3 * @brief ファイル入出力管理 / Purpose: code dealing with files (and death)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
11 * 2014 Deskull rearranged comment for Doxygen.\n
28 #include "player-race.h"
29 #include "player-status.h"
30 #include "player-move.h"
31 #include "player-class.h"
32 #include "player-skill.h"
33 #include "player-personality.h"
34 #include "player-sex.h"
35 #include "player-effects.h"
45 #include "monster-process.h"
46 #include "monster-status.h"
47 #include "object-flavor.h"
48 #include "object-hook.h"
49 #include "realm-hex.h"
53 #include "view-mainwindow.h"
54 #include "floor-events.h"
55 #include "floor-town.h"
56 #include "dungeon-file.h"
58 #include "monster-spell.h"
62 #include "objectkind.h"
65 concptr ANGBAND_DIR; //!< Path name: The main "lib" directory This variable is not actually used anywhere in the code
66 concptr ANGBAND_DIR_APEX; //!< High score files (binary) These files may be portable between platforms
67 concptr ANGBAND_DIR_BONE; //!< Bone files for player ghosts (ascii) These files are portable between platforms
68 concptr ANGBAND_DIR_DATA; //!< Binary image files for the "*_info" arrays (binary) These files are not portable between platforms
69 concptr ANGBAND_DIR_EDIT; //!< Textual template files for the "*_info" arrays (ascii) These files are portable between platforms
70 concptr ANGBAND_DIR_SCRIPT; //!< Script files These files are portable between platforms.
71 concptr ANGBAND_DIR_FILE; //!< Various extra files (ascii) These files may be portable between platforms
72 concptr ANGBAND_DIR_HELP; //!< Help files (normal) for the online help (ascii) These files are portable between platforms
73 concptr ANGBAND_DIR_INFO; //!< Help files (spoilers) for the online help (ascii) These files are portable between platforms
74 concptr ANGBAND_DIR_PREF; //!< Default user "preference" files (ascii) These files are rarely portable between platforms
75 concptr ANGBAND_DIR_SAVE; //!< Savefiles for current characters (binary)
76 concptr ANGBAND_DIR_USER; //!< User "preference" files (ascii) These files are rarely portable between platforms
77 concptr ANGBAND_DIR_XTRA; //!< Various extra files (binary) These files are rarely portable between platforms
80 * You may or may not want to use the following "#undef".
82 /* #undef _POSIX_SAVED_IDS */
86 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
88 void safe_setuid_drop(void)
95 # ifdef SAFE_SETUID_POSIX
97 if (setuid(getuid()) != 0)
99 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
101 if (setgid(getgid()) != 0)
103 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
108 if (setreuid(geteuid(), getuid()) != 0)
110 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
112 if (setregid(getegid(), getgid()) != 0)
114 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
127 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
129 void safe_setuid_grab(void)
136 # ifdef SAFE_SETUID_POSIX
138 if (setuid(player_euid) != 0)
140 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
142 if (setgid(player_egid) != 0)
144 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
149 if (setreuid(geteuid(), getuid()) != 0)
151 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
153 if (setregid(getegid(), getgid()) != 0)
155 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
158 # endif /* SAFE_SETUID_POSIX */
160 # endif /* SAFE_SETUID */
168 * @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
169 * @param buf データテキストの参照ポインタ
171 * @param tokens トークンを保管する文字列参照ポインタ配列
176 * This function uses "colon" and "slash" as the delimeter characters.
177 * We never extract more than "num" tokens. The "last" token may include
178 * "delimeter" characters, allowing the buffer to include a "string" token.
179 * We save pointers to the tokens in "tokens", and return the number found.
180 * Hack -- Attempt to handle the 'c' character formalism
181 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
182 * Hack -- We will always extract at least one token
185 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
197 /* Scan the string */
200 /* Found a delimiter */
201 if ((*t == ':') || (*t == '/')) break;
203 /* Handle single quotes */
204 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
209 /* Handle backslash */
212 /* Require a character */
218 /* Hack -- Require a close quote */
219 if (*t != '\'') *t = '\'';
222 /* Handle back-slash */
229 /* Nuke and advance */
247 /* A number with a name */
248 typedef struct named_num named_num;
252 concptr name; /* The name of this thing */
253 int num; /* A number associated with it */
257 /* Index of spell type names */
258 static named_num gf_desc[] =
260 {"GF_ELEC", GF_ELEC },
261 {"GF_POIS", GF_POIS },
262 {"GF_ACID", GF_ACID },
263 {"GF_COLD", GF_COLD },
264 {"GF_FIRE", GF_FIRE },
265 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
266 {"GF_MISSILE", GF_MISSILE },
267 {"GF_ARROW", GF_ARROW },
268 {"GF_PLASMA", GF_PLASMA },
269 {"GF_WATER", GF_WATER },
270 {"GF_LITE", GF_LITE },
271 {"GF_DARK", GF_DARK },
272 {"GF_LITE_WEAK", GF_LITE_WEAK },
273 {"GF_DARK_WEAK", GF_DARK_WEAK },
274 {"GF_SHARDS", GF_SHARDS },
275 {"GF_SOUND", GF_SOUND },
276 {"GF_CONFUSION", GF_CONFUSION },
277 {"GF_FORCE", GF_FORCE },
278 {"GF_INERTIA", GF_INERTIAL },
279 {"GF_MANA", GF_MANA },
280 {"GF_METEOR", GF_METEOR },
282 {"GF_CHAOS", GF_CHAOS },
283 {"GF_NETHER", GF_NETHER },
284 {"GF_DISENCHANT", GF_DISENCHANT },
285 {"GF_NEXUS", GF_NEXUS },
286 {"GF_TIME", GF_TIME },
287 {"GF_GRAVITY", GF_GRAVITY },
288 {"GF_KILL_WALL", GF_KILL_WALL },
289 {"GF_KILL_DOOR", GF_KILL_DOOR },
290 {"GF_KILL_TRAP", GF_KILL_TRAP },
291 {"GF_MAKE_WALL", GF_MAKE_WALL },
292 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
293 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
294 {"GF_MAKE_TREE", GF_MAKE_TREE },
295 {"GF_OLD_CLONE", GF_OLD_CLONE },
296 {"GF_OLD_POLY", GF_OLD_POLY },
297 {"GF_OLD_HEAL", GF_OLD_HEAL },
298 {"GF_OLD_SPEED", GF_OLD_SPEED },
299 {"GF_OLD_SLOW", GF_OLD_SLOW },
300 {"GF_OLD_CONF", GF_OLD_CONF },
301 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
302 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
303 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
304 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
305 {"GF_AWAY_ALL", GF_AWAY_ALL },
306 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
307 {"GF_TURN_EVIL", GF_TURN_EVIL },
308 {"GF_TURN_ALL", GF_TURN_ALL },
309 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
310 {"GF_DISP_EVIL", GF_DISP_EVIL },
311 {"GF_DISP_ALL", GF_DISP_ALL },
312 {"GF_DISP_DEMON", GF_DISP_DEMON },
313 {"GF_DISP_LIVING", GF_DISP_LIVING },
314 {"GF_ROCKET", GF_ROCKET },
315 {"GF_NUKE", GF_NUKE },
316 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
317 {"GF_STASIS", GF_STASIS },
318 {"GF_STONE_WALL", GF_STONE_WALL },
319 {"GF_DEATH_RAY", GF_DEATH_RAY },
320 {"GF_STUN", GF_STUN },
321 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
322 {"GF_HELL_FIRE", GF_HELL_FIRE },
323 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
324 {"GF_CHARM", GF_CHARM },
325 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
326 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
328 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
329 {"GF_TELEKINESIS", GF_TELEKINESIS },
330 {"GF_JAM_DOOR", GF_JAM_DOOR },
331 {"GF_DOMINATION", GF_DOMINATION },
332 {"GF_DISP_GOOD", GF_DISP_GOOD },
333 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
334 {"GF_MIND_BLAST", GF_MIND_BLAST },
335 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
336 {"GF_CAUSE_1", GF_CAUSE_1 },
337 {"GF_CAUSE_2", GF_CAUSE_2 },
338 {"GF_CAUSE_3", GF_CAUSE_3 },
339 {"GF_CAUSE_4", GF_CAUSE_4 },
340 {"GF_HAND_DOOM", GF_HAND_DOOM },
341 {"GF_CAPTURE", GF_CAPTURE },
342 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
343 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
344 {"GF_IDENTIFY", GF_IDENTIFY },
345 {"GF_ATTACK", GF_ATTACK },
346 {"GF_ENGETSU", GF_ENGETSU },
347 {"GF_GENOCIDE", GF_GENOCIDE },
348 {"GF_PHOTO", GF_PHOTO },
349 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
350 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
351 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
352 {"GF_SEEKER", GF_SEEKER },
353 {"GF_SUPER_RAY", GF_SUPER_RAY },
354 {"GF_STAR_HEAL", GF_STAR_HEAL },
355 {"GF_WATER_FLOW", GF_WATER_FLOW },
356 {"GF_CRUSADE", GF_CRUSADE },
357 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
358 {"GF_WOUNDS", GF_WOUNDS },
364 * @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 /
365 * Parse a sub-file of the "extra info" (format shown below)
366 * @param buf データテキストの参照ポインタ
370 * Each "action" line has an "action symbol" in the first column,
371 * followed by a colon, followed by some command specific info,
372 * usually in the form of "tokens" separated by colons or slashes.
373 * Blank lines, lines starting with white space, and lines starting
374 * with pound signs ("#") are ignored (as comments).
375 * Note the use of "tokenize()" to allow the use of both colons and
376 * slashes as delimeters, while still allowing final tokens which
377 * may contain any characters including "delimiters".
378 * Note the use of "strtol()" to allow all "integers" to be encoded
379 * in decimal, hexidecimal, or octal form.
380 * Note that "monster zero" is used for the "player" attr/char, "object
381 * zero" will be used for the "stack" attr/char, and "feature zero" is
382 * used for the "nothing" attr/char.
383 * Parse another file recursively, see below for details
385 * Specify the attr/char values for "monsters" by race index
386 * R:\<num\>:\<a\>:\<c\>
387 * Specify the attr/char values for "objects" by kind index
388 * K:\<num\>:\<a\>:\<c\>
389 * Specify the attr/char values for "features" by feature index
390 * F:\<num\>:\<a\>:\<c\>
391 * Specify the attr/char values for unaware "objects" by kind tval
392 * U:\<tv\>:\<a\>:\<c\>
393 * Specify the attr/char values for p_ptr->inventory_list "objects" by kind tval
394 * E:\<tv\>:\<a\>:\<c\>
395 * Define a macro action, given an encoded macro action
397 * Create a normal macro, given an encoded macro trigger
399 * Create a command macro, given an encoded macro trigger
401 * Create a keyset mapping
402 * S:\<key\>:\<key\>:\<dir\>
403 * Turn an option off, given its name
405 * Turn an option on, given its name
407 * Specify visual information, given an index, and some data
408 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
409 * Specify the set of colors to use when drawing a zapped spell
411 * Specify a macro trigger template and macro trigger names.
412 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
413 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
416 errr process_pref_file_command(char *buf)
426 /* Require "?:*" format */
427 if (buf[1] != ':') return 1;
432 /* Mega-Hack -- read external player's history file */
433 /* Process "H:<history>" */
435 add_history_from_pref_line(buf + 2);
438 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
440 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
443 i = (huge)strtol(zz[0], NULL, 0);
444 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
445 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
446 if (i >= max_r_idx) return 1;
448 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
449 if (n2) r_ptr->x_char = n2;
454 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
456 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
459 i = (huge)strtol(zz[0], NULL, 0);
460 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
461 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
462 if (i >= max_k_idx) return 1;
464 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
465 if (n2) k_ptr->x_char = n2;
470 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
471 /* "F:<num>:<a>/<c>" */
472 /* "F:<num>:<a>/<c>:LIT" */
473 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
477 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
479 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
480 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
482 i = (huge)strtol(zz[0], NULL, 0);
483 if (i >= max_f_idx) return 1;
486 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
487 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
488 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
489 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
491 /* Mega-hack -- feat supports lighting */
494 /* No lighting support */
496 n1 = f_ptr->x_attr[F_LIT_STANDARD];
497 n2 = f_ptr->x_char[F_LIT_STANDARD];
498 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
500 f_ptr->x_attr[j] = n1;
501 f_ptr->x_char[j] = n2;
505 /* Use default lighting */
507 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
510 /* Use desired lighting */
511 case F_LIT_MAX * 2 + 1:
512 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
514 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
515 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
516 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
517 if (n2) f_ptr->x_char[j] = n2;
524 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
526 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
528 j = (byte)strtol(zz[0], NULL, 0);
529 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
530 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
531 misc_to_attr[j] = n1;
532 misc_to_char[j] = n2;
537 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
539 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
541 j = (huge)strtol(zz[0], NULL, 0);
542 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
543 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
544 for (i = 1; i < max_k_idx; i++)
546 object_kind *k_ptr = &k_info[i];
547 if (k_ptr->tval == j)
549 if (n1) k_ptr->d_attr = n1;
550 if (n2) k_ptr->d_char = n2;
557 /* Process "E:<tv>:<a>" -- attribute for p_ptr->inventory_list objects */
559 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
561 j = (byte)strtol(zz[0], NULL, 0) % 128;
562 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
563 if (n1) tval_to_attr[j] = n1;
568 /* Process "A:<str>" -- save an "action" for later */
570 text_to_ascii(macro__buf, buf+2);
573 /* Process "P:<str>" -- normal macro */
578 text_to_ascii(tmp, buf+2);
579 macro_add(tmp, macro__buf);
583 /* Process "C:<str>" -- create keymap */
589 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
591 mode = strtol(zz[0], NULL, 0);
592 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
594 text_to_ascii(tmp, zz[1]);
595 if (!tmp[0] || tmp[1]) return 1;
598 string_free(keymap_act[mode][i]);
600 keymap_act[mode][i] = string_make(macro__buf);
605 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
607 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
609 i = (byte)strtol(zz[0], NULL, 0);
610 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
611 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
612 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
613 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
618 /* Process "X:<str>" -- current_world_ptr->game_turn option off */
619 /* Process "Y:<str>" -- current_world_ptr->game_turn option on */
622 for (i = 0; option_info[i].o_desc; i++)
624 if (option_info[i].o_var &&
625 option_info[i].o_text &&
626 streq(option_info[i].o_text, buf + 2))
628 int os = option_info[i].o_set;
629 int ob = option_info[i].o_bit;
631 if ((p_ptr->playing || character_xtra) &&
632 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
634 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);
642 option_flag[os] &= ~(1L << ob);
643 (*option_info[i].o_var) = FALSE;
648 option_flag[os] |= (1L << ob);
649 (*option_info[i].o_var) = TRUE;
655 /* don't know that option. ignore it.*/
656 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);
660 /* Process "Z:<type>:<str>" -- set spell color */
664 char *t = my_strchr(buf + 2, ':');
671 for (i = 0; gf_desc[i].name; i++)
673 /* Match this type */
674 if (streq(gf_desc[i].name, buf + 2))
676 /* Remember this color set */
677 gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
687 /* Initialize macro trigger names and a template */
688 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
689 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
692 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
694 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
699 if (macro_template != NULL)
701 num = strlen(macro_modifier_chr);
703 /* Kill the template string */
704 string_free(macro_template);
705 macro_template = NULL;
707 /* Kill flag characters of modifier keys */
708 string_free(macro_modifier_chr);
710 /* Kill corresponding modifier names */
711 for (i = 0; i < num; i++)
713 string_free(macro_modifier_name[i]);
716 /* Kill trigger name strings */
717 for (i = 0; i < max_macrotrigger; i++)
719 string_free(macro_trigger_name[i]);
720 string_free(macro_trigger_keycode[0][i]);
721 string_free(macro_trigger_keycode[1][i]);
724 max_macrotrigger = 0;
727 if (*zz[0] == '\0') return 0; /* clear template */
729 /* Number of modifier flags */
732 /* Limit the number */
733 num = MIN(MAX_MACRO_MOD, num);
735 /* Stop if number of modifier is not correct */
736 if (2 + num != tok) return 1;
738 /* Get a template string */
739 macro_template = string_make(zz[0]);
741 /* Get flag characters of modifier keys */
742 macro_modifier_chr = string_make(zz[1]);
744 /* Get corresponding modifier names */
745 for (i = 0; i < num; i++)
747 macro_modifier_name[i] = string_make(zz[2+i]);
751 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
757 if (max_macrotrigger >= MAX_MACRO_TRIG)
759 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
762 m = max_macrotrigger;
765 /* Take into account the escape character */
775 /* Get a trigger name */
776 macro_trigger_name[m] = string_make(buf_aux);
778 /* Get the corresponding key code */
779 macro_trigger_keycode[0][m] = string_make(zz[1]);
783 /* Key code of a combination of it with the shift key */
784 macro_trigger_keycode[1][m] = string_make(zz[2]);
788 macro_trigger_keycode[1][m] = string_make(zz[1]);
803 * @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 /
804 * Helper function for "process_pref_file()"
805 * @param sp テキスト文字列の参照ポインタ
806 * @param fp 再帰中のポインタ参照
811 * v: output buffer array
817 concptr process_pref_file_expr(char **sp, char *fp)
834 while (iswspace(*s)) s++;
852 t = process_pref_file_expr(&s, &f);
860 else if (streq(t, "IOR"))
863 while (*s && (f != b2))
865 t = process_pref_file_expr(&s, &f);
866 if (*t && !streq(t, "0")) v = "1";
871 else if (streq(t, "AND"))
874 while (*s && (f != b2))
876 t = process_pref_file_expr(&s, &f);
877 if (*t && streq(t, "0")) v = "0";
882 else if (streq(t, "NOT"))
885 while (*s && (f != b2))
887 t = process_pref_file_expr(&s, &f);
888 if (*t && streq(t, "1")) v = "0";
893 else if (streq(t, "EQU"))
898 t = process_pref_file_expr(&s, &f);
900 while (*s && (f != b2))
902 p = process_pref_file_expr(&s, &f);
903 if (streq(t, p)) v = "1";
908 else if (streq(t, "LEQ"))
913 t = process_pref_file_expr(&s, &f);
915 while (*s && (f != b2))
918 t = process_pref_file_expr(&s, &f);
919 if (*t && atoi(p) > atoi(t)) v = "0";
924 else if (streq(t, "GEQ"))
929 t = process_pref_file_expr(&s, &f);
931 while (*s && (f != b2))
934 t = process_pref_file_expr(&s, &f);
936 /* Compare two numbers instead of string */
937 if (*t && atoi(p) < atoi(t)) v = "0";
943 while (*s && (f != b2))
945 t = process_pref_file_expr(&s, &f);
950 if (f != b2) v = "?x?x?";
952 /* Extract final and Terminate */
953 if ((f = *s) != '\0') *s++ = '\0';
959 /* Accept all printables except spaces and brackets */
961 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
963 if (iskanji(*s)) s++;
967 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
970 /* Extract final and Terminate */
971 if ((f = *s) != '\0') *s++ = '\0';
977 if (streq(b+1, "SYS"))
982 else if (streq(b+1, "KEYBOARD"))
984 v = ANGBAND_KEYBOARD;
988 else if (streq(b+1, "GRAF"))
993 /* Monochrome mode */
994 else if (streq(b+1, "MONOCHROME"))
1003 else if (streq(b+1, "RACE"))
1006 v = rp_ptr->E_title;
1013 else if (streq(b+1, "CLASS"))
1016 v = cp_ptr->E_title;
1023 else if (streq(b+1, "PLAYER"))
1025 static char tmp_player_name[32];
1027 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
1037 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
1040 v = tmp_player_name;
1044 else if (streq(b+1, "REALM1"))
1047 v = E_realm_names[p_ptr->realm1];
1049 v = realm_names[p_ptr->realm1];
1054 else if (streq(b+1, "REALM2"))
1057 v = E_realm_names[p_ptr->realm2];
1059 v = realm_names[p_ptr->realm2];
1064 else if (streq(b+1, "LEVEL"))
1066 sprintf(tmp, "%02d", p_ptr->lev);
1070 /* Autopick auto-register is in-use or not? */
1071 else if (streq(b+1, "AUTOREGISTER"))
1073 if (p_ptr->autopick_autoregister)
1080 else if (streq(b+1, "MONEY"))
1082 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1101 #define PREF_TYPE_NORMAL 0
1102 #define PREF_TYPE_AUTOPICK 1
1103 #define PREF_TYPE_HISTPREF 2
1106 * @brief process_pref_fileのサブルーチン /
1107 * Open the "user pref file" and parse it.
1108 * @param name 読み込むファイル名
1109 * @param preftype prefファイルのタイプ
1114 * v: output buffer array
1115 * f: final character
1120 static errr process_pref_file_aux(concptr name, int preftype)
1132 bool bypass = FALSE;
1136 fp = my_fopen(name, "r");
1139 if (!fp) return (-1);
1141 /* Process the file */
1142 while (0 == my_fgets(fp, buf, sizeof(buf)))
1147 /* Skip "empty" lines */
1148 if (!buf[0]) continue;
1150 /* Skip "blank" lines */
1152 if (!iskanji(buf[0]))
1154 if (iswspace(buf[0])) continue;
1157 if (buf[0] == '#') continue;
1164 /* Process "?:<expr>" */
1165 if ((buf[0] == '?') && (buf[1] == ':'))
1174 /* Parse the expr */
1175 v = process_pref_file_expr(&s, &f);
1178 bypass = (streq(v, "0") ? TRUE : FALSE);
1182 /* Apply conditionals */
1183 if (bypass) continue;
1186 /* Process "%:<file>" */
1189 static int depth_count = 0;
1191 /* Ignore if deeper than 20 level */
1192 if (depth_count > 20) continue;
1194 /* Count depth level */
1197 /* Process that file if allowed */
1200 case PREF_TYPE_AUTOPICK:
1201 (void)process_autopick_file(buf + 2);
1203 case PREF_TYPE_HISTPREF:
1204 (void)process_histpref_file(buf + 2);
1207 (void)process_pref_file(buf + 2);
1211 /* Set back depth level */
1217 /* Process the line */
1218 err = process_pref_file_command(buf);
1220 /* This is not original pref line... */
1223 if (preftype != PREF_TYPE_AUTOPICK)
1225 err = process_autopick_file_command(buf);
1233 /* Print error message */
1234 /* ToDo: Add better error messages */
1235 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'."),
1236 _(name, err), line, _(err, name));
1237 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1246 * @brief pref設定ファイルを読み込み設定を反映させる /
1247 * Process the "user pref file" with the given name
1248 * @param name 読み込むファイル名
1252 * See the functions above for a list of legal "commands".
1253 * We also accept the special "?" and "%" directives, which
1254 * allow conditional evaluation and filename inclusion.
1257 errr process_pref_file(concptr name)
1263 /* Build the filename */
1264 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1266 /* Process the system pref file */
1267 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1269 /* Stop at parser errors, but not at non-existing file */
1270 if (err1 > 0) return err1;
1273 /* Build the filename */
1274 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1276 /* Process the user pref file */
1277 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1280 /* User file does not exist, but read system pref file */
1281 if (err2 < 0 && !err1)
1284 /* Result of user file processing */
1293 * Operating hours for ANGBAND (defaults to non-work hours)
1295 static char days[7][29] =
1297 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1298 "MON:XXXXXXXX.........XXXXXXX",
1299 "TUE:XXXXXXXX.........XXXXXXX",
1300 "WED:XXXXXXXX.........XXXXXXX",
1301 "THU:XXXXXXXX.........XXXXXXX",
1302 "FRI:XXXXXXXX.........XXXXXXX",
1303 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1307 * Restict usage (defaults to no restrictions)
1309 static bool check_time_flag = FALSE;
1315 * @brief Angbandプレイ禁止時刻をチェック /
1319 errr check_time(void)
1327 /* No restrictions */
1328 if (!check_time_flag) return (0);
1330 /* Check for time violation */
1331 c = time((time_t *)0);
1335 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1345 * @brief Angbandプレイ禁止時刻の初期化 /
1346 * Initialize CHECK_TIME
1349 errr check_time_init(void)
1359 /* Build the filename */
1360 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1363 fp = my_fopen(buf, "r");
1365 /* No file, no restrictions */
1366 if (!fp) return (0);
1368 /* Assume restrictions */
1369 check_time_flag = TRUE;
1371 /* Parse the file */
1372 while (0 == my_fgets(fp, buf, sizeof(buf)))
1374 /* Skip comments and blank lines */
1375 if (!buf[0] || (buf[0] == '#')) continue;
1377 /* Chop the buffer */
1380 /* Extract the info */
1381 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1382 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1383 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1384 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1385 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1386 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1387 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1401 #ifndef MAXHOSTNAMELEN
1402 # define MAXHOSTNAMELEN 64
1405 typedef struct statstime statstime;
1411 unsigned int v_pgpgin;
1412 unsigned int v_pgpgout;
1413 unsigned int v_pswpin;
1414 unsigned int v_pswpout;
1415 unsigned int v_intr;
1421 unsigned int v_swtch;
1423 struct timeval boottime;
1424 struct timeval curtime;
1428 * Maximal load (if any).
1430 static int check_load_value = 0;
1436 * @brief Angbandプレイ禁止ホストのチェック /
1440 errr check_load(void)
1445 struct statstime st;
1447 /* Success if not checking */
1448 if (!check_load_value) return (0);
1450 /* Check the load */
1451 if (0 == rstat("localhost", &st))
1453 long val1 = (long)(st.avenrun[2]);
1454 long val2 = (long)(check_load_value) * FSCALE;
1456 /* Check for violation */
1457 if (val1 >= val2) return (1);
1468 * @brief Angbandプレイ禁止ホストの設定初期化 /
1469 * Initialize CHECK_LOAD
1472 errr check_load_init(void)
1481 char temphost[MAXHOSTNAMELEN+1];
1482 char thishost[MAXHOSTNAMELEN+1];
1485 /* Build the filename */
1486 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1488 /* Open the "load" file */
1489 fp = my_fopen(buf, "r");
1491 /* No file, no restrictions */
1492 if (!fp) return (0);
1495 check_load_value = 100;
1497 /* Get the host name */
1498 (void)gethostname(thishost, (sizeof thishost) - 1);
1501 while (0 == my_fgets(fp, buf, sizeof(buf)))
1505 /* Skip comments and blank lines */
1506 if (!buf[0] || (buf[0] == '#')) continue;
1508 /* Parse, or ignore */
1509 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1511 /* Skip other hosts */
1512 if (!streq(temphost, thishost) &&
1513 !streq(temphost, "localhost")) continue;
1515 /* Use that value */
1516 check_load_value = value;
1529 #define ENTRY_BARE_HAND 0
1530 #define ENTRY_TWO_HANDS 1
1531 #define ENTRY_RIGHT_HAND1 2
1532 #define ENTRY_LEFT_HAND1 3
1533 #define ENTRY_LEFT_HAND2 4
1534 #define ENTRY_RIGHT_HAND2 5
1535 #define ENTRY_POSTURE 6
1536 #define ENTRY_SHOOT_HIT_DAM 7
1537 #define ENTRY_SHOOT_POWER 8
1538 #define ENTRY_SPEED 9
1539 #define ENTRY_BASE_AC 10
1540 #define ENTRY_LEVEL 11
1541 #define ENTRY_CUR_EXP 12
1542 #define ENTRY_MAX_EXP 13
1543 #define ENTRY_EXP_TO_ADV 14
1544 #define ENTRY_GOLD 15
1545 #define ENTRY_DAY 16
1548 #define ENTRY_PLAY_TIME 19
1549 #define ENTRY_SKILL_FIGHT 20
1550 #define ENTRY_SKILL_SHOOT 21
1551 #define ENTRY_SKILL_SAVING 22
1552 #define ENTRY_SKILL_STEALTH 23
1553 #define ENTRY_SKILL_PERCEP 24
1554 #define ENTRY_SKILL_SEARCH 25
1555 #define ENTRY_SKILL_DISARM 26
1556 #define ENTRY_SKILL_DEVICE 27
1557 #define ENTRY_SKILL_DIG 45
1560 #define ENTRY_BLOWS 28
1561 #define ENTRY_SHOTS 29
1562 #define ENTRY_AVG_DMG 30
1563 #define ENTRY_INFRA 31
1565 #define ENTRY_NAME 32
1566 #define ENTRY_SEX 33
1567 #define ENTRY_RACE 34
1568 #define ENTRY_CLASS 35
1569 #define ENTRY_REALM 36
1570 #define ENTRY_PATRON 37
1571 #define ENTRY_AGE 38
1572 #define ENTRY_HEIGHT 39
1573 #define ENTRY_WEIGHT 40
1574 #define ENTRY_SOCIAL 41
1575 #define ENTRY_ALIGN 42
1577 #define ENTRY_EXP_ANDR 43
1578 #define ENTRY_EXP_TO_ADV_ANDR 44
1587 } disp_player_line[]
1590 { 1, 10, 25, "打撃修正(格闘)"},
1591 { 1, 10, 25, "打撃修正(両手)"},
1592 { 1, 10, 25, "打撃修正(右手)"},
1593 { 1, 10, 25, "打撃修正(左手)"},
1594 { 1, 11, 25, "打撃修正(左手)"},
1595 { 1, 11, 25, "打撃修正(右手)"},
1597 { 1, 15, 25, "射撃攻撃修正"},
1598 { 1, 16, 25, "射撃武器倍率"},
1601 {29, 13, 21, "レベル"},
1602 {29, 14, 21, "経験値"},
1603 {29, 15, 21, "最大経験"},
1604 {29, 16, 21, "次レベル"},
1605 {29, 17, 21, "所持金"},
1609 {29, 20, 21, "プレイ時間"},
1610 {53, 10, -1, "打撃命中 :"},
1611 {53, 11, -1, "射撃命中 :"},
1612 {53, 12, -1, "魔法防御 :"},
1613 {53, 13, -1, "隠密行動 :"},
1614 {53, 15, -1, "知覚 :"},
1615 {53, 16, -1, "探索 :"},
1616 {53, 17, -1, "解除 :"},
1617 {53, 18, -1, "魔法道具 :"},
1618 { 1, 12, 25, "打撃回数"},
1619 { 1, 17, 25, "射撃回数"},
1620 { 1, 13, 25, "平均ダメージ"},
1621 {53, 20, -1, "赤外線視力:"},
1622 {26, 1, -1, "名前 : "},
1623 { 1, 3, -1, "性別 : "},
1624 { 1, 4, -1, "種族 : "},
1625 { 1, 5, -1, "職業 : "},
1626 { 1, 6, -1, "魔法 : "},
1627 { 1, 7, -1, "守護魔神 : "},
1631 {29, 6, 21, "社会的地位"},
1633 {29, 14, 21, "強化度"},
1634 {29, 16, 21, "次レベル"},
1635 {53, 19, -1, "掘削 :" },
1639 { 1, 10, 25, "Bare hand"},
1640 { 1, 10, 25, "Two hands"},
1641 { 1, 10, 25, "Right hand"},
1642 { 1, 10, 25, "Left hand"},
1643 { 1, 11, 25, "Left hand"},
1644 { 1, 11, 25, "Right hand"},
1645 { 1, 11, 25, "Posture"},
1646 { 1, 15, 25, "Shooting"},
1647 { 1, 16, 25, "Multiplier"},
1648 { 1, 20, 25, "Speed"},
1650 {29, 13, 21, "Level"},
1651 {29, 14, 21, "Experience"},
1652 {29, 15, 21, "Max Exp"},
1653 {29, 16, 21, "Exp to Adv"},
1654 {29, 17, 21, "Gold"},
1655 {29, 19, 21, "Time"},
1656 {29, 10, 21, "Hit point"},
1657 {29, 11, 21, "SP (Mana)"},
1658 {29, 20, 21, "Play time"},
1659 {53, 10, -1, "Fighting : "},
1660 {53, 11, -1, "Bows/Throw : "},
1661 {53, 12, -1, "SavingThrow: "},
1662 {53, 13, -1, "Stealth : "},
1663 {53, 15, -1, "Perception : "},
1664 {53, 16, -1, "Searching : "},
1665 {53, 17, -1, "Disarming : "},
1666 {53, 18, -1, "MagicDevice: "},
1667 { 1, 12, 25, "Blows/Round"},
1668 { 1, 17, 25, "Shots/Round"},
1669 { 1, 13, 25, "AverageDmg/Rnd"},
1670 {53, 20, -1, "Infra-Vision: "},
1671 {26, 1, -1, "Name : "},
1672 { 1, 3, -1, "Sex : "},
1673 { 1, 4, -1, "Race : "},
1674 { 1, 5, -1, "Class : "},
1675 { 1, 6, -1, "Magic : "},
1676 { 1, 7, -1, "Patron : "},
1678 {29, 4, 21, "Height"},
1679 {29, 5, 21, "Weight"},
1680 {29, 6, 21, "Social Class"},
1681 {29, 7, 21, "Align"},
1682 {29, 14, 21, "Construction"},
1683 {29, 16, 21, "Const to Adv"},
1684 {53, 19, -1, "Digging :" },
1689 * @brief プレイヤーのステータス1種を出力する
1691 * @param val 値を保管した文字列ポインタ
1692 * @param attr 項目表示の色
1695 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1699 int row = disp_player_line[entry].row;
1700 int col = disp_player_line[entry].col;
1701 int len = disp_player_line[entry].len;
1702 concptr head = disp_player_line[entry].header;
1704 int head_len = strlen(head);
1706 Term_putstr(col, row, -1, TERM_WHITE, head);
1713 int val_len = len - head_len;
1714 sprintf(buf, "%*.*s", val_len, val_len, val);
1715 Term_putstr(col + head_len, row, -1, attr, buf);
1719 Term_putstr(col + head_len, row, -1, attr, val);
1726 * @brief プレイヤーの打撃能力修正を表示する
1727 * @param hand 武器の装備部位ID
1728 * @param hand_entry 項目ID
1731 static void display_player_melee_bonus(int hand, int hand_entry)
1734 HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
1735 HIT_POINT show_todam = p_ptr->dis_to_d[hand];
1736 object_type *o_ptr = &p_ptr->inventory_list[INVEN_RARM + hand];
1738 /* Hack -- add in weapon info if known */
1739 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1740 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1742 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1745 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1747 /* Dump the bonuses to hit/dam */
1748 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
1749 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1750 else if (p_ptr->ryoute)
1751 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1753 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1758 * @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
1759 * Prints the following information on the screen.
1762 static void display_player_middle(void)
1767 HIT_PROB show_tohit = p_ptr->dis_to_h_b;
1768 HIT_POINT show_todam = 0;
1771 object_type *o_ptr = &p_ptr->inventory_list[INVEN_BOW];
1778 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1781 if (p_ptr->hidarite)
1783 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1785 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
1788 if (p_ptr->special_defense & KAMAE_MASK)
1790 for (i = 0; i < MAX_KAMAE; i++)
1792 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1795 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1798 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1801 /* Apply weapon bonuses */
1802 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1803 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1805 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1806 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1808 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1810 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1813 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1815 if (p_ptr->inventory_list[INVEN_BOW].k_idx)
1817 tmul = bow_tmul(p_ptr->inventory_list[INVEN_BOW].sval);
1819 /* Get extra "power" from "extra might" */
1820 if (p_ptr->xtra_might) tmul++;
1822 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1826 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1828 /* Dump the armor class */
1829 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1837 i = p_ptr->pspeed-110;
1839 /* Hack -- Visually "undo" the Search Mode Slowdown */
1840 if (p_ptr->action == ACTION_SEARCH) i += 10;
1845 attr = TERM_L_GREEN;
1859 attr = TERM_L_UMBER;
1866 if (IS_FAST()) tmp_speed += 10;
1867 if (p_ptr->slow) tmp_speed -= 10;
1868 if (p_ptr->lightspeed) tmp_speed = 99;
1872 if (MON_FAST(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed += 10;
1873 if (MON_SLOW(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed -= 10;
1879 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1881 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1891 sprintf(buf, "(%+d)", i);
1893 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1896 display_player_one_line(ENTRY_SPEED, buf, attr);
1899 /* Dump character level */
1900 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1902 /* Dump experience */
1903 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1904 else e = ENTRY_CUR_EXP;
1906 if (p_ptr->exp >= p_ptr->max_exp)
1907 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1909 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1911 /* Dump max experience */
1912 if (p_ptr->prace == RACE_ANDROID)
1915 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1917 /* Dump exp to advance */
1918 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1919 else e = ENTRY_EXP_TO_ADV;
1921 if (p_ptr->lev >= PY_MAX_LEVEL)
1922 display_player_one_line(e, "*****", TERM_L_GREEN);
1923 else if (p_ptr->prace == RACE_ANDROID)
1924 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1926 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1929 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1934 extract_day_hour_min(&day, &hour, &min);
1936 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1937 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1939 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1941 /* Dump hit point */
1942 if (p_ptr->chp >= p_ptr->mhp)
1943 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1944 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1945 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1947 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1949 /* Dump mana power */
1950 if (p_ptr->csp >= p_ptr->msp)
1951 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1952 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1953 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1955 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1957 /* Dump play time */
1958 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);
1963 * Hack -- pass color info around this file
1965 static TERM_COLOR likert_color = TERM_WHITE;
1969 * @brief 技能ランクの表示基準を定める
1970 * Returns a "rating" of x depending on y
1972 * @param y 技能値に対するランク基準比
1975 static concptr likert(int x, int y)
1977 static char dummy[20] = "", dummy2[20] = "";
1978 memset(dummy, 0, strlen(dummy));
1979 memset(dummy2, 0, strlen(dummy2));
1982 if(show_actual_value)
1984 sprintf(dummy, "%3d-", x);
1987 /* Negative value */
1990 likert_color = TERM_L_DARK;
1991 strcat(dummy, _("最低", "Very Bad"));
1996 /* Analyze the value */
2001 likert_color = TERM_RED;
2002 strcat(dummy, _("悪い", "Bad"));
2005 likert_color = TERM_L_RED;
2006 strcat(dummy, _("劣る", "Poor"));
2011 likert_color = TERM_ORANGE;
2012 strcat(dummy, _("普通", "Fair"));
2016 likert_color = TERM_YELLOW;
2017 strcat(dummy, _("良い", "Good"));
2021 likert_color = TERM_YELLOW;
2022 strcat(dummy, _("大変良い", "Very Good"));
2027 likert_color = TERM_L_GREEN;
2028 strcat(dummy, _("卓越", "Excellent"));
2036 likert_color = TERM_GREEN;
2037 strcat(dummy, _("超越", "Superb"));
2044 likert_color = TERM_BLUE;
2045 strcat(dummy, _("英雄的", "Heroic"));
2049 likert_color = TERM_VIOLET;
2050 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2051 (int)((((x / y) - 17) * 5) / 2));
2052 strcat(dummy, dummy2);
2063 * @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
2064 * Prints ratings on certain abilities
2067 * This code is "imitated" elsewhere to "dump" a character sheet.
2069 static void display_player_various(void)
2071 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2072 int xthn, xthb, xfos, xsrh;
2073 int xdis, xdev, xsav, xstl;
2077 BIT_FLAGS flgs[TR_FLAG_SIZE];
2078 int shots, shot_frac;
2083 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2084 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2085 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2086 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2087 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2089 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2091 /* Shooting Skill (with current bow and normal missile) */
2092 o_ptr = &p_ptr->inventory_list[INVEN_BOW];
2093 tmp = p_ptr->to_h_b + o_ptr->to_h;
2094 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2096 /* If the player is wielding one? */
2099 ENERGY energy_fire = bow_energy(o_ptr->sval);
2101 /* Calculate shots per round */
2102 shots = p_ptr->num_fire * 100;
2103 shot_frac = (shots * 100 / energy_fire) % 100;
2104 shots = shots / energy_fire;
2105 if (o_ptr->name1 == ART_CRIMSON)
2109 if (p_ptr->pclass == CLASS_ARCHER)
2111 /* Extra shot at level 10 */
2112 if (p_ptr->lev >= 10) shots++;
2114 /* Extra shot at level 30 */
2115 if (p_ptr->lev >= 30) shots++;
2117 /* Extra shot at level 45 */
2118 if (p_ptr->lev >= 45) shots++;
2128 for(i = 0; i < 2; i++)
2130 damage[i] = p_ptr->dis_to_d[i] * 100;
2131 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
2133 PLAYER_LEVEL level = p_ptr->lev;
2139 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2140 if (p_ptr->special_defense & KAMAE_BYAKKO)
2141 basedam = monk_ave_damage[level][1];
2142 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2143 basedam = monk_ave_damage[level][2];
2145 basedam = monk_ave_damage[level][0];
2149 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
2151 /* Average damage per round */
2157 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2158 if (object_is_known(o_ptr))
2160 damage[i] += o_ptr->to_d * 100;
2161 to_h[i] += o_ptr->to_h;
2163 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2164 object_flags_known(o_ptr, flgs);
2166 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2167 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2173 else if (have_flag(flgs, TR_VORPAL))
2175 /* vorpal flag only */
2179 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2180 basedam = basedam * 7 / 2;
2184 damage[i] += basedam;
2185 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2186 if (damage[i] < 0) damage[i] = 0;
2188 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2189 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2191 /* Basic abilities */
2193 xdis = p_ptr->skill_dis;
2194 xdev = p_ptr->skill_dev;
2195 xsav = p_ptr->skill_sav;
2196 xstl = p_ptr->skill_stl;
2197 xsrh = p_ptr->skill_srh;
2198 xfos = p_ptr->skill_fos;
2199 xdig = p_ptr->skill_dig;
2202 desc = likert(xthn, 12);
2203 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2205 desc = likert(xthb, 12);
2206 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2208 desc = likert(xsav, 7);
2209 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2211 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2212 desc = likert((xstl > 0) ? xstl : -1, 1);
2213 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2215 desc = likert(xfos, 6);
2216 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2218 desc = likert(xsrh, 6);
2219 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2221 desc = likert(xdis, 8);
2222 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2224 desc = likert(xdev, 6);
2225 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2227 desc = likert(xdev, 6);
2228 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2230 desc = likert(xdig, 4);
2231 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2234 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2236 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2238 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2241 if ((damage[0]+damage[1]) == 0)
2244 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2246 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2248 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2254 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2255 * Prints ratings on certain abilities
2256 * @param flgs フラグを保管する配列
2259 * Obtain the "flags" for the player as if he was an item
2261 * xtra1.c周りと多重実装になっているのを何とかする
2263 static void player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2268 for (i = 0; i < TR_FLAG_SIZE; i++)
2272 switch (p_ptr->pclass)
2275 if (p_ptr->lev > 44)
2276 add_flag(flgs, TR_REGEN);
2278 if (p_ptr->lev > 29)
2279 add_flag(flgs, TR_RES_FEAR);
2282 if (p_ptr->lev > 39)
2283 add_flag(flgs, TR_RES_FEAR);
2285 case CLASS_CHAOS_WARRIOR:
2286 if (p_ptr->lev > 29)
2287 add_flag(flgs, TR_RES_CHAOS);
2288 if (p_ptr->lev > 39)
2289 add_flag(flgs, TR_RES_FEAR);
2292 case CLASS_FORCETRAINER:
2293 if ((p_ptr->lev > 9) && !heavy_armor())
2294 add_flag(flgs, TR_SPEED);
2295 if ((p_ptr->lev>24) && !heavy_armor())
2296 add_flag(flgs, TR_FREE_ACT);
2300 add_flag(flgs, TR_SPEED);
2303 if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
2304 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
2305 add_flag(flgs, TR_SPEED);
2307 add_flag(flgs, TR_FREE_ACT);
2309 add_flag(flgs, TR_SLOW_DIGEST);
2310 add_flag(flgs, TR_RES_FEAR);
2311 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2312 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2313 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2315 case CLASS_MINDCRAFTER:
2317 add_flag(flgs, TR_RES_FEAR);
2318 if (p_ptr->lev > 19)
2319 add_flag(flgs, TR_SUST_WIS);
2320 if (p_ptr->lev > 29)
2321 add_flag(flgs, TR_RES_CONF);
2322 if (p_ptr->lev > 39)
2323 add_flag(flgs, TR_TELEPATHY);
2326 add_flag(flgs, TR_RES_SOUND);
2328 case CLASS_BERSERKER:
2329 add_flag(flgs, TR_SUST_STR);
2330 add_flag(flgs, TR_SUST_DEX);
2331 add_flag(flgs, TR_SUST_CON);
2332 add_flag(flgs, TR_REGEN);
2333 add_flag(flgs, TR_FREE_ACT);
2334 add_flag(flgs, TR_SPEED);
2335 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2337 case CLASS_MIRROR_MASTER:
2338 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2341 break; /* Do nothing */
2345 if (p_ptr->mimic_form)
2347 switch(p_ptr->mimic_form)
2350 add_flag(flgs, TR_HOLD_EXP);
2351 add_flag(flgs, TR_RES_CHAOS);
2352 add_flag(flgs, TR_RES_NETHER);
2353 add_flag(flgs, TR_RES_FIRE);
2354 add_flag(flgs, TR_SEE_INVIS);
2355 add_flag(flgs, TR_SPEED);
2357 case MIMIC_DEMON_LORD:
2358 add_flag(flgs, TR_HOLD_EXP);
2359 add_flag(flgs, TR_RES_CHAOS);
2360 add_flag(flgs, TR_RES_NETHER);
2361 add_flag(flgs, TR_RES_FIRE);
2362 add_flag(flgs, TR_RES_COLD);
2363 add_flag(flgs, TR_RES_ELEC);
2364 add_flag(flgs, TR_RES_ACID);
2365 add_flag(flgs, TR_RES_POIS);
2366 add_flag(flgs, TR_RES_CONF);
2367 add_flag(flgs, TR_RES_DISEN);
2368 add_flag(flgs, TR_RES_NEXUS);
2369 add_flag(flgs, TR_RES_FEAR);
2370 add_flag(flgs, TR_IM_FIRE);
2371 add_flag(flgs, TR_SH_FIRE);
2372 add_flag(flgs, TR_SEE_INVIS);
2373 add_flag(flgs, TR_TELEPATHY);
2374 add_flag(flgs, TR_LEVITATION);
2375 add_flag(flgs, TR_SPEED);
2378 add_flag(flgs, TR_HOLD_EXP);
2379 add_flag(flgs, TR_RES_DARK);
2380 add_flag(flgs, TR_RES_NETHER);
2381 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2382 add_flag(flgs, TR_RES_POIS);
2383 add_flag(flgs, TR_RES_COLD);
2384 add_flag(flgs, TR_SEE_INVIS);
2385 add_flag(flgs, TR_SPEED);
2391 switch (p_ptr->prace)
2394 add_flag(flgs, TR_RES_LITE);
2397 add_flag(flgs, TR_HOLD_EXP);
2400 add_flag(flgs, TR_FREE_ACT);
2403 add_flag(flgs, TR_RES_BLIND);
2406 add_flag(flgs, TR_RES_DARK);
2408 case RACE_HALF_TROLL:
2409 add_flag(flgs, TR_SUST_STR);
2410 if (p_ptr->lev > 14)
2412 add_flag(flgs, TR_REGEN);
2413 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2415 add_flag(flgs, TR_SLOW_DIGEST);
2417 * Let's not make Regeneration a disadvantage
2418 * for the poor warriors who can never learn
2419 * a spell that satisfies hunger (actually
2420 * neither can rogues, but half-trolls are not
2421 * supposed to play rogues)
2427 add_flag(flgs, TR_SUST_CON);
2428 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2431 add_flag(flgs, TR_RES_LITE);
2432 add_flag(flgs, TR_SEE_INVIS);
2434 case RACE_BARBARIAN:
2435 add_flag(flgs, TR_RES_FEAR);
2437 case RACE_HALF_OGRE:
2438 add_flag(flgs, TR_SUST_STR);
2439 add_flag(flgs, TR_RES_DARK);
2441 case RACE_HALF_GIANT:
2442 add_flag(flgs, TR_RES_SHARDS);
2443 add_flag(flgs, TR_SUST_STR);
2445 case RACE_HALF_TITAN:
2446 add_flag(flgs, TR_RES_CHAOS);
2449 add_flag(flgs, TR_RES_SOUND);
2452 add_flag(flgs, TR_RES_ACID);
2453 if (p_ptr->lev > 19)
2454 add_flag(flgs, TR_IM_ACID);
2457 add_flag(flgs, TR_RES_CONF);
2458 add_flag(flgs, TR_RES_ACID);
2460 add_flag(flgs, TR_SPEED);
2463 add_flag(flgs, TR_RES_POIS);
2466 add_flag(flgs, TR_RES_DISEN);
2467 add_flag(flgs, TR_RES_DARK);
2470 add_flag(flgs, TR_RES_DARK);
2471 if (p_ptr->lev > 19)
2472 add_flag(flgs, TR_SEE_INVIS);
2474 case RACE_DRACONIAN:
2475 add_flag(flgs, TR_LEVITATION);
2477 add_flag(flgs, TR_RES_FIRE);
2479 add_flag(flgs, TR_RES_COLD);
2480 if (p_ptr->lev > 14)
2481 add_flag(flgs, TR_RES_ACID);
2482 if (p_ptr->lev > 19)
2483 add_flag(flgs, TR_RES_ELEC);
2484 if (p_ptr->lev > 34)
2485 add_flag(flgs, TR_RES_POIS);
2487 case RACE_MIND_FLAYER:
2488 add_flag(flgs, TR_SUST_INT);
2489 add_flag(flgs, TR_SUST_WIS);
2490 if (p_ptr->lev > 14)
2491 add_flag(flgs, TR_SEE_INVIS);
2492 if (p_ptr->lev > 29)
2493 add_flag(flgs, TR_TELEPATHY);
2496 add_flag(flgs, TR_RES_FIRE);
2498 add_flag(flgs, TR_SEE_INVIS);
2501 add_flag(flgs, TR_SEE_INVIS);
2502 add_flag(flgs, TR_FREE_ACT);
2503 add_flag(flgs, TR_RES_POIS);
2504 add_flag(flgs, TR_SLOW_DIGEST);
2505 if (p_ptr->lev > 34)
2506 add_flag(flgs, TR_HOLD_EXP);
2509 add_flag(flgs, TR_SEE_INVIS);
2510 add_flag(flgs, TR_RES_SHARDS);
2511 add_flag(flgs, TR_HOLD_EXP);
2512 add_flag(flgs, TR_RES_POIS);
2514 add_flag(flgs, TR_RES_COLD);
2517 add_flag(flgs, TR_SEE_INVIS);
2518 add_flag(flgs, TR_HOLD_EXP);
2519 add_flag(flgs, TR_RES_NETHER);
2520 add_flag(flgs, TR_RES_POIS);
2521 add_flag(flgs, TR_SLOW_DIGEST);
2523 add_flag(flgs, TR_RES_COLD);
2526 add_flag(flgs, TR_HOLD_EXP);
2527 add_flag(flgs, TR_RES_DARK);
2528 add_flag(flgs, TR_RES_NETHER);
2529 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2530 add_flag(flgs, TR_RES_POIS);
2531 add_flag(flgs, TR_RES_COLD);
2534 add_flag(flgs, TR_LEVITATION);
2535 add_flag(flgs, TR_FREE_ACT);
2536 add_flag(flgs, TR_RES_COLD);
2537 add_flag(flgs, TR_SEE_INVIS);
2538 add_flag(flgs, TR_HOLD_EXP);
2539 add_flag(flgs, TR_RES_NETHER);
2540 add_flag(flgs, TR_RES_POIS);
2541 add_flag(flgs, TR_SLOW_DIGEST);
2543 if (p_ptr->lev > 34)
2544 add_flag(flgs, TR_TELEPATHY);
2547 add_flag(flgs, TR_RES_LITE);
2548 add_flag(flgs, TR_LEVITATION);
2550 add_flag(flgs, TR_SPEED);
2553 add_flag(flgs, TR_RES_SOUND);
2554 add_flag(flgs, TR_RES_CONF);
2557 add_flag(flgs, TR_LEVITATION);
2558 add_flag(flgs, TR_SEE_INVIS);
2561 add_flag(flgs, TR_RES_FIRE);
2562 add_flag(flgs, TR_RES_NETHER);
2563 add_flag(flgs, TR_HOLD_EXP);
2565 add_flag(flgs, TR_SEE_INVIS);
2568 add_flag(flgs, TR_SUST_CON);
2571 add_flag(flgs, TR_LEVITATION);
2574 add_flag(flgs, TR_RES_CONF);
2577 add_flag(flgs, TR_FREE_ACT);
2578 add_flag(flgs, TR_RES_POIS);
2579 add_flag(flgs, TR_SLOW_DIGEST);
2580 add_flag(flgs, TR_HOLD_EXP);
2590 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2592 remove_flag(flgs, TR_REGEN);
2595 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2596 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2597 (p_ptr->muta3 & MUT3_SHORT_LEG))
2599 add_flag(flgs, TR_SPEED);
2602 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2604 add_flag(flgs, TR_SH_ELEC);
2607 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2609 add_flag(flgs, TR_SH_FIRE);
2610 add_flag(flgs, TR_LITE_1);
2613 if (p_ptr->muta3 & MUT3_WINGS)
2615 add_flag(flgs, TR_LEVITATION);
2618 if (p_ptr->muta3 & MUT3_FEARLESS)
2620 add_flag(flgs, TR_RES_FEAR);
2623 if (p_ptr->muta3 & MUT3_REGEN)
2625 add_flag(flgs, TR_REGEN);
2628 if (p_ptr->muta3 & MUT3_ESP)
2630 add_flag(flgs, TR_TELEPATHY);
2633 if (p_ptr->muta3 & MUT3_MOTION)
2635 add_flag(flgs, TR_FREE_ACT);
2639 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2640 add_flag(flgs, TR_AGGRAVATE);
2641 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2642 add_flag(flgs, TR_RES_CONF);
2643 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2645 add_flag(flgs, TR_RES_BLIND);
2646 add_flag(flgs, TR_RES_CONF);
2647 add_flag(flgs, TR_HOLD_EXP);
2648 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2650 add_flag(flgs, TR_SPEED);
2652 if (p_ptr->special_defense & KATA_FUUJIN)
2653 add_flag(flgs, TR_REFLECT);
2654 if (p_ptr->special_defense & KAMAE_GENBU)
2655 add_flag(flgs, TR_REFLECT);
2656 if (p_ptr->special_defense & KAMAE_SUZAKU)
2657 add_flag(flgs, TR_LEVITATION);
2658 if (p_ptr->special_defense & KAMAE_SEIRYU)
2660 add_flag(flgs, TR_RES_FIRE);
2661 add_flag(flgs, TR_RES_COLD);
2662 add_flag(flgs, TR_RES_ACID);
2663 add_flag(flgs, TR_RES_ELEC);
2664 add_flag(flgs, TR_RES_POIS);
2665 add_flag(flgs, TR_LEVITATION);
2666 add_flag(flgs, TR_SH_FIRE);
2667 add_flag(flgs, TR_SH_ELEC);
2668 add_flag(flgs, TR_SH_COLD);
2670 if (p_ptr->special_defense & KATA_MUSOU)
2672 add_flag(flgs, TR_RES_FEAR);
2673 add_flag(flgs, TR_RES_LITE);
2674 add_flag(flgs, TR_RES_DARK);
2675 add_flag(flgs, TR_RES_BLIND);
2676 add_flag(flgs, TR_RES_CONF);
2677 add_flag(flgs, TR_RES_SOUND);
2678 add_flag(flgs, TR_RES_SHARDS);
2679 add_flag(flgs, TR_RES_NETHER);
2680 add_flag(flgs, TR_RES_NEXUS);
2681 add_flag(flgs, TR_RES_CHAOS);
2682 add_flag(flgs, TR_RES_DISEN);
2683 add_flag(flgs, TR_REFLECT);
2684 add_flag(flgs, TR_HOLD_EXP);
2685 add_flag(flgs, TR_FREE_ACT);
2686 add_flag(flgs, TR_SH_FIRE);
2687 add_flag(flgs, TR_SH_ELEC);
2688 add_flag(flgs, TR_SH_COLD);
2689 add_flag(flgs, TR_LEVITATION);
2690 add_flag(flgs, TR_LITE_1);
2691 add_flag(flgs, TR_SEE_INVIS);
2692 add_flag(flgs, TR_TELEPATHY);
2693 add_flag(flgs, TR_SLOW_DIGEST);
2694 add_flag(flgs, TR_REGEN);
2695 add_flag(flgs, TR_SUST_STR);
2696 add_flag(flgs, TR_SUST_INT);
2697 add_flag(flgs, TR_SUST_WIS);
2698 add_flag(flgs, TR_SUST_DEX);
2699 add_flag(flgs, TR_SUST_CON);
2700 add_flag(flgs, TR_SUST_CHR);
2705 * @brief プレイヤーの一時的魔法効果による耐性を返す
2706 * Prints ratings on certain abilities
2707 * @param flgs フラグを保管する配列
2710 * xtra1.c周りと多重実装になっているのを何とかする
2712 static void tim_player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2717 for (i = 0; i < TR_FLAG_SIZE; i++)
2720 if (IS_HERO() || p_ptr->shero)
2721 add_flag(flgs, TR_RES_FEAR);
2722 if (p_ptr->tim_invis)
2723 add_flag(flgs, TR_SEE_INVIS);
2724 if (p_ptr->tim_regen)
2725 add_flag(flgs, TR_REGEN);
2727 add_flag(flgs, TR_TELEPATHY);
2728 if (IS_FAST() || p_ptr->slow)
2729 add_flag(flgs, TR_SPEED);
2731 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(prace_is_(RACE_YEEK) && (p_ptr->lev > 19)))
2732 add_flag(flgs, TR_RES_ACID);
2733 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2734 add_flag(flgs, TR_RES_ELEC);
2735 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2736 add_flag(flgs, TR_RES_FIRE);
2737 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2738 add_flag(flgs, TR_RES_COLD);
2739 if (IS_OPPOSE_POIS())
2740 add_flag(flgs, TR_RES_POIS);
2742 if (p_ptr->special_attack & ATTACK_ACID)
2743 add_flag(flgs, TR_BRAND_ACID);
2744 if (p_ptr->special_attack & ATTACK_ELEC)
2745 add_flag(flgs, TR_BRAND_ELEC);
2746 if (p_ptr->special_attack & ATTACK_FIRE)
2747 add_flag(flgs, TR_BRAND_FIRE);
2748 if (p_ptr->special_attack & ATTACK_COLD)
2749 add_flag(flgs, TR_BRAND_COLD);
2750 if (p_ptr->special_attack & ATTACK_POIS)
2751 add_flag(flgs, TR_BRAND_POIS);
2752 if (p_ptr->special_defense & DEFENSE_ACID)
2753 add_flag(flgs, TR_IM_ACID);
2754 if (p_ptr->special_defense & DEFENSE_ELEC)
2755 add_flag(flgs, TR_IM_ELEC);
2756 if (p_ptr->special_defense & DEFENSE_FIRE)
2757 add_flag(flgs, TR_IM_FIRE);
2758 if (p_ptr->special_defense & DEFENSE_COLD)
2759 add_flag(flgs, TR_IM_COLD);
2760 if (p_ptr->wraith_form)
2761 add_flag(flgs, TR_REFLECT);
2763 if (p_ptr->tim_reflect)
2764 add_flag(flgs, TR_REFLECT);
2766 if (p_ptr->magicdef)
2768 add_flag(flgs, TR_RES_BLIND);
2769 add_flag(flgs, TR_RES_CONF);
2770 add_flag(flgs, TR_REFLECT);
2771 add_flag(flgs, TR_FREE_ACT);
2772 add_flag(flgs, TR_LEVITATION);
2774 if (p_ptr->tim_res_nether)
2776 add_flag(flgs, TR_RES_NETHER);
2778 if (p_ptr->tim_sh_fire)
2780 add_flag(flgs, TR_SH_FIRE);
2784 add_flag(flgs, TR_RES_FEAR);
2785 add_flag(flgs, TR_RES_LITE);
2786 add_flag(flgs, TR_RES_DARK);
2787 add_flag(flgs, TR_RES_BLIND);
2788 add_flag(flgs, TR_RES_CONF);
2789 add_flag(flgs, TR_RES_SOUND);
2790 add_flag(flgs, TR_RES_SHARDS);
2791 add_flag(flgs, TR_RES_NETHER);
2792 add_flag(flgs, TR_RES_NEXUS);
2793 add_flag(flgs, TR_RES_CHAOS);
2794 add_flag(flgs, TR_RES_DISEN);
2795 add_flag(flgs, TR_REFLECT);
2796 add_flag(flgs, TR_HOLD_EXP);
2797 add_flag(flgs, TR_FREE_ACT);
2798 add_flag(flgs, TR_SH_FIRE);
2799 add_flag(flgs, TR_SH_ELEC);
2800 add_flag(flgs, TR_SH_COLD);
2801 add_flag(flgs, TR_LEVITATION);
2802 add_flag(flgs, TR_LITE_1);
2803 add_flag(flgs, TR_SEE_INVIS);
2804 add_flag(flgs, TR_TELEPATHY);
2805 add_flag(flgs, TR_SLOW_DIGEST);
2806 add_flag(flgs, TR_REGEN);
2807 add_flag(flgs, TR_SUST_STR);
2808 add_flag(flgs, TR_SUST_INT);
2809 add_flag(flgs, TR_SUST_WIS);
2810 add_flag(flgs, TR_SUST_DEX);
2811 add_flag(flgs, TR_SUST_CON);
2812 add_flag(flgs, TR_SUST_CHR);
2816 if (p_ptr->realm1 == REALM_HEX)
2818 if (hex_spelling(HEX_DEMON_AURA))
2820 add_flag(flgs, TR_SH_FIRE);
2821 add_flag(flgs, TR_REGEN);
2823 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2824 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2829 /* Mode flags for displaying player flags */
2830 #define DP_CURSE 0x01
2836 * @brief プレイヤーの装備一覧をシンボルで並べる
2838 * @param y 表示するコンソールの行
2839 * @param x 表示するコンソールの列
2843 void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2852 /* Weapon flags need only two column */
2853 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2854 else max_i = INVEN_TOTAL;
2856 /* Dump equippy chars */
2857 for (i = INVEN_RARM; i < max_i; i++)
2860 o_ptr = &p_ptr->inventory_list[i];
2862 a = object_attr(o_ptr);
2863 c = object_char(o_ptr);
2865 /* Clear the part of the screen */
2866 if (!equippy_chars || !o_ptr->k_idx)
2873 Term_putch(x + i - INVEN_RARM, y, a, c);
2879 * @brief プレイヤーの装備による免疫フラグを返す
2880 * @param flgs フラグを保管する配列
2883 * xtra1.c周りと多重実装になっているのを何とかする
2885 static void known_obj_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2890 for (i = 0; i < TR_FLAG_SIZE; i++)
2893 /* Check equipment */
2894 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2896 u32b o_flgs[TR_FLAG_SIZE];
2901 o_ptr = &p_ptr->inventory_list[i];
2903 if (!o_ptr->k_idx) continue;
2906 object_flags_known(o_ptr, o_flgs);
2908 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2909 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2910 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2911 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2916 * @brief プレイヤーの種族による免疫フラグを返す
2917 * @param flgs フラグを保管する配列
2920 * xtra1.c周りと多重実装になっているのを何とかする
2922 static void player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2927 for (i = 0; i < TR_FLAG_SIZE; i++)
2930 if (prace_is_(RACE_SPECTRE))
2931 add_flag(flgs, TR_RES_NETHER);
2932 if (p_ptr->mimic_form == MIMIC_VAMPIRE || prace_is_(RACE_VAMPIRE))
2933 add_flag(flgs, TR_RES_DARK);
2934 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2935 add_flag(flgs, TR_RES_FIRE);
2936 else if (prace_is_(RACE_YEEK) && p_ptr->lev > 19)
2937 add_flag(flgs, TR_RES_ACID);
2941 * @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
2942 * @param flgs フラグを保管する配列
2945 * xtra1.c周りと多重実装になっているのを何とかする
2947 static void tim_player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2952 for (i = 0; i < TR_FLAG_SIZE; i++)
2955 if (p_ptr->special_defense & DEFENSE_ACID)
2956 add_flag(flgs, TR_RES_ACID);
2957 if (p_ptr->special_defense & DEFENSE_ELEC)
2958 add_flag(flgs, TR_RES_ELEC);
2959 if (p_ptr->special_defense & DEFENSE_FIRE)
2960 add_flag(flgs, TR_RES_FIRE);
2961 if (p_ptr->special_defense & DEFENSE_COLD)
2962 add_flag(flgs, TR_RES_COLD);
2963 if (p_ptr->wraith_form)
2964 add_flag(flgs, TR_RES_DARK);
2968 * @brief プレイヤーの種族による弱点フラグを返す
2969 * @param flgs フラグを保管する配列
2972 * xtra1.c周りと多重実装になっているのを何とかする
2974 static void player_vuln_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2979 for (i = 0; i < TR_FLAG_SIZE; i++)
2982 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2984 add_flag(flgs, TR_RES_ACID);
2985 add_flag(flgs, TR_RES_ELEC);
2986 add_flag(flgs, TR_RES_FIRE);
2987 add_flag(flgs, TR_RES_COLD);
2989 if (prace_is_(RACE_ANDROID))
2990 add_flag(flgs, TR_RES_ELEC);
2991 if (prace_is_(RACE_ENT))
2992 add_flag(flgs, TR_RES_FIRE);
2993 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) ||
2994 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2995 add_flag(flgs, TR_RES_LITE);
3000 * A struct for storing misc. flags
3003 BIT_FLAGS player_flags[TR_FLAG_SIZE];
3004 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
3005 BIT_FLAGS player_imm[TR_FLAG_SIZE];
3006 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
3007 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
3008 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
3013 * @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 /
3014 * Helper function, see below
3015 * @param row コンソール表示位置の左上行
3016 * @param col コンソール表示位置の左上列
3017 * @param header コンソール上で表示する特性名
3018 * @param flag1 参照する特性ID
3019 * @param f プレイヤーの特性情報構造体
3020 * @param mode 表示オプション
3023 static void display_flag_aux(TERM_LEN row, TERM_LEN col, concptr header,
3024 int flag1, all_player_flags *f, u16b mode)
3029 byte header_color = TERM_L_DARK;
3030 int header_col = col;
3032 if (have_flag(f->player_vuln, flag1) &&
3033 !(have_flag(f->known_obj_imm, flag1) ||
3034 have_flag(f->player_imm, flag1) ||
3035 have_flag(f->tim_player_imm, flag1)))
3039 col += strlen(header) + 1;
3041 /* Weapon flags need only two column */
3042 if (mode & DP_WP) max_i = INVEN_LARM + 1;
3043 else max_i = INVEN_TOTAL;
3045 /* Check equipment */
3046 for (i = INVEN_RARM; i < max_i; i++)
3048 BIT_FLAGS flgs[TR_FLAG_SIZE];
3052 o_ptr = &p_ptr->inventory_list[i];
3055 object_flags_known(o_ptr, flgs);
3058 if (!(mode & DP_IMM))
3059 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3062 if (mode & DP_CURSE)
3064 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3066 c_put_str(TERM_L_DARK, "+", row, col);
3067 header_color = TERM_WHITE;
3069 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3071 c_put_str(TERM_WHITE, "+", row, col);
3072 header_color = TERM_WHITE;
3074 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3076 c_put_str(TERM_WHITE, "*", row, col);
3077 header_color = TERM_WHITE;
3080 else if (flag1 == TR_LITE_1)
3082 if (have_dark_flag(flgs))
3084 c_put_str(TERM_L_DARK, "+", row, col);
3085 header_color = TERM_WHITE;
3087 else if (have_lite_flag(flgs))
3089 c_put_str(TERM_WHITE, "+", row, col);
3090 header_color = TERM_WHITE;
3095 if (have_flag(flgs, flag1))
3097 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3098 (mode & DP_IMM) ? "*" : "+", row, col);
3099 header_color = TERM_WHITE;
3107 /* Assume that player flag is already written */
3110 if (header_color != TERM_L_DARK)
3112 /* Overwrite Header Color */
3113 c_put_str(header_color, header, row, header_col);
3119 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3122 if (have_flag(f->player_flags, flag1))
3124 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3125 header_color = TERM_WHITE;
3128 /* Timed player flags */
3129 if (have_flag(f->tim_player_flags, flag1))
3131 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3132 header_color = TERM_WHITE;
3136 if (have_flag(f->tim_player_imm, flag1))
3138 c_put_str(TERM_YELLOW, "*", row, col);
3139 header_color = TERM_WHITE;
3141 if (have_flag(f->player_imm, flag1))
3143 c_put_str(TERM_WHITE, "*", row, col);
3144 header_color = TERM_WHITE;
3148 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3151 c_put_str(header_color, header, row, header_col);
3156 * @brief プレイヤーの特性フラグ一覧表示1 /
3157 * Special display, part 1
3160 static void display_player_flag_info(void)
3167 /* Extract flags and store */
3168 player_flags(f.player_flags);
3169 tim_player_flags(f.tim_player_flags);
3170 player_immunity(f.player_imm);
3171 tim_player_immunity(f.tim_player_imm);
3172 known_obj_immunity(f.known_obj_imm);
3173 player_vuln_flags(f.player_vuln);
3180 display_player_equippy(row-2, col+8, 0);
3181 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3184 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3185 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3186 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3187 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3188 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3189 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3190 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3191 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3192 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3193 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3194 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3195 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3196 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3197 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3199 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3200 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3201 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3202 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3203 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3204 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3205 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3206 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3207 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3208 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3209 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3210 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3211 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3212 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3221 display_player_equippy(row-2, col+8, 0);
3223 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3226 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3227 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3228 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3229 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3230 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3231 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3232 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3233 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3234 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3235 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3237 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3238 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3239 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3240 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3241 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3242 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3243 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3244 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3245 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3246 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3255 display_player_equippy(row-2, col+12, 0);
3257 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3260 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3261 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3262 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3263 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3264 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3265 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3266 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3267 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3268 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3269 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3271 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3272 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3273 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3274 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3275 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3276 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3277 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3278 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3279 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3280 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3287 * @brief プレイヤーの特性フラグ一覧表示2 /
3288 * Special display, part 2
3291 static void display_player_other_flag_info(void)
3298 /* Extract flags and store */
3299 player_flags(f.player_flags);
3300 tim_player_flags(f.tim_player_flags);
3301 player_immunity(f.player_imm);
3302 tim_player_immunity(f.tim_player_imm);
3303 known_obj_immunity(f.known_obj_imm);
3304 player_vuln_flags(f.player_vuln);
3311 display_player_equippy(row-2, col+12, DP_WP);
3313 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3316 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3317 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3318 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3319 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3320 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3321 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3322 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3323 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3324 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3325 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3326 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3327 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3328 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3329 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3330 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3331 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3332 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3333 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3334 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3335 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3336 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3337 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3338 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3339 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3340 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3341 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3342 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3343 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3345 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3346 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3347 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3348 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3349 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3350 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3351 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3352 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3353 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3354 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3355 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3356 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3357 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3358 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3359 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3360 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3361 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3362 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3363 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3364 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3365 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3366 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3367 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3368 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3369 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3370 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3371 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3372 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3381 display_player_equippy(row-2, col+13, 0);
3382 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3385 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3386 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3387 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3388 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3389 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3390 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3391 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3392 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3393 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3394 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3395 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3396 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3397 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3398 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3399 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3400 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3401 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3402 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3403 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3405 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3406 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3407 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3408 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3409 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3410 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3411 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3412 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3413 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3414 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3415 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3416 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3417 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3418 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3419 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3420 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3421 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3422 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3423 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3430 col = col + 12 + 17;
3432 display_player_equippy(row-2, col+14, 0);
3434 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3437 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3438 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3439 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3440 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3441 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3442 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3444 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3445 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3446 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3447 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3448 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3449 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3451 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3452 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3453 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3454 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3456 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3457 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3458 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3459 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3460 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3461 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3463 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3464 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3465 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3466 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3467 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3468 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3470 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3471 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3472 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3473 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3480 * @brief プレイヤーの特性フラグ一覧表示2a /
3481 * Special display, part 2a
3484 static void display_player_misc_info(void)
3489 /* Display basics */
3491 put_str("名前 :", 1, 26);
3492 put_str("性別 :", 3, 1);
3493 put_str("種族 :", 4, 1);
3494 put_str("職業 :", 5, 1);
3496 put_str("Name :", 1, 26);
3497 put_str("Sex :", 3, 1);
3498 put_str("Race :", 4, 1);
3499 put_str("Class :", 5, 1);
3502 strcpy(tmp,ap_ptr->title);
3509 strcat(tmp,p_ptr->name);
3511 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3512 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3513 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3514 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3516 /* Display extras */
3518 put_str("レベル:", 6, 1);
3519 put_str("HP :", 7, 1);
3520 put_str("MP :", 8, 1);
3522 put_str("Level :", 6, 1);
3523 put_str("Hits :", 7, 1);
3524 put_str("Mana :", 8, 1);
3528 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3529 c_put_str(TERM_L_BLUE, buf, 6, 9);
3530 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3531 c_put_str(TERM_L_BLUE, buf, 7, 9);
3532 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3533 c_put_str(TERM_L_BLUE, buf, 8, 9);
3538 * @brief プレイヤーの特性フラグ一覧表示2b /
3539 * Special display, part 2b
3543 * How to print out the modifications and sustains.
3544 * Positive mods with no sustain will be light green.
3545 * Positive mods with a sustain will be dark green.
3546 * Sustains (with no modification) will be a dark green 's'.
3547 * Negative mods (from a curse) will be red.
3548 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3549 * No mod, no sustain, will be a slate '.'
3552 static void display_player_stat_info(void)
3559 BIT_FLAGS flgs[TR_FLAG_SIZE];
3573 /* Print out the labels for the columns */
3574 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col+1);
3575 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col+7);
3576 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col+13);
3577 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col+28);
3578 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col+35);
3580 /* Display the stats */
3581 for (i = 0; i < A_MAX; i++)
3585 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3586 else r_adj = rp_ptr->r_adj[i];
3588 /* Calculate equipment adjustment */
3591 /* Icky formula to deal with the 18 barrier */
3592 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] > 18))
3593 e_adj = (p_ptr->stat_top[i] - p_ptr->stat_max[i]) / 10;
3594 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3595 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3596 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3597 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3599 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3600 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3602 if (prace_is_(RACE_ENT))
3608 if (p_ptr->lev > 25) r_adj++;
3609 if (p_ptr->lev > 40) r_adj++;
3610 if (p_ptr->lev > 45) r_adj++;
3613 if (p_ptr->lev > 25) r_adj--;
3614 if (p_ptr->lev > 40) r_adj--;
3615 if (p_ptr->lev > 45) r_adj--;
3621 e_adj -= cp_ptr->c_adj[i];
3622 e_adj -= ap_ptr->a_adj[i];
3624 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3625 /* Reduced name of stat */
3626 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3628 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3631 /* Internal "natural" max value. Maxes at 18/100 */
3632 /* This is useful to see if you are maxed out */
3633 cnv_stat(p_ptr->stat_max[i], buf);
3634 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3636 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3638 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3640 /* Race, class, and equipment modifiers */
3641 (void)sprintf(buf, "%3d", r_adj);
3642 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3643 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3644 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3645 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3646 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3647 (void)sprintf(buf, "%3d", (int)e_adj);
3648 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3650 /* Actual maximal modified value */
3651 cnv_stat(p_ptr->stat_top[i], buf);
3652 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3654 /* Only display stat_use if not maximal */
3655 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3657 cnv_stat(p_ptr->stat_use[i], buf);
3658 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3663 col = stat_col + 41;
3665 /* Header and Footer */
3666 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3667 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3669 /* Process equipment */
3670 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3672 o_ptr = &p_ptr->inventory_list[i];
3674 /* Acquire "known" flags */
3675 object_flags_known(o_ptr, flgs);
3677 /* Initialize color based of sign of pval. */
3678 for (stat = 0; stat < A_MAX; stat++)
3685 if (have_flag(flgs, stat))
3691 if (o_ptr->pval > 0)
3697 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3700 if (have_flag(flgs, stat + TR_SUST_STR))
3702 /* Dark green for sustained stats */
3707 if (o_ptr->pval < 0)
3713 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3718 else if (have_flag(flgs, stat + TR_SUST_STR))
3720 /* Dark green "s" */
3725 /* Dump proper character */
3726 Term_putch(col, row + stat+1, a, c);
3737 for (stat = 0; stat < A_MAX; stat++)
3744 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3750 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3751 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3752 if (p_ptr->tsuyoshi) dummy += 4;
3754 else if (stat == A_WIS || stat == A_INT)
3756 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3757 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3759 else if (stat == A_DEX)
3761 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3762 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3763 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3765 else if (stat == A_CON)
3767 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3768 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3769 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3770 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3771 if (p_ptr->tsuyoshi) dummy += 4;
3773 else if (stat == A_CHR)
3775 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3776 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3777 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3778 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3779 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3780 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3796 if (dummy < 10) c = '0' + dummy;
3806 if (dummy > -10) c = '0' - dummy;
3813 if (have_flag(flgs, stat + TR_SUST_STR))
3815 /* Dark green "s" */
3822 Term_putch(col, row + stat+1, a, c);
3828 * @brief プレイヤーのステータス表示メイン処理
3829 * Display the character on the screen (various modes)
3830 * @param mode 表示モードID
3834 * The top one and bottom two lines are left blank.
3835 * Mode 0 = standard display with skills
3836 * Mode 1 = standard display with history
3837 * Mode 2 = summary of various things
3838 * Mode 3 = summary of various things (part 2)
3839 * Mode 4 = mutations
3842 void display_player(int mode)
3848 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3857 if ((mode == 0) || (mode == 1))
3859 /* Name, Sex, Race, Class */
3861 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", p_ptr->name);
3863 sprintf(tmp, "%s %s", ap_ptr->title, p_ptr->name);
3866 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3867 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3868 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3869 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3874 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3876 strcpy(tmp, realm_names[p_ptr->realm1]);
3877 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3880 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3881 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3883 /* Age, Height, Weight, Social */
3884 /* 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 */
3886 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3887 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3888 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3889 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3891 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3892 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3893 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3894 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3896 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3899 /* Display the stats */
3900 for (i = 0; i < A_MAX; i++)
3902 /* Special treatment of "injured" stats */
3903 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3907 /* Use lowercase stat name */
3908 put_str(stat_names_reduced[i], 3 + i, 53);
3910 /* Get the current stat */
3911 value = p_ptr->stat_use[i];
3913 /* Obtain the current stat (modified) */
3914 cnv_stat(value, buf);
3916 /* Display the current stat (modified) */
3917 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3919 /* Acquire the max stat */
3920 value = p_ptr->stat_top[i];
3922 /* Obtain the maximum stat (modified) */
3923 cnv_stat(value, buf);
3925 /* Display the maximum stat (modified) */
3926 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3929 /* Normal treatment of "normal" stats */
3932 /* Assume uppercase stat name */
3933 put_str(stat_names[i], 3 + i, 53);
3935 /* Obtain the current stat (modified) */
3936 cnv_stat(p_ptr->stat_use[i], buf);
3938 /* Display the current stat (modified) */
3939 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3942 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3944 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3948 /* Display "history" info */
3952 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3954 for (i = 0; i < 4; i++)
3956 put_str(p_ptr->history[i], i + 12, 10);
3963 if (p_ptr->total_winner)
3966 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3968 sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3971 else if (!current_floor_ptr->dun_level)
3974 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3976 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3979 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3981 /* Get the quest text */
3982 /* Bewere that INIT_ASSIGN resets the cur_num. */
3983 init_flags = INIT_NAME_ONLY;
3985 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3988 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);
3990 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
3996 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);
3998 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, current_floor_ptr->dun_level, map_name());
4002 else if (character_dungeon)
4004 if (!current_floor_ptr->dun_level)
4006 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
4008 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
4010 /* Clear the text */
4011 /* Must be done before doing INIT_SHOW_TEXT */
4012 for (i = 0; i < 10; i++)
4014 quest_text[i][0] = '\0';
4016 quest_text_line = 0;
4018 /* Get the quest text */
4019 init_flags = INIT_NAME_ONLY;
4021 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
4023 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);
4028 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);
4030 sprintf(statmsg, "...Now, you are exploring level %d of %s.", current_floor_ptr->dun_level, map_name());
4037 char temp[64*2], *t;
4038 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4040 for(i=0 ; i<2 ; i++)
4046 put_str(t, i + 5 + 12, 10);
4054 /* Display "various" info */
4057 display_player_middle();
4058 display_player_various();
4065 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4068 display_player_misc_info();
4069 display_player_stat_info();
4070 display_player_flag_info();
4076 display_player_other_flag_info();
4081 do_cmd_knowledge_mutations();
4086 * @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
4087 * @param fff ファイルポインタ
4090 static void dump_aux_display_player(FILE *fff)
4099 /* Dump part of the screen */
4100 for (y = 1; y < 22; y++)
4103 for (x = 0; x < 79; x++)
4105 /* Get the attr/char */
4106 (void)(Term_what(x, y, &a, &c));
4112 /* End the string */
4115 /* Kill trailing spaces */
4116 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4119 fprintf(fff, _("%s\n", "%s\n"), buf);
4122 /* Display history */
4125 /* Dump part of the screen */
4126 for (y = 10; y < 19; y++)
4129 for (x = 0; x < 79; x++)
4131 /* Get the attr/char */
4132 (void)(Term_what(x, y, &a, &c));
4138 /* End the string */
4141 /* Kill trailing spaces */
4142 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4145 fprintf(fff, "%s\n", buf);
4150 /* Display flags (part 1) */
4153 /* Dump part of the screen */
4154 for (y = 2; y < 22; y++)
4157 for (x = 0; x < 79; x++)
4159 /* Get the attr/char */
4160 (void)(Term_what(x, y, &a, &c));
4162 /* Dump it (Ignore equippy tile graphic) */
4169 /* End the string */
4172 /* Kill trailing spaces */
4173 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4176 fprintf(fff, "%s\n", buf);
4181 /* Display flags (part 2) */
4184 /* Dump part of the screen */
4185 for (y = 1; y < 22; y++)
4188 for (x = 0; x < 79; x++)
4190 /* Get the attr/char */
4191 (void)(Term_what(x, y, &a, &c));
4193 /* Dump it (Ignore equippy tile graphic) */
4200 /* End the string */
4203 /* Kill trailing spaces */
4204 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4207 fprintf(fff, "%s\n", buf);
4215 * @brief プレイヤーのペット情報をファイルにダンプする
4216 * @param fff ファイルポインタ
4219 static void dump_aux_pet(FILE *fff)
4223 bool pet_settings = FALSE;
4224 GAME_TEXT pet_name[MAX_NLEN];
4226 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
4228 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
4230 if (!monster_is_valid(m_ptr)) continue;
4231 if (!is_pet(m_ptr)) continue;
4232 pet_settings = TRUE;
4233 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4236 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4239 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4240 fprintf(fff, "%s\n", pet_name);
4245 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4247 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4248 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4250 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4251 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4253 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4254 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4256 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4257 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4259 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4260 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4262 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"),
4263 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4271 * @brief プレイヤーの職業能力情報をファイルにダンプする
4272 * @param fff ファイルポインタ
4275 static void dump_aux_class_special(FILE *fff)
4277 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4284 int spellnum[MAX_MONSPELLS];
4285 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4290 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4292 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4297 set_rf_masks(&f4, &f5, &f6, j);
4300 case MONSPELL_TYPE_BOLT:
4301 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4304 case MONSPELL_TYPE_BALL:
4305 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4308 case MONSPELL_TYPE_BREATH:
4309 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4312 case MONSPELL_TYPE_SUMMON:
4313 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4316 case MONSPELL_TYPE_OTHER:
4317 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4321 for (i = 0, num = 0; i < 32; i++)
4323 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4327 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4331 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4336 strcat(p[col], " ");
4338 for (i = 0; i < num; i++)
4340 if (p_ptr->magic_num2[spellnum[i]])
4343 /* Dump blue magic */
4344 l1 = strlen(p[col]);
4345 l2 = strlen(monster_powers_short[spellnum[i]]);
4346 if ((l1 + l2) >= 75)
4348 strcat(p[col], "\n");
4350 strcat(p[col], " ");
4352 strcat(p[col], monster_powers_short[spellnum[i]]);
4353 strcat(p[col], ", ");
4359 strcat(p[col], _("なし", "None"));
4363 if (p[col][strlen(p[col])-2] == ',')
4365 p[col][strlen(p[col])-2] = '\0';
4369 p[col][strlen(p[col])-10] = '\0';
4373 strcat(p[col], "\n");
4376 for (i=0;i<=col;i++)
4381 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4383 char s[EATER_EXT][MAX_NLEN];
4384 OBJECT_TYPE_VALUE tval = 0;
4386 KIND_OBJECT_IDX k_idx;
4387 OBJECT_SUBTYPE_VALUE i;
4390 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4392 for (ext = 0; ext < 3; ext++)
4396 /* Dump an extent name */
4401 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4405 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4409 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4413 /* Get magic device names that were eaten */
4414 for (i = 0; i < EATER_EXT; i++)
4416 int idx = EATER_EXT * ext + i;
4418 magic_num = p_ptr->magic_num2[idx];
4419 if (!magic_num) continue;
4421 k_idx = lookup_kind(tval, i);
4422 if (!k_idx) continue;
4423 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4427 /* Dump magic devices in this extent */
4430 for (i = 0; i < eat_num; i++)
4433 if (i % 3 < 2) fputs(" ", fff);
4434 else fputs("\n", fff);
4437 if (i % 3 > 0) fputs("\n", fff);
4439 else /* Not found */
4441 fputs(_(" (なし)\n", " (none)\n"), fff);
4445 else if (p_ptr->pclass == CLASS_SMITH)
4447 int i, id[250], n = 0, row;
4449 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4450 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4451 "Essence Num Essence Num Essence Num "));
4452 for (i = 0; essence_name[i]; i++)
4454 if (!essence_name[i][0]) continue;
4461 for (i = 0; i < row; i++)
4464 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4465 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4466 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4476 * @brief クエスト情報をファイルにダンプする
4477 * @param fff ファイルポインタ
4480 static void dump_aux_quest(FILE *fff)
4483 QUEST_IDX *quest_num;
4486 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4488 /* Allocate Memory */
4489 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4491 /* Sort by compete level */
4492 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4493 ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
4495 /* Dump Quest Information */
4497 do_cmd_knowledge_quests_completed(fff, quest_num);
4499 do_cmd_knowledge_quests_failed(fff, quest_num);
4503 C_KILL(quest_num, max_q_idx, QUEST_IDX);
4508 * @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
4509 * @param fff ファイルポインタ
4512 static void dump_aux_last_message(FILE *fff)
4516 if (!p_ptr->total_winner)
4520 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4521 for (i = MIN(message_num(), 30); i >= 0; i--)
4523 fprintf(fff,"> %s\n",message_str((s16b)i));
4528 /* Hack -- *Winning* message */
4529 else if (p_ptr->last_message)
4531 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4532 fprintf(fff," %s\n", p_ptr->last_message);
4539 * @brief 帰還場所情報をファイルにダンプする
4540 * @param fff ファイルポインタ
4543 static void dump_aux_recall(FILE *fff)
4546 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4548 for (y = 1; y < max_d_idx; y++)
4552 if (!d_info[y].maxdepth) continue;
4553 if (!max_dlv[y]) continue;
4554 if (d_info[y].final_guardian)
4556 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4558 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4560 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4561 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4567 * @brief オプション情報をファイルにダンプする
4568 * @param fff ファイルポインタ
4571 static void dump_aux_options(FILE *fff)
4573 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4576 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4579 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4581 if (ironman_small_levels)
4582 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4583 else if (always_small_levels)
4584 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4585 else if (small_levels)
4586 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4588 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4592 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4594 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4598 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4600 if (ironman_downward)
4601 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4604 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4606 if (ironman_nightmare)
4607 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4610 if (ironman_empty_levels)
4611 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4612 else if (empty_levels)
4613 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4615 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4620 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"));
4627 * @brief 闘技場の情報をファイルにダンプする
4628 * @param fff ファイルポインタ
4631 static void dump_aux_arena(FILE *fff)
4633 if (lite_town || vanilla_town) return;
4635 if (p_ptr->arena_number < 0)
4637 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4639 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4644 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4645 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4647 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4648 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4649 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4653 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4655 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4657 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4659 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4664 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4666 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");
4675 * @brief 撃破モンスターの情報をファイルにダンプする
4676 * @param fff ファイルポインタ
4679 static void dump_aux_monsters(FILE *fff)
4681 /* Monsters slain */
4684 long uniq_total = 0;
4685 long norm_total = 0;
4688 /* Sort by monster level */
4691 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4693 /* Allocate the "who" array */
4694 C_MAKE(who, max_r_idx, MONRACE_IDX);
4696 /* Count monster kills */
4697 for (k = 1; k < max_r_idx; k++)
4699 monster_race *r_ptr = &r_info[k];
4701 /* Ignore unused index */
4702 if (!r_ptr->name) continue;
4704 if (r_ptr->flags1 & RF1_UNIQUE)
4706 bool dead = (r_ptr->max_num == 0);
4711 /* Add a unique monster to the list */
4712 who[uniq_total++] = k;
4717 if (r_ptr->r_pkills > 0)
4719 norm_total += r_ptr->r_pkills;
4725 /* No monsters is defeated */
4728 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4731 /* Defeated more than one normal monsters */
4732 else if (uniq_total == 0)
4735 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4737 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4741 /* Defeated more than one unique monsters */
4742 else /* if (uniq_total > 0) */
4745 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);
4747 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"));
4750 /* Sort the array by dungeon depth of monsters */
4751 ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
4752 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));
4755 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4757 monster_race *r_ptr = &r_info[who[k]];
4758 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4763 /* Free the "who" array */
4764 C_KILL(who, max_r_idx, s16b);
4769 * @brief 元種族情報をファイルにダンプする
4770 * @param fff ファイルポインタ
4773 static void dump_aux_race_history(FILE *fff)
4775 if (p_ptr->old_race1 || p_ptr->old_race2)
4779 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);
4780 for (i = 0; i < MAX_RACES; i++)
4782 if (p_ptr->start_race == i) continue;
4785 if (!(p_ptr->old_race1 & 1L << i)) continue;
4789 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4791 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4800 * @brief 元魔法領域情報をファイルにダンプする
4801 * @param fff ファイルポインタ
4804 static void dump_aux_realm_history(FILE *fff)
4806 if (p_ptr->old_realm)
4811 for (i = 0; i < MAX_MAGIC; i++)
4813 if (!(p_ptr->old_realm & 1L << i)) continue;
4814 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]);
4822 * @brief 徳の情報をファイルにダンプする
4823 * @param fff ファイルポインタ
4826 static void dump_aux_virtues(FILE *fff)
4830 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4832 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4833 (2 * p_ptr->hitdie +
4834 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4837 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4838 else fprintf(fff, "現在の体力ランク : ???\n\n");
4839 fprintf(fff, "能力の最大値\n");
4841 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4842 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4843 fprintf(fff, "Limits of maximum stats\n");
4845 for (v_nr = 0; v_nr < A_MAX; v_nr++)
4847 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);
4848 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4851 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment());
4858 * @brief 突然変異の情報をファイルにダンプする
4859 * @param fff ファイルポインタ
4862 static void dump_aux_mutations(FILE *fff)
4864 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4866 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4867 dump_mutations(fff);
4873 * @brief 所持品の情報をファイルにダンプする
4874 * @param fff ファイルポインタ
4877 static void dump_aux_equipment_inventory(FILE *fff)
4880 GAME_TEXT o_name[MAX_NLEN];
4882 /* Dump the equipment */
4883 if (p_ptr->equip_cnt)
4885 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4886 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4888 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4889 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4890 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4892 fprintf(fff, "%c) %s\n",
4893 index_to_label(i), o_name);
4895 fprintf(fff, "\n\n");
4898 /* Dump the p_ptr->inventory_list */
4899 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4901 for (i = 0; i < INVEN_PACK; i++)
4903 /* Don't dump the empty slots */
4904 if (!p_ptr->inventory_list[i].k_idx) break;
4906 /* Dump the p_ptr->inventory_list slots */
4907 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4908 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4911 /* Add an empty line */
4912 fprintf(fff, "\n\n");
4917 * @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
4918 * @param fff ファイルポインタ
4921 static void dump_aux_home_museum(FILE *fff)
4923 GAME_TEXT o_name[MAX_NLEN];
4926 /* Do we need it?? */
4927 /* process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x); */
4929 /* Print the home */
4930 st_ptr = &town_info[1].store[STORE_HOME];
4932 /* Home -- if anything there */
4933 if (st_ptr->stock_num)
4938 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4940 /* Dump all available items */
4941 for (i = 0; i < st_ptr->stock_num; i++)
4944 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4945 object_desc(o_name, &st_ptr->stock[i], 0);
4946 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4949 /* Add an empty line */
4950 fprintf(fff, "\n\n");
4954 /* Print the home */
4955 st_ptr = &town_info[1].store[STORE_MUSEUM];
4957 /* Home -- if anything there */
4958 if (st_ptr->stock_num)
4963 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4965 /* Dump all available items */
4966 for (i = 0; i < st_ptr->stock_num; i++)
4969 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4970 object_desc(o_name, &st_ptr->stock[i], 0);
4971 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4973 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4974 object_desc(o_name, &st_ptr->stock[i], 0);
4975 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4980 /* Add an empty line */
4981 fprintf(fff, "\n\n");
4987 * @brief ダンプ出力のメインルーチン
4988 * Output the character dump to a file
4989 * @param fff ファイルポインタ
4992 errr make_character_dump(FILE *fff)
4995 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4996 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4998 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4999 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
5004 dump_aux_display_player(fff);
5005 dump_aux_last_message(fff);
5006 dump_aux_options(fff);
5007 dump_aux_recall(fff);
5008 dump_aux_quest(fff);
5009 dump_aux_arena(fff);
5010 dump_aux_monsters(fff);
5011 dump_aux_virtues(fff);
5012 dump_aux_race_history(fff);
5013 dump_aux_realm_history(fff);
5014 dump_aux_class_special(fff);
5015 dump_aux_mutations(fff);
5018 dump_aux_equipment_inventory(fff);
5019 dump_aux_home_museum(fff);
5021 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
5026 * @brief プレイヤーステータスをファイルダンプ出力する
5027 * Hack -- Dump a character description file
5028 * @param name 出力ファイル名
5031 * Allow the "full" flag to dump additional info,
5032 * and trigger its usage from various places in the code.
5034 errr file_character(concptr name)
5040 /* Build the filename */
5041 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5043 /* File type is "TEXT" */
5044 FILE_TYPE(FILE_TYPE_TEXT);
5046 /* Check for existing file */
5047 fd = fd_open(buf, O_RDONLY);
5056 (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);
5059 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5062 /* Open the non-existing file */
5063 if (fd < 0) fff = my_fopen(buf, "w");
5068 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);
5076 (void)make_character_dump(fff);
5080 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."));
5089 * @brief ファイル内容の一行をコンソールに出力する
5090 * Display single line of on-line help file
5091 * @param str 出力する文字列
5097 * You can insert some special color tag to change text color.
5099 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5100 * A colored segment is between "[[[[y|" and the last "|".
5101 * You can use any single character in place of the "|".
5104 static void show_file_aux_line(concptr str, int cy, concptr shower)
5106 static const char tag_str[] = "[[[[";
5107 byte color = TERM_WHITE;
5115 /* Make a lower case version of str for searching */
5120 /* Initial cursor position */
5121 Term_gotoxy(cx, cy);
5123 for (i = 0; str[i];)
5125 int len = strlen(&str[i]);
5126 int showercol = len + 1;
5127 int bracketcol = len + 1;
5131 /* Search for a shower string in the line */
5134 ptr = my_strstr(&lcstr[i], shower);
5135 if (ptr) showercol = ptr - &lcstr[i];
5138 /* Search for a color segment tag */
5139 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5140 if (ptr) bracketcol = ptr - &str[i];
5142 /* A color tag is found */
5143 if (bracketcol < endcol) endcol = bracketcol;
5145 /* The shower string is found before the color tag */
5146 if (showercol < endcol) endcol = showercol;
5148 /* Print a segment of the line */
5149 Term_addstr(endcol, color, &str[i]);
5153 /* Shower string? */
5154 if (endcol == showercol)
5156 int showerlen = strlen(shower);
5158 /* Print the shower string in yellow */
5159 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5164 /* Colored segment? */
5165 else if (endcol == bracketcol)
5169 /* Found the end of colored segment */
5172 /* Now looking for an another tag_str */
5175 /* Set back to the default color */
5180 /* Found a tag_str, and get a tag color */
5181 i += sizeof(tag_str)-1;
5184 color = color_char_to_attr(str[i]);
5186 /* Illegal color tag */
5187 if (color == 255 || str[i+1] == '\0')
5189 /* Illegal color tag */
5192 /* Print the broken tag as a string */
5193 Term_addstr(-1, TERM_WHITE, tag_str);
5194 cx += sizeof(tag_str)-1;
5198 /* Skip the color tag */
5201 /* Now looking for a close tag */
5204 /* Skip the close-tag-indicator */
5210 } /* for (i = 0; str[i];) */
5212 /* Clear rest of line */
5213 Term_erase(cx, cy, 255);
5218 * @brief ファイル内容をコンソールに出力する
5219 * Recursive file perusal.
5220 * @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
5221 * @param name ファイル名の文字列
5222 * @param what 内容キャプションの文字列
5223 * @param line 表示の現在行
5228 * Process various special text in the input file, including
5229 * the "menu" structures used by the "help file" system.
5230 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5233 bool show_file(bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
5237 /* Number of "real" lines passed by */
5240 /* Number of "real" lines in the file */
5243 /* Backup value for "line" */
5246 /* This screen has sub-screens */
5249 /* Current help file */
5252 /* Find this string (if any) */
5253 concptr find = NULL;
5255 /* Jump to this tag */
5258 /* Hold strings to find/show */
5259 char finder_str[81];
5260 char shower_str[81];
5263 /* String to show */
5264 concptr shower = NULL;
5267 char filename[1024];
5269 /* Describe this thing */
5275 /* General buffer */
5278 /* Sub-menu information */
5281 bool reverse = (line < 0);
5285 Term_get_size(&wid, &hgt);
5289 strcpy(finder_str, "");
5292 strcpy(shower_str, "");
5295 strcpy(caption, "");
5297 /* Wipe the hooks */
5298 for (i = 0; i < 68; i++)
5303 /* Copy the filename */
5304 strcpy(filename, name);
5306 n = strlen(filename);
5308 /* Extract the tag from the filename */
5309 for (i = 0; i < n; i++)
5311 if (filename[i] == '#')
5314 tag = filename + i + 1;
5319 /* Redirect the name */
5326 strcpy(caption, what);
5328 /* Access the "file" */
5332 fff = my_fopen(path, "r");
5335 /* Look in "help" */
5339 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5341 /* Build the filename */
5342 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5345 fff = my_fopen(path, "r");
5348 /* Look in "info" */
5352 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5354 /* Build the filename */
5355 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5358 fff = my_fopen(path, "r");
5361 /* Look in "info" */
5364 /* Build the filename */
5365 path_build(path, sizeof(path), ANGBAND_DIR, name);
5367 for (i = 0; path[i]; i++)
5368 if ('\\' == path[i])
5369 path[i] = PATH_SEP[0];
5372 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5375 fff = my_fopen(path, "r");
5380 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5387 /* Pre-Parse the file */
5392 /* Read a line or stop */
5393 if (my_fgets(fff, buf, sizeof(buf))) break;
5395 /* XXX Parse "menu" items */
5396 if (prefix(str, "***** "))
5398 /* Notice "menu" requests */
5399 if ((str[6] == '[') && isalpha(str[7]))
5401 /* Extract the menu item */
5402 int k = str[7] - 'A';
5404 /* This is a menu file */
5407 if ((str[8] == ']') && (str[9] == ' '))
5409 /* Extract the menu item */
5410 strncpy(hook[k], str + 10, 31);
5412 /* Make sure it's null-terminated */
5416 /* Notice "tag" requests */
5417 else if (str[6] == '<')
5419 size_t len = strlen(str);
5421 if (str[len - 1] == '>')
5423 str[len - 1] = '\0';
5424 if (tag && streq(str + 7, tag)) line = next;
5432 /* Count the "real" lines */
5436 /* Save the number of "real" lines */
5439 /* start from bottom when reverse mode */
5440 if (line == -1) line = ((size-1)/rows)*rows;
5443 /* Display the file */
5446 /* Restart when necessary */
5447 if (line >= size - rows) line = size - rows;
5448 if (line < 0) line = 0;
5450 /* Re-open the file if needed */
5455 /* Hack -- Re-Open the file */
5456 fff = my_fopen(path, "r");
5458 if (!fff) return (FALSE);
5460 /* File has been restarted */
5464 /* Goto the selected line */
5468 if (my_fgets(fff, buf, sizeof(buf))) break;
5470 /* Skip tags/links */
5471 if (prefix(buf, "***** ")) continue;
5473 /* Count the lines */
5477 /* Dump the next 20, or rows, lines of the file */
5478 for (i = 0; i < rows; )
5482 /* Hack -- track the "first" line */
5483 if (!i) line = next;
5485 /* Get a line of the file or stop */
5486 if (my_fgets(fff, buf, sizeof(buf))) break;
5488 /* Hack -- skip "special" lines */
5489 if (prefix(buf, "***** ")) continue;
5491 /* Count the "real" lines */
5494 /* Hack -- keep searching */
5499 /* Make a lower case version of str for searching */
5500 strcpy(lc_buf, str);
5501 str_tolower(lc_buf);
5503 if (!my_strstr(lc_buf, find)) continue;
5506 /* Hack -- stop searching */
5510 show_file_aux_line(str, i + 2, shower);
5512 /* Count the printed lines */
5518 /* Clear rest of line */
5519 Term_erase(0, i + 2, 255);
5524 /* Hack -- failed search */
5534 /* Show a general "title" */
5537 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5538 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5539 caption, line, size), 0, 0);
5543 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5544 caption, line, size), 0, 0);
5547 /* Prompt -- small files */
5551 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5554 /* Prompt -- large files */
5559 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5561 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5563 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5567 /* Get a special key code */
5568 skey = inkey_special(TRUE);
5572 /* Show the help for the help */
5574 /* Hack - prevent silly recursion */
5575 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5576 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5579 /* Hack -- try showing */
5582 prt(_("強調: ", "Show: "), hgt - 1, 0);
5584 strcpy(back_str, shower_str);
5585 if (askfor(shower_str, 80))
5589 /* Make it lowercase */
5590 str_tolower(shower_str);
5593 shower = shower_str;
5595 else shower = NULL; /* Stop showing */
5597 else strcpy(shower_str, back_str);
5600 /* Hack -- try finding */
5604 prt(_("検索: ", "Find: "), hgt - 1, 0);
5606 strcpy(back_str, finder_str);
5607 if (askfor(finder_str, 80))
5616 /* Make finder lowercase */
5617 str_tolower(finder_str);
5620 shower = finder_str;
5622 else shower = NULL; /* Stop showing */
5624 else strcpy(finder_str, back_str);
5627 /* Hack -- go to a specific line */
5631 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5634 if (askfor(tmp, 80)) line = atoi(tmp);
5638 /* Hack -- go to the top line */
5643 /* Hack -- go to the bottom line */
5645 line = ((size - 1) / rows) * rows;
5648 /* Hack -- go to a specific file */
5652 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5653 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5655 if (askfor(tmp, 80))
5657 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5662 /* Allow backing up */
5664 line = line + (reverse ? rows : -rows);
5665 if (line < 0) line = 0;
5671 if (line < 0) line = 0;
5674 /* Advance a single line */
5677 line = line + (reverse ? -1 : 1);
5678 if (line < 0) line = 0;
5681 /* Move up / down */
5685 if (line < 0) line = 0;
5693 /* Advance one page */
5695 line = line + (reverse ? -rows : rows);
5696 if (line < 0) line = 0;
5705 /* Recurse on numbers */
5710 if (!(skey & SKEY_MASK) && isalpha(skey))
5713 if ((key > -1) && hook[key][0])
5715 /* Recurse on that file */
5716 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5721 /* Hack, dump to file */
5730 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5733 /* Build the filename */
5734 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5736 /* Hack -- Re-Open the file */
5737 fff = my_fopen(path, "r");
5739 ffp = my_fopen(buff, "w");
5743 msg_print(_("ファイルを開けません。", "Failed to open file."));
5748 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5749 my_fputs(ffp, xtmp, 80);
5750 my_fputs(ffp, "\n", 80);
5752 while (!my_fgets(fff, buff, sizeof(buff)))
5753 my_fputs(ffp, buff, 80);
5757 /* Hack -- Re-Open the file */
5758 fff = my_fopen(path, "r");
5761 /* Return to last screen */
5762 if ((skey == ESCAPE) || (skey == '<')) break;
5764 /* Exit on the ^q */
5765 if (skey == KTRL('q')) skey = 'q';
5767 /* Exit on the q key */
5768 if (skey == 'q') break;
5773 if (skey == 'q') return (FALSE);
5781 * @brief ヘルプを表示するコマンドのメインルーチン
5782 * Peruse the On-Line-Help
5786 void do_cmd_help(void)
5790 /* Peruse the main help file */
5791 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5797 * @brief プレイヤーの名前をチェックして修正する
5798 * Process the player name.
5799 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5802 * Extract a clean "base name".
5803 * Build the savefile name if needed.
5805 void process_player_name(bool sf)
5808 char old_player_base[32] = "";
5810 if (character_generated) strcpy(old_player_base, player_base);
5812 /* Cannot be too long */
5813 #if defined(MACINTOSH) || defined(ACORN)
5814 if (strlen(p_ptr->name) > 15)
5817 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5821 /* Cannot contain "icky" characters */
5822 for (i = 0; p_ptr->name[i]; i++)
5824 /* No control characters */
5826 if (iskanji(p_ptr->name[i])){i++;continue;}
5827 if (iscntrl( (unsigned char)p_ptr->name[i]))
5829 if (iscntrl(p_ptr->name[i]))
5833 /* Illegal characters */
5834 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);
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];
5851 /* Convert "dot" to "underscore" */
5852 if (c == '.') c = '_';
5854 /* Accept all the letters */
5855 player_base[k++] = c;
5860 /* Extract "useful" letters */
5861 for (i = 0; p_ptr->name[i]; i++)
5864 unsigned char c = p_ptr->name[i];
5866 char c = p_ptr->name[i];
5869 /* Accept some letters */
5872 if(k + 2 >= sizeof(player_base) || !p_ptr->name[i+1]) break;
5873 player_base[k++] = c;
5875 player_base[k++] = p_ptr->name[i];
5878 else if (iskana(c)) player_base[k++] = c;
5882 /* Convert path separator to underscore */
5883 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5884 player_base[k++] = '_';
5885 i += strlen(PATH_SEP);
5887 /* Convert some characters to underscore */
5888 #if defined(WINDOWS)
5889 else if (my_strchr("\"*,/:;<>?\\|", c)) player_base[k++] = '_';
5891 else if (isprint(c)) player_base[k++] = c;
5897 player_base[k] = '\0';
5899 /* Require a "base" name */
5900 if (!player_base[0]) strcpy(player_base, "PLAYER");
5903 #ifdef SAVEFILE_MUTABLE
5909 if (!savefile_base[0] && savefile[0])
5916 t = my_strstr(s, PATH_SEP);
5921 strcpy(savefile_base, s);
5924 if (!savefile_base[0] || !savefile[0])
5927 /* Change the savefile name */
5932 strcpy(savefile_base, player_base);
5934 #ifdef SAVEFILE_USE_UID
5935 /* Rename the savefile, using the player_uid and player_base */
5936 (void)sprintf(temp, "%d.%s", player_uid, player_base);
5938 /* Rename the savefile, using the player_base */
5939 (void)sprintf(temp, "%s", player_base);
5942 /* Build the filename */
5943 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5946 /* Load an autopick preference file */
5947 if (character_generated)
5949 if (!streq(old_player_base, player_base)) autopick_load_pref(FALSE);
5955 * @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
5956 * Gets a name for the character, reacting to name changes.
5960 * Assumes that "display_player(0)" has just been called
5961 * Perhaps we should NOT ask for a name (at "birth()") on
5962 * Unix machines? XXX XXX
5963 * What a horrible name for a global function.
5970 /* Save the player name */
5971 strcpy(tmp, p_ptr->name);
5973 /* Prompt for a new name */
5974 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))
5977 strcpy(p_ptr->name, tmp);
5980 if (0 == strlen(p_ptr->name))
5982 /* Use default name */
5983 strcpy(p_ptr->name, "PLAYER");
5986 strcpy(tmp,ap_ptr->title);
5993 strcat(tmp,p_ptr->name);
5995 /* Re-Draw the name (in light blue) */
5996 Term_erase(34, 1, 255);
5997 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5999 /* Erase the prompt, etc */
6006 * @brief セーブするコマンドのメインルーチン
6008 * @param is_autosave オートセーブ中の処理ならばTRUE
6012 void do_cmd_save_game(int is_autosave)
6014 /* Autosaves do not disturb */
6017 msg_print(_("自動セーブ中", "Autosaving the game..."));
6021 disturb(TRUE, TRUE);
6024 /* Clear messages */
6028 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
6032 /* The player is not dead */
6033 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
6035 /* Forbid suspend */
6036 signals_ignore_tstp();
6038 /* Save the player */
6041 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6044 /* Save failed (oops) */
6047 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6050 /* Allow suspend again */
6051 signals_handle_tstp();
6055 /* Note that the player is not dead */
6056 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6058 /* HACK -- don't get sanity blast on updating view */
6059 is_loading_now = FALSE;
6061 update_creature(p_ptr);
6063 /* Initialize monster process */
6066 /* HACK -- reset the hackish flag */
6067 is_loading_now = TRUE;
6072 * @brief セーブ後にゲーム中断フラグを立てる/
6073 * Save the game and exit
6077 void do_cmd_save_and_exit(void)
6079 p_ptr->playing = FALSE;
6080 p_ptr->leaving = TRUE;
6081 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6085 #define GRAVE_LINE_WIDTH 31
6088 * @brief 墓石の真ん中に文字列を書き込む /
6089 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6093 static void center_string(char *buf, concptr str)
6100 /* Necessary border */
6101 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6104 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6111 * Save a "bones" file for a dead character
6114 * Note that we will not use these files until Angband 2.8.0, and
6115 * then we will only use the name and level on which death occured.
6116 * Should probably attempt some form of locking...
6119 static void make_bones(void)
6126 /* Ignore wizards and borgs */
6127 if (!(p_ptr->noscore & 0x00FF))
6129 /* Ignore people who die in town */
6130 if (current_floor_ptr->dun_level)
6135 sprintf(tmp, "bone.%03d", current_floor_ptr->dun_level);
6137 /* Build the filename */
6138 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6140 /* Attempt to open the bones file */
6141 fp = my_fopen(str, "r");
6143 /* Close it right away */
6144 if (fp) my_fclose(fp);
6146 /* Do not over-write a previous ghost */
6149 /* File type is "TEXT" */
6150 FILE_TYPE(FILE_TYPE_TEXT);
6152 /* Grab permissions */
6155 /* Try to write a new "Bones File" */
6156 fp = my_fopen(str, "w");
6158 /* Drop permissions */
6161 /* Not allowed to write it? Weird. */
6165 fprintf(fp, "%s\n", p_ptr->name);
6166 fprintf(fp, "%d\n", p_ptr->mhp);
6167 fprintf(fp, "%d\n", p_ptr->prace);
6168 fprintf(fp, "%d\n", p_ptr->pclass);
6170 /* Close and save the Bones file */
6179 * Redefinable "print_tombstone" action
6181 bool (*tombstone_aux)(void) = NULL;
6185 * @brief 墓石のアスキーアート表示 /
6186 * Display a "tomb-stone"
6189 void print_tomb(void)
6193 /* Do we use a special tombstone ? */
6196 /* Use tombstone hook */
6197 done = (*tombstone_aux)();
6200 /* Print the text-tombstone */
6209 time_t ct = time((time_t)0);
6215 /* Build the filename */
6216 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6218 /* Open the News file */
6219 fp = my_fopen(buf, "r");
6226 /* Dump the file to the screen */
6227 while (0 == my_fgets(fp, buf, sizeof(buf)))
6229 /* Display and advance */
6230 put_str(buf, i++, 0);
6238 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6251 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6254 center_string(buf, p_ptr->name);
6255 put_str(buf, 6, 11);
6258 center_string(buf, "the");
6259 put_str(buf, 7, 11);
6262 center_string(buf, p);
6263 put_str(buf, 8, 11);
6265 center_string(buf, cp_ptr->title);
6266 put_str(buf, 10, 11);
6268 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6269 center_string(buf, tmp);
6270 put_str(buf, 11, 11);
6272 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6273 center_string(buf, tmp);
6274 put_str(buf, 12, 11);
6276 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6277 center_string(buf, tmp);
6278 put_str(buf, 13, 11);
6281 /* 墓に刻む言葉をオリジナルより細かく表示 */
6282 if (streq(p_ptr->died_from, "途中終了"))
6284 strcpy(tmp, "<自殺>");
6286 else if (streq(p_ptr->died_from, "ripe"))
6288 strcpy(tmp, "引退後に天寿を全う");
6290 else if (streq(p_ptr->died_from, "Seppuku"))
6292 strcpy(tmp, "勝利の後、切腹");
6296 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6297 t = tmp + strlen(tmp) + 1;
6300 strcpy(dummy, t); /* 2nd line */
6301 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6303 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6306 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6309 char *name_head = my_strstr(tmp, "『");
6310 sprintf(dummy2, "%s%s", name_head, dummy);
6311 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6313 strcpy(dummy, dummy2);
6317 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6320 char *name_head = my_strstr(tmp, "「");
6321 sprintf(dummy2, "%s%s", name_head, dummy);
6322 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6324 strcpy(dummy, dummy2);
6328 center_string(buf, dummy);
6329 put_str(buf, 15, 11);
6333 center_string(buf, tmp);
6334 put_str(buf, 14, 11);
6336 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6338 if (current_floor_ptr->dun_level == 0)
6340 concptr field_name = p_ptr->town_num ? "街" : "荒野";
6341 if (streq(p_ptr->died_from, "途中終了"))
6343 sprintf(tmp, "%sで死んだ", field_name);
6347 sprintf(tmp, "に%sで殺された", field_name);
6352 if (streq(p_ptr->died_from, "途中終了"))
6354 sprintf(tmp, "地下 %d 階で死んだ", (int)current_floor_ptr->dun_level);
6358 sprintf(tmp, "に地下 %d 階で殺された", (int)current_floor_ptr->dun_level);
6361 center_string(buf, tmp);
6362 put_str(buf, 15 + extra_line, 11);
6365 (void)sprintf(tmp, "Killed on Level %d", current_floor_ptr->dun_level);
6366 center_string(buf, tmp);
6367 put_str(buf, 14, 11);
6369 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6370 center_string(buf, tmp);
6371 put_str(buf, 15, 11);
6372 t = tmp + strlen(tmp) + 1;
6375 strcpy(dummy, t); /* 2nd line */
6376 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6378 int dummy_len = strlen(dummy);
6379 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6381 center_string(buf, dummy);
6382 put_str(buf, 16, 11);
6386 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6387 center_string(buf, tmp);
6388 put_str(buf, 17, 11);
6389 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6395 * @brief 死亡、引退時の簡易ステータス表示 /
6396 * Display some character info
6399 void show_info(void)
6405 /* Hack -- Know everything in the inven/equip */
6406 for (i = 0; i < INVEN_TOTAL; i++)
6408 o_ptr = &p_ptr->inventory_list[i];
6409 if (!o_ptr->k_idx) continue;
6411 /* Aware and Known */
6412 object_aware(o_ptr);
6413 object_known(o_ptr);
6416 for (i = 1; i < max_towns; i++)
6418 st_ptr = &town_info[i].store[STORE_HOME];
6420 /* Hack -- Know everything in the home */
6421 for (j = 0; j < st_ptr->stock_num; j++)
6423 o_ptr = &st_ptr->stock[j];
6424 if (!o_ptr->k_idx) continue;
6426 /* Aware and Known */
6427 object_aware(o_ptr);
6428 object_known(o_ptr);
6432 /* Hack -- Recalculate bonuses */
6433 p_ptr->update |= (PU_BONUS);
6436 /* Flush all input keys */
6442 /* Describe options */
6443 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);
6444 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);
6446 /* Dump character records as requested */
6452 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6455 strcpy(out_val, "");
6457 /* Ask for filename (or abort) */
6458 if (!askfor(out_val, 60)) return;
6460 /* Return means "show on screen" */
6461 if (!out_val[0]) break;
6464 /* Dump a character file */
6465 (void)file_character(out_val);
6472 /* Prompt for p_ptr->inventory_list */
6473 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);
6475 /* Allow abort at this point */
6476 if (inkey() == ESCAPE) return;
6479 /* Show equipment and p_ptr->inventory_list */
6481 /* Equipment -- if any */
6482 if (p_ptr->equip_cnt)
6485 (void)show_equip(0, USE_FULL);
6486 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6488 if (inkey() == ESCAPE) return;
6491 /* Inventory -- if any */
6492 if (p_ptr->inven_cnt)
6495 (void)show_inven(0, USE_FULL);
6496 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6498 if (inkey() == ESCAPE) return;
6501 /* Homes in the different towns */
6502 for (l = 1; l < max_towns; l++)
6504 st_ptr = &town_info[l].store[STORE_HOME];
6506 /* Home -- if anything there */
6507 if (st_ptr->stock_num)
6509 /* Display contents of the home */
6510 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6515 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6517 GAME_TEXT o_name[MAX_NLEN];
6521 o_ptr = &st_ptr->stock[i];
6523 /* Print header, clear line */
6524 sprintf(tmp_val, "%c) ", I2A(j));
6525 prt(tmp_val, j+2, 4);
6527 /* Display object description */
6528 object_desc(o_name, o_ptr, 0);
6529 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6533 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);
6536 if (inkey() == ESCAPE) return;
6544 * Display some character info
6547 bool check_score(void)
6552 if (highscore_fd < 0)
6554 msg_print(_("スコア・ファイルが使用できません。", "Score file unavailable."));
6559 #ifndef SCORE_WIZARDS
6560 /* Wizard-mode pre-empts scoring */
6561 if (p_ptr->noscore & 0x000F)
6563 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."));
6570 /* Borg-mode pre-empts scoring */
6571 if (p_ptr->noscore & 0x00F0)
6573 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."));
6579 #ifndef SCORE_CHEATERS
6580 /* Cheaters are not scored */
6581 if (p_ptr->noscore & 0xFF00)
6583 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."));
6590 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("強制終了", "Interrupting")))
6592 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."));
6598 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("途中終了", "Quitting")))
6600 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."));
6609 * @brief 異常発生時のゲーム緊急終了処理 /
6610 * Handle abrupt death of the visual system
6614 * This routine is called only in very rare situations, and only
6615 * by certain visual systems, when they experience fatal errors.
6616 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6617 * save file so that player can see tombstone when restart.
6620 void exit_game_panic(void)
6622 /* If nothing important has happened, just quit */
6623 if (!character_generated || character_saved) quit(_("緊急事態", "panic"));
6625 /* Mega-Hack -- see "msg_print()" */
6628 /* Clear the top line */
6631 /* Hack -- current_world_ptr->game_turn off some things */
6632 disturb(TRUE, TRUE);
6634 /* Mega-Hack -- Delay death */
6635 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6637 /* Hardcode panic save */
6638 p_ptr->panic_save = 1;
6640 /* Forbid suspend */
6641 signals_ignore_tstp();
6643 /* Indicate panic save */
6644 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6646 /* Panic save, or get worried */
6647 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6649 /* Successful panic save */
6650 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6655 * @brief ファイルからランダムに行を一つ取得する /
6656 * Get a random line from a file
6657 * @param file_name ファイル名
6658 * @param entry 特定条件時のN:タグヘッダID
6659 * @param output 出力先の文字列参照ポインタ
6663 * Based on the monster speech patch by Matt Graham,
6666 errr get_rnd_line(concptr file_name, int entry, char *output)
6674 /* Build the filename */
6675 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6678 fp = my_fopen(buf, "r");
6683 /* Find the entry of the monster */
6686 /* Get a line from the file */
6687 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6689 /* Count the lines */
6692 /* Look for lines starting with 'N:' */
6693 if ((buf[0] == 'N') && (buf[1] == ':'))
6695 /* Allow default lines */
6701 else if (buf[2] == 'M')
6703 if (r_info[entry].flags1 & RF1_MALE) break;
6705 else if (buf[2] == 'F')
6707 if (r_info[entry].flags1 & RF1_FEMALE) break;
6709 /* Get the monster number */
6710 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6712 /* Is it the right number? */
6713 if (test == entry) break;
6717 /* Error while converting the number */
6718 msg_format("Error in line %d of %s!", line_num, file_name);
6726 /* Reached end of file */
6732 /* Get the random line */
6733 for (counter = 0; ; counter++)
6737 test = my_fgets(fp, buf, sizeof(buf));
6739 /* Count the lines */
6740 /* line_num++; No more needed */
6744 /* Ignore lines starting with 'N:' */
6745 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6747 if (buf[0] != '#') break;
6756 if (one_in_(counter + 1)) strcpy(output, buf);
6761 return counter ? 0 : -1;
6767 * @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) /
6768 * @param file_name ファイル名
6769 * @param entry 特定条件時のN:タグヘッダID
6770 * @param output 出力先の文字列参照ポインタ
6775 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
6780 for (i = 0; i < count; i++)
6782 result = get_rnd_line(file_name, entry, output);
6785 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
6793 * @brief 自動拾いファイルを読み込む /
6797 errr process_autopick_file(concptr name)
6803 /* Build the filename */
6804 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6806 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
6812 * @brief プレイヤーの生い立ちファイルを読み込む /
6813 * Process file for player's history editor.
6818 errr process_histpref_file(concptr name)
6822 bool old_character_xtra = character_xtra;
6824 /* Build the filename */
6825 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6827 /* Hack -- prevent modification birth options in this file */
6828 character_xtra = TRUE;
6830 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
6832 character_xtra = old_character_xtra;
6837 * @brief ファイル位置をシーク /
6838 * @param fd ファイルディスクリプタ
6839 * @param where ファイルバイト位置
6840 * @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
6844 static errr counts_seek(int fd, u32b where, bool flag)
6847 char temp1[128], temp2[128];
6848 u32b zero_header[3] = {0L, 0L, 0L};
6851 #ifdef SAVEFILE_USE_UID
6852 (void)sprintf(temp1, "%d.%s.%d%d%d", player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6854 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6856 for (i = 0; temp1[i]; i++)
6857 temp1[i] ^= (i+1) * 63;
6862 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
6864 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
6869 fd_seek(fd, seekpoint);
6870 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
6871 fd_write(fd, (char*)(temp1), sizeof(temp1));
6875 if (strcmp(temp1, temp2) == 0)
6878 seekpoint += 128 + 3 * sizeof(u32b);
6881 return fd_seek(fd, seekpoint + where * sizeof(u32b));
6885 * @brief ファイル位置を読み込む
6886 * @param where ファイルバイト位置
6890 u32b counts_read(int where)
6896 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6897 fd = fd_open(buf, O_RDONLY);
6899 if (counts_seek(fd, where, FALSE) ||
6900 fd_read(fd, (char*)(&count), sizeof(u32b)))
6909 * @brief ファイル位置に書き込む /
6910 * @param where ファイルバイト位置
6911 * @param count 書き込む値
6915 errr counts_write(int where, u32b count)
6921 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6923 /* Grab permissions */
6926 fd = fd_open(buf, O_RDWR);
6928 /* Drop permissions */
6933 /* File type is "DATA" */
6934 FILE_TYPE(FILE_TYPE_DATA);
6936 /* Grab permissions */
6939 /* Create a new high score file */
6940 fd = fd_make(buf, 0644);
6942 /* Drop permissions */
6946 /* Grab permissions */
6949 err = fd_lock(fd, F_WRLCK);
6951 /* Drop permissions */
6956 counts_seek(fd, where, TRUE);
6957 fd_write(fd, (char*)(&count), sizeof(u32b));
6959 /* Grab permissions */
6962 err = fd_lock(fd, F_UNLCK);
6964 /* Drop permissions */
6975 #ifdef HANDLE_SIGNALS
6982 * @brief OSからのシグナルを受けてサスペンド状態に入る /
6983 * Handle signals -- suspend
6984 * @param sig 受け取ったシグナル
6986 * Actually suspend the game, and then resume cleanly
6988 static void handle_signal_suspend(int sig)
6990 /* Disable handler */
6991 (void)signal(sig, SIG_IGN);
6998 /* Suspend the "Term" */
6999 Term_xtra(TERM_XTRA_ALIVE, 0);
7001 /* Suspend ourself */
7002 (void)kill(0, SIGSTOP);
7004 /* Resume the "Term" */
7005 Term_xtra(TERM_XTRA_ALIVE, 1);
7007 /* Redraw the term */
7010 /* Flush the term */
7015 /* Restore handler */
7016 (void)signal(sig, handle_signal_suspend);
7021 * @brief OSからのシグナルを受けて中断、終了する /
7022 * Handle signals -- simple (interrupt and quit)
7023 * @param sig 受け取ったシグナル
7026 * This function was causing a *huge* number of problems, so it has
7027 * been simplified greatly. We keep a global variable which counts
7028 * the number of times the user attempts to kill the process, and
7029 * we commit suicide if the user does this a certain number of times.
7030 * We attempt to give "feedback" to the user as he approaches the
7031 * suicide thresh-hold, but without penalizing accidental keypresses.
7032 * To prevent messy accidents, we should reset this global variable
7033 * whenever the user enters a keypress, or something like that.
7036 static void handle_signal_simple(int sig)
7038 /* Disable handler */
7039 (void)signal(sig, SIG_IGN);
7042 /* Nothing to save, just quit */
7043 if (!character_generated || character_saved) quit(NULL);
7046 /* Count the signals */
7050 /* Terminate dead characters */
7053 /* Mark the savefile */
7054 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
7064 quit(_("強制終了", "interrupt"));
7067 /* Allow suicide (after 5) */
7068 else if (signal_count >= 5)
7070 /* Cause of "death" */
7071 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
7078 p_ptr->playing = FALSE;
7081 p_ptr->is_dead = TRUE;
7082 p_ptr->leaving = TRUE;
7088 quit(_("強制終了", "interrupt"));
7091 /* Give warning (after 4) */
7092 else if (signal_count >= 4)
7095 Term_xtra(TERM_XTRA_NOISE, 0);
7097 /* Clear the top line */
7098 Term_erase(0, 0, 255);
7100 /* Display the cause */
7101 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7106 /* Give warning (after 2) */
7107 else if (signal_count >= 2)
7110 Term_xtra(TERM_XTRA_NOISE, 0);
7113 /* Restore handler */
7114 (void)signal(sig, handle_signal_simple);
7119 * @brief OSからのシグナルを受けて強制終了する /
7120 * Handle signal -- abort, kill, etc
7121 * @param sig 受け取ったシグナル
7125 * This function was causing a *huge* number of problems, so it has
7126 * been simplified greatly. We keep a global variable which counts
7127 * the number of times the user attempts to kill the process, and
7128 * we commit suicide if the user does this a certain number of times.
7129 * We attempt to give "feedback" to the user as he approaches the
7130 * suicide thresh-hold, but without penalizing accidental keypresses.
7131 * To prevent messy accidents, we should reset this global variable
7132 * whenever the user enters a keypress, or something like that.
7135 static void handle_signal_abort(int sig)
7139 Term_get_size(&wid, &hgt);
7141 /* Disable handler */
7142 (void)signal(sig, SIG_IGN);
7145 /* Nothing to save, just quit */
7146 if (!character_generated || character_saved) quit(NULL);
7153 /* Clear the bottom line */
7154 Term_erase(0, hgt - 1, 255);
7156 /* Give a warning */
7157 Term_putstr(0, hgt - 1, -1, TERM_RED,
7158 _("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!"));
7161 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7163 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7169 p_ptr->panic_save = 1;
7172 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7174 /* Forbid suspend */
7175 signals_ignore_tstp();
7177 /* Attempt to save */
7180 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7186 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7193 quit(_("ソフトのバグ", "software bug"));
7197 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7198 * Ignore SIGTSTP signals (keyboard suspend)
7202 void signals_ignore_tstp(void)
7206 (void)signal(SIGTSTP, SIG_IGN);
7212 * @brief OSからのSIGTSTPシグナルハンドラ /
7213 * Handle SIGTSTP signals (keyboard suspend)
7217 void signals_handle_tstp(void)
7221 (void)signal(SIGTSTP, handle_signal_suspend);
7228 * @brief OSからのシグナルハンドルを初期化する /
7229 * Prepare to handle the relevant signals
7233 void signals_init(void)
7237 (void)signal(SIGHUP, SIG_IGN);
7242 (void)signal(SIGTSTP, handle_signal_suspend);
7247 (void)signal(SIGINT, handle_signal_simple);
7251 (void)signal(SIGQUIT, handle_signal_simple);
7256 (void)signal(SIGFPE, handle_signal_abort);
7260 (void)signal(SIGILL, handle_signal_abort);
7264 (void)signal(SIGTRAP, handle_signal_abort);
7268 (void)signal(SIGIOT, handle_signal_abort);
7272 (void)signal(SIGKILL, handle_signal_abort);
7276 (void)signal(SIGBUS, handle_signal_abort);
7280 (void)signal(SIGSEGV, handle_signal_abort);
7284 (void)signal(SIGTERM, handle_signal_abort);
7288 (void)signal(SIGPIPE, handle_signal_abort);
7292 (void)signal(SIGEMT, handle_signal_abort);
7296 (void)signal(SIGDANGER, handle_signal_abort);
7300 (void)signal(SIGSYS, handle_signal_abort);
7304 (void)signal(SIGXCPU, handle_signal_abort);
7308 (void)signal(SIGPWR, handle_signal_abort);
7314 #else /* HANDLE_SIGNALS */
7321 void signals_ignore_tstp(void)
7329 void signals_handle_tstp(void)
7337 void signals_init(void)
7340 #endif /* HANDLE_SIGNALS */