK)
1771 for (i = 0; i < MAX_KAMAE; i++)
1773 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1776 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1779 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1782 /* Apply weapon bonuses */
1783 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1784 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1786 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1787 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1789 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1791 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1794 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1796 if (p_ptr->inventory_list[INVEN_BOW].k_idx)
1798 tmul = bow_tmul(p_ptr->inventory_list[INVEN_BOW].sval);
1800 /* Get extra "power" from "extra might" */
1801 if (p_ptr->xtra_might) tmul++;
1803 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1807 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1809 /* Dump the armor class */
1810 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1818 i = p_ptr->pspeed-110;
1820 /* Hack -- Visually "undo" the Search Mode Slowdown */
1821 if (p_ptr->action == ACTION_SEARCH) i += 10;
1826 attr = TERM_L_GREEN;
1840 attr = TERM_L_UMBER;
1847 if (IS_FAST()) tmp_speed += 10;
1848 if (p_ptr->slow) tmp_speed -= 10;
1849 if (p_ptr->lightspeed) tmp_speed = 99;
1853 if (MON_FAST(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed += 10;
1854 if (MON_SLOW(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed -= 10;
1860 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1862 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1872 sprintf(buf, "(%+d)", i);
1874 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1877 display_player_one_line(ENTRY_SPEED, buf, attr);
1880 /* Dump character level */
1881 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1883 /* Dump experience */
1884 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1885 else e = ENTRY_CUR_EXP;
1887 if (p_ptr->exp >= p_ptr->max_exp)
1888 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1890 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1892 /* Dump max experience */
1893 if (p_ptr->prace == RACE_ANDROID)
1896 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1898 /* Dump exp to advance */
1899 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1900 else e = ENTRY_EXP_TO_ADV;
1902 if (p_ptr->lev >= PY_MAX_LEVEL)
1903 display_player_one_line(e, "*****", TERM_L_GREEN);
1904 else if (p_ptr->prace == RACE_ANDROID)
1905 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1907 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1910 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1915 extract_day_hour_min(&day, &hour, &min);
1917 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1918 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1920 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1922 /* Dump hit point */
1923 if (p_ptr->chp >= p_ptr->mhp)
1924 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1925 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1926 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1928 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1930 /* Dump mana power */
1931 if (p_ptr->csp >= p_ptr->msp)
1932 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1933 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1934 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1936 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1938 /* Dump play time */
1939 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);
1944 * Hack -- pass color info around this file
1946 static TERM_COLOR likert_color = TERM_WHITE;
1950 * @brief 技能ランクの表示基準を定める
1951 * Returns a "rating" of x depending on y
1953 * @param y 技能値に対するランク基準比
1956 static concptr likert(int x, int y)
1958 static char dummy[20] = "", dummy2[20] = "";
1959 memset(dummy, 0, strlen(dummy));
1960 memset(dummy2, 0, strlen(dummy2));
1963 if(show_actual_value)
1965 sprintf(dummy, "%3d-", x);
1968 /* Negative value */
1971 likert_color = TERM_L_DARK;
1972 strcat(dummy, _("最低", "Very Bad"));
1977 /* Analyze the value */
1982 likert_color = TERM_RED;
1983 strcat(dummy, _("悪い", "Bad"));
1986 likert_color = TERM_L_RED;
1987 strcat(dummy, _("劣る", "Poor"));
1992 likert_color = TERM_ORANGE;
1993 strcat(dummy, _("普通", "Fair"));
1997 likert_color = TERM_YELLOW;
1998 strcat(dummy, _("良い", "Good"));
2002 likert_color = TERM_YELLOW;
2003 strcat(dummy, _("大変良い", "Very Good"));
2008 likert_color = TERM_L_GREEN;
2009 strcat(dummy, _("卓越", "Excellent"));
2017 likert_color = TERM_GREEN;
2018 strcat(dummy, _("超越", "Superb"));
2025 likert_color = TERM_BLUE;
2026 strcat(dummy, _("英雄的", "Heroic"));
2030 likert_color = TERM_VIOLET;
2031 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2032 (int)((((x / y) - 17) * 5) / 2));
2033 strcat(dummy, dummy2);
2044 * @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
2045 * Prints ratings on certain abilities
2048 * This code is "imitated" elsewhere to "dump" a character sheet.
2050 static void display_player_various(void)
2052 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2053 int xthn, xthb, xfos, xsrh;
2054 int xdis, xdev, xsav, xstl;
2058 BIT_FLAGS flgs[TR_FLAG_SIZE];
2059 int shots, shot_frac;
2064 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2065 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2066 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2067 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2068 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2070 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2072 /* Shooting Skill (with current bow and normal missile) */
2073 o_ptr = &p_ptr->inventory_list[INVEN_BOW];
2074 tmp = p_ptr->to_h_b + o_ptr->to_h;
2075 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2077 /* If the player is wielding one? */
2080 ENERGY energy_fire = bow_energy(o_ptr->sval);
2082 /* Calculate shots per round */
2083 shots = p_ptr->num_fire * 100;
2084 shot_frac = (shots * 100 / energy_fire) % 100;
2085 shots = shots / energy_fire;
2086 if (o_ptr->name1 == ART_CRIMSON)
2090 if (p_ptr->pclass == CLASS_ARCHER)
2092 /* Extra shot at level 10 */
2093 if (p_ptr->lev >= 10) shots++;
2095 /* Extra shot at level 30 */
2096 if (p_ptr->lev >= 30) shots++;
2098 /* Extra shot at level 45 */
2099 if (p_ptr->lev >= 45) shots++;
2109 for(i = 0; i < 2; i++)
2111 damage[i] = p_ptr->dis_to_d[i] * 100;
2112 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
2114 PLAYER_LEVEL level = p_ptr->lev;
2120 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2121 if (p_ptr->special_defense & KAMAE_BYAKKO)
2122 basedam = monk_ave_damage[level][1];
2123 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2124 basedam = monk_ave_damage[level][2];
2126 basedam = monk_ave_damage[level][0];
2130 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
2132 /* Average damage per round */
2138 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2139 if (object_is_known(o_ptr))
2141 damage[i] += o_ptr->to_d * 100;
2142 to_h[i] += o_ptr->to_h;
2144 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2145 object_flags_known(o_ptr, flgs);
2147 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2148 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2154 else if (have_flag(flgs, TR_VORPAL))
2156 /* vorpal flag only */
2160 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2161 basedam = basedam * 7 / 2;
2165 damage[i] += basedam;
2166 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2167 if (damage[i] < 0) damage[i] = 0;
2169 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2170 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2172 /* Basic abilities */
2174 xdis = p_ptr->skill_dis;
2175 xdev = p_ptr->skill_dev;
2176 xsav = p_ptr->skill_sav;
2177 xstl = p_ptr->skill_stl;
2178 xsrh = p_ptr->skill_srh;
2179 xfos = p_ptr->skill_fos;
2180 xdig = p_ptr->skill_dig;
2183 desc = likert(xthn, 12);
2184 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2186 desc = likert(xthb, 12);
2187 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2189 desc = likert(xsav, 7);
2190 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2192 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2193 desc = likert((xstl > 0) ? xstl : -1, 1);
2194 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2196 desc = likert(xfos, 6);
2197 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2199 desc = likert(xsrh, 6);
2200 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2202 desc = likert(xdis, 8);
2203 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2205 desc = likert(xdev, 6);
2206 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2208 desc = likert(xdev, 6);
2209 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2211 desc = likert(xdig, 4);
2212 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2215 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2217 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2219 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2222 if ((damage[0]+damage[1]) == 0)
2225 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2227 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2229 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2235 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2236 * Prints ratings on certain abilities
2237 * @param flgs フラグを保管する配列
2240 * Obtain the "flags" for the player as if he was an item
2242 * xtra1.c周りと多重実装になっているのを何とかする
2244 static void player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2249 for (i = 0; i < TR_FLAG_SIZE; i++)
2253 switch (p_ptr->pclass)
2256 if (p_ptr->lev > 44)
2257 add_flag(flgs, TR_REGEN);
2259 if (p_ptr->lev > 29)
2260 add_flag(flgs, TR_RES_FEAR);
2263 if (p_ptr->lev > 39)
2264 add_flag(flgs, TR_RES_FEAR);
2266 case CLASS_CHAOS_WARRIOR:
2267 if (p_ptr->lev > 29)
2268 add_flag(flgs, TR_RES_CHAOS);
2269 if (p_ptr->lev > 39)
2270 add_flag(flgs, TR_RES_FEAR);
2273 case CLASS_FORCETRAINER:
2274 if ((p_ptr->lev > 9) && !heavy_armor())
2275 add_flag(flgs, TR_SPEED);
2276 if ((p_ptr->lev>24) && !heavy_armor())
2277 add_flag(flgs, TR_FREE_ACT);
2281 add_flag(flgs, TR_SPEED);
2284 if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
2285 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
2286 add_flag(flgs, TR_SPEED);
2288 add_flag(flgs, TR_FREE_ACT);
2290 add_flag(flgs, TR_SLOW_DIGEST);
2291 add_flag(flgs, TR_RES_FEAR);
2292 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2293 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2294 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2296 case CLASS_MINDCRAFTER:
2298 add_flag(flgs, TR_RES_FEAR);
2299 if (p_ptr->lev > 19)
2300 add_flag(flgs, TR_SUST_WIS);
2301 if (p_ptr->lev > 29)
2302 add_flag(flgs, TR_RES_CONF);
2303 if (p_ptr->lev > 39)
2304 add_flag(flgs, TR_TELEPATHY);
2307 add_flag(flgs, TR_RES_SOUND);
2309 case CLASS_BERSERKER:
2310 add_flag(flgs, TR_SUST_STR);
2311 add_flag(flgs, TR_SUST_DEX);
2312 add_flag(flgs, TR_SUST_CON);
2313 add_flag(flgs, TR_REGEN);
2314 add_flag(flgs, TR_FREE_ACT);
2315 add_flag(flgs, TR_SPEED);
2316 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2318 case CLASS_MIRROR_MASTER:
2319 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2322 break; /* Do nothing */
2326 if (p_ptr->mimic_form)
2328 switch(p_ptr->mimic_form)
2331 add_flag(flgs, TR_HOLD_EXP);
2332 add_flag(flgs, TR_RES_CHAOS);
2333 add_flag(flgs, TR_RES_NETHER);
2334 add_flag(flgs, TR_RES_FIRE);
2335 add_flag(flgs, TR_SEE_INVIS);
2336 add_flag(flgs, TR_SPEED);
2338 case MIMIC_DEMON_LORD:
2339 add_flag(flgs, TR_HOLD_EXP);
2340 add_flag(flgs, TR_RES_CHAOS);
2341 add_flag(flgs, TR_RES_NETHER);
2342 add_flag(flgs, TR_RES_FIRE);
2343 add_flag(flgs, TR_RES_COLD);
2344 add_flag(flgs, TR_RES_ELEC);
2345 add_flag(flgs, TR_RES_ACID);
2346 add_flag(flgs, TR_RES_POIS);
2347 add_flag(flgs, TR_RES_CONF);
2348 add_flag(flgs, TR_RES_DISEN);
2349 add_flag(flgs, TR_RES_NEXUS);
2350 add_flag(flgs, TR_RES_FEAR);
2351 add_flag(flgs, TR_IM_FIRE);
2352 add_flag(flgs, TR_SH_FIRE);
2353 add_flag(flgs, TR_SEE_INVIS);
2354 add_flag(flgs, TR_TELEPATHY);
2355 add_flag(flgs, TR_LEVITATION);
2356 add_flag(flgs, TR_SPEED);
2359 add_flag(flgs, TR_HOLD_EXP);
2360 add_flag(flgs, TR_RES_DARK);
2361 add_flag(flgs, TR_RES_NETHER);
2362 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2363 add_flag(flgs, TR_RES_POIS);
2364 add_flag(flgs, TR_RES_COLD);
2365 add_flag(flgs, TR_SEE_INVIS);
2366 add_flag(flgs, TR_SPEED);
2372 switch (p_ptr->prace)
2375 add_flag(flgs, TR_RES_LITE);
2378 add_flag(flgs, TR_HOLD_EXP);
2381 add_flag(flgs, TR_FREE_ACT);
2384 add_flag(flgs, TR_RES_BLIND);
2387 add_flag(flgs, TR_RES_DARK);
2389 case RACE_HALF_TROLL:
2390 add_flag(flgs, TR_SUST_STR);
2391 if (p_ptr->lev > 14)
2393 add_flag(flgs, TR_REGEN);
2394 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2396 add_flag(flgs, TR_SLOW_DIGEST);
2398 * Let's not make Regeneration a disadvantage
2399 * for the poor warriors who can never learn
2400 * a spell that satisfies hunger (actually
2401 * neither can rogues, but half-trolls are not
2402 * supposed to play rogues)
2408 add_flag(flgs, TR_SUST_CON);
2409 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2412 add_flag(flgs, TR_RES_LITE);
2413 add_flag(flgs, TR_SEE_INVIS);
2415 case RACE_BARBARIAN:
2416 add_flag(flgs, TR_RES_FEAR);
2418 case RACE_HALF_OGRE:
2419 add_flag(flgs, TR_SUST_STR);
2420 add_flag(flgs, TR_RES_DARK);
2422 case RACE_HALF_GIANT:
2423 add_flag(flgs, TR_RES_SHARDS);
2424 add_flag(flgs, TR_SUST_STR);
2426 case RACE_HALF_TITAN:
2427 add_flag(flgs, TR_RES_CHAOS);
2430 add_flag(flgs, TR_RES_SOUND);
2433 add_flag(flgs, TR_RES_ACID);
2434 if (p_ptr->lev > 19)
2435 add_flag(flgs, TR_IM_ACID);
2438 add_flag(flgs, TR_RES_CONF);
2439 add_flag(flgs, TR_RES_ACID);
2441 add_flag(flgs, TR_SPEED);
2444 add_flag(flgs, TR_RES_POIS);
2447 add_flag(flgs, TR_RES_DISEN);
2448 add_flag(flgs, TR_RES_DARK);
2451 add_flag(flgs, TR_RES_DARK);
2452 if (p_ptr->lev > 19)
2453 add_flag(flgs, TR_SEE_INVIS);
2455 case RACE_DRACONIAN:
2456 add_flag(flgs, TR_LEVITATION);
2458 add_flag(flgs, TR_RES_FIRE);
2460 add_flag(flgs, TR_RES_COLD);
2461 if (p_ptr->lev > 14)
2462 add_flag(flgs, TR_RES_ACID);
2463 if (p_ptr->lev > 19)
2464 add_flag(flgs, TR_RES_ELEC);
2465 if (p_ptr->lev > 34)
2466 add_flag(flgs, TR_RES_POIS);
2468 case RACE_MIND_FLAYER:
2469 add_flag(flgs, TR_SUST_INT);
2470 add_flag(flgs, TR_SUST_WIS);
2471 if (p_ptr->lev > 14)
2472 add_flag(flgs, TR_SEE_INVIS);
2473 if (p_ptr->lev > 29)
2474 add_flag(flgs, TR_TELEPATHY);
2477 add_flag(flgs, TR_RES_FIRE);
2479 add_flag(flgs, TR_SEE_INVIS);
2482 add_flag(flgs, TR_SEE_INVIS);
2483 add_flag(flgs, TR_FREE_ACT);
2484 add_flag(flgs, TR_RES_POIS);
2485 add_flag(flgs, TR_SLOW_DIGEST);
2486 if (p_ptr->lev > 34)
2487 add_flag(flgs, TR_HOLD_EXP);
2490 add_flag(flgs, TR_SEE_INVIS);
2491 add_flag(flgs, TR_RES_SHARDS);
2492 add_flag(flgs, TR_HOLD_EXP);
2493 add_flag(flgs, TR_RES_POIS);
2495 add_flag(flgs, TR_RES_COLD);
2498 add_flag(flgs, TR_SEE_INVIS);
2499 add_flag(flgs, TR_HOLD_EXP);
2500 add_flag(flgs, TR_RES_NETHER);
2501 add_flag(flgs, TR_RES_POIS);
2502 add_flag(flgs, TR_SLOW_DIGEST);
2504 add_flag(flgs, TR_RES_COLD);
2507 add_flag(flgs, TR_HOLD_EXP);
2508 add_flag(flgs, TR_RES_DARK);
2509 add_flag(flgs, TR_RES_NETHER);
2510 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2511 add_flag(flgs, TR_RES_POIS);
2512 add_flag(flgs, TR_RES_COLD);
2515 add_flag(flgs, TR_LEVITATION);
2516 add_flag(flgs, TR_FREE_ACT);
2517 add_flag(flgs, TR_RES_COLD);
2518 add_flag(flgs, TR_SEE_INVIS);
2519 add_flag(flgs, TR_HOLD_EXP);
2520 add_flag(flgs, TR_RES_NETHER);
2521 add_flag(flgs, TR_RES_POIS);
2522 add_flag(flgs, TR_SLOW_DIGEST);
2524 if (p_ptr->lev > 34)
2525 add_flag(flgs, TR_TELEPATHY);
2528 add_flag(flgs, TR_RES_LITE);
2529 add_flag(flgs, TR_LEVITATION);
2531 add_flag(flgs, TR_SPEED);
2534 add_flag(flgs, TR_RES_SOUND);
2535 add_flag(flgs, TR_RES_CONF);
2538 add_flag(flgs, TR_LEVITATION);
2539 add_flag(flgs, TR_SEE_INVIS);
2542 add_flag(flgs, TR_RES_FIRE);
2543 add_flag(flgs, TR_RES_NETHER);
2544 add_flag(flgs, TR_HOLD_EXP);
2546 add_flag(flgs, TR_SEE_INVIS);
2549 add_flag(flgs, TR_SUST_CON);
2552 add_flag(flgs, TR_LEVITATION);
2555 add_flag(flgs, TR_RES_CONF);
2558 add_flag(flgs, TR_FREE_ACT);
2559 add_flag(flgs, TR_RES_POIS);
2560 add_flag(flgs, TR_SLOW_DIGEST);
2561 add_flag(flgs, TR_HOLD_EXP);
2571 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2573 remove_flag(flgs, TR_REGEN);
2576 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2577 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2578 (p_ptr->muta3 & MUT3_SHORT_LEG))
2580 add_flag(flgs, TR_SPEED);
2583 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2585 add_flag(flgs, TR_SH_ELEC);
2588 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2590 add_flag(flgs, TR_SH_FIRE);
2591 add_flag(flgs, TR_LITE_1);
2594 if (p_ptr->muta3 & MUT3_WINGS)
2596 add_flag(flgs, TR_LEVITATION);
2599 if (p_ptr->muta3 & MUT3_FEARLESS)
2601 add_flag(flgs, TR_RES_FEAR);
2604 if (p_ptr->muta3 & MUT3_REGEN)
2606 add_flag(flgs, TR_REGEN);
2609 if (p_ptr->muta3 & MUT3_ESP)
2611 add_flag(flgs, TR_TELEPATHY);
2614 if (p_ptr->muta3 & MUT3_MOTION)
2616 add_flag(flgs, TR_FREE_ACT);
2620 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2621 add_flag(flgs, TR_AGGRAVATE);
2622 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2623 add_flag(flgs, TR_RES_CONF);
2624 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2626 add_flag(flgs, TR_RES_BLIND);
2627 add_flag(flgs, TR_RES_CONF);
2628 add_flag(flgs, TR_HOLD_EXP);
2629 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2631 add_flag(flgs, TR_SPEED);
2633 if (p_ptr->special_defense & KATA_FUUJIN)
2634 add_flag(flgs, TR_REFLECT);
2635 if (p_ptr->special_defense & KAMAE_GENBU)
2636 add_flag(flgs, TR_REFLECT);
2637 if (p_ptr->special_defense & KAMAE_SUZAKU)
2638 add_flag(flgs, TR_LEVITATION);
2639 if (p_ptr->special_defense & KAMAE_SEIRYU)
2641 add_flag(flgs, TR_RES_FIRE);
2642 add_flag(flgs, TR_RES_COLD);
2643 add_flag(flgs, TR_RES_ACID);
2644 add_flag(flgs, TR_RES_ELEC);
2645 add_flag(flgs, TR_RES_POIS);
2646 add_flag(flgs, TR_LEVITATION);
2647 add_flag(flgs, TR_SH_FIRE);
2648 add_flag(flgs, TR_SH_ELEC);
2649 add_flag(flgs, TR_SH_COLD);
2651 if (p_ptr->special_defense & KATA_MUSOU)
2653 add_flag(flgs, TR_RES_FEAR);
2654 add_flag(flgs, TR_RES_LITE);
2655 add_flag(flgs, TR_RES_DARK);
2656 add_flag(flgs, TR_RES_BLIND);
2657 add_flag(flgs, TR_RES_CONF);
2658 add_flag(flgs, TR_RES_SOUND);
2659 add_flag(flgs, TR_RES_SHARDS);
2660 add_flag(flgs, TR_RES_NETHER);
2661 add_flag(flgs, TR_RES_NEXUS);
2662 add_flag(flgs, TR_RES_CHAOS);
2663 add_flag(flgs, TR_RES_DISEN);
2664 add_flag(flgs, TR_REFLECT);
2665 add_flag(flgs, TR_HOLD_EXP);
2666 add_flag(flgs, TR_FREE_ACT);
2667 add_flag(flgs, TR_SH_FIRE);
2668 add_flag(flgs, TR_SH_ELEC);
2669 add_flag(flgs, TR_SH_COLD);
2670 add_flag(flgs, TR_LEVITATION);
2671 add_flag(flgs, TR_LITE_1);
2672 add_flag(flgs, TR_SEE_INVIS);
2673 add_flag(flgs, TR_TELEPATHY);
2674 add_flag(flgs, TR_SLOW_DIGEST);
2675 add_flag(flgs, TR_REGEN);
2676 add_flag(flgs, TR_SUST_STR);
2677 add_flag(flgs, TR_SUST_INT);
2678 add_flag(flgs, TR_SUST_WIS);
2679 add_flag(flgs, TR_SUST_DEX);
2680 add_flag(flgs, TR_SUST_CON);
2681 add_flag(flgs, TR_SUST_CHR);
2686 * @brief プレイヤーの一時的魔法効果による耐性を返す
2687 * Prints ratings on certain abilities
2688 * @param flgs フラグを保管する配列
2691 * xtra1.c周りと多重実装になっているのを何とかする
2693 static void tim_player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2698 for (i = 0; i < TR_FLAG_SIZE; i++)
2701 if (IS_HERO() || p_ptr->shero)
2702 add_flag(flgs, TR_RES_FEAR);
2703 if (p_ptr->tim_invis)
2704 add_flag(flgs, TR_SEE_INVIS);
2705 if (p_ptr->tim_regen)
2706 add_flag(flgs, TR_REGEN);
2708 add_flag(flgs, TR_TELEPATHY);
2709 if (IS_FAST() || p_ptr->slow)
2710 add_flag(flgs, TR_SPEED);
2712 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(prace_is_(RACE_YEEK) && (p_ptr->lev > 19)))
2713 add_flag(flgs, TR_RES_ACID);
2714 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2715 add_flag(flgs, TR_RES_ELEC);
2716 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2717 add_flag(flgs, TR_RES_FIRE);
2718 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2719 add_flag(flgs, TR_RES_COLD);
2720 if (IS_OPPOSE_POIS())
2721 add_flag(flgs, TR_RES_POIS);
2723 if (p_ptr->special_attack & ATTACK_ACID)
2724 add_flag(flgs, TR_BRAND_ACID);
2725 if (p_ptr->special_attack & ATTACK_ELEC)
2726 add_flag(flgs, TR_BRAND_ELEC);
2727 if (p_ptr->special_attack & ATTACK_FIRE)
2728 add_flag(flgs, TR_BRAND_FIRE);
2729 if (p_ptr->special_attack & ATTACK_COLD)
2730 add_flag(flgs, TR_BRAND_COLD);
2731 if (p_ptr->special_attack & ATTACK_POIS)
2732 add_flag(flgs, TR_BRAND_POIS);
2733 if (p_ptr->special_defense & DEFENSE_ACID)
2734 add_flag(flgs, TR_IM_ACID);
2735 if (p_ptr->special_defense & DEFENSE_ELEC)
2736 add_flag(flgs, TR_IM_ELEC);
2737 if (p_ptr->special_defense & DEFENSE_FIRE)
2738 add_flag(flgs, TR_IM_FIRE);
2739 if (p_ptr->special_defense & DEFENSE_COLD)
2740 add_flag(flgs, TR_IM_COLD);
2741 if (p_ptr->wraith_form)
2742 add_flag(flgs, TR_REFLECT);
2744 if (p_ptr->tim_reflect)
2745 add_flag(flgs, TR_REFLECT);
2747 if (p_ptr->magicdef)
2749 add_flag(flgs, TR_RES_BLIND);
2750 add_flag(flgs, TR_RES_CONF);
2751 add_flag(flgs, TR_REFLECT);
2752 add_flag(flgs, TR_FREE_ACT);
2753 add_flag(flgs, TR_LEVITATION);
2755 if (p_ptr->tim_res_nether)
2757 add_flag(flgs, TR_RES_NETHER);
2759 if (p_ptr->tim_sh_fire)
2761 add_flag(flgs, TR_SH_FIRE);
2765 add_flag(flgs, TR_RES_FEAR);
2766 add_flag(flgs, TR_RES_LITE);
2767 add_flag(flgs, TR_RES_DARK);
2768 add_flag(flgs, TR_RES_BLIND);
2769 add_flag(flgs, TR_RES_CONF);
2770 add_flag(flgs, TR_RES_SOUND);
2771 add_flag(flgs, TR_RES_SHARDS);
2772 add_flag(flgs, TR_RES_NETHER);
2773 add_flag(flgs, TR_RES_NEXUS);
2774 add_flag(flgs, TR_RES_CHAOS);
2775 add_flag(flgs, TR_RES_DISEN);
2776 add_flag(flgs, TR_REFLECT);
2777 add_flag(flgs, TR_HOLD_EXP);
2778 add_flag(flgs, TR_FREE_ACT);
2779 add_flag(flgs, TR_SH_FIRE);
2780 add_flag(flgs, TR_SH_ELEC);
2781 add_flag(flgs, TR_SH_COLD);
2782 add_flag(flgs, TR_LEVITATION);
2783 add_flag(flgs, TR_LITE_1);
2784 add_flag(flgs, TR_SEE_INVIS);
2785 add_flag(flgs, TR_TELEPATHY);
2786 add_flag(flgs, TR_SLOW_DIGEST);
2787 add_flag(flgs, TR_REGEN);
2788 add_flag(flgs, TR_SUST_STR);
2789 add_flag(flgs, TR_SUST_INT);
2790 add_flag(flgs, TR_SUST_WIS);
2791 add_flag(flgs, TR_SUST_DEX);
2792 add_flag(flgs, TR_SUST_CON);
2793 add_flag(flgs, TR_SUST_CHR);
2797 if (p_ptr->realm1 == REALM_HEX)
2799 if (hex_spelling(HEX_DEMON_AURA))
2801 add_flag(flgs, TR_SH_FIRE);
2802 add_flag(flgs, TR_REGEN);
2804 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2805 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2810 /* Mode flags for displaying player flags */
2811 #define DP_CURSE 0x01
2817 * @brief プレイヤーの装備一覧をシンボルで並べる
2819 * @param y 表示するコンソールの行
2820 * @param x 表示するコンソールの列
2824 void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2833 /* Weapon flags need only two column */
2834 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2835 else max_i = INVEN_TOTAL;
2837 /* Dump equippy chars */
2838 for (i = INVEN_RARM; i < max_i; i++)
2841 o_ptr = &p_ptr->inventory_list[i];
2843 a = object_attr(o_ptr);
2844 c = object_char(o_ptr);
2846 /* Clear the part of the screen */
2847 if (!equippy_chars || !o_ptr->k_idx)
2854 Term_putch(x + i - INVEN_RARM, y, a, c);
2860 * @brief プレイヤーの装備による免疫フラグを返す
2861 * @param flgs フラグを保管する配列
2864 * xtra1.c周りと多重実装になっているのを何とかする
2866 static void known_obj_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2871 for (i = 0; i < TR_FLAG_SIZE; i++)
2874 /* Check equipment */
2875 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2877 u32b o_flgs[TR_FLAG_SIZE];
2882 o_ptr = &p_ptr->inventory_list[i];
2884 if (!o_ptr->k_idx) continue;
2887 object_flags_known(o_ptr, o_flgs);
2889 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2890 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2891 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2892 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2897 * @brief プレイヤーの種族による免疫フラグを返す
2898 * @param flgs フラグを保管する配列
2901 * xtra1.c周りと多重実装になっているのを何とかする
2903 static void player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2908 for (i = 0; i < TR_FLAG_SIZE; i++)
2911 if (prace_is_(RACE_SPECTRE))
2912 add_flag(flgs, TR_RES_NETHER);
2913 if (p_ptr->mimic_form == MIMIC_VAMPIRE || prace_is_(RACE_VAMPIRE))
2914 add_flag(flgs, TR_RES_DARK);
2915 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2916 add_flag(flgs, TR_RES_FIRE);
2917 else if (prace_is_(RACE_YEEK) && p_ptr->lev > 19)
2918 add_flag(flgs, TR_RES_ACID);
2922 * @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
2923 * @param flgs フラグを保管する配列
2926 * xtra1.c周りと多重実装になっているのを何とかする
2928 static void tim_player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2933 for (i = 0; i < TR_FLAG_SIZE; i++)
2936 if (p_ptr->special_defense & DEFENSE_ACID)
2937 add_flag(flgs, TR_RES_ACID);
2938 if (p_ptr->special_defense & DEFENSE_ELEC)
2939 add_flag(flgs, TR_RES_ELEC);
2940 if (p_ptr->special_defense & DEFENSE_FIRE)
2941 add_flag(flgs, TR_RES_FIRE);
2942 if (p_ptr->special_defense & DEFENSE_COLD)
2943 add_flag(flgs, TR_RES_COLD);
2944 if (p_ptr->wraith_form)
2945 add_flag(flgs, TR_RES_DARK);
2949 * @brief プレイヤーの種族による弱点フラグを返す
2950 * @param flgs フラグを保管する配列
2953 * xtra1.c周りと多重実装になっているのを何とかする
2955 static void player_vuln_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2960 for (i = 0; i < TR_FLAG_SIZE; i++)
2963 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2965 add_flag(flgs, TR_RES_ACID);
2966 add_flag(flgs, TR_RES_ELEC);
2967 add_flag(flgs, TR_RES_FIRE);
2968 add_flag(flgs, TR_RES_COLD);
2970 if (prace_is_(RACE_ANDROID))
2971 add_flag(flgs, TR_RES_ELEC);
2972 if (prace_is_(RACE_ENT))
2973 add_flag(flgs, TR_RES_FIRE);
2974 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) ||
2975 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2976 add_flag(flgs, TR_RES_LITE);
2981 * A struct for storing misc. flags
2984 BIT_FLAGS player_flags[TR_FLAG_SIZE];
2985 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
2986 BIT_FLAGS player_imm[TR_FLAG_SIZE];
2987 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
2988 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
2989 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
2994 * @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 /
2995 * Helper function, see below
2996 * @param row コンソール表示位置の左上行
2997 * @param col コンソール表示位置の左上列
2998 * @param header コンソール上で表示する特性名
2999 * @param flag1 参照する特性ID
3000 * @param f プレイヤーの特性情報構造体
3001 * @param mode 表示オプション
3004 static void display_flag_aux(TERM_LEN row, TERM_LEN col, concptr header,
3005 int flag1, all_player_flags *f, u16b mode)
3010 byte header_color = TERM_L_DARK;
3011 int header_col = col;
3013 if (have_flag(f->player_vuln, flag1) &&
3014 !(have_flag(f->known_obj_imm, flag1) ||
3015 have_flag(f->player_imm, flag1) ||
3016 have_flag(f->tim_player_imm, flag1)))
3020 col += strlen(header) + 1;
3022 /* Weapon flags need only two column */
3023 if (mode & DP_WP) max_i = INVEN_LARM + 1;
3024 else max_i = INVEN_TOTAL;
3026 /* Check equipment */
3027 for (i = INVEN_RARM; i < max_i; i++)
3029 BIT_FLAGS flgs[TR_FLAG_SIZE];
3033 o_ptr = &p_ptr->inventory_list[i];
3036 object_flags_known(o_ptr, flgs);
3039 if (!(mode & DP_IMM))
3040 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3043 if (mode & DP_CURSE)
3045 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3047 c_put_str(TERM_L_DARK, "+", row, col);
3048 header_color = TERM_WHITE;
3050 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3052 c_put_str(TERM_WHITE, "+", row, col);
3053 header_color = TERM_WHITE;
3055 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3057 c_put_str(TERM_WHITE, "*", row, col);
3058 header_color = TERM_WHITE;
3061 else if (flag1 == TR_LITE_1)
3063 if (have_dark_flag(flgs))
3065 c_put_str(TERM_L_DARK, "+", row, col);
3066 header_color = TERM_WHITE;
3068 else if (have_lite_flag(flgs))
3070 c_put_str(TERM_WHITE, "+", row, col);
3071 header_color = TERM_WHITE;
3076 if (have_flag(flgs, flag1))
3078 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3079 (mode & DP_IMM) ? "*" : "+", row, col);
3080 header_color = TERM_WHITE;
3088 /* Assume that player flag is already written */
3091 if (header_color != TERM_L_DARK)
3093 /* Overwrite Header Color */
3094 c_put_str(header_color, header, row, header_col);
3100 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3103 if (have_flag(f->player_flags, flag1))
3105 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3106 header_color = TERM_WHITE;
3109 /* Timed player flags */
3110 if (have_flag(f->tim_player_flags, flag1))
3112 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3113 header_color = TERM_WHITE;
3117 if (have_flag(f->tim_player_imm, flag1))
3119 c_put_str(TERM_YELLOW, "*", row, col);
3120 header_color = TERM_WHITE;
3122 if (have_flag(f->player_imm, flag1))
3124 c_put_str(TERM_WHITE, "*", row, col);
3125 header_color = TERM_WHITE;
3129 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3132 c_put_str(header_color, header, row, header_col);
3137 * @brief プレイヤーの特性フラグ一覧表示1 /
3138 * Special display, part 1
3141 static void display_player_flag_info(void)
3148 /* Extract flags and store */
3149 player_flags(f.player_flags);
3150 tim_player_flags(f.tim_player_flags);
3151 player_immunity(f.player_imm);
3152 tim_player_immunity(f.tim_player_imm);
3153 known_obj_immunity(f.known_obj_imm);
3154 player_vuln_flags(f.player_vuln);
3161 display_player_equippy(row-2, col+8, 0);
3162 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3165 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3166 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3167 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3168 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3169 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3170 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3171 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3172 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3173 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3174 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3175 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3176 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3177 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3178 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3180 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3181 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3182 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3183 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3184 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3185 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3186 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3187 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3188 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3189 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3190 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3191 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3192 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3193 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3202 display_player_equippy(row-2, col+8, 0);
3204 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3207 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3208 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3209 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3210 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3211 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3212 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3213 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3214 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3215 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3216 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3218 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3219 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3220 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3221 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3222 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3223 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3224 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3225 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3226 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3227 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3236 display_player_equippy(row-2, col+12, 0);
3238 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3241 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3242 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3243 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3244 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3245 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3246 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3247 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3248 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3249 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3250 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3252 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3253 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3254 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3255 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3256 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3257 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3258 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3259 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3260 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3261 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3268 * @brief プレイヤーの特性フラグ一覧表示2 /
3269 * Special display, part 2
3272 static void display_player_other_flag_info(void)
3279 /* Extract flags and store */
3280 player_flags(f.player_flags);
3281 tim_player_flags(f.tim_player_flags);
3282 player_immunity(f.player_imm);
3283 tim_player_immunity(f.tim_player_imm);
3284 known_obj_immunity(f.known_obj_imm);
3285 player_vuln_flags(f.player_vuln);
3292 display_player_equippy(row-2, col+12, DP_WP);
3294 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3297 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3298 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3299 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3300 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3301 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3302 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3303 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3304 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3305 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3306 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3307 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3308 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3309 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3310 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3311 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3312 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3313 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3314 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3315 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3316 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3317 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3318 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3319 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3320 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3321 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3322 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3323 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3324 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3326 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3327 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3328 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3329 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3330 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3331 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3332 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3333 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3334 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3335 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3336 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3337 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3338 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3339 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3340 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3341 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3342 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3343 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3344 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3345 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3346 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3347 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3348 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3349 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3350 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3351 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3352 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3353 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3362 display_player_equippy(row-2, col+13, 0);
3363 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3366 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3367 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3368 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3369 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3370 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3371 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3372 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3373 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3374 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3375 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3376 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3377 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3378 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3379 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3380 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3381 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3382 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3383 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3384 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3386 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3387 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3388 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3389 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3390 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3391 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3392 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3393 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3394 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3395 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3396 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3397 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3398 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3399 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3400 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3401 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3402 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3403 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3404 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3411 col = col + 12 + 17;
3413 display_player_equippy(row-2, col+14, 0);
3415 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3418 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3419 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3420 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3421 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3422 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3423 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3425 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3426 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3427 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3428 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3429 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3430 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3432 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3433 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3434 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3435 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3437 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3438 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3439 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3440 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3441 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3442 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3444 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3445 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3446 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3447 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3448 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3449 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3451 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3452 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3453 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3454 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3461 * @brief プレイヤーの特性フラグ一覧表示2a /
3462 * Special display, part 2a
3465 static void display_player_misc_info(void)
3470 /* Display basics */
3472 put_str("名前 :", 1, 26);
3473 put_str("性別 :", 3, 1);
3474 put_str("種族 :", 4, 1);
3475 put_str("職業 :", 5, 1);
3477 put_str("Name :", 1, 26);
3478 put_str("Sex :", 3, 1);
3479 put_str("Race :", 4, 1);
3480 put_str("Class :", 5, 1);
3483 strcpy(tmp,ap_ptr->title);
3490 strcat(tmp,p_ptr->name);
3492 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3493 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3494 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3495 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3497 /* Display extras */
3499 put_str("レベル:", 6, 1);
3500 put_str("HP :", 7, 1);
3501 put_str("MP :", 8, 1);
3503 put_str("Level :", 6, 1);
3504 put_str("Hits :", 7, 1);
3505 put_str("Mana :", 8, 1);
3509 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3510 c_put_str(TERM_L_BLUE, buf, 6, 9);
3511 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3512 c_put_str(TERM_L_BLUE, buf, 7, 9);
3513 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3514 c_put_str(TERM_L_BLUE, buf, 8, 9);
3519 * @brief プレイヤーの特性フラグ一覧表示2b /
3520 * Special display, part 2b
3524 * How to print out the modifications and sustains.
3525 * Positive mods with no sustain will be light green.
3526 * Positive mods with a sustain will be dark green.
3527 * Sustains (with no modification) will be a dark green 's'.
3528 * Negative mods (from a curse) will be red.
3529 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3530 * No mod, no sustain, will be a slate '.'
3533 static void display_player_stat_info(void)
3540 BIT_FLAGS flgs[TR_FLAG_SIZE];
3554 /* Print out the labels for the columns */
3555 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col+1);
3556 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col+7);
3557 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col+13);
3558 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col+28);
3559 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col+35);
3561 /* Display the stats */
3562 for (i = 0; i < A_MAX; i++)
3566 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3567 else r_adj = rp_ptr->r_adj[i];
3569 /* Calculate equipment adjustment */
3572 /* Icky formula to deal with the 18 barrier */
3573 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] > 18))
3574 e_adj = (p_ptr->stat_top[i] - p_ptr->stat_max[i]) / 10;
3575 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3576 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3577 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3578 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3580 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3581 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3583 if (prace_is_(RACE_ENT))
3589 if (p_ptr->lev > 25) r_adj++;
3590 if (p_ptr->lev > 40) r_adj++;
3591 if (p_ptr->lev > 45) r_adj++;
3594 if (p_ptr->lev > 25) r_adj--;
3595 if (p_ptr->lev > 40) r_adj--;
3596 if (p_ptr->lev > 45) r_adj--;
3602 e_adj -= cp_ptr->c_adj[i];
3603 e_adj -= ap_ptr->a_adj[i];
3605 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3606 /* Reduced name of stat */
3607 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3609 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3612 /* Internal "natural" max value. Maxes at 18/100 */
3613 /* This is useful to see if you are maxed out */
3614 cnv_stat(p_ptr->stat_max[i], buf);
3615 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3617 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3619 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3621 /* Race, class, and equipment modifiers */
3622 (void)sprintf(buf, "%3d", r_adj);
3623 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3624 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3625 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3626 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3627 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3628 (void)sprintf(buf, "%3d", (int)e_adj);
3629 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3631 /* Actual maximal modified value */
3632 cnv_stat(p_ptr->stat_top[i], buf);
3633 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3635 /* Only display stat_use if not maximal */
3636 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3638 cnv_stat(p_ptr->stat_use[i], buf);
3639 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3644 col = stat_col + 41;
3646 /* Header and Footer */
3647 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3648 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3650 /* Process equipment */
3651 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3653 o_ptr = &p_ptr->inventory_list[i];
3655 /* Acquire "known" flags */
3656 object_flags_known(o_ptr, flgs);
3658 /* Initialize color based of sign of pval. */
3659 for (stat = 0; stat < A_MAX; stat++)
3666 if (have_flag(flgs, stat))
3672 if (o_ptr->pval > 0)
3678 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3681 if (have_flag(flgs, stat + TR_SUST_STR))
3683 /* Dark green for sustained stats */
3688 if (o_ptr->pval < 0)
3694 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3699 else if (have_flag(flgs, stat + TR_SUST_STR))
3701 /* Dark green "s" */
3706 /* Dump proper character */
3707 Term_putch(col, row + stat+1, a, c);
3718 for (stat = 0; stat < A_MAX; stat++)
3725 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3731 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3732 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3733 if (p_ptr->tsuyoshi) dummy += 4;
3735 else if (stat == A_WIS || stat == A_INT)
3737 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3738 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3740 else if (stat == A_DEX)
3742 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3743 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3744 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3746 else if (stat == A_CON)
3748 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3749 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3750 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3751 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3752 if (p_ptr->tsuyoshi) dummy += 4;
3754 else if (stat == A_CHR)
3756 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3757 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3758 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3759 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3760 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3761 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3777 if (dummy < 10) c = '0' + dummy;
3787 if (dummy > -10) c = '0' - dummy;
3794 if (have_flag(flgs, stat + TR_SUST_STR))
3796 /* Dark green "s" */
3803 Term_putch(col, row + stat+1, a, c);
3809 * @brief プレイヤーのステータス表示メイン処理
3810 * Display the character on the screen (various modes)
3811 * @param mode 表示モードID
3815 * The top one and bottom two lines are left blank.
3816 * Mode 0 = standard display with skills
3817 * Mode 1 = standard display with history
3818 * Mode 2 = summary of various things
3819 * Mode 3 = summary of various things (part 2)
3820 * Mode 4 = mutations
3823 void display_player(int mode)
3829 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3838 if ((mode == 0) || (mode == 1))
3840 /* Name, Sex, Race, Class */
3842 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", p_ptr->name);
3844 sprintf(tmp, "%s %s", ap_ptr->title, p_ptr->name);
3847 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3848 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3849 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3850 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3855 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3857 strcpy(tmp, realm_names[p_ptr->realm1]);
3858 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3861 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3862 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3864 /* Age, Height, Weight, Social */
3865 /* 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 */
3867 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3868 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3869 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3870 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3872 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3873 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3874 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3875 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3877 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3880 /* Display the stats */
3881 for (i = 0; i < A_MAX; i++)
3883 /* Special treatment of "injured" stats */
3884 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3888 /* Use lowercase stat name */
3889 put_str(stat_names_reduced[i], 3 + i, 53);
3891 /* Get the current stat */
3892 value = p_ptr->stat_use[i];
3894 /* Obtain the current stat (modified) */
3895 cnv_stat(value, buf);
3897 /* Display the current stat (modified) */
3898 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3900 /* Acquire the max stat */
3901 value = p_ptr->stat_top[i];
3903 /* Obtain the maximum stat (modified) */
3904 cnv_stat(value, buf);
3906 /* Display the maximum stat (modified) */
3907 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3910 /* Normal treatment of "normal" stats */
3913 /* Assume uppercase stat name */
3914 put_str(stat_names[i], 3 + i, 53);
3916 /* Obtain the current stat (modified) */
3917 cnv_stat(p_ptr->stat_use[i], buf);
3919 /* Display the current stat (modified) */
3920 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3923 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3925 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3929 /* Display "history" info */
3933 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3935 for (i = 0; i < 4; i++)
3937 put_str(p_ptr->history[i], i + 12, 10);
3944 if (p_ptr->total_winner)
3947 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3949 sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3952 else if (!current_floor_ptr->dun_level)
3955 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3957 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3960 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3962 /* Get the quest text */
3963 /* Bewere that INIT_ASSIGN resets the cur_num. */
3964 init_flags = INIT_NAME_ONLY;
3966 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3969 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);
3971 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
3977 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);
3979 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, current_floor_ptr->dun_level, map_name());
3983 else if (character_dungeon)
3985 if (!current_floor_ptr->dun_level)
3987 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
3989 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3991 /* Clear the text */
3992 /* Must be done before doing INIT_SHOW_TEXT */
3993 for (i = 0; i < 10; i++)
3995 quest_text[i][0] = '\0';
3997 quest_text_line = 0;
3999 /* Get the quest text */
4000 init_flags = INIT_NAME_ONLY;
4002 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
4004 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);
4009 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);
4011 sprintf(statmsg, "...Now, you are exploring level %d of %s.", current_floor_ptr->dun_level, map_name());
4018 char temp[64*2], *t;
4019 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4021 for(i=0 ; i<2 ; i++)
4027 put_str(t, i + 5 + 12, 10);
4035 /* Display "various" info */
4038 display_player_middle();
4039 display_player_various();
4046 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4049 display_player_misc_info();
4050 display_player_stat_info();
4051 display_player_flag_info();
4057 display_player_other_flag_info();
4062 do_cmd_knowledge_mutations();
4067 * @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
4068 * @param fff ファイルポインタ
4071 static void dump_aux_display_player(FILE *fff)
4080 /* Dump part of the screen */
4081 for (y = 1; y < 22; y++)
4084 for (x = 0; x < 79; x++)
4086 /* Get the attr/char */
4087 (void)(Term_what(x, y, &a, &c));
4093 /* End the string */
4096 /* Kill trailing spaces */
4097 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4100 fprintf(fff, _("%s\n", "%s\n"), buf);
4103 /* Display history */
4106 /* Dump part of the screen */
4107 for (y = 10; y < 19; y++)
4110 for (x = 0; x < 79; x++)
4112 /* Get the attr/char */
4113 (void)(Term_what(x, y, &a, &c));
4119 /* End the string */
4122 /* Kill trailing spaces */
4123 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4126 fprintf(fff, "%s\n", buf);
4131 /* Display flags (part 1) */
4134 /* Dump part of the screen */
4135 for (y = 2; y < 22; y++)
4138 for (x = 0; x < 79; x++)
4140 /* Get the attr/char */
4141 (void)(Term_what(x, y, &a, &c));
4143 /* Dump it (Ignore equippy tile graphic) */
4150 /* End the string */
4153 /* Kill trailing spaces */
4154 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4157 fprintf(fff, "%s\n", buf);
4162 /* Display flags (part 2) */
4165 /* Dump part of the screen */
4166 for (y = 1; y < 22; y++)
4169 for (x = 0; x < 79; x++)
4171 /* Get the attr/char */
4172 (void)(Term_what(x, y, &a, &c));
4174 /* Dump it (Ignore equippy tile graphic) */
4181 /* End the string */
4184 /* Kill trailing spaces */
4185 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4188 fprintf(fff, "%s\n", buf);
4196 * @brief プレイヤーのペット情報をファイルにダンプする
4197 * @param fff ファイルポインタ
4200 static void dump_aux_pet(FILE *fff)
4204 bool pet_settings = FALSE;
4205 GAME_TEXT pet_name[MAX_NLEN];
4207 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
4209 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
4211 if (!monster_is_valid(m_ptr)) continue;
4212 if (!is_pet(m_ptr)) continue;
4213 pet_settings = TRUE;
4214 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4217 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4220 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4221 fprintf(fff, "%s\n", pet_name);
4226 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4228 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4229 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4231 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4232 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4234 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4235 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4237 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4238 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4240 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4241 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4243 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"),
4244 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4252 * @brief プレイヤーの職業能力情報をファイルにダンプする
4253 * @param fff ファイルポインタ
4256 static void dump_aux_class_special(FILE *fff)
4258 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4265 int spellnum[MAX_MONSPELLS];
4266 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4271 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4273 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4278 set_rf_masks(&f4, &f5, &f6, j);
4281 case MONSPELL_TYPE_BOLT:
4282 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4285 case MONSPELL_TYPE_BALL:
4286 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4289 case MONSPELL_TYPE_BREATH:
4290 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4293 case MONSPELL_TYPE_SUMMON:
4294 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4297 case MONSPELL_TYPE_OTHER:
4298 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4302 for (i = 0, num = 0; i < 32; i++)
4304 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4308 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4312 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4317 strcat(p[col], " ");
4319 for (i = 0; i < num; i++)
4321 if (p_ptr->magic_num2[spellnum[i]])
4324 /* Dump blue magic */
4325 l1 = strlen(p[col]);
4326 l2 = strlen(monster_powers_short[spellnum[i]]);
4327 if ((l1 + l2) >= 75)
4329 strcat(p[col], "\n");
4331 strcat(p[col], " ");
4333 strcat(p[col], monster_powers_short[spellnum[i]]);
4334 strcat(p[col], ", ");
4340 strcat(p[col], _("なし", "None"));
4344 if (p[col][strlen(p[col])-2] == ',')
4346 p[col][strlen(p[col])-2] = '\0';
4350 p[col][strlen(p[col])-10] = '\0';
4354 strcat(p[col], "\n");
4357 for (i=0;i<=col;i++)
4362 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4364 char s[EATER_EXT][MAX_NLEN];
4365 OBJECT_TYPE_VALUE tval = 0;
4367 KIND_OBJECT_IDX k_idx;
4368 OBJECT_SUBTYPE_VALUE i;
4371 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4373 for (ext = 0; ext < 3; ext++)
4377 /* Dump an extent name */
4382 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4386 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4390 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4394 /* Get magic device names that were eaten */
4395 for (i = 0; i < EATER_EXT; i++)
4397 int idx = EATER_EXT * ext + i;
4399 magic_num = p_ptr->magic_num2[idx];
4400 if (!magic_num) continue;
4402 k_idx = lookup_kind(tval, i);
4403 if (!k_idx) continue;
4404 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4408 /* Dump magic devices in this extent */
4411 for (i = 0; i < eat_num; i++)
4414 if (i % 3 < 2) fputs(" ", fff);
4415 else fputs("\n", fff);
4418 if (i % 3 > 0) fputs("\n", fff);
4420 else /* Not found */
4422 fputs(_(" (なし)\n", " (none)\n"), fff);
4426 else if (p_ptr->pclass == CLASS_SMITH)
4428 int i, id[250], n = 0, row;
4430 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4431 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4432 "Essence Num Essence Num Essence Num "));
4433 for (i = 0; essence_name[i]; i++)
4435 if (!essence_name[i][0]) continue;
4442 for (i = 0; i < row; i++)
4445 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4446 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4447 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4457 * @brief クエスト情報をファイルにダンプする
4458 * @param fff ファイルポインタ
4461 static void dump_aux_quest(FILE *fff)
4464 QUEST_IDX *quest_num;
4467 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4469 /* Allocate Memory */
4470 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4472 /* Sort by compete level */
4473 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4474 ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
4476 /* Dump Quest Information */
4478 do_cmd_knowledge_quests_completed(fff, quest_num);
4480 do_cmd_knowledge_quests_failed(fff, quest_num);
4484 C_KILL(quest_num, max_q_idx, QUEST_IDX);
4489 * @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
4490 * @param fff ファイルポインタ
4493 static void dump_aux_last_message(FILE *fff)
4497 if (!p_ptr->total_winner)
4501 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4502 for (i = MIN(message_num(), 30); i >= 0; i--)
4504 fprintf(fff,"> %s\n",message_str((s16b)i));
4509 /* Hack -- *Winning* message */
4510 else if (p_ptr->last_message)
4512 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4513 fprintf(fff," %s\n", p_ptr->last_message);
4520 * @brief 帰還場所情報をファイルにダンプする
4521 * @param fff ファイルポインタ
4524 static void dump_aux_recall(FILE *fff)
4527 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4529 for (y = 1; y < max_d_idx; y++)
4533 if (!d_info[y].maxdepth) continue;
4534 if (!max_dlv[y]) continue;
4535 if (d_info[y].final_guardian)
4537 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4539 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4541 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4542 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4548 * @brief オプション情報をファイルにダンプする
4549 * @param fff ファイルポインタ
4552 static void dump_aux_options(FILE *fff)
4554 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4557 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4560 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4562 if (ironman_small_levels)
4563 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4564 else if (always_small_levels)
4565 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4566 else if (small_levels)
4567 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4569 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4573 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4575 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4579 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4581 if (ironman_downward)
4582 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4585 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4587 if (ironman_nightmare)
4588 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4591 if (ironman_empty_levels)
4592 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4593 else if (empty_levels)
4594 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4596 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4601 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"));
4608 * @brief 闘技場の情報をファイルにダンプする
4609 * @param fff ファイルポインタ
4612 static void dump_aux_arena(FILE *fff)
4614 if (lite_town || vanilla_town) return;
4616 if (p_ptr->arena_number < 0)
4618 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4620 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4625 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4626 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4628 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4629 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4630 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4634 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4636 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4638 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4640 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4645 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4647 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");
4656 * @brief 撃破モンスターの情報をファイルにダンプする
4657 * @param fff ファイルポインタ
4660 static void dump_aux_monsters(FILE *fff)
4662 /* Monsters slain */
4665 long uniq_total = 0;
4666 long norm_total = 0;
4669 /* Sort by monster level */
4672 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4674 /* Allocate the "who" array */
4675 C_MAKE(who, max_r_idx, MONRACE_IDX);
4677 /* Count monster kills */
4678 for (k = 1; k < max_r_idx; k++)
4680 monster_race *r_ptr = &r_info[k];
4682 /* Ignore unused index */
4683 if (!r_ptr->name) continue;
4685 if (r_ptr->flags1 & RF1_UNIQUE)
4687 bool dead = (r_ptr->max_num == 0);
4692 /* Add a unique monster to the list */
4693 who[uniq_total++] = k;
4698 if (r_ptr->r_pkills > 0)
4700 norm_total += r_ptr->r_pkills;
4706 /* No monsters is defeated */
4709 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4712 /* Defeated more than one normal monsters */
4713 else if (uniq_total == 0)
4716 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4718 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4722 /* Defeated more than one unique monsters */
4723 else /* if (uniq_total > 0) */
4726 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);
4728 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"));
4731 /* Sort the array by dungeon depth of monsters */
4732 ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
4733 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));
4736 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4738 monster_race *r_ptr = &r_info[who[k]];
4739 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4744 /* Free the "who" array */
4745 C_KILL(who, max_r_idx, s16b);
4750 * @brief 元種族情報をファイルにダンプする
4751 * @param fff ファイルポインタ
4754 static void dump_aux_race_history(FILE *fff)
4756 if (p_ptr->old_race1 || p_ptr->old_race2)
4760 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);
4761 for (i = 0; i < MAX_RACES; i++)
4763 if (p_ptr->start_race == i) continue;
4766 if (!(p_ptr->old_race1 & 1L << i)) continue;
4770 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4772 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4781 * @brief 元魔法領域情報をファイルにダンプする
4782 * @param fff ファイルポインタ
4785 static void dump_aux_realm_history(FILE *fff)
4787 if (p_ptr->old_realm)
4792 for (i = 0; i < MAX_MAGIC; i++)
4794 if (!(p_ptr->old_realm & 1L << i)) continue;
4795 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]);
4803 * @brief 徳の情報をファイルにダンプする
4804 * @param fff ファイルポインタ
4807 static void dump_aux_virtues(FILE *fff)
4811 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4813 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4814 (2 * p_ptr->hitdie +
4815 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4818 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4819 else fprintf(fff, "現在の体力ランク : ???\n\n");
4820 fprintf(fff, "能力の最大値\n");
4822 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4823 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4824 fprintf(fff, "Limits of maximum stats\n");
4826 for (v_nr = 0; v_nr < A_MAX; v_nr++)
4828 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);
4829 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4832 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment());
4839 * @brief 突然変異の情報をファイルにダンプする
4840 * @param fff ファイルポインタ
4843 static void dump_aux_mutations(FILE *fff)
4845 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4847 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4848 dump_mutations(fff);
4854 * @brief 所持品の情報をファイルにダンプする
4855 * @param fff ファイルポインタ
4858 static void dump_aux_equipment_inventory(FILE *fff)
4861 GAME_TEXT o_name[MAX_NLEN];
4863 /* Dump the equipment */
4864 if (p_ptr->equip_cnt)
4866 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4867 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4869 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4870 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4871 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4873 fprintf(fff, "%c) %s\n",
4874 index_to_label(i), o_name);
4876 fprintf(fff, "\n\n");
4879 /* Dump the p_ptr->inventory_list */
4880 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4882 for (i = 0; i < INVEN_PACK; i++)
4884 /* Don't dump the empty slots */
4885 if (!p_ptr->inventory_list[i].k_idx) break;
4887 /* Dump the p_ptr->inventory_list slots */
4888 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4889 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4892 /* Add an empty line */
4893 fprintf(fff, "\n\n");
4898 * @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
4899 * @param fff ファイルポインタ
4902 static void dump_aux_home_museum(FILE *fff)
4904 GAME_TEXT o_name[MAX_NLEN];
4907 /* Do we need it?? */
4908 /* process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x); */
4910 /* Print the home */
4911 st_ptr = &town_info[1].store[STORE_HOME];
4913 /* Home -- if anything there */
4914 if (st_ptr->stock_num)
4919 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4921 /* Dump all available items */
4922 for (i = 0; i < st_ptr->stock_num; i++)
4925 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4926 object_desc(o_name, &st_ptr->stock[i], 0);
4927 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4930 /* Add an empty line */
4931 fprintf(fff, "\n\n");
4935 /* Print the home */
4936 st_ptr = &town_info[1].store[STORE_MUSEUM];
4938 /* Home -- if anything there */
4939 if (st_ptr->stock_num)
4944 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4946 /* Dump all available items */
4947 for (i = 0; i < st_ptr->stock_num; i++)
4950 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4951 object_desc(o_name, &st_ptr->stock[i], 0);
4952 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4954 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4955 object_desc(o_name, &st_ptr->stock[i], 0);
4956 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4961 /* Add an empty line */
4962 fprintf(fff, "\n\n");
4968 * @brief ダンプ出力のメインルーチン
4969 * Output the character dump to a file
4970 * @param fff ファイルポインタ
4973 errr make_character_dump(FILE *fff)
4976 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4977 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4979 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4980 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4985 dump_aux_display_player(fff);
4986 dump_aux_last_message(fff);
4987 dump_aux_options(fff);
4988 dump_aux_recall(fff);
4989 dump_aux_quest(fff);
4990 dump_aux_arena(fff);
4991 dump_aux_monsters(fff);
4992 dump_aux_virtues(fff);
4993 dump_aux_race_history(fff);
4994 dump_aux_realm_history(fff);
4995 dump_aux_class_special(fff);
4996 dump_aux_mutations(fff);
4999 dump_aux_equipment_inventory(fff);
5000 dump_aux_home_museum(fff);
5002 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
5007 * @brief プレイヤーステータスをファイルダンプ出力する
5008 * Hack -- Dump a character description file
5009 * @param name 出力ファイル名
5012 * Allow the "full" flag to dump additional info,
5013 * and trigger its usage from various places in the code.
5015 errr file_character(concptr name)
5021 /* Build the filename */
5022 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5024 /* File type is "TEXT" */
5025 FILE_TYPE(FILE_TYPE_TEXT);
5027 /* Check for existing file */
5028 fd = fd_open(buf, O_RDONLY);
5037 (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);
5040 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5043 /* Open the non-existing file */
5044 if (fd < 0) fff = my_fopen(buf, "w");
5049 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);
5057 (void)make_character_dump(fff);
5061 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."));
5070 * @brief ファイル内容の一行をコンソールに出力する
5071 * Display single line of on-line help file
5072 * @param str 出力する文字列
5078 * You can insert some special color tag to change text color.
5080 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5081 * A colored segment is between "[[[[y|" and the last "|".
5082 * You can use any single character in place of the "|".
5085 static void show_file_aux_line(concptr str, int cy, concptr shower)
5087 static const char tag_str[] = "[[[[";
5088 byte color = TERM_WHITE;
5096 /* Make a lower case version of str for searching */
5101 /* Initial cursor position */
5102 Term_gotoxy(cx, cy);
5104 for (i = 0; str[i];)
5106 int len = strlen(&str[i]);
5107 int showercol = len + 1;
5108 int bracketcol = len + 1;
5112 /* Search for a shower string in the line */
5115 ptr = my_strstr(&lcstr[i], shower);
5116 if (ptr) showercol = ptr - &lcstr[i];
5119 /* Search for a color segment tag */
5120 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5121 if (ptr) bracketcol = ptr - &str[i];
5123 /* A color tag is found */
5124 if (bracketcol < endcol) endcol = bracketcol;
5126 /* The shower string is found before the color tag */
5127 if (showercol < endcol) endcol = showercol;
5129 /* Print a segment of the line */
5130 Term_addstr(endcol, color, &str[i]);
5134 /* Shower string? */
5135 if (endcol == showercol)
5137 int showerlen = strlen(shower);
5139 /* Print the shower string in yellow */
5140 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5145 /* Colored segment? */
5146 else if (endcol == bracketcol)
5150 /* Found the end of colored segment */
5153 /* Now looking for an another tag_str */
5156 /* Set back to the default color */
5161 /* Found a tag_str, and get a tag color */
5162 i += sizeof(tag_str)-1;
5165 color = color_char_to_attr(str[i]);
5167 /* Illegal color tag */
5168 if (color == 255 || str[i+1] == '\0')
5170 /* Illegal color tag */
5173 /* Print the broken tag as a string */
5174 Term_addstr(-1, TERM_WHITE, tag_str);
5175 cx += sizeof(tag_str)-1;
5179 /* Skip the color tag */
5182 /* Now looking for a close tag */
5185 /* Skip the close-tag-indicator */
5191 } /* for (i = 0; str[i];) */
5193 /* Clear rest of line */
5194 Term_erase(cx, cy, 255);
5199 * @brief ファイル内容をコンソールに出力する
5200 * Recursive file perusal.
5201 * @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
5202 * @param name ファイル名の文字列
5203 * @param what 内容キャプションの文字列
5204 * @param line 表示の現在行
5209 * Process various special text in the input file, including
5210 * the "menu" structures used by the "help file" system.
5211 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5214 bool show_file(bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
5218 /* Number of "real" lines passed by */
5221 /* Number of "real" lines in the file */
5224 /* Backup value for "line" */
5227 /* This screen has sub-screens */
5230 /* Current help file */
5233 /* Find this string (if any) */
5234 concptr find = NULL;
5236 /* Jump to this tag */
5239 /* Hold strings to find/show */
5240 char finder_str[81];
5241 char shower_str[81];
5244 /* String to show */
5245 concptr shower = NULL;
5248 char filename[1024];
5250 /* Describe this thing */
5256 /* General buffer */
5259 /* Sub-menu information */
5262 bool reverse = (line < 0);
5266 Term_get_size(&wid, &hgt);
5270 strcpy(finder_str, "");
5273 strcpy(shower_str, "");
5276 strcpy(caption, "");
5278 /* Wipe the hooks */
5279 for (i = 0; i < 68; i++)
5284 /* Copy the filename */
5285 strcpy(filename, name);
5287 n = strlen(filename);
5289 /* Extract the tag from the filename */
5290 for (i = 0; i < n; i++)
5292 if (filename[i] == '#')
5295 tag = filename + i + 1;
5300 /* Redirect the name */
5307 strcpy(caption, what);
5309 /* Access the "file" */
5313 fff = my_fopen(path, "r");
5316 /* Look in "help" */
5320 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5322 /* Build the filename */
5323 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5326 fff = my_fopen(path, "r");
5329 /* Look in "info" */
5333 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5335 /* Build the filename */
5336 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5339 fff = my_fopen(path, "r");
5342 /* Look in "info" */
5345 /* Build the filename */
5346 path_build(path, sizeof(path), ANGBAND_DIR, name);
5348 for (i = 0; path[i]; i++)
5349 if ('\\' == path[i])
5350 path[i] = PATH_SEP[0];
5353 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5356 fff = my_fopen(path, "r");
5361 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5368 /* Pre-Parse the file */
5373 /* Read a line or stop */
5374 if (my_fgets(fff, buf, sizeof(buf))) break;
5376 /* XXX Parse "menu" items */
5377 if (prefix(str, "***** "))
5379 /* Notice "menu" requests */
5380 if ((str[6] == '[') && isalpha(str[7]))
5382 /* Extract the menu item */
5383 int k = str[7] - 'A';
5385 /* This is a menu file */
5388 if ((str[8] == ']') && (str[9] == ' '))
5390 /* Extract the menu item */
5391 strncpy(hook[k], str + 10, 31);
5393 /* Make sure it's null-terminated */
5397 /* Notice "tag" requests */
5398 else if (str[6] == '<')
5400 size_t len = strlen(str);
5402 if (str[len - 1] == '>')
5404 str[len - 1] = '\0';
5405 if (tag && streq(str + 7, tag)) line = next;
5413 /* Count the "real" lines */
5417 /* Save the number of "real" lines */
5420 /* start from bottom when reverse mode */
5421 if (line == -1) line = ((size-1)/rows)*rows;
5424 /* Display the file */
5427 /* Restart when necessary */
5428 if (line >= size - rows) line = size - rows;
5429 if (line < 0) line = 0;
5431 /* Re-open the file if needed */
5436 /* Hack -- Re-Open the file */
5437 fff = my_fopen(path, "r");
5439 if (!fff) return (FALSE);
5441 /* File has been restarted */
5445 /* Goto the selected line */
5449 if (my_fgets(fff, buf, sizeof(buf))) break;
5451 /* Skip tags/links */
5452 if (prefix(buf, "***** ")) continue;
5454 /* Count the lines */
5458 /* Dump the next 20, or rows, lines of the file */
5459 for (i = 0; i < rows; )
5463 /* Hack -- track the "first" line */
5464 if (!i) line = next;
5466 /* Get a line of the file or stop */
5467 if (my_fgets(fff, buf, sizeof(buf))) break;
5469 /* Hack -- skip "special" lines */
5470 if (prefix(buf, "***** ")) continue;
5472 /* Count the "real" lines */
5475 /* Hack -- keep searching */
5480 /* Make a lower case version of str for searching */
5481 strcpy(lc_buf, str);
5482 str_tolower(lc_buf);
5484 if (!my_strstr(lc_buf, find)) continue;
5487 /* Hack -- stop searching */
5491 show_file_aux_line(str, i + 2, shower);
5493 /* Count the printed lines */
5499 /* Clear rest of line */
5500 Term_erase(0, i + 2, 255);
5505 /* Hack -- failed search */
5515 /* Show a general "title" */
5518 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5519 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5520 caption, line, size), 0, 0);
5524 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5525 caption, line, size), 0, 0);
5528 /* Prompt -- small files */
5532 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5535 /* Prompt -- large files */
5540 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5542 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5544 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5548 /* Get a special key code */
5549 skey = inkey_special(TRUE);
5553 /* Show the help for the help */
5555 /* Hack - prevent silly recursion */
5556 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5557 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5560 /* Hack -- try showing */
5563 prt(_("強調: ", "Show: "), hgt - 1, 0);
5565 strcpy(back_str, shower_str);
5566 if (askfor(shower_str, 80))
5570 /* Make it lowercase */
5571 str_tolower(shower_str);
5574 shower = shower_str;
5576 else shower = NULL; /* Stop showing */
5578 else strcpy(shower_str, back_str);
5581 /* Hack -- try finding */
5585 prt(_("検索: ", "Find: "), hgt - 1, 0);
5587 strcpy(back_str, finder_str);
5588 if (askfor(finder_str, 80))
5597 /* Make finder lowercase */
5598 str_tolower(finder_str);
5601 shower = finder_str;
5603 else shower = NULL; /* Stop showing */
5605 else strcpy(finder_str, back_str);
5608 /* Hack -- go to a specific line */
5612 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5615 if (askfor(tmp, 80)) line = atoi(tmp);
5619 /* Hack -- go to the top line */
5624 /* Hack -- go to the bottom line */
5626 line = ((size - 1) / rows) * rows;
5629 /* Hack -- go to a specific file */
5633 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5634 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5636 if (askfor(tmp, 80))
5638 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5643 /* Allow backing up */
5645 line = line + (reverse ? rows : -rows);
5646 if (line < 0) line = 0;
5652 if (line < 0) line = 0;
5655 /* Advance a single line */
5658 line = line + (reverse ? -1 : 1);
5659 if (line < 0) line = 0;
5662 /* Move up / down */
5666 if (line < 0) line = 0;
5674 /* Advance one page */
5676 line = line + (reverse ? -rows : rows);
5677 if (line < 0) line = 0;
5686 /* Recurse on numbers */
5691 if (!(skey & SKEY_MASK) && isalpha(skey))
5694 if ((key > -1) && hook[key][0])
5696 /* Recurse on that file */
5697 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5702 /* Hack, dump to file */
5711 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5714 /* Build the filename */
5715 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5717 /* Hack -- Re-Open the file */
5718 fff = my_fopen(path, "r");
5720 ffp = my_fopen(buff, "w");
5724 msg_print(_("ファイルを開けません。", "Failed to open file."));
5729 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5730 my_fputs(ffp, xtmp, 80);
5731 my_fputs(ffp, "\n", 80);
5733 while (!my_fgets(fff, buff, sizeof(buff)))
5734 my_fputs(ffp, buff, 80);
5738 /* Hack -- Re-Open the file */
5739 fff = my_fopen(path, "r");
5742 /* Return to last screen */
5743 if ((skey == ESCAPE) || (skey == '<')) break;
5745 /* Exit on the ^q */
5746 if (skey == KTRL('q')) skey = 'q';
5748 /* Exit on the q key */
5749 if (skey == 'q') break;
5754 if (skey == 'q') return (FALSE);
5762 * @brief ヘルプを表示するコマンドのメインルーチン
5763 * Peruse the On-Line-Help
5767 void do_cmd_help(void)
5771 /* Peruse the main help file */
5772 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5778 * @brief プレイヤーの名前をチェックして修正する
5779 * Process the player name.
5780 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5783 * Extract a clean "base name".
5784 * Build the savefile name if needed.
5786 void process_player_name(bool sf)
5789 char old_player_base[32] = "";
5791 if (character_generated) strcpy(old_player_base, player_base);
5793 /* Cannot be too long */
5794 #if defined(MACINTOSH) || defined(ACORN)
5795 if (strlen(p_ptr->name) > 15)
5798 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5802 /* Cannot contain "icky" characters */
5803 for (i = 0; p_ptr->name[i]; i++)
5805 /* No control characters */
5807 if (iskanji(p_ptr->name[i])){i++;continue;}
5808 if (iscntrl( (unsigned char)p_ptr->name[i]))
5810 if (iscntrl(p_ptr->name[i]))
5814 /* Illegal characters */
5815 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);
5822 /* Extract "useful" letters */
5823 for (i = 0; p_ptr->name[i]; i++)
5826 unsigned char c = p_ptr->name[i];
5828 char c = p_ptr->name[i];
5832 /* Convert "dot" to "underscore" */
5833 if (c == '.') c = '_';
5835 /* Accept all the letters */
5836 player_base[k++] = c;
5841 /* Extract "useful" letters */
5842 for (i = 0; p_ptr->name[i]; i++)
5845 unsigned char c = p_ptr->name[i];
5847 char c = p_ptr->name[i];
5850 /* Accept some letters */
5853 if(k + 2 >= sizeof(player_base) || !p_ptr->name[i+1]) break;
5854 player_base[k++] = c;
5856 player_base[k++] = p_ptr->name[i];
5859 else if (iskana(c)) player_base[k++] = c;
5863 /* Convert path separator to underscore */
5864 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5865 player_base[k++] = '_';
5866 i += strlen(PATH_SEP);
5868 /* Convert some characters to underscore */
5869 #if defined(WINDOWS)
5870 else if (my_strchr("\"*,/:;<>?\\|", c)) player_base[k++] = '_';
5872 else if (isprint(c)) player_base[k++] = c;
5878 player_base[k] = '\0';
5880 /* Require a "base" name */
5881 if (!player_base[0]) strcpy(player_base, "PLAYER");
5884 #ifdef SAVEFILE_MUTABLE
5890 if (!savefile_base[0] && savefile[0])
5897 t = my_strstr(s, PATH_SEP);
5902 strcpy(savefile_base, s);
5905 if (!savefile_base[0] || !savefile[0])
5908 /* Change the savefile name */
5913 strcpy(savefile_base, player_base);
5915 #ifdef SAVEFILE_USE_UID
5916 /* Rename the savefile, using the player_uid and player_base */
5917 (void)sprintf(temp, "%d.%s", player_uid, player_base);
5919 /* Rename the savefile, using the player_base */
5920 (void)sprintf(temp, "%s", player_base);
5923 /* Build the filename */
5924 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5927 /* Load an autopick preference file */
5928 if (character_generated)
5930 if (!streq(old_player_base, player_base)) autopick_load_pref(FALSE);
5936 * @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
5937 * Gets a name for the character, reacting to name changes.
5941 * Assumes that "display_player(0)" has just been called
5942 * Perhaps we should NOT ask for a name (at "birth()") on
5943 * Unix machines? XXX XXX
5944 * What a horrible name for a global function.
5951 /* Save the player name */
5952 strcpy(tmp, p_ptr->name);
5954 /* Prompt for a new name */
5955 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))
5958 strcpy(p_ptr->name, tmp);
5961 if (0 == strlen(p_ptr->name))
5963 /* Use default name */
5964 strcpy(p_ptr->name, "PLAYER");
5967 strcpy(tmp,ap_ptr->title);
5974 strcat(tmp,p_ptr->name);
5976 /* Re-Draw the name (in light blue) */
5977 Term_erase(34, 1, 255);
5978 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5980 /* Erase the prompt, etc */
5987 * @brief セーブするコマンドのメインルーチン
5989 * @param is_autosave オートセーブ中の処理ならばTRUE
5993 void do_cmd_save_game(int is_autosave)
5995 /* Autosaves do not disturb */
5998 msg_print(_("自動セーブ中", "Autosaving the game..."));
6002 disturb(TRUE, TRUE);
6005 /* Clear messages */
6009 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
6013 /* The player is not dead */
6014 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
6016 /* Forbid suspend */
6017 signals_ignore_tstp();
6019 /* Save the player */
6022 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6025 /* Save failed (oops) */
6028 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6031 /* Allow suspend again */
6032 signals_handle_tstp();
6036 /* Note that the player is not dead */
6037 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6039 /* HACK -- don't get sanity blast on updating view */
6040 is_loading_now = FALSE;
6042 update_creature(p_ptr);
6044 /* Initialize monster process */
6047 /* HACK -- reset the hackish flag */
6048 is_loading_now = TRUE;
6053 * @brief セーブ後にゲーム中断フラグを立てる/
6054 * Save the game and exit
6058 void do_cmd_save_and_exit(void)
6060 p_ptr->playing = FALSE;
6061 p_ptr->leaving = TRUE;
6062 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6066 #define GRAVE_LINE_WIDTH 31
6069 * @brief 墓石の真ん中に文字列を書き込む /
6070 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6074 static void center_string(char *buf, concptr str)
6081 /* Necessary border */
6082 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6085 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6092 * Save a "bones" file for a dead character
6095 * Note that we will not use these files until Angband 2.8.0, and
6096 * then we will only use the name and level on which death occured.
6097 * Should probably attempt some form of locking...
6100 static void make_bones(void)
6107 /* Ignore wizards and borgs */
6108 if (!(p_ptr->noscore & 0x00FF))
6110 /* Ignore people who die in town */
6111 if (current_floor_ptr->dun_level)
6116 sprintf(tmp, "bone.%03d", current_floor_ptr->dun_level);
6118 /* Build the filename */
6119 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6121 /* Attempt to open the bones file */
6122 fp = my_fopen(str, "r");
6124 /* Close it right away */
6125 if (fp) my_fclose(fp);
6127 /* Do not over-write a previous ghost */
6130 /* File type is "TEXT" */
6131 FILE_TYPE(FILE_TYPE_TEXT);
6133 /* Grab permissions */
6136 /* Try to write a new "Bones File" */
6137 fp = my_fopen(str, "w");
6139 /* Drop permissions */
6142 /* Not allowed to write it? Weird. */
6146 fprintf(fp, "%s\n", p_ptr->name);
6147 fprintf(fp, "%d\n", p_ptr->mhp);
6148 fprintf(fp, "%d\n", p_ptr->prace);
6149 fprintf(fp, "%d\n", p_ptr->pclass);
6151 /* Close and save the Bones file */
6160 * Redefinable "print_tombstone" action
6162 bool (*tombstone_aux)(void) = NULL;
6166 * @brief 墓石のアスキーアート表示 /
6167 * Display a "tomb-stone"
6170 void print_tomb(void)
6174 /* Do we use a special tombstone ? */
6177 /* Use tombstone hook */
6178 done = (*tombstone_aux)();
6181 /* Print the text-tombstone */
6190 time_t ct = time((time_t)0);
6196 /* Build the filename */
6197 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6199 /* Open the News file */
6200 fp = my_fopen(buf, "r");
6207 /* Dump the file to the screen */
6208 while (0 == my_fgets(fp, buf, sizeof(buf)))
6210 /* Display and advance */
6211 put_str(buf, i++, 0);
6219 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6232 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6235 center_string(buf, p_ptr->name);
6236 put_str(buf, 6, 11);
6239 center_string(buf, "the");
6240 put_str(buf, 7, 11);
6243 center_string(buf, p);
6244 put_str(buf, 8, 11);
6246 center_string(buf, cp_ptr->title);
6247 put_str(buf, 10, 11);
6249 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6250 center_string(buf, tmp);
6251 put_str(buf, 11, 11);
6253 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6254 center_string(buf, tmp);
6255 put_str(buf, 12, 11);
6257 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6258 center_string(buf, tmp);
6259 put_str(buf, 13, 11);
6262 /* 墓に刻む言葉をオリジナルより細かく表示 */
6263 if (streq(p_ptr->died_from, "途中終了"))
6265 strcpy(tmp, "<自殺>");
6267 else if (streq(p_ptr->died_from, "ripe"))
6269 strcpy(tmp, "引退後に天寿を全う");
6271 else if (streq(p_ptr->died_from, "Seppuku"))
6273 strcpy(tmp, "勝利の後、切腹");
6277 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6278 t = tmp + strlen(tmp) + 1;
6281 strcpy(dummy, t); /* 2nd line */
6282 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6284 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6287 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6290 char *name_head = my_strstr(tmp, "『");
6291 sprintf(dummy2, "%s%s", name_head, dummy);
6292 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6294 strcpy(dummy, dummy2);
6298 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6301 char *name_head = my_strstr(tmp, "「");
6302 sprintf(dummy2, "%s%s", name_head, dummy);
6303 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6305 strcpy(dummy, dummy2);
6309 center_string(buf, dummy);
6310 put_str(buf, 15, 11);
6314 center_string(buf, tmp);
6315 put_str(buf, 14, 11);
6317 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6319 if (current_floor_ptr->dun_level == 0)
6321 concptr field_name = p_ptr->town_num ? "街" : "荒野";
6322 if (streq(p_ptr->died_from, "途中終了"))
6324 sprintf(tmp, "%sで死んだ", field_name);
6328 sprintf(tmp, "に%sで殺された", field_name);
6333 if (streq(p_ptr->died_from, "途中終了"))
6335 sprintf(tmp, "地下 %d 階で死んだ", (int)current_floor_ptr->dun_level);
6339 sprintf(tmp, "に地下 %d 階で殺された", (int)current_floor_ptr->dun_level);
6342 center_string(buf, tmp);
6343 put_str(buf, 15 + extra_line, 11);
6346 (void)sprintf(tmp, "Killed on Level %d", current_floor_ptr->dun_level);
6347 center_string(buf, tmp);
6348 put_str(buf, 14, 11);
6350 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6351 center_string(buf, tmp);
6352 put_str(buf, 15, 11);
6353 t = tmp + strlen(tmp) + 1;
6356 strcpy(dummy, t); /* 2nd line */
6357 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6359 int dummy_len = strlen(dummy);
6360 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6362 center_string(buf, dummy);
6363 put_str(buf, 16, 11);
6367 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6368 center_string(buf, tmp);
6369 put_str(buf, 17, 11);
6370 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6376 * @brief 死亡、引退時の簡易ステータス表示 /
6377 * Display some character info
6380 void show_info(void)
6386 /* Hack -- Know everything in the inven/equip */
6387 for (i = 0; i < INVEN_TOTAL; i++)
6389 o_ptr = &p_ptr->inventory_list[i];
6390 if (!o_ptr->k_idx) continue;
6392 /* Aware and Known */
6393 object_aware(o_ptr);
6394 object_known(o_ptr);
6397 for (i = 1; i < max_towns; i++)
6399 st_ptr = &town_info[i].store[STORE_HOME];
6401 /* Hack -- Know everything in the home */
6402 for (j = 0; j < st_ptr->stock_num; j++)
6404 o_ptr = &st_ptr->stock[j];
6405 if (!o_ptr->k_idx) continue;
6407 /* Aware and Known */
6408 object_aware(o_ptr);
6409 object_known(o_ptr);
6413 /* Hack -- Recalculate bonuses */
6414 p_ptr->update |= (PU_BONUS);
6417 /* Flush all input keys */
6423 /* Describe options */
6424 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);
6425 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);
6427 /* Dump character records as requested */
6433 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6436 strcpy(out_val, "");
6438 /* Ask for filename (or abort) */
6439 if (!askfor(out_val, 60)) return;
6441 /* Return means "show on screen" */
6442 if (!out_val[0]) break;
6445 /* Dump a character file */
6446 (void)file_character(out_val);
6453 /* Prompt for p_ptr->inventory_list */
6454 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);
6456 /* Allow abort at this point */
6457 if (inkey() == ESCAPE) return;
6460 /* Show equipment and p_ptr->inventory_list */
6462 /* Equipment -- if any */
6463 if (p_ptr->equip_cnt)
6466 (void)show_equip(0, USE_FULL);
6467 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6469 if (inkey() == ESCAPE) return;
6472 /* Inventory -- if any */
6473 if (p_ptr->inven_cnt)
6476 (void)show_inven(0, USE_FULL);
6477 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6479 if (inkey() == ESCAPE) return;
6482 /* Homes in the different towns */
6483 for (l = 1; l < max_towns; l++)
6485 st_ptr = &town_info[l].store[STORE_HOME];
6487 /* Home -- if anything there */
6488 if (st_ptr->stock_num)
6490 /* Display contents of the home */
6491 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6496 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6498 GAME_TEXT o_name[MAX_NLEN];
6502 o_ptr = &st_ptr->stock[i];
6504 /* Print header, clear line */
6505 sprintf(tmp_val, "%c) ", I2A(j));
6506 prt(tmp_val, j+2, 4);
6508 /* Display object description */
6509 object_desc(o_name, o_ptr, 0);
6510 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6514 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);
6517 if (inkey() == ESCAPE) return;
6525 * Display some character info
6528 bool check_score(void)
6533 if (highscore_fd < 0)
6535 msg_print(_("スコア・ファイルが使用できません。", "Score file unavailable."));
6540 #ifndef SCORE_WIZARDS
6541 /* Wizard-mode pre-empts scoring */
6542 if (p_ptr->noscore & 0x000F)
6544 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."));
6551 /* Borg-mode pre-empts scoring */
6552 if (p_ptr->noscore & 0x00F0)
6554 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."));
6560 #ifndef SCORE_CHEATERS
6561 /* Cheaters are not scored */
6562 if (p_ptr->noscore & 0xFF00)
6564 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."));
6571 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("強制終了", "Interrupting")))
6573 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."));
6579 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("途中終了", "Quitting")))
6581 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."));
6590 * @brief 異常発生時のゲーム緊急終了処理 /
6591 * Handle abrupt death of the visual system
6595 * This routine is called only in very rare situations, and only
6596 * by certain visual systems, when they experience fatal errors.
6597 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6598 * save file so that player can see tombstone when restart.
6601 void exit_game_panic(void)
6603 /* If nothing important has happened, just quit */
6604 if (!character_generated || character_saved) quit(_("緊急事態", "panic"));
6606 /* Mega-Hack -- see "msg_print()" */
6609 /* Clear the top line */
6612 /* Hack -- current_world_ptr->game_turn off some things */
6613 disturb(TRUE, TRUE);
6615 /* Mega-Hack -- Delay death */
6616 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6618 /* Hardcode panic save */
6619 p_ptr->panic_save = 1;
6621 /* Forbid suspend */
6622 signals_ignore_tstp();
6624 /* Indicate panic save */
6625 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6627 /* Panic save, or get worried */
6628 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6630 /* Successful panic save */
6631 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6636 * @brief ファイルからランダムに行を一つ取得する /
6637 * Get a random line from a file
6638 * @param file_name ファイル名
6639 * @param entry 特定条件時のN:タグヘッダID
6640 * @param output 出力先の文字列参照ポインタ
6644 * Based on the monster speech patch by Matt Graham,
6647 errr get_rnd_line(concptr file_name, int entry, char *output)
6655 /* Build the filename */
6656 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6659 fp = my_fopen(buf, "r");
6664 /* Find the entry of the monster */
6667 /* Get a line from the file */
6668 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6670 /* Count the lines */
6673 /* Look for lines starting with 'N:' */
6674 if ((buf[0] == 'N') && (buf[1] == ':'))
6676 /* Allow default lines */
6682 else if (buf[2] == 'M')
6684 if (r_info[entry].flags1 & RF1_MALE) break;
6686 else if (buf[2] == 'F')
6688 if (r_info[entry].flags1 & RF1_FEMALE) break;
6690 /* Get the monster number */
6691 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6693 /* Is it the right number? */
6694 if (test == entry) break;
6698 /* Error while converting the number */
6699 msg_format("Error in line %d of %s!", line_num, file_name);
6707 /* Reached end of file */
6713 /* Get the random line */
6714 for (counter = 0; ; counter++)
6718 test = my_fgets(fp, buf, sizeof(buf));
6720 /* Count the lines */
6721 /* line_num++; No more needed */
6725 /* Ignore lines starting with 'N:' */
6726 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6728 if (buf[0] != '#') break;
6737 if (one_in_(counter + 1)) strcpy(output, buf);
6742 return counter ? 0 : -1;
6748 * @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) /
6749 * @param file_name ファイル名
6750 * @param entry 特定条件時のN:タグヘッダID
6751 * @param output 出力先の文字列参照ポインタ
6756 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
6761 for (i = 0; i < count; i++)
6763 result = get_rnd_line(file_name, entry, output);
6766 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
6774 * @brief 自動拾いファイルを読み込む /
6778 errr process_autopick_file(concptr name)
6784 /* Build the filename */
6785 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6787 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
6793 * @brief プレイヤーの生い立ちファイルを読み込む /
6794 * Process file for player's history editor.
6799 errr process_histpref_file(concptr name)
6803 bool old_character_xtra = character_xtra;
6805 /* Build the filename */
6806 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6808 /* Hack -- prevent modification birth options in this file */
6809 character_xtra = TRUE;
6811 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
6813 character_xtra = old_character_xtra;
6818 * @brief ファイル位置をシーク /
6819 * @param fd ファイルディスクリプタ
6820 * @param where ファイルバイト位置
6821 * @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
6825 static errr counts_seek(int fd, u32b where, bool flag)
6828 char temp1[128], temp2[128];
6829 u32b zero_header[3] = {0L, 0L, 0L};
6832 #ifdef SAVEFILE_USE_UID
6833 (void)sprintf(temp1, "%d.%s.%d%d%d", player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6835 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6837 for (i = 0; temp1[i]; i++)
6838 temp1[i] ^= (i+1) * 63;
6843 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
6845 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
6850 fd_seek(fd, seekpoint);
6851 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
6852 fd_write(fd, (char*)(temp1), sizeof(temp1));
6856 if (strcmp(temp1, temp2) == 0)
6859 seekpoint += 128 + 3 * sizeof(u32b);
6862 return fd_seek(fd, seekpoint + where * sizeof(u32b));
6866 * @brief ファイル位置を読み込む
6867 * @param where ファイルバイト位置
6871 u32b counts_read(int where)
6877 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6878 fd = fd_open(buf, O_RDONLY);
6880 if (counts_seek(fd, where, FALSE) ||
6881 fd_read(fd, (char*)(&count), sizeof(u32b)))
6890 * @brief ファイル位置に書き込む /
6891 * @param where ファイルバイト位置
6892 * @param count 書き込む値
6896 errr counts_write(int where, u32b count)
6902 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6904 /* Grab permissions */
6907 fd = fd_open(buf, O_RDWR);
6909 /* Drop permissions */
6914 /* File type is "DATA" */
6915 FILE_TYPE(FILE_TYPE_DATA);
6917 /* Grab permissions */
6920 /* Create a new high score file */
6921 fd = fd_make(buf, 0644);
6923 /* Drop permissions */
6927 /* Grab permissions */
6930 err = fd_lock(fd, F_WRLCK);
6932 /* Drop permissions */
6937 counts_seek(fd, where, TRUE);
6938 fd_write(fd, (char*)(&count), sizeof(u32b));
6940 /* Grab permissions */
6943 err = fd_lock(fd, F_UNLCK);
6945 /* Drop permissions */
6956 #ifdef HANDLE_SIGNALS
6963 * @brief OSからのシグナルを受けてサスペンド状態に入る /
6964 * Handle signals -- suspend
6965 * @param sig 受け取ったシグナル
6967 * Actually suspend the game, and then resume cleanly
6969 static void handle_signal_suspend(int sig)
6971 /* Disable handler */
6972 (void)signal(sig, SIG_IGN);
6979 /* Suspend the "Term" */
6980 Term_xtra(TERM_XTRA_ALIVE, 0);
6982 /* Suspend ourself */
6983 (void)kill(0, SIGSTOP);
6985 /* Resume the "Term" */
6986 Term_xtra(TERM_XTRA_ALIVE, 1);
6988 /* Redraw the term */
6991 /* Flush the term */
6996 /* Restore handler */
6997 (void)signal(sig, handle_signal_suspend);
7002 * @brief OSからのシグナルを受けて中断、終了する /
7003 * Handle signals -- simple (interrupt and quit)
7004 * @param sig 受け取ったシグナル
7007 * This function was causing a *huge* number of problems, so it has
7008 * been simplified greatly. We keep a global variable which counts
7009 * the number of times the user attempts to kill the process, and
7010 * we commit suicide if the user does this a certain number of times.
7011 * We attempt to give "feedback" to the user as he approaches the
7012 * suicide thresh-hold, but without penalizing accidental keypresses.
7013 * To prevent messy accidents, we should reset this global variable
7014 * whenever the user enters a keypress, or something like that.
7017 static void handle_signal_simple(int sig)
7019 /* Disable handler */
7020 (void)signal(sig, SIG_IGN);
7023 /* Nothing to save, just quit */
7024 if (!character_generated || character_saved) quit(NULL);
7027 /* Count the signals */
7031 /* Terminate dead characters */
7034 /* Mark the savefile */
7035 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
7045 quit(_("強制終了", "interrupt"));
7048 /* Allow suicide (after 5) */
7049 else if (signal_count >= 5)
7051 /* Cause of "death" */
7052 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
7059 p_ptr->playing = FALSE;
7062 p_ptr->is_dead = TRUE;
7063 p_ptr->leaving = TRUE;
7069 quit(_("強制終了", "interrupt"));
7072 /* Give warning (after 4) */
7073 else if (signal_count >= 4)
7076 Term_xtra(TERM_XTRA_NOISE, 0);
7078 /* Clear the top line */
7079 Term_erase(0, 0, 255);
7081 /* Display the cause */
7082 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7087 /* Give warning (after 2) */
7088 else if (signal_count >= 2)
7091 Term_xtra(TERM_XTRA_NOISE, 0);
7094 /* Restore handler */
7095 (void)signal(sig, handle_signal_simple);
7100 * @brief OSからのシグナルを受けて強制終了する /
7101 * Handle signal -- abort, kill, etc
7102 * @param sig 受け取ったシグナル
7106 * This function was causing a *huge* number of problems, so it has
7107 * been simplified greatly. We keep a global variable which counts
7108 * the number of times the user attempts to kill the process, and
7109 * we commit suicide if the user does this a certain number of times.
7110 * We attempt to give "feedback" to the user as he approaches the
7111 * suicide thresh-hold, but without penalizing accidental keypresses.
7112 * To prevent messy accidents, we should reset this global variable
7113 * whenever the user enters a keypress, or something like that.
7116 static void handle_signal_abort(int sig)
7120 Term_get_size(&wid, &hgt);
7122 /* Disable handler */
7123 (void)signal(sig, SIG_IGN);
7126 /* Nothing to save, just quit */
7127 if (!character_generated || character_saved) quit(NULL);
7134 /* Clear the bottom line */
7135 Term_erase(0, hgt - 1, 255);
7137 /* Give a warning */
7138 Term_putstr(0, hgt - 1, -1, TERM_RED,
7139 _("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!"));
7142 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7144 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7150 p_ptr->panic_save = 1;
7153 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7155 /* Forbid suspend */
7156 signals_ignore_tstp();
7158 /* Attempt to save */
7161 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7167 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7174 quit(_("ソフトのバグ", "software bug"));
7178 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7179 * Ignore SIGTSTP signals (keyboard suspend)
7183 void signals_ignore_tstp(void)
7187 (void)signal(SIGTSTP, SIG_IGN);
7193 * @brief OSからのSIGTSTPシグナルハンドラ /
7194 * Handle SIGTSTP signals (keyboard suspend)
7198 void signals_handle_tstp(void)
7202 (void)signal(SIGTSTP, handle_signal_suspend);
7209 * @brief OSからのシグナルハンドルを初期化する /
7210 * Prepare to handle the relevant signals
7214 void signals_init(void)
7218 (void)signal(SIGHUP, SIG_IGN);
7223 (void)signal(SIGTSTP, handle_signal_suspend);
7228 (void)signal(SIGINT, handle_signal_simple);
7232 (void)signal(SIGQUIT, handle_signal_simple);
7237 (void)signal(SIGFPE, handle_signal_abort);
7241 (void)signal(SIGILL, handle_signal_abort);
7245 (void)signal(SIGTRAP, handle_signal_abort);
7249 (void)signal(SIGIOT, handle_signal_abort);
7253 (void)signal(SIGKILL, handle_signal_abort);
7257 (void)signal(SIGBUS, handle_signal_abort);
7261 (void)signal(SIGSEGV, handle_signal_abort);
7265 (void)signal(SIGTERM, handle_signal_abort);
7269 (void)signal(SIGPIPE, handle_signal_abort);
7273 (void)signal(SIGEMT, handle_signal_abort);
7277 (void)signal(SIGDANGER, handle_signal_abort);
7281 (void)signal(SIGSYS, handle_signal_abort);
7285 (void)signal(SIGXCPU, handle_signal_abort);
7289 (void)signal(SIGPWR, handle_signal_abort);
7295 #else /* HANDLE_SIGNALS */
7302 void signals_ignore_tstp(void)
7310 void signals_handle_tstp(void)
7318 void signals_init(void)
7321 #endif /* HANDLE_SIGNALS */