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
21 #include "player-status.h"
29 #include "player-move.h"
32 #include "monster-process.h"
33 #include "monster-status.h"
34 #include "object-flavor.h"
35 #include "object-hook.h"
36 #include "realm-hex.h"
40 #include "view-mainwindow.h"
41 #include "floor-events.h"
42 #include "dungeon-file.h"
44 #include "monster-spell.h"
48 * You may or may not want to use the following "#undef".
50 /* #undef _POSIX_SAVED_IDS */
54 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
56 void safe_setuid_drop(void)
63 # ifdef SAFE_SETUID_POSIX
65 if (setuid(getuid()) != 0)
67 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
69 if (setgid(getgid()) != 0)
71 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
76 if (setreuid(geteuid(), getuid()) != 0)
78 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
80 if (setregid(getegid(), getgid()) != 0)
82 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
95 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
97 void safe_setuid_grab(void)
104 # ifdef SAFE_SETUID_POSIX
106 if (setuid(player_euid) != 0)
108 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
110 if (setgid(player_egid) != 0)
112 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
117 if (setreuid(geteuid(), getuid()) != 0)
119 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
121 if (setregid(getegid(), getgid()) != 0)
123 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
126 # endif /* SAFE_SETUID_POSIX */
128 # endif /* SAFE_SETUID */
136 * @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
137 * @param buf データテキストの参照ポインタ
139 * @param tokens トークンを保管する文字列参照ポインタ配列
144 * This function uses "colon" and "slash" as the delimeter characters.
145 * We never extract more than "num" tokens. The "last" token may include
146 * "delimeter" characters, allowing the buffer to include a "string" token.
147 * We save pointers to the tokens in "tokens", and return the number found.
148 * Hack -- Attempt to handle the 'c' character formalism
149 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
150 * Hack -- We will always extract at least one token
153 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
165 /* Scan the string */
168 /* Found a delimiter */
169 if ((*t == ':') || (*t == '/')) break;
171 /* Handle single quotes */
172 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
177 /* Handle backslash */
180 /* Require a character */
186 /* Hack -- Require a close quote */
187 if (*t != '\'') *t = '\'';
190 /* Handle back-slash */
197 /* Nuke and advance */
215 /* A number with a name */
216 typedef struct named_num named_num;
220 concptr name; /* The name of this thing */
221 int num; /* A number associated with it */
225 /* Index of spell type names */
226 static named_num gf_desc[] =
228 {"GF_ELEC", GF_ELEC },
229 {"GF_POIS", GF_POIS },
230 {"GF_ACID", GF_ACID },
231 {"GF_COLD", GF_COLD },
232 {"GF_FIRE", GF_FIRE },
233 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
234 {"GF_MISSILE", GF_MISSILE },
235 {"GF_ARROW", GF_ARROW },
236 {"GF_PLASMA", GF_PLASMA },
237 {"GF_WATER", GF_WATER },
238 {"GF_LITE", GF_LITE },
239 {"GF_DARK", GF_DARK },
240 {"GF_LITE_WEAK", GF_LITE_WEAK },
241 {"GF_DARK_WEAK", GF_DARK_WEAK },
242 {"GF_SHARDS", GF_SHARDS },
243 {"GF_SOUND", GF_SOUND },
244 {"GF_CONFUSION", GF_CONFUSION },
245 {"GF_FORCE", GF_FORCE },
246 {"GF_INERTIA", GF_INERTIAL },
247 {"GF_MANA", GF_MANA },
248 {"GF_METEOR", GF_METEOR },
250 {"GF_CHAOS", GF_CHAOS },
251 {"GF_NETHER", GF_NETHER },
252 {"GF_DISENCHANT", GF_DISENCHANT },
253 {"GF_NEXUS", GF_NEXUS },
254 {"GF_TIME", GF_TIME },
255 {"GF_GRAVITY", GF_GRAVITY },
256 {"GF_KILL_WALL", GF_KILL_WALL },
257 {"GF_KILL_DOOR", GF_KILL_DOOR },
258 {"GF_KILL_TRAP", GF_KILL_TRAP },
259 {"GF_MAKE_WALL", GF_MAKE_WALL },
260 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
261 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
262 {"GF_MAKE_TREE", GF_MAKE_TREE },
263 {"GF_OLD_CLONE", GF_OLD_CLONE },
264 {"GF_OLD_POLY", GF_OLD_POLY },
265 {"GF_OLD_HEAL", GF_OLD_HEAL },
266 {"GF_OLD_SPEED", GF_OLD_SPEED },
267 {"GF_OLD_SLOW", GF_OLD_SLOW },
268 {"GF_OLD_CONF", GF_OLD_CONF },
269 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
270 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
271 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
272 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
273 {"GF_AWAY_ALL", GF_AWAY_ALL },
274 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
275 {"GF_TURN_EVIL", GF_TURN_EVIL },
276 {"GF_TURN_ALL", GF_TURN_ALL },
277 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
278 {"GF_DISP_EVIL", GF_DISP_EVIL },
279 {"GF_DISP_ALL", GF_DISP_ALL },
280 {"GF_DISP_DEMON", GF_DISP_DEMON },
281 {"GF_DISP_LIVING", GF_DISP_LIVING },
282 {"GF_ROCKET", GF_ROCKET },
283 {"GF_NUKE", GF_NUKE },
284 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
285 {"GF_STASIS", GF_STASIS },
286 {"GF_STONE_WALL", GF_STONE_WALL },
287 {"GF_DEATH_RAY", GF_DEATH_RAY },
288 {"GF_STUN", GF_STUN },
289 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
290 {"GF_HELL_FIRE", GF_HELL_FIRE },
291 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
292 {"GF_CHARM", GF_CHARM },
293 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
294 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
296 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
297 {"GF_TELEKINESIS", GF_TELEKINESIS },
298 {"GF_JAM_DOOR", GF_JAM_DOOR },
299 {"GF_DOMINATION", GF_DOMINATION },
300 {"GF_DISP_GOOD", GF_DISP_GOOD },
301 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
302 {"GF_MIND_BLAST", GF_MIND_BLAST },
303 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
304 {"GF_CAUSE_1", GF_CAUSE_1 },
305 {"GF_CAUSE_2", GF_CAUSE_2 },
306 {"GF_CAUSE_3", GF_CAUSE_3 },
307 {"GF_CAUSE_4", GF_CAUSE_4 },
308 {"GF_HAND_DOOM", GF_HAND_DOOM },
309 {"GF_CAPTURE", GF_CAPTURE },
310 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
311 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
312 {"GF_IDENTIFY", GF_IDENTIFY },
313 {"GF_ATTACK", GF_ATTACK },
314 {"GF_ENGETSU", GF_ENGETSU },
315 {"GF_GENOCIDE", GF_GENOCIDE },
316 {"GF_PHOTO", GF_PHOTO },
317 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
318 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
319 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
320 {"GF_SEEKER", GF_SEEKER },
321 {"GF_SUPER_RAY", GF_SUPER_RAY },
322 {"GF_STAR_HEAL", GF_STAR_HEAL },
323 {"GF_WATER_FLOW", GF_WATER_FLOW },
324 {"GF_CRUSADE", GF_CRUSADE },
325 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
326 {"GF_WOUNDS", GF_WOUNDS },
332 * @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 /
333 * Parse a sub-file of the "extra info" (format shown below)
334 * @param buf データテキストの参照ポインタ
338 * Each "action" line has an "action symbol" in the first column,
339 * followed by a colon, followed by some command specific info,
340 * usually in the form of "tokens" separated by colons or slashes.
341 * Blank lines, lines starting with white space, and lines starting
342 * with pound signs ("#") are ignored (as comments).
343 * Note the use of "tokenize()" to allow the use of both colons and
344 * slashes as delimeters, while still allowing final tokens which
345 * may contain any characters including "delimiters".
346 * Note the use of "strtol()" to allow all "integers" to be encoded
347 * in decimal, hexidecimal, or octal form.
348 * Note that "monster zero" is used for the "player" attr/char, "object
349 * zero" will be used for the "stack" attr/char, and "feature zero" is
350 * used for the "nothing" attr/char.
351 * Parse another file recursively, see below for details
353 * Specify the attr/char values for "monsters" by race index
354 * R:\<num\>:\<a\>:\<c\>
355 * Specify the attr/char values for "objects" by kind index
356 * K:\<num\>:\<a\>:\<c\>
357 * Specify the attr/char values for "features" by feature index
358 * F:\<num\>:\<a\>:\<c\>
359 * Specify the attr/char values for unaware "objects" by kind tval
360 * U:\<tv\>:\<a\>:\<c\>
361 * Specify the attr/char values for inventory "objects" by kind tval
362 * E:\<tv\>:\<a\>:\<c\>
363 * Define a macro action, given an encoded macro action
365 * Create a normal macro, given an encoded macro trigger
367 * Create a command macro, given an encoded macro trigger
369 * Create a keyset mapping
370 * S:\<key\>:\<key\>:\<dir\>
371 * Turn an option off, given its name
373 * Turn an option on, given its name
375 * Specify visual information, given an index, and some data
376 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
377 * Specify the set of colors to use when drawing a zapped spell
379 * Specify a macro trigger template and macro trigger names.
380 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
381 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
384 errr process_pref_file_command(char *buf)
394 /* Require "?:*" format */
395 if (buf[1] != ':') return 1;
400 /* Mega-Hack -- read external player's history file */
401 /* Process "H:<history>" */
403 add_history_from_pref_line(buf + 2);
406 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
408 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
411 i = (huge)strtol(zz[0], NULL, 0);
412 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
413 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
414 if (i >= max_r_idx) return 1;
416 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
417 if (n2) r_ptr->x_char = n2;
422 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
424 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
427 i = (huge)strtol(zz[0], NULL, 0);
428 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
429 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
430 if (i >= max_k_idx) return 1;
432 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
433 if (n2) k_ptr->x_char = n2;
438 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
439 /* "F:<num>:<a>/<c>" */
440 /* "F:<num>:<a>/<c>:LIT" */
441 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
445 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
447 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
448 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
450 i = (huge)strtol(zz[0], NULL, 0);
451 if (i >= max_f_idx) return 1;
454 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
455 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
456 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
457 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
459 /* Mega-hack -- feat supports lighting */
462 /* No lighting support */
464 n1 = f_ptr->x_attr[F_LIT_STANDARD];
465 n2 = f_ptr->x_char[F_LIT_STANDARD];
466 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
468 f_ptr->x_attr[j] = n1;
469 f_ptr->x_char[j] = n2;
473 /* Use default lighting */
475 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
478 /* Use desired lighting */
479 case F_LIT_MAX * 2 + 1:
480 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
482 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
483 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
484 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
485 if (n2) f_ptr->x_char[j] = n2;
492 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
494 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
496 j = (byte)strtol(zz[0], NULL, 0);
497 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
498 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
499 misc_to_attr[j] = n1;
500 misc_to_char[j] = n2;
505 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
507 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
509 j = (huge)strtol(zz[0], NULL, 0);
510 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
511 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
512 for (i = 1; i < max_k_idx; i++)
514 object_kind *k_ptr = &k_info[i];
515 if (k_ptr->tval == j)
517 if (n1) k_ptr->d_attr = n1;
518 if (n2) k_ptr->d_char = n2;
525 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
527 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
529 j = (byte)strtol(zz[0], NULL, 0) % 128;
530 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
531 if (n1) tval_to_attr[j] = n1;
536 /* Process "A:<str>" -- save an "action" for later */
538 text_to_ascii(macro__buf, buf+2);
541 /* Process "P:<str>" -- normal macro */
546 text_to_ascii(tmp, buf+2);
547 macro_add(tmp, macro__buf);
551 /* Process "C:<str>" -- create keymap */
557 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
559 mode = strtol(zz[0], NULL, 0);
560 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
562 text_to_ascii(tmp, zz[1]);
563 if (!tmp[0] || tmp[1]) return 1;
566 string_free(keymap_act[mode][i]);
568 keymap_act[mode][i] = string_make(macro__buf);
573 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
575 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
577 i = (byte)strtol(zz[0], NULL, 0);
578 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
579 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
580 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
581 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
586 /* Process "X:<str>" -- current_world_ptr->game_turn option off */
587 /* Process "Y:<str>" -- current_world_ptr->game_turn option on */
590 for (i = 0; option_info[i].o_desc; i++)
592 if (option_info[i].o_var &&
593 option_info[i].o_text &&
594 streq(option_info[i].o_text, buf + 2))
596 int os = option_info[i].o_set;
597 int ob = option_info[i].o_bit;
599 if ((p_ptr->playing || character_xtra) &&
600 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
602 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);
610 option_flag[os] &= ~(1L << ob);
611 (*option_info[i].o_var) = FALSE;
616 option_flag[os] |= (1L << ob);
617 (*option_info[i].o_var) = TRUE;
623 /* don't know that option. ignore it.*/
624 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);
628 /* Process "Z:<type>:<str>" -- set spell color */
632 char *t = my_strchr(buf + 2, ':');
639 for (i = 0; gf_desc[i].name; i++)
641 /* Match this type */
642 if (streq(gf_desc[i].name, buf + 2))
644 /* Remember this color set */
645 gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
655 /* Initialize macro trigger names and a template */
656 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
657 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
660 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
662 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
667 if (macro_template != NULL)
669 num = strlen(macro_modifier_chr);
671 /* Kill the template string */
672 string_free(macro_template);
673 macro_template = NULL;
675 /* Kill flag characters of modifier keys */
676 string_free(macro_modifier_chr);
678 /* Kill corresponding modifier names */
679 for (i = 0; i < num; i++)
681 string_free(macro_modifier_name[i]);
684 /* Kill trigger name strings */
685 for (i = 0; i < max_macrotrigger; i++)
687 string_free(macro_trigger_name[i]);
688 string_free(macro_trigger_keycode[0][i]);
689 string_free(macro_trigger_keycode[1][i]);
692 max_macrotrigger = 0;
695 if (*zz[0] == '\0') return 0; /* clear template */
697 /* Number of modifier flags */
700 /* Limit the number */
701 num = MIN(MAX_MACRO_MOD, num);
703 /* Stop if number of modifier is not correct */
704 if (2 + num != tok) return 1;
706 /* Get a template string */
707 macro_template = string_make(zz[0]);
709 /* Get flag characters of modifier keys */
710 macro_modifier_chr = string_make(zz[1]);
712 /* Get corresponding modifier names */
713 for (i = 0; i < num; i++)
715 macro_modifier_name[i] = string_make(zz[2+i]);
719 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
725 if (max_macrotrigger >= MAX_MACRO_TRIG)
727 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
730 m = max_macrotrigger;
733 /* Take into account the escape character */
743 /* Get a trigger name */
744 macro_trigger_name[m] = string_make(buf_aux);
746 /* Get the corresponding key code */
747 macro_trigger_keycode[0][m] = string_make(zz[1]);
751 /* Key code of a combination of it with the shift key */
752 macro_trigger_keycode[1][m] = string_make(zz[2]);
756 macro_trigger_keycode[1][m] = string_make(zz[1]);
771 * @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 /
772 * Helper function for "process_pref_file()"
773 * @param sp テキスト文字列の参照ポインタ
774 * @param fp 再帰中のポインタ参照
779 * v: output buffer array
785 concptr process_pref_file_expr(char **sp, char *fp)
802 while (iswspace(*s)) s++;
820 t = process_pref_file_expr(&s, &f);
828 else if (streq(t, "IOR"))
831 while (*s && (f != b2))
833 t = process_pref_file_expr(&s, &f);
834 if (*t && !streq(t, "0")) v = "1";
839 else if (streq(t, "AND"))
842 while (*s && (f != b2))
844 t = process_pref_file_expr(&s, &f);
845 if (*t && streq(t, "0")) v = "0";
850 else if (streq(t, "NOT"))
853 while (*s && (f != b2))
855 t = process_pref_file_expr(&s, &f);
856 if (*t && streq(t, "1")) v = "0";
861 else if (streq(t, "EQU"))
866 t = process_pref_file_expr(&s, &f);
868 while (*s && (f != b2))
870 p = process_pref_file_expr(&s, &f);
871 if (streq(t, p)) v = "1";
876 else if (streq(t, "LEQ"))
881 t = process_pref_file_expr(&s, &f);
883 while (*s && (f != b2))
886 t = process_pref_file_expr(&s, &f);
887 if (*t && atoi(p) > atoi(t)) v = "0";
892 else if (streq(t, "GEQ"))
897 t = process_pref_file_expr(&s, &f);
899 while (*s && (f != b2))
902 t = process_pref_file_expr(&s, &f);
904 /* Compare two numbers instead of string */
905 if (*t && atoi(p) < atoi(t)) v = "0";
911 while (*s && (f != b2))
913 t = process_pref_file_expr(&s, &f);
918 if (f != b2) v = "?x?x?";
920 /* Extract final and Terminate */
921 if ((f = *s) != '\0') *s++ = '\0';
927 /* Accept all printables except spaces and brackets */
929 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
931 if (iskanji(*s)) s++;
935 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
938 /* Extract final and Terminate */
939 if ((f = *s) != '\0') *s++ = '\0';
945 if (streq(b+1, "SYS"))
950 else if (streq(b+1, "KEYBOARD"))
952 v = ANGBAND_KEYBOARD;
956 else if (streq(b+1, "GRAF"))
961 /* Monochrome mode */
962 else if (streq(b+1, "MONOCHROME"))
971 else if (streq(b+1, "RACE"))
981 else if (streq(b+1, "CLASS"))
991 else if (streq(b+1, "PLAYER"))
993 static char tmp_player_name[32];
995 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
1005 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
1008 v = tmp_player_name;
1012 else if (streq(b+1, "REALM1"))
1015 v = E_realm_names[p_ptr->realm1];
1017 v = realm_names[p_ptr->realm1];
1022 else if (streq(b+1, "REALM2"))
1025 v = E_realm_names[p_ptr->realm2];
1027 v = realm_names[p_ptr->realm2];
1032 else if (streq(b+1, "LEVEL"))
1034 sprintf(tmp, "%02d", p_ptr->lev);
1038 /* Autopick auto-register is in-use or not? */
1039 else if (streq(b+1, "AUTOREGISTER"))
1041 if (p_ptr->autopick_autoregister)
1048 else if (streq(b+1, "MONEY"))
1050 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1069 #define PREF_TYPE_NORMAL 0
1070 #define PREF_TYPE_AUTOPICK 1
1071 #define PREF_TYPE_HISTPREF 2
1074 * @brief process_pref_fileのサブルーチン /
1075 * Open the "user pref file" and parse it.
1076 * @param name 読み込むファイル名
1077 * @param preftype prefファイルのタイプ
1082 * v: output buffer array
1083 * f: final character
1088 static errr process_pref_file_aux(concptr name, int preftype)
1100 bool bypass = FALSE;
1104 fp = my_fopen(name, "r");
1107 if (!fp) return (-1);
1109 /* Process the file */
1110 while (0 == my_fgets(fp, buf, sizeof(buf)))
1115 /* Skip "empty" lines */
1116 if (!buf[0]) continue;
1118 /* Skip "blank" lines */
1120 if (!iskanji(buf[0]))
1122 if (iswspace(buf[0])) continue;
1125 if (buf[0] == '#') continue;
1132 /* Process "?:<expr>" */
1133 if ((buf[0] == '?') && (buf[1] == ':'))
1142 /* Parse the expr */
1143 v = process_pref_file_expr(&s, &f);
1146 bypass = (streq(v, "0") ? TRUE : FALSE);
1150 /* Apply conditionals */
1151 if (bypass) continue;
1154 /* Process "%:<file>" */
1157 static int depth_count = 0;
1159 /* Ignore if deeper than 20 level */
1160 if (depth_count > 20) continue;
1162 /* Count depth level */
1165 /* Process that file if allowed */
1168 case PREF_TYPE_AUTOPICK:
1169 (void)process_autopick_file(buf + 2);
1171 case PREF_TYPE_HISTPREF:
1172 (void)process_histpref_file(buf + 2);
1175 (void)process_pref_file(buf + 2);
1179 /* Set back depth level */
1185 /* Process the line */
1186 err = process_pref_file_command(buf);
1188 /* This is not original pref line... */
1191 if (preftype != PREF_TYPE_AUTOPICK)
1193 err = process_autopick_file_command(buf);
1201 /* Print error message */
1202 /* ToDo: Add better error messages */
1203 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'."),
1204 _(name, err), line, _(err, name));
1205 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1214 * @brief pref設定ファイルを読み込み設定を反映させる /
1215 * Process the "user pref file" with the given name
1216 * @param name 読み込むファイル名
1220 * See the functions above for a list of legal "commands".
1221 * We also accept the special "?" and "%" directives, which
1222 * allow conditional evaluation and filename inclusion.
1225 errr process_pref_file(concptr name)
1231 /* Build the filename */
1232 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1234 /* Process the system pref file */
1235 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1237 /* Stop at parser errors, but not at non-existing file */
1238 if (err1 > 0) return err1;
1241 /* Build the filename */
1242 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1244 /* Process the user pref file */
1245 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1248 /* User file does not exist, but read system pref file */
1249 if (err2 < 0 && !err1)
1252 /* Result of user file processing */
1261 * Operating hours for ANGBAND (defaults to non-work hours)
1263 static char days[7][29] =
1265 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1266 "MON:XXXXXXXX.........XXXXXXX",
1267 "TUE:XXXXXXXX.........XXXXXXX",
1268 "WED:XXXXXXXX.........XXXXXXX",
1269 "THU:XXXXXXXX.........XXXXXXX",
1270 "FRI:XXXXXXXX.........XXXXXXX",
1271 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1275 * Restict usage (defaults to no restrictions)
1277 static bool check_time_flag = FALSE;
1283 * @brief Angbandプレイ禁止時刻をチェック /
1287 errr check_time(void)
1295 /* No restrictions */
1296 if (!check_time_flag) return (0);
1298 /* Check for time violation */
1299 c = time((time_t *)0);
1303 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1313 * @brief Angbandプレイ禁止時刻の初期化 /
1314 * Initialize CHECK_TIME
1317 errr check_time_init(void)
1327 /* Build the filename */
1328 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1331 fp = my_fopen(buf, "r");
1333 /* No file, no restrictions */
1334 if (!fp) return (0);
1336 /* Assume restrictions */
1337 check_time_flag = TRUE;
1339 /* Parse the file */
1340 while (0 == my_fgets(fp, buf, sizeof(buf)))
1342 /* Skip comments and blank lines */
1343 if (!buf[0] || (buf[0] == '#')) continue;
1345 /* Chop the buffer */
1348 /* Extract the info */
1349 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1350 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1351 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1352 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1353 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1354 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1355 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1369 #ifndef MAXHOSTNAMELEN
1370 # define MAXHOSTNAMELEN 64
1373 typedef struct statstime statstime;
1379 unsigned int v_pgpgin;
1380 unsigned int v_pgpgout;
1381 unsigned int v_pswpin;
1382 unsigned int v_pswpout;
1383 unsigned int v_intr;
1389 unsigned int v_swtch;
1391 struct timeval boottime;
1392 struct timeval curtime;
1396 * Maximal load (if any).
1398 static int check_load_value = 0;
1404 * @brief Angbandプレイ禁止ホストのチェック /
1408 errr check_load(void)
1413 struct statstime st;
1415 /* Success if not checking */
1416 if (!check_load_value) return (0);
1418 /* Check the load */
1419 if (0 == rstat("localhost", &st))
1421 long val1 = (long)(st.avenrun[2]);
1422 long val2 = (long)(check_load_value) * FSCALE;
1424 /* Check for violation */
1425 if (val1 >= val2) return (1);
1436 * @brief Angbandプレイ禁止ホストの設定初期化 /
1437 * Initialize CHECK_LOAD
1440 errr check_load_init(void)
1449 char temphost[MAXHOSTNAMELEN+1];
1450 char thishost[MAXHOSTNAMELEN+1];
1453 /* Build the filename */
1454 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1456 /* Open the "load" file */
1457 fp = my_fopen(buf, "r");
1459 /* No file, no restrictions */
1460 if (!fp) return (0);
1463 check_load_value = 100;
1465 /* Get the host name */
1466 (void)gethostname(thishost, (sizeof thishost) - 1);
1469 while (0 == my_fgets(fp, buf, sizeof(buf)))
1473 /* Skip comments and blank lines */
1474 if (!buf[0] || (buf[0] == '#')) continue;
1476 /* Parse, or ignore */
1477 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1479 /* Skip other hosts */
1480 if (!streq(temphost, thishost) &&
1481 !streq(temphost, "localhost")) continue;
1483 /* Use that value */
1484 check_load_value = value;
1497 #define ENTRY_BARE_HAND 0
1498 #define ENTRY_TWO_HANDS 1
1499 #define ENTRY_RIGHT_HAND1 2
1500 #define ENTRY_LEFT_HAND1 3
1501 #define ENTRY_LEFT_HAND2 4
1502 #define ENTRY_RIGHT_HAND2 5
1503 #define ENTRY_POSTURE 6
1504 #define ENTRY_SHOOT_HIT_DAM 7
1505 #define ENTRY_SHOOT_POWER 8
1506 #define ENTRY_SPEED 9
1507 #define ENTRY_BASE_AC 10
1508 #define ENTRY_LEVEL 11
1509 #define ENTRY_CUR_EXP 12
1510 #define ENTRY_MAX_EXP 13
1511 #define ENTRY_EXP_TO_ADV 14
1512 #define ENTRY_GOLD 15
1513 #define ENTRY_DAY 16
1516 #define ENTRY_PLAY_TIME 19
1517 #define ENTRY_SKILL_FIGHT 20
1518 #define ENTRY_SKILL_SHOOT 21
1519 #define ENTRY_SKILL_SAVING 22
1520 #define ENTRY_SKILL_STEALTH 23
1521 #define ENTRY_SKILL_PERCEP 24
1522 #define ENTRY_SKILL_SEARCH 25
1523 #define ENTRY_SKILL_DISARM 26
1524 #define ENTRY_SKILL_DEVICE 27
1525 #define ENTRY_SKILL_DIG 45
1528 #define ENTRY_BLOWS 28
1529 #define ENTRY_SHOTS 29
1530 #define ENTRY_AVG_DMG 30
1531 #define ENTRY_INFRA 31
1533 #define ENTRY_NAME 32
1534 #define ENTRY_SEX 33
1535 #define ENTRY_RACE 34
1536 #define ENTRY_CLASS 35
1537 #define ENTRY_REALM 36
1538 #define ENTRY_PATRON 37
1539 #define ENTRY_AGE 38
1540 #define ENTRY_HEIGHT 39
1541 #define ENTRY_WEIGHT 40
1542 #define ENTRY_SOCIAL 41
1543 #define ENTRY_ALIGN 42
1545 #define ENTRY_EXP_ANDR 43
1546 #define ENTRY_EXP_TO_ADV_ANDR 44
1555 } disp_player_line[]
1558 { 1, 10, 25, "打撃修正(格闘)"},
1559 { 1, 10, 25, "打撃修正(両手)"},
1560 { 1, 10, 25, "打撃修正(右手)"},
1561 { 1, 10, 25, "打撃修正(左手)"},
1562 { 1, 11, 25, "打撃修正(左手)"},
1563 { 1, 11, 25, "打撃修正(右手)"},
1565 { 1, 15, 25, "射撃攻撃修正"},
1566 { 1, 16, 25, "射撃武器倍率"},
1569 {29, 13, 21, "レベル"},
1570 {29, 14, 21, "経験値"},
1571 {29, 15, 21, "最大経験"},
1572 {29, 16, 21, "次レベル"},
1573 {29, 17, 21, "所持金"},
1577 {29, 20, 21, "プレイ時間"},
1578 {53, 10, -1, "打撃命中 :"},
1579 {53, 11, -1, "射撃命中 :"},
1580 {53, 12, -1, "魔法防御 :"},
1581 {53, 13, -1, "隠密行動 :"},
1582 {53, 15, -1, "知覚 :"},
1583 {53, 16, -1, "探索 :"},
1584 {53, 17, -1, "解除 :"},
1585 {53, 18, -1, "魔法道具 :"},
1586 { 1, 12, 25, "打撃回数"},
1587 { 1, 17, 25, "射撃回数"},
1588 { 1, 13, 25, "平均ダメージ"},
1589 {53, 20, -1, "赤外線視力:"},
1590 {26, 1, -1, "名前 : "},
1591 { 1, 3, -1, "性別 : "},
1592 { 1, 4, -1, "種族 : "},
1593 { 1, 5, -1, "職業 : "},
1594 { 1, 6, -1, "魔法 : "},
1595 { 1, 7, -1, "守護魔神 : "},
1599 {29, 6, 21, "社会的地位"},
1601 {29, 14, 21, "強化度"},
1602 {29, 16, 21, "次レベル"},
1603 {53, 19, -1, "掘削 :" },
1607 { 1, 10, 25, "Bare hand"},
1608 { 1, 10, 25, "Two hands"},
1609 { 1, 10, 25, "Right hand"},
1610 { 1, 10, 25, "Left hand"},
1611 { 1, 11, 25, "Left hand"},
1612 { 1, 11, 25, "Right hand"},
1613 { 1, 11, 25, "Posture"},
1614 { 1, 15, 25, "Shooting"},
1615 { 1, 16, 25, "Multiplier"},
1616 { 1, 20, 25, "Speed"},
1618 {29, 13, 21, "Level"},
1619 {29, 14, 21, "Experience"},
1620 {29, 15, 21, "Max Exp"},
1621 {29, 16, 21, "Exp to Adv"},
1622 {29, 17, 21, "Gold"},
1623 {29, 19, 21, "Time"},
1624 {29, 10, 21, "Hit point"},
1625 {29, 11, 21, "SP (Mana)"},
1626 {29, 20, 21, "Play time"},
1627 {53, 10, -1, "Fighting : "},
1628 {53, 11, -1, "Bows/Throw : "},
1629 {53, 12, -1, "SavingThrow: "},
1630 {53, 13, -1, "Stealth : "},
1631 {53, 15, -1, "Perception : "},
1632 {53, 16, -1, "Searching : "},
1633 {53, 17, -1, "Disarming : "},
1634 {53, 18, -1, "MagicDevice: "},
1635 { 1, 12, 25, "Blows/Round"},
1636 { 1, 17, 25, "Shots/Round"},
1637 { 1, 13, 25, "AverageDmg/Rnd"},
1638 {53, 20, -1, "Infra-Vision: "},
1639 {26, 1, -1, "Name : "},
1640 { 1, 3, -1, "Sex : "},
1641 { 1, 4, -1, "Race : "},
1642 { 1, 5, -1, "Class : "},
1643 { 1, 6, -1, "Magic : "},
1644 { 1, 7, -1, "Patron : "},
1646 {29, 4, 21, "Height"},
1647 {29, 5, 21, "Weight"},
1648 {29, 6, 21, "Social Class"},
1649 {29, 7, 21, "Align"},
1650 {29, 14, 21, "Construction"},
1651 {29, 16, 21, "Const to Adv"},
1652 {53, 19, -1, "Digging :" },
1657 * @brief プレイヤーのステータス1種を出力する
1659 * @param val 値を保管した文字列ポインタ
1660 * @param attr 項目表示の色
1663 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1667 int row = disp_player_line[entry].row;
1668 int col = disp_player_line[entry].col;
1669 int len = disp_player_line[entry].len;
1670 concptr head = disp_player_line[entry].header;
1672 int head_len = strlen(head);
1674 Term_putstr(col, row, -1, TERM_WHITE, head);
1681 int val_len = len - head_len;
1682 sprintf(buf, "%*.*s", val_len, val_len, val);
1683 Term_putstr(col + head_len, row, -1, attr, buf);
1687 Term_putstr(col + head_len, row, -1, attr, val);
1694 * @brief プレイヤーの打撃能力修正を表示する
1695 * @param hand 武器の装備部位ID
1696 * @param hand_entry 項目ID
1699 static void display_player_melee_bonus(int hand, int hand_entry)
1702 HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
1703 HIT_POINT show_todam = p_ptr->dis_to_d[hand];
1704 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1706 /* Hack -- add in weapon info if known */
1707 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1708 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1710 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1713 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1715 /* Dump the bonuses to hit/dam */
1716 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
1717 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1718 else if (p_ptr->ryoute)
1719 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1721 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1726 * @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
1727 * Prints the following information on the screen.
1730 static void display_player_middle(void)
1735 HIT_PROB show_tohit = p_ptr->dis_to_h_b;
1736 HIT_POINT show_todam = 0;
1739 object_type *o_ptr = &inventory[INVEN_BOW];
1746 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1749 if (p_ptr->hidarite)
1751 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1753 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
1756 if (p_ptr->special_defense & KAMAE_MASK)
1758 for (i = 0; i < MAX_KAMAE; i++)
1760 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1763 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1766 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1769 /* Apply weapon bonuses */
1770 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1771 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1773 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1774 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1776 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1778 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1781 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1783 if (inventory[INVEN_BOW].k_idx)
1785 tmul = bow_tmul(inventory[INVEN_BOW].sval);
1787 /* Get extra "power" from "extra might" */
1788 if (p_ptr->xtra_might) tmul++;
1790 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1794 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1796 /* Dump the armor class */
1797 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1805 i = p_ptr->pspeed-110;
1807 /* Hack -- Visually "undo" the Search Mode Slowdown */
1808 if (p_ptr->action == ACTION_SEARCH) i += 10;
1813 attr = TERM_L_GREEN;
1827 attr = TERM_L_UMBER;
1834 if (IS_FAST()) tmp_speed += 10;
1835 if (p_ptr->slow) tmp_speed -= 10;
1836 if (p_ptr->lightspeed) tmp_speed = 99;
1840 if (MON_FAST(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed += 10;
1841 if (MON_SLOW(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed -= 10;
1847 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1849 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1859 sprintf(buf, "(%+d)", i);
1861 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1864 display_player_one_line(ENTRY_SPEED, buf, attr);
1867 /* Dump character level */
1868 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1870 /* Dump experience */
1871 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1872 else e = ENTRY_CUR_EXP;
1874 if (p_ptr->exp >= p_ptr->max_exp)
1875 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1877 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1879 /* Dump max experience */
1880 if (p_ptr->prace == RACE_ANDROID)
1883 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1885 /* Dump exp to advance */
1886 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1887 else e = ENTRY_EXP_TO_ADV;
1889 if (p_ptr->lev >= PY_MAX_LEVEL)
1890 display_player_one_line(e, "*****", TERM_L_GREEN);
1891 else if (p_ptr->prace == RACE_ANDROID)
1892 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1894 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1897 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1902 extract_day_hour_min(&day, &hour, &min);
1904 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1905 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1907 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1909 /* Dump hit point */
1910 if (p_ptr->chp >= p_ptr->mhp)
1911 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1912 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1913 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1915 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1917 /* Dump mana power */
1918 if (p_ptr->csp >= p_ptr->msp)
1919 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1920 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1921 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1923 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1925 /* Dump play time */
1926 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);
1931 * Hack -- pass color info around this file
1933 static TERM_COLOR likert_color = TERM_WHITE;
1937 * @brief 技能ランクの表示基準を定める
1938 * Returns a "rating" of x depending on y
1940 * @param y 技能値に対するランク基準比
1943 static concptr likert(int x, int y)
1945 static char dummy[20] = "", dummy2[20] = "";
1946 memset(dummy, 0, strlen(dummy));
1947 memset(dummy2, 0, strlen(dummy2));
1950 if(show_actual_value)
1952 sprintf(dummy, "%3d-", x);
1955 /* Negative value */
1958 likert_color = TERM_L_DARK;
1959 strcat(dummy, _("最低", "Very Bad"));
1964 /* Analyze the value */
1969 likert_color = TERM_RED;
1970 strcat(dummy, _("悪い", "Bad"));
1973 likert_color = TERM_L_RED;
1974 strcat(dummy, _("劣る", "Poor"));
1979 likert_color = TERM_ORANGE;
1980 strcat(dummy, _("普通", "Fair"));
1984 likert_color = TERM_YELLOW;
1985 strcat(dummy, _("良い", "Good"));
1989 likert_color = TERM_YELLOW;
1990 strcat(dummy, _("大変良い", "Very Good"));
1995 likert_color = TERM_L_GREEN;
1996 strcat(dummy, _("卓越", "Excellent"));
2004 likert_color = TERM_GREEN;
2005 strcat(dummy, _("超越", "Superb"));
2012 likert_color = TERM_BLUE;
2013 strcat(dummy, _("英雄的", "Heroic"));
2017 likert_color = TERM_VIOLET;
2018 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2019 (int)((((x / y) - 17) * 5) / 2));
2020 strcat(dummy, dummy2);
2031 * @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
2032 * Prints ratings on certain abilities
2035 * This code is "imitated" elsewhere to "dump" a character sheet.
2037 static void display_player_various(void)
2039 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2040 int xthn, xthb, xfos, xsrh;
2041 int xdis, xdev, xsav, xstl;
2045 BIT_FLAGS flgs[TR_FLAG_SIZE];
2046 int shots, shot_frac;
2051 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2052 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2053 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2054 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2055 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2057 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2059 /* Shooting Skill (with current bow and normal missile) */
2060 o_ptr = &inventory[INVEN_BOW];
2061 tmp = p_ptr->to_h_b + o_ptr->to_h;
2062 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2064 /* If the player is wielding one? */
2067 ENERGY energy_fire = bow_energy(o_ptr->sval);
2069 /* Calculate shots per round */
2070 shots = p_ptr->num_fire * 100;
2071 shot_frac = (shots * 100 / energy_fire) % 100;
2072 shots = shots / energy_fire;
2073 if (o_ptr->name1 == ART_CRIMSON)
2077 if (p_ptr->pclass == CLASS_ARCHER)
2079 /* Extra shot at level 10 */
2080 if (p_ptr->lev >= 10) shots++;
2082 /* Extra shot at level 30 */
2083 if (p_ptr->lev >= 30) shots++;
2085 /* Extra shot at level 45 */
2086 if (p_ptr->lev >= 45) shots++;
2096 for(i = 0; i < 2; i++)
2098 damage[i] = p_ptr->dis_to_d[i] * 100;
2099 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
2101 PLAYER_LEVEL level = p_ptr->lev;
2107 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2108 if (p_ptr->special_defense & KAMAE_BYAKKO)
2109 basedam = monk_ave_damage[level][1];
2110 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2111 basedam = monk_ave_damage[level][2];
2113 basedam = monk_ave_damage[level][0];
2117 o_ptr = &inventory[INVEN_RARM + i];
2119 /* Average damage per round */
2125 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2126 if (object_is_known(o_ptr))
2128 damage[i] += o_ptr->to_d * 100;
2129 to_h[i] += o_ptr->to_h;
2131 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2132 object_flags_known(o_ptr, flgs);
2134 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2135 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2141 else if (have_flag(flgs, TR_VORPAL))
2143 /* vorpal flag only */
2147 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2148 basedam = basedam * 7 / 2;
2152 damage[i] += basedam;
2153 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2154 if (damage[i] < 0) damage[i] = 0;
2156 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2157 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2159 /* Basic abilities */
2161 xdis = p_ptr->skill_dis;
2162 xdev = p_ptr->skill_dev;
2163 xsav = p_ptr->skill_sav;
2164 xstl = p_ptr->skill_stl;
2165 xsrh = p_ptr->skill_srh;
2166 xfos = p_ptr->skill_fos;
2167 xdig = p_ptr->skill_dig;
2170 desc = likert(xthn, 12);
2171 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2173 desc = likert(xthb, 12);
2174 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2176 desc = likert(xsav, 7);
2177 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2179 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2180 desc = likert((xstl > 0) ? xstl : -1, 1);
2181 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2183 desc = likert(xfos, 6);
2184 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2186 desc = likert(xsrh, 6);
2187 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2189 desc = likert(xdis, 8);
2190 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2192 desc = likert(xdev, 6);
2193 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2195 desc = likert(xdev, 6);
2196 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2198 desc = likert(xdig, 4);
2199 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2202 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2204 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2206 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2209 if ((damage[0]+damage[1]) == 0)
2212 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2214 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2216 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2222 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2223 * Prints ratings on certain abilities
2224 * @param flgs フラグを保管する配列
2227 * Obtain the "flags" for the player as if he was an item
2229 * xtra1.c周りと多重実装になっているのを何とかする
2231 static void player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2236 for (i = 0; i < TR_FLAG_SIZE; i++)
2240 switch (p_ptr->pclass)
2243 if (p_ptr->lev > 44)
2244 add_flag(flgs, TR_REGEN);
2246 if (p_ptr->lev > 29)
2247 add_flag(flgs, TR_RES_FEAR);
2250 if (p_ptr->lev > 39)
2251 add_flag(flgs, TR_RES_FEAR);
2253 case CLASS_CHAOS_WARRIOR:
2254 if (p_ptr->lev > 29)
2255 add_flag(flgs, TR_RES_CHAOS);
2256 if (p_ptr->lev > 39)
2257 add_flag(flgs, TR_RES_FEAR);
2260 case CLASS_FORCETRAINER:
2261 if ((p_ptr->lev > 9) && !heavy_armor())
2262 add_flag(flgs, TR_SPEED);
2263 if ((p_ptr->lev>24) && !heavy_armor())
2264 add_flag(flgs, TR_FREE_ACT);
2268 add_flag(flgs, TR_SPEED);
2271 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
2272 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
2273 add_flag(flgs, TR_SPEED);
2275 add_flag(flgs, TR_FREE_ACT);
2277 add_flag(flgs, TR_SLOW_DIGEST);
2278 add_flag(flgs, TR_RES_FEAR);
2279 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2280 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2281 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2283 case CLASS_MINDCRAFTER:
2285 add_flag(flgs, TR_RES_FEAR);
2286 if (p_ptr->lev > 19)
2287 add_flag(flgs, TR_SUST_WIS);
2288 if (p_ptr->lev > 29)
2289 add_flag(flgs, TR_RES_CONF);
2290 if (p_ptr->lev > 39)
2291 add_flag(flgs, TR_TELEPATHY);
2294 add_flag(flgs, TR_RES_SOUND);
2296 case CLASS_BERSERKER:
2297 add_flag(flgs, TR_SUST_STR);
2298 add_flag(flgs, TR_SUST_DEX);
2299 add_flag(flgs, TR_SUST_CON);
2300 add_flag(flgs, TR_REGEN);
2301 add_flag(flgs, TR_FREE_ACT);
2302 add_flag(flgs, TR_SPEED);
2303 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2305 case CLASS_MIRROR_MASTER:
2306 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2309 break; /* Do nothing */
2313 if (p_ptr->mimic_form)
2315 switch(p_ptr->mimic_form)
2318 add_flag(flgs, TR_HOLD_EXP);
2319 add_flag(flgs, TR_RES_CHAOS);
2320 add_flag(flgs, TR_RES_NETHER);
2321 add_flag(flgs, TR_RES_FIRE);
2322 add_flag(flgs, TR_SEE_INVIS);
2323 add_flag(flgs, TR_SPEED);
2325 case MIMIC_DEMON_LORD:
2326 add_flag(flgs, TR_HOLD_EXP);
2327 add_flag(flgs, TR_RES_CHAOS);
2328 add_flag(flgs, TR_RES_NETHER);
2329 add_flag(flgs, TR_RES_FIRE);
2330 add_flag(flgs, TR_RES_COLD);
2331 add_flag(flgs, TR_RES_ELEC);
2332 add_flag(flgs, TR_RES_ACID);
2333 add_flag(flgs, TR_RES_POIS);
2334 add_flag(flgs, TR_RES_CONF);
2335 add_flag(flgs, TR_RES_DISEN);
2336 add_flag(flgs, TR_RES_NEXUS);
2337 add_flag(flgs, TR_RES_FEAR);
2338 add_flag(flgs, TR_IM_FIRE);
2339 add_flag(flgs, TR_SH_FIRE);
2340 add_flag(flgs, TR_SEE_INVIS);
2341 add_flag(flgs, TR_TELEPATHY);
2342 add_flag(flgs, TR_LEVITATION);
2343 add_flag(flgs, TR_SPEED);
2346 add_flag(flgs, TR_HOLD_EXP);
2347 add_flag(flgs, TR_RES_DARK);
2348 add_flag(flgs, TR_RES_NETHER);
2349 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2350 add_flag(flgs, TR_RES_POIS);
2351 add_flag(flgs, TR_RES_COLD);
2352 add_flag(flgs, TR_SEE_INVIS);
2353 add_flag(flgs, TR_SPEED);
2359 switch (p_ptr->prace)
2362 add_flag(flgs, TR_RES_LITE);
2365 add_flag(flgs, TR_HOLD_EXP);
2368 add_flag(flgs, TR_FREE_ACT);
2371 add_flag(flgs, TR_RES_BLIND);
2374 add_flag(flgs, TR_RES_DARK);
2376 case RACE_HALF_TROLL:
2377 add_flag(flgs, TR_SUST_STR);
2378 if (p_ptr->lev > 14)
2380 add_flag(flgs, TR_REGEN);
2381 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2383 add_flag(flgs, TR_SLOW_DIGEST);
2385 * Let's not make Regeneration a disadvantage
2386 * for the poor warriors who can never learn
2387 * a spell that satisfies hunger (actually
2388 * neither can rogues, but half-trolls are not
2389 * supposed to play rogues)
2395 add_flag(flgs, TR_SUST_CON);
2396 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2399 add_flag(flgs, TR_RES_LITE);
2400 add_flag(flgs, TR_SEE_INVIS);
2402 case RACE_BARBARIAN:
2403 add_flag(flgs, TR_RES_FEAR);
2405 case RACE_HALF_OGRE:
2406 add_flag(flgs, TR_SUST_STR);
2407 add_flag(flgs, TR_RES_DARK);
2409 case RACE_HALF_GIANT:
2410 add_flag(flgs, TR_RES_SHARDS);
2411 add_flag(flgs, TR_SUST_STR);
2413 case RACE_HALF_TITAN:
2414 add_flag(flgs, TR_RES_CHAOS);
2417 add_flag(flgs, TR_RES_SOUND);
2420 add_flag(flgs, TR_RES_ACID);
2421 if (p_ptr->lev > 19)
2422 add_flag(flgs, TR_IM_ACID);
2425 add_flag(flgs, TR_RES_CONF);
2426 add_flag(flgs, TR_RES_ACID);
2428 add_flag(flgs, TR_SPEED);
2431 add_flag(flgs, TR_RES_POIS);
2434 add_flag(flgs, TR_RES_DISEN);
2435 add_flag(flgs, TR_RES_DARK);
2438 add_flag(flgs, TR_RES_DARK);
2439 if (p_ptr->lev > 19)
2440 add_flag(flgs, TR_SEE_INVIS);
2442 case RACE_DRACONIAN:
2443 add_flag(flgs, TR_LEVITATION);
2445 add_flag(flgs, TR_RES_FIRE);
2447 add_flag(flgs, TR_RES_COLD);
2448 if (p_ptr->lev > 14)
2449 add_flag(flgs, TR_RES_ACID);
2450 if (p_ptr->lev > 19)
2451 add_flag(flgs, TR_RES_ELEC);
2452 if (p_ptr->lev > 34)
2453 add_flag(flgs, TR_RES_POIS);
2455 case RACE_MIND_FLAYER:
2456 add_flag(flgs, TR_SUST_INT);
2457 add_flag(flgs, TR_SUST_WIS);
2458 if (p_ptr->lev > 14)
2459 add_flag(flgs, TR_SEE_INVIS);
2460 if (p_ptr->lev > 29)
2461 add_flag(flgs, TR_TELEPATHY);
2464 add_flag(flgs, TR_RES_FIRE);
2466 add_flag(flgs, TR_SEE_INVIS);
2469 add_flag(flgs, TR_SEE_INVIS);
2470 add_flag(flgs, TR_FREE_ACT);
2471 add_flag(flgs, TR_RES_POIS);
2472 add_flag(flgs, TR_SLOW_DIGEST);
2473 if (p_ptr->lev > 34)
2474 add_flag(flgs, TR_HOLD_EXP);
2477 add_flag(flgs, TR_SEE_INVIS);
2478 add_flag(flgs, TR_RES_SHARDS);
2479 add_flag(flgs, TR_HOLD_EXP);
2480 add_flag(flgs, TR_RES_POIS);
2482 add_flag(flgs, TR_RES_COLD);
2485 add_flag(flgs, TR_SEE_INVIS);
2486 add_flag(flgs, TR_HOLD_EXP);
2487 add_flag(flgs, TR_RES_NETHER);
2488 add_flag(flgs, TR_RES_POIS);
2489 add_flag(flgs, TR_SLOW_DIGEST);
2491 add_flag(flgs, TR_RES_COLD);
2494 add_flag(flgs, TR_HOLD_EXP);
2495 add_flag(flgs, TR_RES_DARK);
2496 add_flag(flgs, TR_RES_NETHER);
2497 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2498 add_flag(flgs, TR_RES_POIS);
2499 add_flag(flgs, TR_RES_COLD);
2502 add_flag(flgs, TR_LEVITATION);
2503 add_flag(flgs, TR_FREE_ACT);
2504 add_flag(flgs, TR_RES_COLD);
2505 add_flag(flgs, TR_SEE_INVIS);
2506 add_flag(flgs, TR_HOLD_EXP);
2507 add_flag(flgs, TR_RES_NETHER);
2508 add_flag(flgs, TR_RES_POIS);
2509 add_flag(flgs, TR_SLOW_DIGEST);
2511 if (p_ptr->lev > 34)
2512 add_flag(flgs, TR_TELEPATHY);
2515 add_flag(flgs, TR_RES_LITE);
2516 add_flag(flgs, TR_LEVITATION);
2518 add_flag(flgs, TR_SPEED);
2521 add_flag(flgs, TR_RES_SOUND);
2522 add_flag(flgs, TR_RES_CONF);
2525 add_flag(flgs, TR_LEVITATION);
2526 add_flag(flgs, TR_SEE_INVIS);
2529 add_flag(flgs, TR_RES_FIRE);
2530 add_flag(flgs, TR_RES_NETHER);
2531 add_flag(flgs, TR_HOLD_EXP);
2533 add_flag(flgs, TR_SEE_INVIS);
2536 add_flag(flgs, TR_SUST_CON);
2539 add_flag(flgs, TR_LEVITATION);
2542 add_flag(flgs, TR_RES_CONF);
2545 add_flag(flgs, TR_FREE_ACT);
2546 add_flag(flgs, TR_RES_POIS);
2547 add_flag(flgs, TR_SLOW_DIGEST);
2548 add_flag(flgs, TR_HOLD_EXP);
2558 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2560 remove_flag(flgs, TR_REGEN);
2563 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2564 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2565 (p_ptr->muta3 & MUT3_SHORT_LEG))
2567 add_flag(flgs, TR_SPEED);
2570 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2572 add_flag(flgs, TR_SH_ELEC);
2575 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2577 add_flag(flgs, TR_SH_FIRE);
2578 add_flag(flgs, TR_LITE_1);
2581 if (p_ptr->muta3 & MUT3_WINGS)
2583 add_flag(flgs, TR_LEVITATION);
2586 if (p_ptr->muta3 & MUT3_FEARLESS)
2588 add_flag(flgs, TR_RES_FEAR);
2591 if (p_ptr->muta3 & MUT3_REGEN)
2593 add_flag(flgs, TR_REGEN);
2596 if (p_ptr->muta3 & MUT3_ESP)
2598 add_flag(flgs, TR_TELEPATHY);
2601 if (p_ptr->muta3 & MUT3_MOTION)
2603 add_flag(flgs, TR_FREE_ACT);
2607 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2608 add_flag(flgs, TR_AGGRAVATE);
2609 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2610 add_flag(flgs, TR_RES_CONF);
2611 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2613 add_flag(flgs, TR_RES_BLIND);
2614 add_flag(flgs, TR_RES_CONF);
2615 add_flag(flgs, TR_HOLD_EXP);
2616 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2618 add_flag(flgs, TR_SPEED);
2620 if (p_ptr->special_defense & KATA_FUUJIN)
2621 add_flag(flgs, TR_REFLECT);
2622 if (p_ptr->special_defense & KAMAE_GENBU)
2623 add_flag(flgs, TR_REFLECT);
2624 if (p_ptr->special_defense & KAMAE_SUZAKU)
2625 add_flag(flgs, TR_LEVITATION);
2626 if (p_ptr->special_defense & KAMAE_SEIRYU)
2628 add_flag(flgs, TR_RES_FIRE);
2629 add_flag(flgs, TR_RES_COLD);
2630 add_flag(flgs, TR_RES_ACID);
2631 add_flag(flgs, TR_RES_ELEC);
2632 add_flag(flgs, TR_RES_POIS);
2633 add_flag(flgs, TR_LEVITATION);
2634 add_flag(flgs, TR_SH_FIRE);
2635 add_flag(flgs, TR_SH_ELEC);
2636 add_flag(flgs, TR_SH_COLD);
2638 if (p_ptr->special_defense & KATA_MUSOU)
2640 add_flag(flgs, TR_RES_FEAR);
2641 add_flag(flgs, TR_RES_LITE);
2642 add_flag(flgs, TR_RES_DARK);
2643 add_flag(flgs, TR_RES_BLIND);
2644 add_flag(flgs, TR_RES_CONF);
2645 add_flag(flgs, TR_RES_SOUND);
2646 add_flag(flgs, TR_RES_SHARDS);
2647 add_flag(flgs, TR_RES_NETHER);
2648 add_flag(flgs, TR_RES_NEXUS);
2649 add_flag(flgs, TR_RES_CHAOS);
2650 add_flag(flgs, TR_RES_DISEN);
2651 add_flag(flgs, TR_REFLECT);
2652 add_flag(flgs, TR_HOLD_EXP);
2653 add_flag(flgs, TR_FREE_ACT);
2654 add_flag(flgs, TR_SH_FIRE);
2655 add_flag(flgs, TR_SH_ELEC);
2656 add_flag(flgs, TR_SH_COLD);
2657 add_flag(flgs, TR_LEVITATION);
2658 add_flag(flgs, TR_LITE_1);
2659 add_flag(flgs, TR_SEE_INVIS);
2660 add_flag(flgs, TR_TELEPATHY);
2661 add_flag(flgs, TR_SLOW_DIGEST);
2662 add_flag(flgs, TR_REGEN);
2663 add_flag(flgs, TR_SUST_STR);
2664 add_flag(flgs, TR_SUST_INT);
2665 add_flag(flgs, TR_SUST_WIS);
2666 add_flag(flgs, TR_SUST_DEX);
2667 add_flag(flgs, TR_SUST_CON);
2668 add_flag(flgs, TR_SUST_CHR);
2673 * @brief プレイヤーの一時的魔法効果による耐性を返す
2674 * Prints ratings on certain abilities
2675 * @param flgs フラグを保管する配列
2678 * xtra1.c周りと多重実装になっているのを何とかする
2680 static void tim_player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2685 for (i = 0; i < TR_FLAG_SIZE; i++)
2688 if (IS_HERO() || p_ptr->shero)
2689 add_flag(flgs, TR_RES_FEAR);
2690 if (p_ptr->tim_invis)
2691 add_flag(flgs, TR_SEE_INVIS);
2692 if (p_ptr->tim_regen)
2693 add_flag(flgs, TR_REGEN);
2695 add_flag(flgs, TR_TELEPATHY);
2696 if (IS_FAST() || p_ptr->slow)
2697 add_flag(flgs, TR_SPEED);
2699 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(prace_is_(RACE_YEEK) && (p_ptr->lev > 19)))
2700 add_flag(flgs, TR_RES_ACID);
2701 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2702 add_flag(flgs, TR_RES_ELEC);
2703 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2704 add_flag(flgs, TR_RES_FIRE);
2705 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2706 add_flag(flgs, TR_RES_COLD);
2707 if (IS_OPPOSE_POIS())
2708 add_flag(flgs, TR_RES_POIS);
2710 if (p_ptr->special_attack & ATTACK_ACID)
2711 add_flag(flgs, TR_BRAND_ACID);
2712 if (p_ptr->special_attack & ATTACK_ELEC)
2713 add_flag(flgs, TR_BRAND_ELEC);
2714 if (p_ptr->special_attack & ATTACK_FIRE)
2715 add_flag(flgs, TR_BRAND_FIRE);
2716 if (p_ptr->special_attack & ATTACK_COLD)
2717 add_flag(flgs, TR_BRAND_COLD);
2718 if (p_ptr->special_attack & ATTACK_POIS)
2719 add_flag(flgs, TR_BRAND_POIS);
2720 if (p_ptr->special_defense & DEFENSE_ACID)
2721 add_flag(flgs, TR_IM_ACID);
2722 if (p_ptr->special_defense & DEFENSE_ELEC)
2723 add_flag(flgs, TR_IM_ELEC);
2724 if (p_ptr->special_defense & DEFENSE_FIRE)
2725 add_flag(flgs, TR_IM_FIRE);
2726 if (p_ptr->special_defense & DEFENSE_COLD)
2727 add_flag(flgs, TR_IM_COLD);
2728 if (p_ptr->wraith_form)
2729 add_flag(flgs, TR_REFLECT);
2731 if (p_ptr->tim_reflect)
2732 add_flag(flgs, TR_REFLECT);
2734 if (p_ptr->magicdef)
2736 add_flag(flgs, TR_RES_BLIND);
2737 add_flag(flgs, TR_RES_CONF);
2738 add_flag(flgs, TR_REFLECT);
2739 add_flag(flgs, TR_FREE_ACT);
2740 add_flag(flgs, TR_LEVITATION);
2742 if (p_ptr->tim_res_nether)
2744 add_flag(flgs, TR_RES_NETHER);
2746 if (p_ptr->tim_sh_fire)
2748 add_flag(flgs, TR_SH_FIRE);
2752 add_flag(flgs, TR_RES_FEAR);
2753 add_flag(flgs, TR_RES_LITE);
2754 add_flag(flgs, TR_RES_DARK);
2755 add_flag(flgs, TR_RES_BLIND);
2756 add_flag(flgs, TR_RES_CONF);
2757 add_flag(flgs, TR_RES_SOUND);
2758 add_flag(flgs, TR_RES_SHARDS);
2759 add_flag(flgs, TR_RES_NETHER);
2760 add_flag(flgs, TR_RES_NEXUS);
2761 add_flag(flgs, TR_RES_CHAOS);
2762 add_flag(flgs, TR_RES_DISEN);
2763 add_flag(flgs, TR_REFLECT);
2764 add_flag(flgs, TR_HOLD_EXP);
2765 add_flag(flgs, TR_FREE_ACT);
2766 add_flag(flgs, TR_SH_FIRE);
2767 add_flag(flgs, TR_SH_ELEC);
2768 add_flag(flgs, TR_SH_COLD);
2769 add_flag(flgs, TR_LEVITATION);
2770 add_flag(flgs, TR_LITE_1);
2771 add_flag(flgs, TR_SEE_INVIS);
2772 add_flag(flgs, TR_TELEPATHY);
2773 add_flag(flgs, TR_SLOW_DIGEST);
2774 add_flag(flgs, TR_REGEN);
2775 add_flag(flgs, TR_SUST_STR);
2776 add_flag(flgs, TR_SUST_INT);
2777 add_flag(flgs, TR_SUST_WIS);
2778 add_flag(flgs, TR_SUST_DEX);
2779 add_flag(flgs, TR_SUST_CON);
2780 add_flag(flgs, TR_SUST_CHR);
2784 if (p_ptr->realm1 == REALM_HEX)
2786 if (hex_spelling(HEX_DEMON_AURA))
2788 add_flag(flgs, TR_SH_FIRE);
2789 add_flag(flgs, TR_REGEN);
2791 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2792 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2797 /* Mode flags for displaying player flags */
2798 #define DP_CURSE 0x01
2804 * @brief プレイヤーの装備一覧をシンボルで並べる
2806 * @param y 表示するコンソールの行
2807 * @param x 表示するコンソールの列
2811 void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2820 /* Weapon flags need only two column */
2821 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2822 else max_i = INVEN_TOTAL;
2824 /* Dump equippy chars */
2825 for (i = INVEN_RARM; i < max_i; i++)
2828 o_ptr = &inventory[i];
2830 a = object_attr(o_ptr);
2831 c = object_char(o_ptr);
2833 /* Clear the part of the screen */
2834 if (!equippy_chars || !o_ptr->k_idx)
2841 Term_putch(x + i - INVEN_RARM, y, a, c);
2847 * @brief プレイヤーの装備による免疫フラグを返す
2848 * @param flgs フラグを保管する配列
2851 * xtra1.c周りと多重実装になっているのを何とかする
2853 static void known_obj_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2858 for (i = 0; i < TR_FLAG_SIZE; i++)
2861 /* Check equipment */
2862 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2864 u32b o_flgs[TR_FLAG_SIZE];
2869 o_ptr = &inventory[i];
2871 if (!o_ptr->k_idx) continue;
2874 object_flags_known(o_ptr, o_flgs);
2876 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2877 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2878 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2879 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2884 * @brief プレイヤーの種族による免疫フラグを返す
2885 * @param flgs フラグを保管する配列
2888 * xtra1.c周りと多重実装になっているのを何とかする
2890 static void player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2895 for (i = 0; i < TR_FLAG_SIZE; i++)
2898 if (prace_is_(RACE_SPECTRE))
2899 add_flag(flgs, TR_RES_NETHER);
2900 if (p_ptr->mimic_form == MIMIC_VAMPIRE || prace_is_(RACE_VAMPIRE))
2901 add_flag(flgs, TR_RES_DARK);
2902 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2903 add_flag(flgs, TR_RES_FIRE);
2904 else if (prace_is_(RACE_YEEK) && p_ptr->lev > 19)
2905 add_flag(flgs, TR_RES_ACID);
2909 * @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
2910 * @param flgs フラグを保管する配列
2913 * xtra1.c周りと多重実装になっているのを何とかする
2915 static void tim_player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2920 for (i = 0; i < TR_FLAG_SIZE; i++)
2923 if (p_ptr->special_defense & DEFENSE_ACID)
2924 add_flag(flgs, TR_RES_ACID);
2925 if (p_ptr->special_defense & DEFENSE_ELEC)
2926 add_flag(flgs, TR_RES_ELEC);
2927 if (p_ptr->special_defense & DEFENSE_FIRE)
2928 add_flag(flgs, TR_RES_FIRE);
2929 if (p_ptr->special_defense & DEFENSE_COLD)
2930 add_flag(flgs, TR_RES_COLD);
2931 if (p_ptr->wraith_form)
2932 add_flag(flgs, TR_RES_DARK);
2936 * @brief プレイヤーの種族による弱点フラグを返す
2937 * @param flgs フラグを保管する配列
2940 * xtra1.c周りと多重実装になっているのを何とかする
2942 static void player_vuln_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2947 for (i = 0; i < TR_FLAG_SIZE; i++)
2950 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2952 add_flag(flgs, TR_RES_ACID);
2953 add_flag(flgs, TR_RES_ELEC);
2954 add_flag(flgs, TR_RES_FIRE);
2955 add_flag(flgs, TR_RES_COLD);
2957 if (prace_is_(RACE_ANDROID))
2958 add_flag(flgs, TR_RES_ELEC);
2959 if (prace_is_(RACE_ENT))
2960 add_flag(flgs, TR_RES_FIRE);
2961 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) ||
2962 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2963 add_flag(flgs, TR_RES_LITE);
2968 * A struct for storing misc. flags
2971 BIT_FLAGS player_flags[TR_FLAG_SIZE];
2972 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
2973 BIT_FLAGS player_imm[TR_FLAG_SIZE];
2974 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
2975 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
2976 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
2981 * @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 /
2982 * Helper function, see below
2983 * @param row コンソール表示位置の左上行
2984 * @param col コンソール表示位置の左上列
2985 * @param header コンソール上で表示する特性名
2986 * @param flag1 参照する特性ID
2987 * @param f プレイヤーの特性情報構造体
2988 * @param mode 表示オプション
2991 static void display_flag_aux(TERM_LEN row, TERM_LEN col, concptr header,
2992 int flag1, all_player_flags *f, u16b mode)
2997 byte header_color = TERM_L_DARK;
2998 int header_col = col;
3000 if (have_flag(f->player_vuln, flag1) &&
3001 !(have_flag(f->known_obj_imm, flag1) ||
3002 have_flag(f->player_imm, flag1) ||
3003 have_flag(f->tim_player_imm, flag1)))
3007 col += strlen(header) + 1;
3009 /* Weapon flags need only two column */
3010 if (mode & DP_WP) max_i = INVEN_LARM + 1;
3011 else max_i = INVEN_TOTAL;
3013 /* Check equipment */
3014 for (i = INVEN_RARM; i < max_i; i++)
3016 BIT_FLAGS flgs[TR_FLAG_SIZE];
3020 o_ptr = &inventory[i];
3023 object_flags_known(o_ptr, flgs);
3026 if (!(mode & DP_IMM))
3027 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3030 if (mode & DP_CURSE)
3032 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3034 c_put_str(TERM_L_DARK, "+", row, col);
3035 header_color = TERM_WHITE;
3037 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3039 c_put_str(TERM_WHITE, "+", row, col);
3040 header_color = TERM_WHITE;
3042 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3044 c_put_str(TERM_WHITE, "*", row, col);
3045 header_color = TERM_WHITE;
3048 else if (flag1 == TR_LITE_1)
3050 if (have_dark_flag(flgs))
3052 c_put_str(TERM_L_DARK, "+", row, col);
3053 header_color = TERM_WHITE;
3055 else if (have_lite_flag(flgs))
3057 c_put_str(TERM_WHITE, "+", row, col);
3058 header_color = TERM_WHITE;
3063 if (have_flag(flgs, flag1))
3065 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3066 (mode & DP_IMM) ? "*" : "+", row, col);
3067 header_color = TERM_WHITE;
3075 /* Assume that player flag is already written */
3078 if (header_color != TERM_L_DARK)
3080 /* Overwrite Header Color */
3081 c_put_str(header_color, header, row, header_col);
3087 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3090 if (have_flag(f->player_flags, flag1))
3092 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3093 header_color = TERM_WHITE;
3096 /* Timed player flags */
3097 if (have_flag(f->tim_player_flags, flag1))
3099 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3100 header_color = TERM_WHITE;
3104 if (have_flag(f->tim_player_imm, flag1))
3106 c_put_str(TERM_YELLOW, "*", row, col);
3107 header_color = TERM_WHITE;
3109 if (have_flag(f->player_imm, flag1))
3111 c_put_str(TERM_WHITE, "*", row, col);
3112 header_color = TERM_WHITE;
3116 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3119 c_put_str(header_color, header, row, header_col);
3124 * @brief プレイヤーの特性フラグ一覧表示1 /
3125 * Special display, part 1
3128 static void display_player_flag_info(void)
3135 /* Extract flags and store */
3136 player_flags(f.player_flags);
3137 tim_player_flags(f.tim_player_flags);
3138 player_immunity(f.player_imm);
3139 tim_player_immunity(f.tim_player_imm);
3140 known_obj_immunity(f.known_obj_imm);
3141 player_vuln_flags(f.player_vuln);
3148 display_player_equippy(row-2, col+8, 0);
3149 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3152 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3153 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3154 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3155 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3156 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3157 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3158 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3159 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3160 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3161 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3162 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3163 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3164 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3165 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3167 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3168 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3169 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3170 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3171 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3172 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3173 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3174 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3175 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3176 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3177 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3178 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3179 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3180 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3189 display_player_equippy(row-2, col+8, 0);
3191 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3194 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3195 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3196 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3197 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3198 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3199 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3200 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3201 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3202 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3203 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3205 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3206 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3207 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3208 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3209 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3210 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3211 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3212 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3213 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3214 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3223 display_player_equippy(row-2, col+12, 0);
3225 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3228 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3229 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3230 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3231 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3232 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3233 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3234 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3235 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3236 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3237 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3239 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3240 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3241 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3242 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3243 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3244 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3245 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3246 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3247 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3248 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3255 * @brief プレイヤーの特性フラグ一覧表示2 /
3256 * Special display, part 2
3259 static void display_player_other_flag_info(void)
3266 /* Extract flags and store */
3267 player_flags(f.player_flags);
3268 tim_player_flags(f.tim_player_flags);
3269 player_immunity(f.player_imm);
3270 tim_player_immunity(f.tim_player_imm);
3271 known_obj_immunity(f.known_obj_imm);
3272 player_vuln_flags(f.player_vuln);
3279 display_player_equippy(row-2, col+12, DP_WP);
3281 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3284 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3285 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3286 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3287 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3288 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3289 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3290 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3291 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3292 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3293 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3294 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3295 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3296 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3297 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3298 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3299 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3300 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3301 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3302 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3303 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3304 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3305 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3306 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3307 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3308 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3309 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3310 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3311 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3313 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3314 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3315 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3316 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3317 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3318 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3319 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3320 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3321 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3322 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3323 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3324 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3325 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3326 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3327 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3328 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3329 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3330 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3331 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3332 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3333 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3334 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3335 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3336 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3337 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3338 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3339 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3340 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3349 display_player_equippy(row-2, col+13, 0);
3350 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3353 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3354 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3355 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3356 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3357 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3358 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3359 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3360 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3361 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3362 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3363 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3364 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3365 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3366 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3367 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3368 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3369 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3370 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3371 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3373 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3374 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3375 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3376 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3377 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3378 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3379 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3380 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3381 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3382 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3383 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3384 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3385 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3386 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3387 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3388 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3389 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3390 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3391 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3398 col = col + 12 + 17;
3400 display_player_equippy(row-2, col+14, 0);
3402 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3405 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3406 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3407 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3408 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3409 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3410 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3412 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3413 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3414 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3415 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3416 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3417 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3419 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3420 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3421 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3422 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3424 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3425 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3426 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3427 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3428 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3429 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3431 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3432 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3433 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3434 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3435 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3436 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3438 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3439 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3440 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3441 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3448 * @brief プレイヤーの特性フラグ一覧表示2a /
3449 * Special display, part 2a
3452 static void display_player_misc_info(void)
3457 /* Display basics */
3459 put_str("名前 :", 1, 26);
3460 put_str("性別 :", 3, 1);
3461 put_str("種族 :", 4, 1);
3462 put_str("職業 :", 5, 1);
3464 put_str("Name :", 1, 26);
3465 put_str("Sex :", 3, 1);
3466 put_str("Race :", 4, 1);
3467 put_str("Class :", 5, 1);
3470 strcpy(tmp,ap_ptr->title);
3477 strcat(tmp,p_ptr->name);
3479 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3480 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3481 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3482 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3484 /* Display extras */
3486 put_str("レベル:", 6, 1);
3487 put_str("HP :", 7, 1);
3488 put_str("MP :", 8, 1);
3490 put_str("Level :", 6, 1);
3491 put_str("Hits :", 7, 1);
3492 put_str("Mana :", 8, 1);
3496 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3497 c_put_str(TERM_L_BLUE, buf, 6, 9);
3498 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3499 c_put_str(TERM_L_BLUE, buf, 7, 9);
3500 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3501 c_put_str(TERM_L_BLUE, buf, 8, 9);
3506 * @brief プレイヤーの特性フラグ一覧表示2b /
3507 * Special display, part 2b
3511 * How to print out the modifications and sustains.
3512 * Positive mods with no sustain will be light green.
3513 * Positive mods with a sustain will be dark green.
3514 * Sustains (with no modification) will be a dark green 's'.
3515 * Negative mods (from a curse) will be red.
3516 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3517 * No mod, no sustain, will be a slate '.'
3520 static void display_player_stat_info(void)
3527 BIT_FLAGS flgs[TR_FLAG_SIZE];
3541 /* Print out the labels for the columns */
3542 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col+1);
3543 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col+7);
3544 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col+13);
3545 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col+28);
3546 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col+35);
3548 /* Display the stats */
3549 for (i = 0; i < A_MAX; i++)
3553 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3554 else r_adj = rp_ptr->r_adj[i];
3556 /* Calculate equipment adjustment */
3559 /* Icky formula to deal with the 18 barrier */
3560 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] > 18))
3561 e_adj = (p_ptr->stat_top[i] - p_ptr->stat_max[i]) / 10;
3562 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3563 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3564 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3565 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3567 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3568 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3570 if (prace_is_(RACE_ENT))
3576 if (p_ptr->lev > 25) r_adj++;
3577 if (p_ptr->lev > 40) r_adj++;
3578 if (p_ptr->lev > 45) r_adj++;
3581 if (p_ptr->lev > 25) r_adj--;
3582 if (p_ptr->lev > 40) r_adj--;
3583 if (p_ptr->lev > 45) r_adj--;
3589 e_adj -= cp_ptr->c_adj[i];
3590 e_adj -= ap_ptr->a_adj[i];
3592 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3593 /* Reduced name of stat */
3594 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3596 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3599 /* Internal "natural" max value. Maxes at 18/100 */
3600 /* This is useful to see if you are maxed out */
3601 cnv_stat(p_ptr->stat_max[i], buf);
3602 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3604 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3606 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3608 /* Race, class, and equipment modifiers */
3609 (void)sprintf(buf, "%3d", r_adj);
3610 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3611 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3612 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3613 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3614 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3615 (void)sprintf(buf, "%3d", (int)e_adj);
3616 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3618 /* Actual maximal modified value */
3619 cnv_stat(p_ptr->stat_top[i], buf);
3620 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3622 /* Only display stat_use if not maximal */
3623 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3625 cnv_stat(p_ptr->stat_use[i], buf);
3626 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3631 col = stat_col + 41;
3633 /* Header and Footer */
3634 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3635 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3637 /* Process equipment */
3638 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3640 o_ptr = &inventory[i];
3642 /* Acquire "known" flags */
3643 object_flags_known(o_ptr, flgs);
3645 /* Initialize color based of sign of pval. */
3646 for (stat = 0; stat < A_MAX; stat++)
3653 if (have_flag(flgs, stat))
3659 if (o_ptr->pval > 0)
3665 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3668 if (have_flag(flgs, stat + TR_SUST_STR))
3670 /* Dark green for sustained stats */
3675 if (o_ptr->pval < 0)
3681 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3686 else if (have_flag(flgs, stat + TR_SUST_STR))
3688 /* Dark green "s" */
3693 /* Dump proper character */
3694 Term_putch(col, row + stat+1, a, c);
3705 for (stat = 0; stat < A_MAX; stat++)
3712 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3718 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3719 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3720 if (p_ptr->tsuyoshi) dummy += 4;
3722 else if (stat == A_WIS || stat == A_INT)
3724 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3725 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3727 else if (stat == A_DEX)
3729 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3730 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3731 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3733 else if (stat == A_CON)
3735 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3736 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3737 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3738 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3739 if (p_ptr->tsuyoshi) dummy += 4;
3741 else if (stat == A_CHR)
3743 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3744 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3745 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3746 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3747 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3748 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3764 if (dummy < 10) c = '0' + dummy;
3774 if (dummy > -10) c = '0' - dummy;
3781 if (have_flag(flgs, stat + TR_SUST_STR))
3783 /* Dark green "s" */
3790 Term_putch(col, row + stat+1, a, c);
3796 * @brief プレイヤーのステータス表示メイン処理
3797 * Display the character on the screen (various modes)
3798 * @param mode 表示モードID
3802 * The top one and bottom two lines are left blank.
3803 * Mode 0 = standard display with skills
3804 * Mode 1 = standard display with history
3805 * Mode 2 = summary of various things
3806 * Mode 3 = summary of various things (part 2)
3807 * Mode 4 = mutations
3810 void display_player(int mode)
3816 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3825 if ((mode == 0) || (mode == 1))
3827 /* Name, Sex, Race, Class */
3829 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", p_ptr->name);
3831 sprintf(tmp, "%s %s", ap_ptr->title, p_ptr->name);
3834 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3835 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3836 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3837 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3842 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3844 strcpy(tmp, realm_names[p_ptr->realm1]);
3845 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3848 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3849 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3851 /* Age, Height, Weight, Social */
3852 /* 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 */
3854 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3855 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3856 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3857 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3859 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3860 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3861 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3862 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3864 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3867 /* Display the stats */
3868 for (i = 0; i < A_MAX; i++)
3870 /* Special treatment of "injured" stats */
3871 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3875 /* Use lowercase stat name */
3876 put_str(stat_names_reduced[i], 3 + i, 53);
3878 /* Get the current stat */
3879 value = p_ptr->stat_use[i];
3881 /* Obtain the current stat (modified) */
3882 cnv_stat(value, buf);
3884 /* Display the current stat (modified) */
3885 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3887 /* Acquire the max stat */
3888 value = p_ptr->stat_top[i];
3890 /* Obtain the maximum stat (modified) */
3891 cnv_stat(value, buf);
3893 /* Display the maximum stat (modified) */
3894 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3897 /* Normal treatment of "normal" stats */
3900 /* Assume uppercase stat name */
3901 put_str(stat_names[i], 3 + i, 53);
3903 /* Obtain the current stat (modified) */
3904 cnv_stat(p_ptr->stat_use[i], buf);
3906 /* Display the current stat (modified) */
3907 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3910 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3912 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3916 /* Display "history" info */
3920 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3922 for (i = 0; i < 4; i++)
3924 put_str(p_ptr->history[i], i + 12, 10);
3931 if (p_ptr->total_winner)
3934 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3936 sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3939 else if (!current_floor_ptr->dun_level)
3942 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3944 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3947 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3949 /* Get the quest text */
3950 /* Bewere that INIT_ASSIGN resets the cur_num. */
3951 init_flags = INIT_NAME_ONLY;
3953 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3956 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);
3958 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
3964 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);
3966 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, current_floor_ptr->dun_level, map_name());
3970 else if (character_dungeon)
3972 if (!current_floor_ptr->dun_level)
3974 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
3976 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3978 /* Clear the text */
3979 /* Must be done before doing INIT_SHOW_TEXT */
3980 for (i = 0; i < 10; i++)
3982 quest_text[i][0] = '\0';
3984 quest_text_line = 0;
3986 /* Get the quest text */
3987 init_flags = INIT_NAME_ONLY;
3989 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3991 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);
3996 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);
3998 sprintf(statmsg, "...Now, you are exploring level %d of %s.", current_floor_ptr->dun_level, map_name());
4005 char temp[64*2], *t;
4006 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4008 for(i=0 ; i<2 ; i++)
4014 put_str(t, i + 5 + 12, 10);
4022 /* Display "various" info */
4025 display_player_middle();
4026 display_player_various();
4033 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4036 display_player_misc_info();
4037 display_player_stat_info();
4038 display_player_flag_info();
4044 display_player_other_flag_info();
4049 do_cmd_knowledge_mutations();
4054 * @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
4055 * @param fff ファイルポインタ
4058 static void dump_aux_display_player(FILE *fff)
4067 /* Dump part of the screen */
4068 for (y = 1; y < 22; y++)
4071 for (x = 0; x < 79; x++)
4073 /* Get the attr/char */
4074 (void)(Term_what(x, y, &a, &c));
4080 /* End the string */
4083 /* Kill trailing spaces */
4084 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4087 fprintf(fff, _("%s\n", "%s\n"), buf);
4090 /* Display history */
4093 /* Dump part of the screen */
4094 for (y = 10; y < 19; y++)
4097 for (x = 0; x < 79; x++)
4099 /* Get the attr/char */
4100 (void)(Term_what(x, y, &a, &c));
4106 /* End the string */
4109 /* Kill trailing spaces */
4110 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4113 fprintf(fff, "%s\n", buf);
4118 /* Display flags (part 1) */
4121 /* Dump part of the screen */
4122 for (y = 2; y < 22; y++)
4125 for (x = 0; x < 79; x++)
4127 /* Get the attr/char */
4128 (void)(Term_what(x, y, &a, &c));
4130 /* Dump it (Ignore equippy tile graphic) */
4137 /* End the string */
4140 /* Kill trailing spaces */
4141 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4144 fprintf(fff, "%s\n", buf);
4149 /* Display flags (part 2) */
4152 /* Dump part of the screen */
4153 for (y = 1; y < 22; y++)
4156 for (x = 0; x < 79; x++)
4158 /* Get the attr/char */
4159 (void)(Term_what(x, y, &a, &c));
4161 /* Dump it (Ignore equippy tile graphic) */
4168 /* End the string */
4171 /* Kill trailing spaces */
4172 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4175 fprintf(fff, "%s\n", buf);
4183 * @brief プレイヤーのペット情報をファイルにダンプする
4184 * @param fff ファイルポインタ
4187 static void dump_aux_pet(FILE *fff)
4191 bool pet_settings = FALSE;
4192 GAME_TEXT pet_name[MAX_NLEN];
4194 for (i = m_max - 1; i >= 1; i--)
4196 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
4198 if (!monster_is_valid(m_ptr)) continue;
4199 if (!is_pet(m_ptr)) continue;
4200 pet_settings = TRUE;
4201 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4204 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4207 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4208 fprintf(fff, "%s\n", pet_name);
4213 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4215 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4216 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4218 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4219 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4221 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4222 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4224 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4225 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4227 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4228 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4230 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"),
4231 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4239 * @brief プレイヤーの職業能力情報をファイルにダンプする
4240 * @param fff ファイルポインタ
4243 static void dump_aux_class_special(FILE *fff)
4245 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4252 int spellnum[MAX_MONSPELLS];
4253 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4258 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4260 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4265 set_rf_masks(&f4, &f5, &f6, j);
4268 case MONSPELL_TYPE_BOLT:
4269 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4272 case MONSPELL_TYPE_BALL:
4273 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4276 case MONSPELL_TYPE_BREATH:
4277 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4280 case MONSPELL_TYPE_SUMMON:
4281 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4284 case MONSPELL_TYPE_OTHER:
4285 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4289 for (i = 0, num = 0; i < 32; i++)
4291 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4295 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4299 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4304 strcat(p[col], " ");
4306 for (i = 0; i < num; i++)
4308 if (p_ptr->magic_num2[spellnum[i]])
4311 /* Dump blue magic */
4312 l1 = strlen(p[col]);
4313 l2 = strlen(monster_powers_short[spellnum[i]]);
4314 if ((l1 + l2) >= 75)
4316 strcat(p[col], "\n");
4318 strcat(p[col], " ");
4320 strcat(p[col], monster_powers_short[spellnum[i]]);
4321 strcat(p[col], ", ");
4327 strcat(p[col], _("なし", "None"));
4331 if (p[col][strlen(p[col])-2] == ',')
4333 p[col][strlen(p[col])-2] = '\0';
4337 p[col][strlen(p[col])-10] = '\0';
4341 strcat(p[col], "\n");
4344 for (i=0;i<=col;i++)
4349 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4351 char s[EATER_EXT][MAX_NLEN];
4352 OBJECT_TYPE_VALUE tval = 0;
4354 KIND_OBJECT_IDX k_idx;
4355 OBJECT_SUBTYPE_VALUE i;
4358 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4360 for (ext = 0; ext < 3; ext++)
4364 /* Dump an extent name */
4369 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4373 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4377 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4381 /* Get magic device names that were eaten */
4382 for (i = 0; i < EATER_EXT; i++)
4384 int idx = EATER_EXT * ext + i;
4386 magic_num = p_ptr->magic_num2[idx];
4387 if (!magic_num) continue;
4389 k_idx = lookup_kind(tval, i);
4390 if (!k_idx) continue;
4391 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4395 /* Dump magic devices in this extent */
4398 for (i = 0; i < eat_num; i++)
4401 if (i % 3 < 2) fputs(" ", fff);
4402 else fputs("\n", fff);
4405 if (i % 3 > 0) fputs("\n", fff);
4407 else /* Not found */
4409 fputs(_(" (なし)\n", " (none)\n"), fff);
4413 else if (p_ptr->pclass == CLASS_SMITH)
4415 int i, id[250], n = 0, row;
4417 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4418 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4419 "Essence Num Essence Num Essence Num "));
4420 for (i = 0; essence_name[i]; i++)
4422 if (!essence_name[i][0]) continue;
4429 for (i = 0; i < row; i++)
4432 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4433 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4434 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4444 * @brief クエスト情報をファイルにダンプする
4445 * @param fff ファイルポインタ
4448 static void dump_aux_quest(FILE *fff)
4451 QUEST_IDX *quest_num;
4454 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4456 /* Allocate Memory */
4457 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4459 /* Sort by compete level */
4460 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4461 ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
4463 /* Dump Quest Information */
4465 do_cmd_knowledge_quests_completed(fff, quest_num);
4467 do_cmd_knowledge_quests_failed(fff, quest_num);
4471 C_KILL(quest_num, max_q_idx, QUEST_IDX);
4476 * @brief 死の直前メッセージ並びに遺言をファイルにダンプする
4477 * @param fff ファイルポインタ
4480 static void dump_aux_last_message(FILE *fff)
4484 if (!p_ptr->total_winner)
4488 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4489 for (i = MIN(message_num(), 30); i >= 0; i--)
4491 fprintf(fff,"> %s\n",message_str((s16b)i));
4496 /* Hack -- *Winning* message */
4497 else if (p_ptr->last_message)
4499 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4500 fprintf(fff," %s\n", p_ptr->last_message);
4507 * @brief 帰還場所情報をファイルにダンプする
4508 * @param fff ファイルポインタ
4511 static void dump_aux_recall(FILE *fff)
4514 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4516 for (y = 1; y < max_d_idx; y++)
4520 if (!d_info[y].maxdepth) continue;
4521 if (!max_dlv[y]) continue;
4522 if (d_info[y].final_guardian)
4524 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4526 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4528 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4529 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4535 * @brief オプション情報をファイルにダンプする
4536 * @param fff ファイルポインタ
4539 static void dump_aux_options(FILE *fff)
4541 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4544 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4547 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4549 if (ironman_small_levels)
4550 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4551 else if (always_small_levels)
4552 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4553 else if (small_levels)
4554 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4556 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4560 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4562 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4566 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4568 if (ironman_downward)
4569 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4572 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4574 if (ironman_nightmare)
4575 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4578 if (ironman_empty_levels)
4579 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4580 else if (empty_levels)
4581 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4583 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4588 fprintf(fff, _("\n 何か不正なことをしてしまっています。\n", "\n You have done something illegal.\n"));
4595 * @brief 闘技場の情報をファイルにダンプする
4596 * @param fff ファイルポインタ
4599 static void dump_aux_arena(FILE *fff)
4601 if (lite_town || vanilla_town) return;
4603 if (p_ptr->arena_number < 0)
4605 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4607 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4612 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4613 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4615 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4616 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4617 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4621 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4623 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4625 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4627 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4632 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4634 fprintf(fff, "\n Arena: %2d Victor%s\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number), (p_ptr->arena_number > 1) ? "ies" : "y");
4643 * @brief 撃破モンスターの情報をファイルにダンプする
4644 * @param fff ファイルポインタ
4647 static void dump_aux_monsters(FILE *fff)
4649 /* Monsters slain */
4652 long uniq_total = 0;
4653 long norm_total = 0;
4656 /* Sort by monster level */
4659 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4661 /* Allocate the "who" array */
4662 C_MAKE(who, max_r_idx, MONRACE_IDX);
4664 /* Count monster kills */
4665 for (k = 1; k < max_r_idx; k++)
4667 monster_race *r_ptr = &r_info[k];
4669 /* Ignore unused index */
4670 if (!r_ptr->name) continue;
4672 if (r_ptr->flags1 & RF1_UNIQUE)
4674 bool dead = (r_ptr->max_num == 0);
4679 /* Add a unique monster to the list */
4680 who[uniq_total++] = k;
4685 if (r_ptr->r_pkills > 0)
4687 norm_total += r_ptr->r_pkills;
4693 /* No monsters is defeated */
4696 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4699 /* Defeated more than one normal monsters */
4700 else if (uniq_total == 0)
4703 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4705 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4709 /* Defeated more than one unique monsters */
4710 else /* if (uniq_total > 0) */
4713 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);
4715 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"));
4718 /* Sort the array by dungeon depth of monsters */
4719 ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
4720 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));
4723 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4725 monster_race *r_ptr = &r_info[who[k]];
4726 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4731 /* Free the "who" array */
4732 C_KILL(who, max_r_idx, s16b);
4737 * @brief 元種族情報をファイルにダンプする
4738 * @param fff ファイルポインタ
4741 static void dump_aux_race_history(FILE *fff)
4743 if (p_ptr->old_race1 || p_ptr->old_race2)
4747 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);
4748 for (i = 0; i < MAX_RACES; i++)
4750 if (p_ptr->start_race == i) continue;
4753 if (!(p_ptr->old_race1 & 1L << i)) continue;
4757 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4759 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4768 * @brief 元魔法領域情報をファイルにダンプする
4769 * @param fff ファイルポインタ
4772 static void dump_aux_realm_history(FILE *fff)
4774 if (p_ptr->old_realm)
4779 for (i = 0; i < MAX_MAGIC; i++)
4781 if (!(p_ptr->old_realm & 1L << i)) continue;
4782 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]);
4790 * @brief 徳の情報をファイルにダンプする
4791 * @param fff ファイルポインタ
4794 static void dump_aux_virtues(FILE *fff)
4798 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4800 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4801 (2 * p_ptr->hitdie +
4802 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4805 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4806 else fprintf(fff, "現在の体力ランク : ???\n\n");
4807 fprintf(fff, "能力の最大値\n");
4809 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4810 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4811 fprintf(fff, "Limits of maximum stats\n");
4813 for (v_nr = 0; v_nr < A_MAX; v_nr++)
4815 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);
4816 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4819 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment());
4826 * @brief 突然変異の情報をファイルにダンプする
4827 * @param fff ファイルポインタ
4830 static void dump_aux_mutations(FILE *fff)
4832 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4834 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4835 dump_mutations(fff);
4841 * @brief 所持品の情報をファイルにダンプする
4842 * @param fff ファイルポインタ
4845 static void dump_aux_equipment_inventory(FILE *fff)
4848 GAME_TEXT o_name[MAX_NLEN];
4850 /* Dump the equipment */
4853 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4854 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4856 object_desc(o_name, &inventory[i], 0);
4857 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4858 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4860 fprintf(fff, "%c) %s\n",
4861 index_to_label(i), o_name);
4863 fprintf(fff, "\n\n");
4866 /* Dump the inventory */
4867 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4869 for (i = 0; i < INVEN_PACK; i++)
4871 /* Don't dump the empty slots */
4872 if (!inventory[i].k_idx) break;
4874 /* Dump the inventory slots */
4875 object_desc(o_name, &inventory[i], 0);
4876 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4879 /* Add an empty line */
4880 fprintf(fff, "\n\n");
4885 * @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
4886 * @param fff ファイルポインタ
4889 static void dump_aux_home_museum(FILE *fff)
4891 GAME_TEXT o_name[MAX_NLEN];
4894 /* Do we need it?? */
4895 /* process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x); */
4897 /* Print the home */
4898 st_ptr = &town_info[1].store[STORE_HOME];
4900 /* Home -- if anything there */
4901 if (st_ptr->stock_num)
4906 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4908 /* Dump all available items */
4909 for (i = 0; i < st_ptr->stock_num; i++)
4912 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4913 object_desc(o_name, &st_ptr->stock[i], 0);
4914 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4917 /* Add an empty line */
4918 fprintf(fff, "\n\n");
4922 /* Print the home */
4923 st_ptr = &town_info[1].store[STORE_MUSEUM];
4925 /* Home -- if anything there */
4926 if (st_ptr->stock_num)
4931 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4933 /* Dump all available items */
4934 for (i = 0; i < st_ptr->stock_num; i++)
4937 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4938 object_desc(o_name, &st_ptr->stock[i], 0);
4939 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4941 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4942 object_desc(o_name, &st_ptr->stock[i], 0);
4943 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4948 /* Add an empty line */
4949 fprintf(fff, "\n\n");
4955 * @brief ダンプ出力のメインルーチン
4956 * Output the character dump to a file
4957 * @param fff ファイルポインタ
4960 errr make_character_dump(FILE *fff)
4963 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4964 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4966 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4967 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4972 dump_aux_display_player(fff);
4973 dump_aux_last_message(fff);
4974 dump_aux_options(fff);
4975 dump_aux_recall(fff);
4976 dump_aux_quest(fff);
4977 dump_aux_arena(fff);
4978 dump_aux_monsters(fff);
4979 dump_aux_virtues(fff);
4980 dump_aux_race_history(fff);
4981 dump_aux_realm_history(fff);
4982 dump_aux_class_special(fff);
4983 dump_aux_mutations(fff);
4986 dump_aux_equipment_inventory(fff);
4987 dump_aux_home_museum(fff);
4989 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
4994 * @brief プレイヤーステータスをファイルダンプ出力する
4995 * Hack -- Dump a character description file
4996 * @param name 出力ファイル名
4999 * Allow the "full" flag to dump additional info,
5000 * and trigger its usage from various places in the code.
5002 errr file_character(concptr name)
5008 /* Build the filename */
5009 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5011 /* File type is "TEXT" */
5012 FILE_TYPE(FILE_TYPE_TEXT);
5014 /* Check for existing file */
5015 fd = fd_open(buf, O_RDONLY);
5024 (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);
5027 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5030 /* Open the non-existing file */
5031 if (fd < 0) fff = my_fopen(buf, "w");
5036 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);
5044 (void)make_character_dump(fff);
5048 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."));
5057 * @brief ファイル内容の一行をコンソールに出力する
5058 * Display single line of on-line help file
5059 * @param str 出力する文字列
5065 * You can insert some special color tag to change text color.
5067 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5068 * A colored segment is between "[[[[y|" and the last "|".
5069 * You can use any single character in place of the "|".
5072 static void show_file_aux_line(concptr str, int cy, concptr shower)
5074 static const char tag_str[] = "[[[[";
5075 byte color = TERM_WHITE;
5083 /* Make a lower case version of str for searching */
5088 /* Initial cursor position */
5089 Term_gotoxy(cx, cy);
5091 for (i = 0; str[i];)
5093 int len = strlen(&str[i]);
5094 int showercol = len + 1;
5095 int bracketcol = len + 1;
5099 /* Search for a shower string in the line */
5102 ptr = my_strstr(&lcstr[i], shower);
5103 if (ptr) showercol = ptr - &lcstr[i];
5106 /* Search for a color segment tag */
5107 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5108 if (ptr) bracketcol = ptr - &str[i];
5110 /* A color tag is found */
5111 if (bracketcol < endcol) endcol = bracketcol;
5113 /* The shower string is found before the color tag */
5114 if (showercol < endcol) endcol = showercol;
5116 /* Print a segment of the line */
5117 Term_addstr(endcol, color, &str[i]);
5121 /* Shower string? */
5122 if (endcol == showercol)
5124 int showerlen = strlen(shower);
5126 /* Print the shower string in yellow */
5127 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5132 /* Colored segment? */
5133 else if (endcol == bracketcol)
5137 /* Found the end of colored segment */
5140 /* Now looking for an another tag_str */
5143 /* Set back to the default color */
5148 /* Found a tag_str, and get a tag color */
5149 i += sizeof(tag_str)-1;
5152 color = color_char_to_attr(str[i]);
5154 /* Illegal color tag */
5155 if (color == 255 || str[i+1] == '\0')
5157 /* Illegal color tag */
5160 /* Print the broken tag as a string */
5161 Term_addstr(-1, TERM_WHITE, tag_str);
5162 cx += sizeof(tag_str)-1;
5166 /* Skip the color tag */
5169 /* Now looking for a close tag */
5172 /* Skip the close-tag-indicator */
5178 } /* for (i = 0; str[i];) */
5180 /* Clear rest of line */
5181 Term_erase(cx, cy, 255);
5186 * @brief ファイル内容をコンソールに出力する
5187 * Recursive file perusal.
5188 * @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
5189 * @param name ファイル名の文字列
5190 * @param what 内容キャプションの文字列
5191 * @param line 表示の現在行
5196 * Process various special text in the input file, including
5197 * the "menu" structures used by the "help file" system.
5198 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5201 bool show_file(bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
5205 /* Number of "real" lines passed by */
5208 /* Number of "real" lines in the file */
5211 /* Backup value for "line" */
5214 /* This screen has sub-screens */
5217 /* Current help file */
5220 /* Find this string (if any) */
5221 concptr find = NULL;
5223 /* Jump to this tag */
5226 /* Hold strings to find/show */
5227 char finder_str[81];
5228 char shower_str[81];
5231 /* String to show */
5232 concptr shower = NULL;
5235 char filename[1024];
5237 /* Describe this thing */
5243 /* General buffer */
5246 /* Sub-menu information */
5249 bool reverse = (line < 0);
5253 Term_get_size(&wid, &hgt);
5257 strcpy(finder_str, "");
5260 strcpy(shower_str, "");
5263 strcpy(caption, "");
5265 /* Wipe the hooks */
5266 for (i = 0; i < 68; i++)
5271 /* Copy the filename */
5272 strcpy(filename, name);
5274 n = strlen(filename);
5276 /* Extract the tag from the filename */
5277 for (i = 0; i < n; i++)
5279 if (filename[i] == '#')
5282 tag = filename + i + 1;
5287 /* Redirect the name */
5294 strcpy(caption, what);
5296 /* Access the "file" */
5300 fff = my_fopen(path, "r");
5303 /* Look in "help" */
5307 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5309 /* Build the filename */
5310 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5313 fff = my_fopen(path, "r");
5316 /* Look in "info" */
5320 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5322 /* Build the filename */
5323 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5326 fff = my_fopen(path, "r");
5329 /* Look in "info" */
5332 /* Build the filename */
5333 path_build(path, sizeof(path), ANGBAND_DIR, name);
5335 for (i = 0; path[i]; i++)
5336 if ('\\' == path[i])
5337 path[i] = PATH_SEP[0];
5340 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5343 fff = my_fopen(path, "r");
5348 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5355 /* Pre-Parse the file */
5360 /* Read a line or stop */
5361 if (my_fgets(fff, buf, sizeof(buf))) break;
5363 /* XXX Parse "menu" items */
5364 if (prefix(str, "***** "))
5366 /* Notice "menu" requests */
5367 if ((str[6] == '[') && isalpha(str[7]))
5369 /* Extract the menu item */
5370 int k = str[7] - 'A';
5372 /* This is a menu file */
5375 if ((str[8] == ']') && (str[9] == ' '))
5377 /* Extract the menu item */
5378 strncpy(hook[k], str + 10, 31);
5380 /* Make sure it's null-terminated */
5384 /* Notice "tag" requests */
5385 else if (str[6] == '<')
5387 size_t len = strlen(str);
5389 if (str[len - 1] == '>')
5391 str[len - 1] = '\0';
5392 if (tag && streq(str + 7, tag)) line = next;
5400 /* Count the "real" lines */
5404 /* Save the number of "real" lines */
5407 /* start from bottom when reverse mode */
5408 if (line == -1) line = ((size-1)/rows)*rows;
5411 /* Display the file */
5414 /* Restart when necessary */
5415 if (line >= size - rows) line = size - rows;
5416 if (line < 0) line = 0;
5418 /* Re-open the file if needed */
5423 /* Hack -- Re-Open the file */
5424 fff = my_fopen(path, "r");
5426 if (!fff) return (FALSE);
5428 /* File has been restarted */
5432 /* Goto the selected line */
5436 if (my_fgets(fff, buf, sizeof(buf))) break;
5438 /* Skip tags/links */
5439 if (prefix(buf, "***** ")) continue;
5441 /* Count the lines */
5445 /* Dump the next 20, or rows, lines of the file */
5446 for (i = 0; i < rows; )
5450 /* Hack -- track the "first" line */
5451 if (!i) line = next;
5453 /* Get a line of the file or stop */
5454 if (my_fgets(fff, buf, sizeof(buf))) break;
5456 /* Hack -- skip "special" lines */
5457 if (prefix(buf, "***** ")) continue;
5459 /* Count the "real" lines */
5462 /* Hack -- keep searching */
5467 /* Make a lower case version of str for searching */
5468 strcpy(lc_buf, str);
5469 str_tolower(lc_buf);
5471 if (!my_strstr(lc_buf, find)) continue;
5474 /* Hack -- stop searching */
5478 show_file_aux_line(str, i + 2, shower);
5480 /* Count the printed lines */
5486 /* Clear rest of line */
5487 Term_erase(0, i + 2, 255);
5492 /* Hack -- failed search */
5502 /* Show a general "title" */
5505 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5506 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5507 caption, line, size), 0, 0);
5511 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5512 caption, line, size), 0, 0);
5515 /* Prompt -- small files */
5519 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5522 /* Prompt -- large files */
5527 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5529 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5531 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5535 /* Get a special key code */
5536 skey = inkey_special(TRUE);
5540 /* Show the help for the help */
5542 /* Hack - prevent silly recursion */
5543 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5544 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5547 /* Hack -- try showing */
5550 prt(_("強調: ", "Show: "), hgt - 1, 0);
5552 strcpy(back_str, shower_str);
5553 if (askfor(shower_str, 80))
5557 /* Make it lowercase */
5558 str_tolower(shower_str);
5561 shower = shower_str;
5563 else shower = NULL; /* Stop showing */
5565 else strcpy(shower_str, back_str);
5568 /* Hack -- try finding */
5572 prt(_("検索: ", "Find: "), hgt - 1, 0);
5574 strcpy(back_str, finder_str);
5575 if (askfor(finder_str, 80))
5584 /* Make finder lowercase */
5585 str_tolower(finder_str);
5588 shower = finder_str;
5590 else shower = NULL; /* Stop showing */
5592 else strcpy(finder_str, back_str);
5595 /* Hack -- go to a specific line */
5599 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5602 if (askfor(tmp, 80)) line = atoi(tmp);
5606 /* Hack -- go to the top line */
5611 /* Hack -- go to the bottom line */
5613 line = ((size - 1) / rows) * rows;
5616 /* Hack -- go to a specific file */
5620 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5621 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5623 if (askfor(tmp, 80))
5625 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5630 /* Allow backing up */
5632 line = line + (reverse ? rows : -rows);
5633 if (line < 0) line = 0;
5639 if (line < 0) line = 0;
5642 /* Advance a single line */
5645 line = line + (reverse ? -1 : 1);
5646 if (line < 0) line = 0;
5649 /* Move up / down */
5653 if (line < 0) line = 0;
5661 /* Advance one page */
5663 line = line + (reverse ? -rows : rows);
5664 if (line < 0) line = 0;
5673 /* Recurse on numbers */
5678 if (!(skey & SKEY_MASK) && isalpha(skey))
5681 if ((key > -1) && hook[key][0])
5683 /* Recurse on that file */
5684 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5689 /* Hack, dump to file */
5698 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5701 /* Build the filename */
5702 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5704 /* Hack -- Re-Open the file */
5705 fff = my_fopen(path, "r");
5707 ffp = my_fopen(buff, "w");
5711 msg_print(_("ファイルを開けません。", "Failed to open file."));
5716 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5717 my_fputs(ffp, xtmp, 80);
5718 my_fputs(ffp, "\n", 80);
5720 while (!my_fgets(fff, buff, sizeof(buff)))
5721 my_fputs(ffp, buff, 80);
5725 /* Hack -- Re-Open the file */
5726 fff = my_fopen(path, "r");
5729 /* Return to last screen */
5730 if ((skey == ESCAPE) || (skey == '<')) break;
5732 /* Exit on the ^q */
5733 if (skey == KTRL('q')) skey = 'q';
5735 /* Exit on the q key */
5736 if (skey == 'q') break;
5741 if (skey == 'q') return (FALSE);
5749 * @brief ヘルプを表示するコマンドのメインルーチン
5750 * Peruse the On-Line-Help
5754 void do_cmd_help(void)
5758 /* Peruse the main help file */
5759 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5765 * @brief プレイヤーの名前をチェックして修正する
5766 * Process the player name.
5767 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5770 * Extract a clean "base name".
5771 * Build the savefile name if needed.
5773 void process_player_name(bool sf)
5776 char old_player_base[32] = "";
5778 if (character_generated) strcpy(old_player_base, player_base);
5780 /* Cannot be too long */
5781 #if defined(MACINTOSH) || defined(ACORN)
5782 if (strlen(p_ptr->name) > 15)
5785 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5789 /* Cannot contain "icky" characters */
5790 for (i = 0; p_ptr->name[i]; i++)
5792 /* No control characters */
5794 if (iskanji(p_ptr->name[i])){i++;continue;}
5795 if (iscntrl( (unsigned char)p_ptr->name[i]))
5797 if (iscntrl(p_ptr->name[i]))
5801 /* Illegal characters */
5802 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);
5809 /* Extract "useful" letters */
5810 for (i = 0; p_ptr->name[i]; i++)
5813 unsigned char c = p_ptr->name[i];
5815 char c = p_ptr->name[i];
5819 /* Convert "dot" to "underscore" */
5820 if (c == '.') c = '_';
5822 /* Accept all the letters */
5823 player_base[k++] = c;
5828 /* Extract "useful" letters */
5829 for (i = 0; p_ptr->name[i]; i++)
5832 unsigned char c = p_ptr->name[i];
5834 char c = p_ptr->name[i];
5837 /* Accept some letters */
5840 if(k + 2 >= sizeof(player_base) || !p_ptr->name[i+1]) break;
5841 player_base[k++] = c;
5843 player_base[k++] = p_ptr->name[i];
5846 else if (iskana(c)) player_base[k++] = c;
5850 /* Convert path separator to underscore */
5851 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5852 player_base[k++] = '_';
5853 i += strlen(PATH_SEP);
5855 /* Convert some characters to underscore */
5856 #if defined(WINDOWS)
5857 else if (my_strchr("\"*,/:;<>?\\|", c)) player_base[k++] = '_';
5859 else if (isprint(c)) player_base[k++] = c;
5865 player_base[k] = '\0';
5867 /* Require a "base" name */
5868 if (!player_base[0]) strcpy(player_base, "PLAYER");
5871 #ifdef SAVEFILE_MUTABLE
5877 if (!savefile_base[0] && savefile[0])
5884 t = my_strstr(s, PATH_SEP);
5889 strcpy(savefile_base, s);
5892 if (!savefile_base[0] || !savefile[0])
5895 /* Change the savefile name */
5900 strcpy(savefile_base, player_base);
5902 #ifdef SAVEFILE_USE_UID
5903 /* Rename the savefile, using the player_uid and player_base */
5904 (void)sprintf(temp, "%d.%s", player_uid, player_base);
5906 /* Rename the savefile, using the player_base */
5907 (void)sprintf(temp, "%s", player_base);
5910 /* Build the filename */
5911 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5914 /* Load an autopick preference file */
5915 if (character_generated)
5917 if (!streq(old_player_base, player_base)) autopick_load_pref(FALSE);
5923 * @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
5924 * Gets a name for the character, reacting to name changes.
5928 * Assumes that "display_player(0)" has just been called
5929 * Perhaps we should NOT ask for a name (at "birth()") on
5930 * Unix machines? XXX XXX
5931 * What a horrible name for a global function.
5938 /* Save the player name */
5939 strcpy(tmp, p_ptr->name);
5941 /* Prompt for a new name */
5942 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))
5945 strcpy(p_ptr->name, tmp);
5948 if (0 == strlen(p_ptr->name))
5950 /* Use default name */
5951 strcpy(p_ptr->name, "PLAYER");
5954 strcpy(tmp,ap_ptr->title);
5961 strcat(tmp,p_ptr->name);
5963 /* Re-Draw the name (in light blue) */
5964 Term_erase(34, 1, 255);
5965 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5967 /* Erase the prompt, etc */
5974 * @brief セーブするコマンドのメインルーチン
5976 * @param is_autosave オートセーブ中の処理ならばTRUE
5980 void do_cmd_save_game(int is_autosave)
5982 /* Autosaves do not disturb */
5985 msg_print(_("自動セーブ中", "Autosaving the game..."));
5989 disturb(TRUE, TRUE);
5992 /* Clear messages */
5996 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
6000 /* The player is not dead */
6001 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
6003 /* Forbid suspend */
6004 signals_ignore_tstp();
6006 /* Save the player */
6009 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6012 /* Save failed (oops) */
6015 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6018 /* Allow suspend again */
6019 signals_handle_tstp();
6023 /* Note that the player is not dead */
6024 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6026 /* HACK -- don't get sanity blast on updating view */
6027 is_loading_now = FALSE;
6029 update_creature(p_ptr);
6031 /* Initialize monster process */
6034 /* HACK -- reset the hackish flag */
6035 is_loading_now = TRUE;
6040 * @brief セーブ後にゲーム中断フラグを立てる/
6041 * Save the game and exit
6045 void do_cmd_save_and_exit(void)
6047 p_ptr->playing = FALSE;
6048 p_ptr->leaving = TRUE;
6049 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6053 #define GRAVE_LINE_WIDTH 31
6056 * @brief 墓石の真ん中に文字列を書き込む /
6057 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6061 static void center_string(char *buf, concptr str)
6068 /* Necessary border */
6069 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6072 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6079 * Save a "bones" file for a dead character
6082 * Note that we will not use these files until Angband 2.8.0, and
6083 * then we will only use the name and level on which death occured.
6084 * Should probably attempt some form of locking...
6087 static void make_bones(void)
6094 /* Ignore wizards and borgs */
6095 if (!(p_ptr->noscore & 0x00FF))
6097 /* Ignore people who die in town */
6098 if (current_floor_ptr->dun_level)
6103 sprintf(tmp, "bone.%03d", current_floor_ptr->dun_level);
6105 /* Build the filename */
6106 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6108 /* Attempt to open the bones file */
6109 fp = my_fopen(str, "r");
6111 /* Close it right away */
6112 if (fp) my_fclose(fp);
6114 /* Do not over-write a previous ghost */
6117 /* File type is "TEXT" */
6118 FILE_TYPE(FILE_TYPE_TEXT);
6120 /* Grab permissions */
6123 /* Try to write a new "Bones File" */
6124 fp = my_fopen(str, "w");
6126 /* Drop permissions */
6129 /* Not allowed to write it? Weird. */
6133 fprintf(fp, "%s\n", p_ptr->name);
6134 fprintf(fp, "%d\n", p_ptr->mhp);
6135 fprintf(fp, "%d\n", p_ptr->prace);
6136 fprintf(fp, "%d\n", p_ptr->pclass);
6138 /* Close and save the Bones file */
6147 * Redefinable "print_tombstone" action
6149 bool (*tombstone_aux)(void) = NULL;
6153 * @brief 墓石のアスキーアート表示 /
6154 * Display a "tomb-stone"
6157 void print_tomb(void)
6161 /* Do we use a special tombstone ? */
6164 /* Use tombstone hook */
6165 done = (*tombstone_aux)();
6168 /* Print the text-tombstone */
6177 time_t ct = time((time_t)0);
6183 /* Build the filename */
6184 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6186 /* Open the News file */
6187 fp = my_fopen(buf, "r");
6194 /* Dump the file to the screen */
6195 while (0 == my_fgets(fp, buf, sizeof(buf)))
6197 /* Display and advance */
6198 put_str(buf, i++, 0);
6206 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6219 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6222 center_string(buf, p_ptr->name);
6223 put_str(buf, 6, 11);
6226 center_string(buf, "the");
6227 put_str(buf, 7, 11);
6230 center_string(buf, p);
6231 put_str(buf, 8, 11);
6233 center_string(buf, cp_ptr->title);
6234 put_str(buf, 10, 11);
6236 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6237 center_string(buf, tmp);
6238 put_str(buf, 11, 11);
6240 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6241 center_string(buf, tmp);
6242 put_str(buf, 12, 11);
6244 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6245 center_string(buf, tmp);
6246 put_str(buf, 13, 11);
6249 /* 墓に刻む言葉をオリジナルより細かく表示 */
6250 if (streq(p_ptr->died_from, "途中終了"))
6252 strcpy(tmp, "<自殺>");
6254 else if (streq(p_ptr->died_from, "ripe"))
6256 strcpy(tmp, "引退後に天寿を全う");
6258 else if (streq(p_ptr->died_from, "Seppuku"))
6260 strcpy(tmp, "勝利の後、切腹");
6264 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6265 t = tmp + strlen(tmp) + 1;
6268 strcpy(dummy, t); /* 2nd line */
6269 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6271 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6274 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6277 char *name_head = my_strstr(tmp, "『");
6278 sprintf(dummy2, "%s%s", name_head, dummy);
6279 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6281 strcpy(dummy, dummy2);
6285 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6288 char *name_head = my_strstr(tmp, "「");
6289 sprintf(dummy2, "%s%s", name_head, dummy);
6290 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6292 strcpy(dummy, dummy2);
6296 center_string(buf, dummy);
6297 put_str(buf, 15, 11);
6301 center_string(buf, tmp);
6302 put_str(buf, 14, 11);
6304 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6306 if (current_floor_ptr->dun_level == 0)
6308 concptr field_name = p_ptr->town_num ? "街" : "荒野";
6309 if (streq(p_ptr->died_from, "途中終了"))
6311 sprintf(tmp, "%sで死んだ", field_name);
6315 sprintf(tmp, "に%sで殺された", field_name);
6320 if (streq(p_ptr->died_from, "途中終了"))
6322 sprintf(tmp, "地下 %d 階で死んだ", (int)current_floor_ptr->dun_level);
6326 sprintf(tmp, "に地下 %d 階で殺された", (int)current_floor_ptr->dun_level);
6329 center_string(buf, tmp);
6330 put_str(buf, 15 + extra_line, 11);
6333 (void)sprintf(tmp, "Killed on Level %d", current_floor_ptr->dun_level);
6334 center_string(buf, tmp);
6335 put_str(buf, 14, 11);
6337 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6338 center_string(buf, tmp);
6339 put_str(buf, 15, 11);
6340 t = tmp + strlen(tmp) + 1;
6343 strcpy(dummy, t); /* 2nd line */
6344 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6346 int dummy_len = strlen(dummy);
6347 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6349 center_string(buf, dummy);
6350 put_str(buf, 16, 11);
6354 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6355 center_string(buf, tmp);
6356 put_str(buf, 17, 11);
6357 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6363 * @brief 死亡、引退時の簡易ステータス表示 /
6364 * Display some character info
6367 void show_info(void)
6373 /* Hack -- Know everything in the inven/equip */
6374 for (i = 0; i < INVEN_TOTAL; i++)
6376 o_ptr = &inventory[i];
6378 /* Skip non-objects */
6379 if (!o_ptr->k_idx) continue;
6381 /* Aware and Known */
6382 object_aware(o_ptr);
6383 object_known(o_ptr);
6386 for (i = 1; i < max_towns; i++)
6388 st_ptr = &town_info[i].store[STORE_HOME];
6390 /* Hack -- Know everything in the home */
6391 for (j = 0; j < st_ptr->stock_num; j++)
6393 o_ptr = &st_ptr->stock[j];
6395 /* Skip non-objects */
6396 if (!o_ptr->k_idx) continue;
6398 /* Aware and Known */
6399 object_aware(o_ptr);
6400 object_known(o_ptr);
6404 /* Hack -- Recalculate bonuses */
6405 p_ptr->update |= (PU_BONUS);
6408 /* Flush all input keys */
6414 /* Describe options */
6415 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);
6416 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);
6418 /* Dump character records as requested */
6424 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6427 strcpy(out_val, "");
6429 /* Ask for filename (or abort) */
6430 if (!askfor(out_val, 60)) return;
6432 /* Return means "show on screen" */
6433 if (!out_val[0]) break;
6436 /* Dump a character file */
6437 (void)file_character(out_val);
6444 /* Prompt for inventory */
6445 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);
6447 /* Allow abort at this point */
6448 if (inkey() == ESCAPE) return;
6451 /* Show equipment and inventory */
6453 /* Equipment -- if any */
6457 (void)show_equip(0, USE_FULL);
6458 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6460 if (inkey() == ESCAPE) return;
6463 /* Inventory -- if any */
6467 (void)show_inven(0, USE_FULL);
6468 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6470 if (inkey() == ESCAPE) return;
6473 /* Homes in the different towns */
6474 for (l = 1; l < max_towns; l++)
6476 st_ptr = &town_info[l].store[STORE_HOME];
6478 /* Home -- if anything there */
6479 if (st_ptr->stock_num)
6481 /* Display contents of the home */
6482 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6487 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6489 GAME_TEXT o_name[MAX_NLEN];
6493 o_ptr = &st_ptr->stock[i];
6495 /* Print header, clear line */
6496 sprintf(tmp_val, "%c) ", I2A(j));
6497 prt(tmp_val, j+2, 4);
6499 /* Display object description */
6500 object_desc(o_name, o_ptr, 0);
6501 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6505 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);
6508 if (inkey() == ESCAPE) return;
6516 * Display some character info
6519 bool check_score(void)
6524 if (highscore_fd < 0)
6526 msg_print(_("スコア・ファイルが使用できません。", "Score file unavailable."));
6531 #ifndef SCORE_WIZARDS
6532 /* Wizard-mode pre-empts scoring */
6533 if (p_ptr->noscore & 0x000F)
6535 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."));
6542 /* Borg-mode pre-empts scoring */
6543 if (p_ptr->noscore & 0x00F0)
6545 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."));
6551 #ifndef SCORE_CHEATERS
6552 /* Cheaters are not scored */
6553 if (p_ptr->noscore & 0xFF00)
6555 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."));
6562 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("強制終了", "Interrupting")))
6564 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."));
6570 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("途中終了", "Quitting")))
6572 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."));
6581 * @brief 異常発生時のゲーム緊急終了処理 /
6582 * Handle abrupt death of the visual system
6586 * This routine is called only in very rare situations, and only
6587 * by certain visual systems, when they experience fatal errors.
6588 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6589 * save file so that player can see tombstone when restart.
6592 void exit_game_panic(void)
6594 /* If nothing important has happened, just quit */
6595 if (!character_generated || character_saved) quit(_("緊急事態", "panic"));
6597 /* Mega-Hack -- see "msg_print()" */
6600 /* Clear the top line */
6603 /* Hack -- current_world_ptr->game_turn off some things */
6604 disturb(TRUE, TRUE);
6606 /* Mega-Hack -- Delay death */
6607 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6609 /* Hardcode panic save */
6610 p_ptr->panic_save = 1;
6612 /* Forbid suspend */
6613 signals_ignore_tstp();
6615 /* Indicate panic save */
6616 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6618 /* Panic save, or get worried */
6619 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6621 /* Successful panic save */
6622 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6627 * @brief ファイルからランダムに行を一つ取得する /
6628 * Get a random line from a file
6629 * @param file_name ファイル名
6630 * @param entry 特定条件時のN:タグヘッダID
6631 * @param output 出力先の文字列参照ポインタ
6635 * Based on the monster speech patch by Matt Graham,
6638 errr get_rnd_line(concptr file_name, int entry, char *output)
6646 /* Build the filename */
6647 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6650 fp = my_fopen(buf, "r");
6655 /* Find the entry of the monster */
6658 /* Get a line from the file */
6659 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6661 /* Count the lines */
6664 /* Look for lines starting with 'N:' */
6665 if ((buf[0] == 'N') && (buf[1] == ':'))
6667 /* Allow default lines */
6673 else if (buf[2] == 'M')
6675 if (r_info[entry].flags1 & RF1_MALE) break;
6677 else if (buf[2] == 'F')
6679 if (r_info[entry].flags1 & RF1_FEMALE) break;
6681 /* Get the monster number */
6682 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6684 /* Is it the right number? */
6685 if (test == entry) break;
6689 /* Error while converting the number */
6690 msg_format("Error in line %d of %s!", line_num, file_name);
6698 /* Reached end of file */
6704 /* Get the random line */
6705 for (counter = 0; ; counter++)
6709 test = my_fgets(fp, buf, sizeof(buf));
6711 /* Count the lines */
6712 /* line_num++; No more needed */
6716 /* Ignore lines starting with 'N:' */
6717 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6719 if (buf[0] != '#') break;
6728 if (one_in_(counter + 1)) strcpy(output, buf);
6733 return counter ? 0 : -1;
6739 * @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) /
6740 * @param file_name ファイル名
6741 * @param entry 特定条件時のN:タグヘッダID
6742 * @param output 出力先の文字列参照ポインタ
6747 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
6752 for (i = 0; i < count; i++)
6754 result = get_rnd_line(file_name, entry, output);
6757 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
6765 * @brief 自動拾いファイルを読み込む /
6769 errr process_autopick_file(concptr name)
6775 /* Build the filename */
6776 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6778 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
6784 * @brief プレイヤーの生い立ちファイルを読み込む /
6785 * Process file for player's history editor.
6790 errr process_histpref_file(concptr name)
6794 bool old_character_xtra = character_xtra;
6796 /* Build the filename */
6797 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6799 /* Hack -- prevent modification birth options in this file */
6800 character_xtra = TRUE;
6802 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
6804 character_xtra = old_character_xtra;
6809 * @brief ファイル位置をシーク /
6810 * @param fd ファイルディスクリプタ
6811 * @param where ファイルバイト位置
6812 * @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
6816 static errr counts_seek(int fd, u32b where, bool flag)
6819 char temp1[128], temp2[128];
6820 u32b zero_header[3] = {0L, 0L, 0L};
6823 #ifdef SAVEFILE_USE_UID
6824 (void)sprintf(temp1, "%d.%s.%d%d%d", player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6826 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6828 for (i = 0; temp1[i]; i++)
6829 temp1[i] ^= (i+1) * 63;
6834 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
6836 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
6841 fd_seek(fd, seekpoint);
6842 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
6843 fd_write(fd, (char*)(temp1), sizeof(temp1));
6847 if (strcmp(temp1, temp2) == 0)
6850 seekpoint += 128 + 3 * sizeof(u32b);
6853 return fd_seek(fd, seekpoint + where * sizeof(u32b));
6857 * @brief ファイル位置を読み込む
6858 * @param where ファイルバイト位置
6862 u32b counts_read(int where)
6868 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6869 fd = fd_open(buf, O_RDONLY);
6871 if (counts_seek(fd, where, FALSE) ||
6872 fd_read(fd, (char*)(&count), sizeof(u32b)))
6881 * @brief ファイル位置に書き込む /
6882 * @param where ファイルバイト位置
6883 * @param count 書き込む値
6887 errr counts_write(int where, u32b count)
6893 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6895 /* Grab permissions */
6898 fd = fd_open(buf, O_RDWR);
6900 /* Drop permissions */
6905 /* File type is "DATA" */
6906 FILE_TYPE(FILE_TYPE_DATA);
6908 /* Grab permissions */
6911 /* Create a new high score file */
6912 fd = fd_make(buf, 0644);
6914 /* Drop permissions */
6918 /* Grab permissions */
6921 err = fd_lock(fd, F_WRLCK);
6923 /* Drop permissions */
6928 counts_seek(fd, where, TRUE);
6929 fd_write(fd, (char*)(&count), sizeof(u32b));
6931 /* Grab permissions */
6934 err = fd_lock(fd, F_UNLCK);
6936 /* Drop permissions */
6947 #ifdef HANDLE_SIGNALS
6954 * @brief OSからのシグナルを受けてサスペンド状態に入る /
6955 * Handle signals -- suspend
6956 * @param sig 受け取ったシグナル
6958 * Actually suspend the game, and then resume cleanly
6960 static void handle_signal_suspend(int sig)
6962 /* Disable handler */
6963 (void)signal(sig, SIG_IGN);
6970 /* Suspend the "Term" */
6971 Term_xtra(TERM_XTRA_ALIVE, 0);
6973 /* Suspend ourself */
6974 (void)kill(0, SIGSTOP);
6976 /* Resume the "Term" */
6977 Term_xtra(TERM_XTRA_ALIVE, 1);
6979 /* Redraw the term */
6982 /* Flush the term */
6987 /* Restore handler */
6988 (void)signal(sig, handle_signal_suspend);
6993 * @brief OSからのシグナルを受けて中断、終了する /
6994 * Handle signals -- simple (interrupt and quit)
6995 * @param sig 受け取ったシグナル
6998 * This function was causing a *huge* number of problems, so it has
6999 * been simplified greatly. We keep a global variable which counts
7000 * the number of times the user attempts to kill the process, and
7001 * we commit suicide if the user does this a certain number of times.
7002 * We attempt to give "feedback" to the user as he approaches the
7003 * suicide thresh-hold, but without penalizing accidental keypresses.
7004 * To prevent messy accidents, we should reset this global variable
7005 * whenever the user enters a keypress, or something like that.
7008 static void handle_signal_simple(int sig)
7010 /* Disable handler */
7011 (void)signal(sig, SIG_IGN);
7014 /* Nothing to save, just quit */
7015 if (!character_generated || character_saved) quit(NULL);
7018 /* Count the signals */
7022 /* Terminate dead characters */
7025 /* Mark the savefile */
7026 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
7036 quit(_("強制終了", "interrupt"));
7039 /* Allow suicide (after 5) */
7040 else if (signal_count >= 5)
7042 /* Cause of "death" */
7043 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
7050 p_ptr->playing = FALSE;
7053 p_ptr->is_dead = TRUE;
7054 p_ptr->leaving = TRUE;
7060 quit(_("強制終了", "interrupt"));
7063 /* Give warning (after 4) */
7064 else if (signal_count >= 4)
7067 Term_xtra(TERM_XTRA_NOISE, 0);
7069 /* Clear the top line */
7070 Term_erase(0, 0, 255);
7072 /* Display the cause */
7073 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7078 /* Give warning (after 2) */
7079 else if (signal_count >= 2)
7082 Term_xtra(TERM_XTRA_NOISE, 0);
7085 /* Restore handler */
7086 (void)signal(sig, handle_signal_simple);
7091 * @brief OSからのシグナルを受けて強制終了する /
7092 * Handle signal -- abort, kill, etc
7093 * @param sig 受け取ったシグナル
7097 * This function was causing a *huge* number of problems, so it has
7098 * been simplified greatly. We keep a global variable which counts
7099 * the number of times the user attempts to kill the process, and
7100 * we commit suicide if the user does this a certain number of times.
7101 * We attempt to give "feedback" to the user as he approaches the
7102 * suicide thresh-hold, but without penalizing accidental keypresses.
7103 * To prevent messy accidents, we should reset this global variable
7104 * whenever the user enters a keypress, or something like that.
7107 static void handle_signal_abort(int sig)
7111 Term_get_size(&wid, &hgt);
7113 /* Disable handler */
7114 (void)signal(sig, SIG_IGN);
7117 /* Nothing to save, just quit */
7118 if (!character_generated || character_saved) quit(NULL);
7125 /* Clear the bottom line */
7126 Term_erase(0, hgt - 1, 255);
7128 /* Give a warning */
7129 Term_putstr(0, hgt - 1, -1, TERM_RED,
7130 _("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!"));
7133 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7135 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7141 p_ptr->panic_save = 1;
7144 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7146 /* Forbid suspend */
7147 signals_ignore_tstp();
7149 /* Attempt to save */
7152 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7158 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7165 quit(_("ソフトのバグ", "software bug"));
7169 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7170 * Ignore SIGTSTP signals (keyboard suspend)
7174 void signals_ignore_tstp(void)
7178 (void)signal(SIGTSTP, SIG_IGN);
7184 * @brief OSからのSIGTSTPシグナルハンドラ /
7185 * Handle SIGTSTP signals (keyboard suspend)
7189 void signals_handle_tstp(void)
7193 (void)signal(SIGTSTP, handle_signal_suspend);
7200 * @brief OSからのシグナルハンドルを初期化する /
7201 * Prepare to handle the relevant signals
7205 void signals_init(void)
7209 (void)signal(SIGHUP, SIG_IGN);
7214 (void)signal(SIGTSTP, handle_signal_suspend);
7219 (void)signal(SIGINT, handle_signal_simple);
7223 (void)signal(SIGQUIT, handle_signal_simple);
7228 (void)signal(SIGFPE, handle_signal_abort);
7232 (void)signal(SIGILL, handle_signal_abort);
7236 (void)signal(SIGTRAP, handle_signal_abort);
7240 (void)signal(SIGIOT, handle_signal_abort);
7244 (void)signal(SIGKILL, handle_signal_abort);
7248 (void)signal(SIGBUS, handle_signal_abort);
7252 (void)signal(SIGSEGV, handle_signal_abort);
7256 (void)signal(SIGTERM, handle_signal_abort);
7260 (void)signal(SIGPIPE, handle_signal_abort);
7264 (void)signal(SIGEMT, handle_signal_abort);
7268 (void)signal(SIGDANGER, handle_signal_abort);
7272 (void)signal(SIGSYS, handle_signal_abort);
7276 (void)signal(SIGXCPU, handle_signal_abort);
7280 (void)signal(SIGPWR, handle_signal_abort);
7286 #else /* HANDLE_SIGNALS */
7293 void signals_ignore_tstp(void)
7301 void signals_handle_tstp(void)
7309 void signals_init(void)
7312 #endif /* HANDLE_SIGNALS */