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
18 #include "player-status.h"
26 #include "player-move.h"
29 #include "monster-status.h"
30 #include "object-hook.h"
31 #include "realm-hex.h"
35 * You may or may not want to use the following "#undef".
37 /* #undef _POSIX_SAVED_IDS */
41 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
43 void safe_setuid_drop(void)
50 # ifdef SAFE_SETUID_POSIX
52 if (setuid(getuid()) != 0)
54 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
56 if (setgid(getgid()) != 0)
58 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
63 if (setreuid(geteuid(), getuid()) != 0)
65 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
67 if (setregid(getegid(), getgid()) != 0)
69 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
82 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
84 void safe_setuid_grab(void)
91 # ifdef SAFE_SETUID_POSIX
93 if (setuid(player_euid) != 0)
95 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
97 if (setgid(player_egid) != 0)
99 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
104 if (setreuid(geteuid(), getuid()) != 0)
106 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
108 if (setregid(getegid(), getgid()) != 0)
110 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
113 # endif /* SAFE_SETUID_POSIX */
115 # endif /* SAFE_SETUID */
123 * @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
124 * @param buf データテキストの参照ポインタ
126 * @param tokens トークンを保管する文字列参照ポインタ配列
131 * This function uses "colon" and "slash" as the delimeter characters.
132 * We never extract more than "num" tokens. The "last" token may include
133 * "delimeter" characters, allowing the buffer to include a "string" token.
134 * We save pointers to the tokens in "tokens", and return the number found.
135 * Hack -- Attempt to handle the 'c' character formalism
136 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
137 * Hack -- We will always extract at least one token
140 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
152 /* Scan the string */
155 /* Found a delimiter */
156 if ((*t == ':') || (*t == '/')) break;
158 /* Handle single quotes */
159 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
164 /* Handle backslash */
167 /* Require a character */
173 /* Hack -- Require a close quote */
174 if (*t != '\'') *t = '\'';
177 /* Handle back-slash */
184 /* Nuke and advance */
202 /* A number with a name */
203 typedef struct named_num named_num;
207 concptr name; /* The name of this thing */
208 int num; /* A number associated with it */
212 /* Index of spell type names */
213 static named_num gf_desc[] =
215 {"GF_ELEC", GF_ELEC },
216 {"GF_POIS", GF_POIS },
217 {"GF_ACID", GF_ACID },
218 {"GF_COLD", GF_COLD },
219 {"GF_FIRE", GF_FIRE },
220 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
221 {"GF_MISSILE", GF_MISSILE },
222 {"GF_ARROW", GF_ARROW },
223 {"GF_PLASMA", GF_PLASMA },
224 {"GF_WATER", GF_WATER },
225 {"GF_LITE", GF_LITE },
226 {"GF_DARK", GF_DARK },
227 {"GF_LITE_WEAK", GF_LITE_WEAK },
228 {"GF_DARK_WEAK", GF_DARK_WEAK },
229 {"GF_SHARDS", GF_SHARDS },
230 {"GF_SOUND", GF_SOUND },
231 {"GF_CONFUSION", GF_CONFUSION },
232 {"GF_FORCE", GF_FORCE },
233 {"GF_INERTIA", GF_INERTIAL },
234 {"GF_MANA", GF_MANA },
235 {"GF_METEOR", GF_METEOR },
237 {"GF_CHAOS", GF_CHAOS },
238 {"GF_NETHER", GF_NETHER },
239 {"GF_DISENCHANT", GF_DISENCHANT },
240 {"GF_NEXUS", GF_NEXUS },
241 {"GF_TIME", GF_TIME },
242 {"GF_GRAVITY", GF_GRAVITY },
243 {"GF_KILL_WALL", GF_KILL_WALL },
244 {"GF_KILL_DOOR", GF_KILL_DOOR },
245 {"GF_KILL_TRAP", GF_KILL_TRAP },
246 {"GF_MAKE_WALL", GF_MAKE_WALL },
247 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
248 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
249 {"GF_MAKE_TREE", GF_MAKE_TREE },
250 {"GF_OLD_CLONE", GF_OLD_CLONE },
251 {"GF_OLD_POLY", GF_OLD_POLY },
252 {"GF_OLD_HEAL", GF_OLD_HEAL },
253 {"GF_OLD_SPEED", GF_OLD_SPEED },
254 {"GF_OLD_SLOW", GF_OLD_SLOW },
255 {"GF_OLD_CONF", GF_OLD_CONF },
256 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
257 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
258 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
259 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
260 {"GF_AWAY_ALL", GF_AWAY_ALL },
261 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
262 {"GF_TURN_EVIL", GF_TURN_EVIL },
263 {"GF_TURN_ALL", GF_TURN_ALL },
264 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
265 {"GF_DISP_EVIL", GF_DISP_EVIL },
266 {"GF_DISP_ALL", GF_DISP_ALL },
267 {"GF_DISP_DEMON", GF_DISP_DEMON },
268 {"GF_DISP_LIVING", GF_DISP_LIVING },
269 {"GF_ROCKET", GF_ROCKET },
270 {"GF_NUKE", GF_NUKE },
271 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
272 {"GF_STASIS", GF_STASIS },
273 {"GF_STONE_WALL", GF_STONE_WALL },
274 {"GF_DEATH_RAY", GF_DEATH_RAY },
275 {"GF_STUN", GF_STUN },
276 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
277 {"GF_HELL_FIRE", GF_HELL_FIRE },
278 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
279 {"GF_CHARM", GF_CHARM },
280 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
281 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
283 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
284 {"GF_TELEKINESIS", GF_TELEKINESIS },
285 {"GF_JAM_DOOR", GF_JAM_DOOR },
286 {"GF_DOMINATION", GF_DOMINATION },
287 {"GF_DISP_GOOD", GF_DISP_GOOD },
288 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
289 {"GF_MIND_BLAST", GF_MIND_BLAST },
290 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
291 {"GF_CAUSE_1", GF_CAUSE_1 },
292 {"GF_CAUSE_2", GF_CAUSE_2 },
293 {"GF_CAUSE_3", GF_CAUSE_3 },
294 {"GF_CAUSE_4", GF_CAUSE_4 },
295 {"GF_HAND_DOOM", GF_HAND_DOOM },
296 {"GF_CAPTURE", GF_CAPTURE },
297 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
298 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
299 {"GF_IDENTIFY", GF_IDENTIFY },
300 {"GF_ATTACK", GF_ATTACK },
301 {"GF_ENGETSU", GF_ENGETSU },
302 {"GF_GENOCIDE", GF_GENOCIDE },
303 {"GF_PHOTO", GF_PHOTO },
304 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
305 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
306 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
307 {"GF_SEEKER", GF_SEEKER },
308 {"GF_SUPER_RAY", GF_SUPER_RAY },
309 {"GF_STAR_HEAL", GF_STAR_HEAL },
310 {"GF_WATER_FLOW", GF_WATER_FLOW },
311 {"GF_CRUSADE", GF_CRUSADE },
312 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
313 {"GF_WOUNDS", GF_WOUNDS },
319 * @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 /
320 * Parse a sub-file of the "extra info" (format shown below)
321 * @param buf データテキストの参照ポインタ
325 * Each "action" line has an "action symbol" in the first column,
326 * followed by a colon, followed by some command specific info,
327 * usually in the form of "tokens" separated by colons or slashes.
328 * Blank lines, lines starting with white space, and lines starting
329 * with pound signs ("#") are ignored (as comments).
330 * Note the use of "tokenize()" to allow the use of both colons and
331 * slashes as delimeters, while still allowing final tokens which
332 * may contain any characters including "delimiters".
333 * Note the use of "strtol()" to allow all "integers" to be encoded
334 * in decimal, hexidecimal, or octal form.
335 * Note that "monster zero" is used for the "player" attr/char, "object
336 * zero" will be used for the "stack" attr/char, and "feature zero" is
337 * used for the "nothing" attr/char.
338 * Parse another file recursively, see below for details
340 * Specify the attr/char values for "monsters" by race index
341 * R:\<num\>:\<a\>:\<c\>
342 * Specify the attr/char values for "objects" by kind index
343 * K:\<num\>:\<a\>:\<c\>
344 * Specify the attr/char values for "features" by feature index
345 * F:\<num\>:\<a\>:\<c\>
346 * Specify the attr/char values for unaware "objects" by kind tval
347 * U:\<tv\>:\<a\>:\<c\>
348 * Specify the attr/char values for inventory "objects" by kind tval
349 * E:\<tv\>:\<a\>:\<c\>
350 * Define a macro action, given an encoded macro action
352 * Create a normal macro, given an encoded macro trigger
354 * Create a command macro, given an encoded macro trigger
356 * Create a keyset mapping
357 * S:\<key\>:\<key\>:\<dir\>
358 * Turn an option off, given its name
360 * Turn an option on, given its name
362 * Specify visual information, given an index, and some data
363 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
364 * Specify the set of colors to use when drawing a zapped spell
366 * Specify a macro trigger template and macro trigger names.
367 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
368 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
371 errr process_pref_file_command(char *buf)
381 /* Require "?:*" format */
382 if (buf[1] != ':') return 1;
387 /* Mega-Hack -- read external player's history file */
388 /* Process "H:<history>" */
390 add_history_from_pref_line(buf + 2);
393 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
395 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
398 i = (huge)strtol(zz[0], NULL, 0);
399 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
400 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
401 if (i >= max_r_idx) return 1;
403 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
404 if (n2) r_ptr->x_char = n2;
409 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
411 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
414 i = (huge)strtol(zz[0], NULL, 0);
415 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
416 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
417 if (i >= max_k_idx) return 1;
419 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
420 if (n2) k_ptr->x_char = n2;
425 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
426 /* "F:<num>:<a>/<c>" */
427 /* "F:<num>:<a>/<c>:LIT" */
428 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
432 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
434 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
435 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
437 i = (huge)strtol(zz[0], NULL, 0);
438 if (i >= max_f_idx) return 1;
441 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
442 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
443 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
444 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
446 /* Mega-hack -- feat supports lighting */
449 /* No lighting support */
451 n1 = f_ptr->x_attr[F_LIT_STANDARD];
452 n2 = f_ptr->x_char[F_LIT_STANDARD];
453 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
455 f_ptr->x_attr[j] = n1;
456 f_ptr->x_char[j] = n2;
460 /* Use default lighting */
462 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
465 /* Use desired lighting */
466 case F_LIT_MAX * 2 + 1:
467 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
469 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
470 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
471 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
472 if (n2) f_ptr->x_char[j] = n2;
479 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
481 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
483 j = (byte)strtol(zz[0], NULL, 0);
484 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
485 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
486 misc_to_attr[j] = n1;
487 misc_to_char[j] = n2;
492 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
494 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
496 j = (huge)strtol(zz[0], NULL, 0);
497 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
498 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
499 for (i = 1; i < max_k_idx; i++)
501 object_kind *k_ptr = &k_info[i];
502 if (k_ptr->tval == j)
504 if (n1) k_ptr->d_attr = n1;
505 if (n2) k_ptr->d_char = n2;
512 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
514 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
516 j = (byte)strtol(zz[0], NULL, 0) % 128;
517 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
518 if (n1) tval_to_attr[j] = n1;
523 /* Process "A:<str>" -- save an "action" for later */
525 text_to_ascii(macro__buf, buf+2);
528 /* Process "P:<str>" -- normal macro */
533 text_to_ascii(tmp, buf+2);
534 macro_add(tmp, macro__buf);
538 /* Process "C:<str>" -- create keymap */
544 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
546 mode = strtol(zz[0], NULL, 0);
547 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
549 text_to_ascii(tmp, zz[1]);
550 if (!tmp[0] || tmp[1]) return 1;
553 string_free(keymap_act[mode][i]);
555 keymap_act[mode][i] = string_make(macro__buf);
560 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
562 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
564 i = (byte)strtol(zz[0], NULL, 0);
565 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
566 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
567 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
568 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
573 /* Process "X:<str>" -- current_world_ptr->game_turn option off */
574 /* Process "Y:<str>" -- current_world_ptr->game_turn option on */
577 for (i = 0; option_info[i].o_desc; i++)
579 if (option_info[i].o_var &&
580 option_info[i].o_text &&
581 streq(option_info[i].o_text, buf + 2))
583 int os = option_info[i].o_set;
584 int ob = option_info[i].o_bit;
586 if ((p_ptr->playing || character_xtra) &&
587 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
589 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);
597 option_flag[os] &= ~(1L << ob);
598 (*option_info[i].o_var) = FALSE;
603 option_flag[os] |= (1L << ob);
604 (*option_info[i].o_var) = TRUE;
610 /* don't know that option. ignore it.*/
611 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);
615 /* Process "Z:<type>:<str>" -- set spell color */
619 char *t = my_strchr(buf + 2, ':');
626 for (i = 0; gf_desc[i].name; i++)
628 /* Match this type */
629 if (streq(gf_desc[i].name, buf + 2))
631 /* Remember this color set */
632 gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
642 /* Initialize macro trigger names and a template */
643 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
644 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
647 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
649 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
654 if (macro_template != NULL)
656 num = strlen(macro_modifier_chr);
658 /* Kill the template string */
659 string_free(macro_template);
660 macro_template = NULL;
662 /* Kill flag characters of modifier keys */
663 string_free(macro_modifier_chr);
665 /* Kill corresponding modifier names */
666 for (i = 0; i < num; i++)
668 string_free(macro_modifier_name[i]);
671 /* Kill trigger name strings */
672 for (i = 0; i < max_macrotrigger; i++)
674 string_free(macro_trigger_name[i]);
675 string_free(macro_trigger_keycode[0][i]);
676 string_free(macro_trigger_keycode[1][i]);
679 max_macrotrigger = 0;
682 if (*zz[0] == '\0') return 0; /* clear template */
684 /* Number of modifier flags */
687 /* Limit the number */
688 num = MIN(MAX_MACRO_MOD, num);
690 /* Stop if number of modifier is not correct */
691 if (2 + num != tok) return 1;
693 /* Get a template string */
694 macro_template = string_make(zz[0]);
696 /* Get flag characters of modifier keys */
697 macro_modifier_chr = string_make(zz[1]);
699 /* Get corresponding modifier names */
700 for (i = 0; i < num; i++)
702 macro_modifier_name[i] = string_make(zz[2+i]);
706 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
712 if (max_macrotrigger >= MAX_MACRO_TRIG)
714 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
717 m = max_macrotrigger;
720 /* Take into account the escape character */
730 /* Get a trigger name */
731 macro_trigger_name[m] = string_make(buf_aux);
733 /* Get the corresponding key code */
734 macro_trigger_keycode[0][m] = string_make(zz[1]);
738 /* Key code of a combination of it with the shift key */
739 macro_trigger_keycode[1][m] = string_make(zz[2]);
743 macro_trigger_keycode[1][m] = string_make(zz[1]);
758 * @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 /
759 * Helper function for "process_pref_file()"
760 * @param sp テキスト文字列の参照ポインタ
761 * @param fp 再帰中のポインタ参照
766 * v: output buffer array
772 concptr process_pref_file_expr(char **sp, char *fp)
789 while (iswspace(*s)) s++;
807 t = process_pref_file_expr(&s, &f);
815 else if (streq(t, "IOR"))
818 while (*s && (f != b2))
820 t = process_pref_file_expr(&s, &f);
821 if (*t && !streq(t, "0")) v = "1";
826 else if (streq(t, "AND"))
829 while (*s && (f != b2))
831 t = process_pref_file_expr(&s, &f);
832 if (*t && streq(t, "0")) v = "0";
837 else if (streq(t, "NOT"))
840 while (*s && (f != b2))
842 t = process_pref_file_expr(&s, &f);
843 if (*t && streq(t, "1")) v = "0";
848 else if (streq(t, "EQU"))
853 t = process_pref_file_expr(&s, &f);
855 while (*s && (f != b2))
857 p = process_pref_file_expr(&s, &f);
858 if (streq(t, p)) v = "1";
863 else if (streq(t, "LEQ"))
868 t = process_pref_file_expr(&s, &f);
870 while (*s && (f != b2))
873 t = process_pref_file_expr(&s, &f);
874 if (*t && atoi(p) > atoi(t)) v = "0";
879 else if (streq(t, "GEQ"))
884 t = process_pref_file_expr(&s, &f);
886 while (*s && (f != b2))
889 t = process_pref_file_expr(&s, &f);
891 /* Compare two numbers instead of string */
892 if (*t && atoi(p) < atoi(t)) v = "0";
898 while (*s && (f != b2))
900 t = process_pref_file_expr(&s, &f);
905 if (f != b2) v = "?x?x?";
907 /* Extract final and Terminate */
908 if ((f = *s) != '\0') *s++ = '\0';
914 /* Accept all printables except spaces and brackets */
916 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
918 if (iskanji(*s)) s++;
922 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
925 /* Extract final and Terminate */
926 if ((f = *s) != '\0') *s++ = '\0';
932 if (streq(b+1, "SYS"))
937 else if (streq(b+1, "KEYBOARD"))
939 v = ANGBAND_KEYBOARD;
943 else if (streq(b+1, "GRAF"))
948 /* Monochrome mode */
949 else if (streq(b+1, "MONOCHROME"))
958 else if (streq(b+1, "RACE"))
968 else if (streq(b+1, "CLASS"))
978 else if (streq(b+1, "PLAYER"))
980 static char tmp_player_name[32];
982 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
992 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
999 else if (streq(b+1, "REALM1"))
1002 v = E_realm_names[p_ptr->realm1];
1004 v = realm_names[p_ptr->realm1];
1009 else if (streq(b+1, "REALM2"))
1012 v = E_realm_names[p_ptr->realm2];
1014 v = realm_names[p_ptr->realm2];
1019 else if (streq(b+1, "LEVEL"))
1021 sprintf(tmp, "%02d", p_ptr->lev);
1025 /* Autopick auto-register is in-use or not? */
1026 else if (streq(b+1, "AUTOREGISTER"))
1028 if (p_ptr->autopick_autoregister)
1035 else if (streq(b+1, "MONEY"))
1037 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1056 #define PREF_TYPE_NORMAL 0
1057 #define PREF_TYPE_AUTOPICK 1
1058 #define PREF_TYPE_HISTPREF 2
1061 * @brief process_pref_fileのサブルーチン /
1062 * Open the "user pref file" and parse it.
1063 * @param name 読み込むファイル名
1064 * @param preftype prefファイルのタイプ
1069 * v: output buffer array
1070 * f: final character
1075 static errr process_pref_file_aux(concptr name, int preftype)
1087 bool bypass = FALSE;
1091 fp = my_fopen(name, "r");
1094 if (!fp) return (-1);
1096 /* Process the file */
1097 while (0 == my_fgets(fp, buf, sizeof(buf)))
1102 /* Skip "empty" lines */
1103 if (!buf[0]) continue;
1105 /* Skip "blank" lines */
1107 if (!iskanji(buf[0]))
1109 if (iswspace(buf[0])) continue;
1112 if (buf[0] == '#') continue;
1119 /* Process "?:<expr>" */
1120 if ((buf[0] == '?') && (buf[1] == ':'))
1129 /* Parse the expr */
1130 v = process_pref_file_expr(&s, &f);
1133 bypass = (streq(v, "0") ? TRUE : FALSE);
1137 /* Apply conditionals */
1138 if (bypass) continue;
1141 /* Process "%:<file>" */
1144 static int depth_count = 0;
1146 /* Ignore if deeper than 20 level */
1147 if (depth_count > 20) continue;
1149 /* Count depth level */
1152 /* Process that file if allowed */
1155 case PREF_TYPE_AUTOPICK:
1156 (void)process_autopick_file(buf + 2);
1158 case PREF_TYPE_HISTPREF:
1159 (void)process_histpref_file(buf + 2);
1162 (void)process_pref_file(buf + 2);
1166 /* Set back depth level */
1172 /* Process the line */
1173 err = process_pref_file_command(buf);
1175 /* This is not original pref line... */
1178 if (preftype != PREF_TYPE_AUTOPICK)
1180 err = process_autopick_file_command(buf);
1188 /* Print error message */
1189 /* ToDo: Add better error messages */
1190 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'."),
1191 _(name, err), line, _(err, name));
1192 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1201 * @brief pref設定ファイルを読み込み設定を反映させる /
1202 * Process the "user pref file" with the given name
1203 * @param name 読み込むファイル名
1207 * See the functions above for a list of legal "commands".
1208 * We also accept the special "?" and "%" directives, which
1209 * allow conditional evaluation and filename inclusion.
1212 errr process_pref_file(concptr name)
1218 /* Build the filename */
1219 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1221 /* Process the system pref file */
1222 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1224 /* Stop at parser errors, but not at non-existing file */
1225 if (err1 > 0) return err1;
1228 /* Build the filename */
1229 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1231 /* Process the user pref file */
1232 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1235 /* User file does not exist, but read system pref file */
1236 if (err2 < 0 && !err1)
1239 /* Result of user file processing */
1248 * Operating hours for ANGBAND (defaults to non-work hours)
1250 static char days[7][29] =
1252 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1253 "MON:XXXXXXXX.........XXXXXXX",
1254 "TUE:XXXXXXXX.........XXXXXXX",
1255 "WED:XXXXXXXX.........XXXXXXX",
1256 "THU:XXXXXXXX.........XXXXXXX",
1257 "FRI:XXXXXXXX.........XXXXXXX",
1258 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1262 * Restict usage (defaults to no restrictions)
1264 static bool check_time_flag = FALSE;
1270 * @brief Angbandプレイ禁止時刻をチェック /
1274 errr check_time(void)
1282 /* No restrictions */
1283 if (!check_time_flag) return (0);
1285 /* Check for time violation */
1286 c = time((time_t *)0);
1290 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1300 * @brief Angbandプレイ禁止時刻の初期化 /
1301 * Initialize CHECK_TIME
1304 errr check_time_init(void)
1314 /* Build the filename */
1315 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1318 fp = my_fopen(buf, "r");
1320 /* No file, no restrictions */
1321 if (!fp) return (0);
1323 /* Assume restrictions */
1324 check_time_flag = TRUE;
1326 /* Parse the file */
1327 while (0 == my_fgets(fp, buf, sizeof(buf)))
1329 /* Skip comments and blank lines */
1330 if (!buf[0] || (buf[0] == '#')) continue;
1332 /* Chop the buffer */
1335 /* Extract the info */
1336 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1337 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1338 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1339 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1340 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1341 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1342 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1356 #ifndef MAXHOSTNAMELEN
1357 # define MAXHOSTNAMELEN 64
1360 typedef struct statstime statstime;
1366 unsigned int v_pgpgin;
1367 unsigned int v_pgpgout;
1368 unsigned int v_pswpin;
1369 unsigned int v_pswpout;
1370 unsigned int v_intr;
1376 unsigned int v_swtch;
1378 struct timeval boottime;
1379 struct timeval curtime;
1383 * Maximal load (if any).
1385 static int check_load_value = 0;
1391 * @brief Angbandプレイ禁止ホストのチェック /
1395 errr check_load(void)
1400 struct statstime st;
1402 /* Success if not checking */
1403 if (!check_load_value) return (0);
1405 /* Check the load */
1406 if (0 == rstat("localhost", &st))
1408 long val1 = (long)(st.avenrun[2]);
1409 long val2 = (long)(check_load_value) * FSCALE;
1411 /* Check for violation */
1412 if (val1 >= val2) return (1);
1423 * @brief Angbandプレイ禁止ホストの設定初期化 /
1424 * Initialize CHECK_LOAD
1427 errr check_load_init(void)
1436 char temphost[MAXHOSTNAMELEN+1];
1437 char thishost[MAXHOSTNAMELEN+1];
1440 /* Build the filename */
1441 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1443 /* Open the "load" file */
1444 fp = my_fopen(buf, "r");
1446 /* No file, no restrictions */
1447 if (!fp) return (0);
1450 check_load_value = 100;
1452 /* Get the host name */
1453 (void)gethostname(thishost, (sizeof thishost) - 1);
1456 while (0 == my_fgets(fp, buf, sizeof(buf)))
1460 /* Skip comments and blank lines */
1461 if (!buf[0] || (buf[0] == '#')) continue;
1463 /* Parse, or ignore */
1464 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1466 /* Skip other hosts */
1467 if (!streq(temphost, thishost) &&
1468 !streq(temphost, "localhost")) continue;
1470 /* Use that value */
1471 check_load_value = value;
1484 #define ENTRY_BARE_HAND 0
1485 #define ENTRY_TWO_HANDS 1
1486 #define ENTRY_RIGHT_HAND1 2
1487 #define ENTRY_LEFT_HAND1 3
1488 #define ENTRY_LEFT_HAND2 4
1489 #define ENTRY_RIGHT_HAND2 5
1490 #define ENTRY_POSTURE 6
1491 #define ENTRY_SHOOT_HIT_DAM 7
1492 #define ENTRY_SHOOT_POWER 8
1493 #define ENTRY_SPEED 9
1494 #define ENTRY_BASE_AC 10
1495 #define ENTRY_LEVEL 11
1496 #define ENTRY_CUR_EXP 12
1497 #define ENTRY_MAX_EXP 13
1498 #define ENTRY_EXP_TO_ADV 14
1499 #define ENTRY_GOLD 15
1500 #define ENTRY_DAY 16
1503 #define ENTRY_PLAY_TIME 19
1504 #define ENTRY_SKILL_FIGHT 20
1505 #define ENTRY_SKILL_SHOOT 21
1506 #define ENTRY_SKILL_SAVING 22
1507 #define ENTRY_SKILL_STEALTH 23
1508 #define ENTRY_SKILL_PERCEP 24
1509 #define ENTRY_SKILL_SEARCH 25
1510 #define ENTRY_SKILL_DISARM 26
1511 #define ENTRY_SKILL_DEVICE 27
1512 #define ENTRY_SKILL_DIG 45
1515 #define ENTRY_BLOWS 28
1516 #define ENTRY_SHOTS 29
1517 #define ENTRY_AVG_DMG 30
1518 #define ENTRY_INFRA 31
1520 #define ENTRY_NAME 32
1521 #define ENTRY_SEX 33
1522 #define ENTRY_RACE 34
1523 #define ENTRY_CLASS 35
1524 #define ENTRY_REALM 36
1525 #define ENTRY_PATRON 37
1526 #define ENTRY_AGE 38
1527 #define ENTRY_HEIGHT 39
1528 #define ENTRY_WEIGHT 40
1529 #define ENTRY_SOCIAL 41
1530 #define ENTRY_ALIGN 42
1532 #define ENTRY_EXP_ANDR 43
1533 #define ENTRY_EXP_TO_ADV_ANDR 44
1542 } disp_player_line[]
1545 { 1, 10, 25, "打撃修正(格闘)"},
1546 { 1, 10, 25, "打撃修正(両手)"},
1547 { 1, 10, 25, "打撃修正(右手)"},
1548 { 1, 10, 25, "打撃修正(左手)"},
1549 { 1, 11, 25, "打撃修正(左手)"},
1550 { 1, 11, 25, "打撃修正(右手)"},
1552 { 1, 15, 25, "射撃攻撃修正"},
1553 { 1, 16, 25, "射撃武器倍率"},
1556 {29, 13, 21, "レベル"},
1557 {29, 14, 21, "経験値"},
1558 {29, 15, 21, "最大経験"},
1559 {29, 16, 21, "次レベル"},
1560 {29, 17, 21, "所持金"},
1564 {29, 20, 21, "プレイ時間"},
1565 {53, 10, -1, "打撃命中 :"},
1566 {53, 11, -1, "射撃命中 :"},
1567 {53, 12, -1, "魔法防御 :"},
1568 {53, 13, -1, "隠密行動 :"},
1569 {53, 15, -1, "知覚 :"},
1570 {53, 16, -1, "探索 :"},
1571 {53, 17, -1, "解除 :"},
1572 {53, 18, -1, "魔法道具 :"},
1573 { 1, 12, 25, "打撃回数"},
1574 { 1, 17, 25, "射撃回数"},
1575 { 1, 13, 25, "平均ダメージ"},
1576 {53, 20, -1, "赤外線視力:"},
1577 {26, 1, -1, "名前 : "},
1578 { 1, 3, -1, "性別 : "},
1579 { 1, 4, -1, "種族 : "},
1580 { 1, 5, -1, "職業 : "},
1581 { 1, 6, -1, "魔法 : "},
1582 { 1, 7, -1, "守護魔神 : "},
1586 {29, 6, 21, "社会的地位"},
1588 {29, 14, 21, "強化度"},
1589 {29, 16, 21, "次レベル"},
1590 {53, 19, -1, "掘削 :" },
1594 { 1, 10, 25, "Bare hand"},
1595 { 1, 10, 25, "Two hands"},
1596 { 1, 10, 25, "Right hand"},
1597 { 1, 10, 25, "Left hand"},
1598 { 1, 11, 25, "Left hand"},
1599 { 1, 11, 25, "Right hand"},
1600 { 1, 11, 25, "Posture"},
1601 { 1, 15, 25, "Shooting"},
1602 { 1, 16, 25, "Multiplier"},
1603 { 1, 20, 25, "Speed"},
1605 {29, 13, 21, "Level"},
1606 {29, 14, 21, "Experience"},
1607 {29, 15, 21, "Max Exp"},
1608 {29, 16, 21, "Exp to Adv"},
1609 {29, 17, 21, "Gold"},
1610 {29, 19, 21, "Time"},
1611 {29, 10, 21, "Hit point"},
1612 {29, 11, 21, "SP (Mana)"},
1613 {29, 20, 21, "Play time"},
1614 {53, 10, -1, "Fighting : "},
1615 {53, 11, -1, "Bows/Throw : "},
1616 {53, 12, -1, "SavingThrow: "},
1617 {53, 13, -1, "Stealth : "},
1618 {53, 15, -1, "Perception : "},
1619 {53, 16, -1, "Searching : "},
1620 {53, 17, -1, "Disarming : "},
1621 {53, 18, -1, "MagicDevice: "},
1622 { 1, 12, 25, "Blows/Round"},
1623 { 1, 17, 25, "Shots/Round"},
1624 { 1, 13, 25, "AverageDmg/Rnd"},
1625 {53, 20, -1, "Infra-Vision: "},
1626 {26, 1, -1, "Name : "},
1627 { 1, 3, -1, "Sex : "},
1628 { 1, 4, -1, "Race : "},
1629 { 1, 5, -1, "Class : "},
1630 { 1, 6, -1, "Magic : "},
1631 { 1, 7, -1, "Patron : "},
1633 {29, 4, 21, "Height"},
1634 {29, 5, 21, "Weight"},
1635 {29, 6, 21, "Social Class"},
1636 {29, 7, 21, "Align"},
1637 {29, 14, 21, "Construction"},
1638 {29, 16, 21, "Const to Adv"},
1639 {53, 19, -1, "Digging :" },
1644 * @brief プレイヤーのステータス1種を出力する
1646 * @param val 値を保管した文字列ポインタ
1647 * @param attr 項目表示の色
1650 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1654 int row = disp_player_line[entry].row;
1655 int col = disp_player_line[entry].col;
1656 int len = disp_player_line[entry].len;
1657 concptr head = disp_player_line[entry].header;
1659 int head_len = strlen(head);
1661 Term_putstr(col, row, -1, TERM_WHITE, head);
1668 int val_len = len - head_len;
1669 sprintf(buf, "%*.*s", val_len, val_len, val);
1670 Term_putstr(col + head_len, row, -1, attr, buf);
1674 Term_putstr(col + head_len, row, -1, attr, val);
1681 * @brief プレイヤーの打撃能力修正を表示する
1682 * @param hand 武器の装備部位ID
1683 * @param hand_entry 項目ID
1686 static void display_player_melee_bonus(int hand, int hand_entry)
1689 HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
1690 HIT_POINT show_todam = p_ptr->dis_to_d[hand];
1691 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1693 /* Hack -- add in weapon info if known */
1694 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1695 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1697 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1700 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1702 /* Dump the bonuses to hit/dam */
1703 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
1704 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1705 else if (p_ptr->ryoute)
1706 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1708 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1713 * @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
1714 * Prints the following information on the screen.
1717 static void display_player_middle(void)
1722 HIT_PROB show_tohit = p_ptr->dis_to_h_b;
1723 HIT_POINT show_todam = 0;
1726 object_type *o_ptr = &inventory[INVEN_BOW];
1733 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1736 if (p_ptr->hidarite)
1738 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1740 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
1743 if (p_ptr->special_defense & KAMAE_MASK)
1745 for (i = 0; i < MAX_KAMAE; i++)
1747 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1750 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1753 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1756 /* Apply weapon bonuses */
1757 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1758 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1760 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1761 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1763 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1765 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1768 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1770 if (inventory[INVEN_BOW].k_idx)
1772 tmul = bow_tmul(inventory[INVEN_BOW].sval);
1774 /* Get extra "power" from "extra might" */
1775 if (p_ptr->xtra_might) tmul++;
1777 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1781 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1783 /* Dump the armor class */
1784 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1792 i = p_ptr->pspeed-110;
1794 /* Hack -- Visually "undo" the Search Mode Slowdown */
1795 if (p_ptr->action == ACTION_SEARCH) i += 10;
1800 attr = TERM_L_GREEN;
1814 attr = TERM_L_UMBER;
1821 if (IS_FAST()) tmp_speed += 10;
1822 if (p_ptr->slow) tmp_speed -= 10;
1823 if (p_ptr->lightspeed) tmp_speed = 99;
1827 if (MON_FAST(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed += 10;
1828 if (MON_SLOW(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed -= 10;
1834 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1836 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1846 sprintf(buf, "(%+d)", i);
1848 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1851 display_player_one_line(ENTRY_SPEED, buf, attr);
1854 /* Dump character level */
1855 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1857 /* Dump experience */
1858 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1859 else e = ENTRY_CUR_EXP;
1861 if (p_ptr->exp >= p_ptr->max_exp)
1862 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1864 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1866 /* Dump max experience */
1867 if (p_ptr->prace == RACE_ANDROID)
1870 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1872 /* Dump exp to advance */
1873 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1874 else e = ENTRY_EXP_TO_ADV;
1876 if (p_ptr->lev >= PY_MAX_LEVEL)
1877 display_player_one_line(e, "*****", TERM_L_GREEN);
1878 else if (p_ptr->prace == RACE_ANDROID)
1879 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1881 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1884 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1889 extract_day_hour_min(&day, &hour, &min);
1891 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1892 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1894 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1896 /* Dump hit point */
1897 if (p_ptr->chp >= p_ptr->mhp)
1898 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1899 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1900 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1902 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1904 /* Dump mana power */
1905 if (p_ptr->csp >= p_ptr->msp)
1906 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1907 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1908 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1910 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1912 /* Dump play time */
1913 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);
1918 * Hack -- pass color info around this file
1920 static TERM_COLOR likert_color = TERM_WHITE;
1924 * @brief 技能ランクの表示基準を定める
1925 * Returns a "rating" of x depending on y
1927 * @param y 技能値に対するランク基準比
1930 static concptr likert(int x, int y)
1932 static char dummy[20] = "", dummy2[20] = "";
1933 memset(dummy, 0, strlen(dummy));
1934 memset(dummy2, 0, strlen(dummy2));
1937 if(show_actual_value)
1939 sprintf(dummy, "%3d-", x);
1942 /* Negative value */
1945 likert_color = TERM_L_DARK;
1946 strcat(dummy, _("最低", "Very Bad"));
1951 /* Analyze the value */
1956 likert_color = TERM_RED;
1957 strcat(dummy, _("悪い", "Bad"));
1960 likert_color = TERM_L_RED;
1961 strcat(dummy, _("劣る", "Poor"));
1966 likert_color = TERM_ORANGE;
1967 strcat(dummy, _("普通", "Fair"));
1971 likert_color = TERM_YELLOW;
1972 strcat(dummy, _("良い", "Good"));
1976 likert_color = TERM_YELLOW;
1977 strcat(dummy, _("大変良い", "Very Good"));
1982 likert_color = TERM_L_GREEN;
1983 strcat(dummy, _("卓越", "Excellent"));
1991 likert_color = TERM_GREEN;
1992 strcat(dummy, _("超越", "Superb"));
1999 likert_color = TERM_BLUE;
2000 strcat(dummy, _("英雄的", "Heroic"));
2004 likert_color = TERM_VIOLET;
2005 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2006 (int)((((x / y) - 17) * 5) / 2));
2007 strcat(dummy, dummy2);
2018 * @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
2019 * Prints ratings on certain abilities
2022 * This code is "imitated" elsewhere to "dump" a character sheet.
2024 static void display_player_various(void)
2026 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2027 int xthn, xthb, xfos, xsrh;
2028 int xdis, xdev, xsav, xstl;
2032 BIT_FLAGS flgs[TR_FLAG_SIZE];
2033 int shots, shot_frac;
2038 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2039 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2040 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2041 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2042 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2044 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2046 /* Shooting Skill (with current bow and normal missile) */
2047 o_ptr = &inventory[INVEN_BOW];
2048 tmp = p_ptr->to_h_b + o_ptr->to_h;
2049 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2051 /* If the player is wielding one? */
2054 ENERGY energy_fire = bow_energy(o_ptr->sval);
2056 /* Calculate shots per round */
2057 shots = p_ptr->num_fire * 100;
2058 shot_frac = (shots * 100 / energy_fire) % 100;
2059 shots = shots / energy_fire;
2060 if (o_ptr->name1 == ART_CRIMSON)
2064 if (p_ptr->pclass == CLASS_ARCHER)
2066 /* Extra shot at level 10 */
2067 if (p_ptr->lev >= 10) shots++;
2069 /* Extra shot at level 30 */
2070 if (p_ptr->lev >= 30) shots++;
2072 /* Extra shot at level 45 */
2073 if (p_ptr->lev >= 45) shots++;
2083 for(i = 0; i < 2; i++)
2085 damage[i] = p_ptr->dis_to_d[i] * 100;
2086 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
2088 PLAYER_LEVEL level = p_ptr->lev;
2094 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2095 if (p_ptr->special_defense & KAMAE_BYAKKO)
2096 basedam = monk_ave_damage[level][1];
2097 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2098 basedam = monk_ave_damage[level][2];
2100 basedam = monk_ave_damage[level][0];
2104 o_ptr = &inventory[INVEN_RARM + i];
2106 /* Average damage per round */
2112 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2113 if (object_is_known(o_ptr))
2115 damage[i] += o_ptr->to_d * 100;
2116 to_h[i] += o_ptr->to_h;
2118 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2119 object_flags_known(o_ptr, flgs);
2121 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2122 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2128 else if (have_flag(flgs, TR_VORPAL))
2130 /* vorpal flag only */
2134 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2135 basedam = basedam * 7 / 2;
2139 damage[i] += basedam;
2140 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2141 if (damage[i] < 0) damage[i] = 0;
2143 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2144 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2146 /* Basic abilities */
2148 xdis = p_ptr->skill_dis;
2149 xdev = p_ptr->skill_dev;
2150 xsav = p_ptr->skill_sav;
2151 xstl = p_ptr->skill_stl;
2152 xsrh = p_ptr->skill_srh;
2153 xfos = p_ptr->skill_fos;
2154 xdig = p_ptr->skill_dig;
2157 desc = likert(xthn, 12);
2158 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2160 desc = likert(xthb, 12);
2161 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2163 desc = likert(xsav, 7);
2164 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2166 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2167 desc = likert((xstl > 0) ? xstl : -1, 1);
2168 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2170 desc = likert(xfos, 6);
2171 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2173 desc = likert(xsrh, 6);
2174 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2176 desc = likert(xdis, 8);
2177 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2179 desc = likert(xdev, 6);
2180 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2182 desc = likert(xdev, 6);
2183 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2185 desc = likert(xdig, 4);
2186 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2189 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2191 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2193 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2196 if ((damage[0]+damage[1]) == 0)
2199 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2201 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2203 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2209 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2210 * Prints ratings on certain abilities
2211 * @param flgs フラグを保管する配列
2214 * Obtain the "flags" for the player as if he was an item
2216 * xtra1.c周りと多重実装になっているのを何とかする
2218 static void player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2223 for (i = 0; i < TR_FLAG_SIZE; i++)
2227 switch (p_ptr->pclass)
2230 if (p_ptr->lev > 44)
2231 add_flag(flgs, TR_REGEN);
2233 if (p_ptr->lev > 29)
2234 add_flag(flgs, TR_RES_FEAR);
2237 if (p_ptr->lev > 39)
2238 add_flag(flgs, TR_RES_FEAR);
2240 case CLASS_CHAOS_WARRIOR:
2241 if (p_ptr->lev > 29)
2242 add_flag(flgs, TR_RES_CHAOS);
2243 if (p_ptr->lev > 39)
2244 add_flag(flgs, TR_RES_FEAR);
2247 case CLASS_FORCETRAINER:
2248 if ((p_ptr->lev > 9) && !heavy_armor())
2249 add_flag(flgs, TR_SPEED);
2250 if ((p_ptr->lev>24) && !heavy_armor())
2251 add_flag(flgs, TR_FREE_ACT);
2255 add_flag(flgs, TR_SPEED);
2258 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
2259 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
2260 add_flag(flgs, TR_SPEED);
2262 add_flag(flgs, TR_FREE_ACT);
2264 add_flag(flgs, TR_SLOW_DIGEST);
2265 add_flag(flgs, TR_RES_FEAR);
2266 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2267 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2268 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2270 case CLASS_MINDCRAFTER:
2272 add_flag(flgs, TR_RES_FEAR);
2273 if (p_ptr->lev > 19)
2274 add_flag(flgs, TR_SUST_WIS);
2275 if (p_ptr->lev > 29)
2276 add_flag(flgs, TR_RES_CONF);
2277 if (p_ptr->lev > 39)
2278 add_flag(flgs, TR_TELEPATHY);
2281 add_flag(flgs, TR_RES_SOUND);
2283 case CLASS_BERSERKER:
2284 add_flag(flgs, TR_SUST_STR);
2285 add_flag(flgs, TR_SUST_DEX);
2286 add_flag(flgs, TR_SUST_CON);
2287 add_flag(flgs, TR_REGEN);
2288 add_flag(flgs, TR_FREE_ACT);
2289 add_flag(flgs, TR_SPEED);
2290 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2292 case CLASS_MIRROR_MASTER:
2293 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2296 break; /* Do nothing */
2300 if (p_ptr->mimic_form)
2302 switch(p_ptr->mimic_form)
2305 add_flag(flgs, TR_HOLD_EXP);
2306 add_flag(flgs, TR_RES_CHAOS);
2307 add_flag(flgs, TR_RES_NETHER);
2308 add_flag(flgs, TR_RES_FIRE);
2309 add_flag(flgs, TR_SEE_INVIS);
2310 add_flag(flgs, TR_SPEED);
2312 case MIMIC_DEMON_LORD:
2313 add_flag(flgs, TR_HOLD_EXP);
2314 add_flag(flgs, TR_RES_CHAOS);
2315 add_flag(flgs, TR_RES_NETHER);
2316 add_flag(flgs, TR_RES_FIRE);
2317 add_flag(flgs, TR_RES_COLD);
2318 add_flag(flgs, TR_RES_ELEC);
2319 add_flag(flgs, TR_RES_ACID);
2320 add_flag(flgs, TR_RES_POIS);
2321 add_flag(flgs, TR_RES_CONF);
2322 add_flag(flgs, TR_RES_DISEN);
2323 add_flag(flgs, TR_RES_NEXUS);
2324 add_flag(flgs, TR_RES_FEAR);
2325 add_flag(flgs, TR_IM_FIRE);
2326 add_flag(flgs, TR_SH_FIRE);
2327 add_flag(flgs, TR_SEE_INVIS);
2328 add_flag(flgs, TR_TELEPATHY);
2329 add_flag(flgs, TR_LEVITATION);
2330 add_flag(flgs, TR_SPEED);
2333 add_flag(flgs, TR_HOLD_EXP);
2334 add_flag(flgs, TR_RES_DARK);
2335 add_flag(flgs, TR_RES_NETHER);
2336 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2337 add_flag(flgs, TR_RES_POIS);
2338 add_flag(flgs, TR_RES_COLD);
2339 add_flag(flgs, TR_SEE_INVIS);
2340 add_flag(flgs, TR_SPEED);
2346 switch (p_ptr->prace)
2349 add_flag(flgs, TR_RES_LITE);
2352 add_flag(flgs, TR_HOLD_EXP);
2355 add_flag(flgs, TR_FREE_ACT);
2358 add_flag(flgs, TR_RES_BLIND);
2361 add_flag(flgs, TR_RES_DARK);
2363 case RACE_HALF_TROLL:
2364 add_flag(flgs, TR_SUST_STR);
2365 if (p_ptr->lev > 14)
2367 add_flag(flgs, TR_REGEN);
2368 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2370 add_flag(flgs, TR_SLOW_DIGEST);
2372 * Let's not make Regeneration a disadvantage
2373 * for the poor warriors who can never learn
2374 * a spell that satisfies hunger (actually
2375 * neither can rogues, but half-trolls are not
2376 * supposed to play rogues)
2382 add_flag(flgs, TR_SUST_CON);
2383 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2386 add_flag(flgs, TR_RES_LITE);
2387 add_flag(flgs, TR_SEE_INVIS);
2389 case RACE_BARBARIAN:
2390 add_flag(flgs, TR_RES_FEAR);
2392 case RACE_HALF_OGRE:
2393 add_flag(flgs, TR_SUST_STR);
2394 add_flag(flgs, TR_RES_DARK);
2396 case RACE_HALF_GIANT:
2397 add_flag(flgs, TR_RES_SHARDS);
2398 add_flag(flgs, TR_SUST_STR);
2400 case RACE_HALF_TITAN:
2401 add_flag(flgs, TR_RES_CHAOS);
2404 add_flag(flgs, TR_RES_SOUND);
2407 add_flag(flgs, TR_RES_ACID);
2408 if (p_ptr->lev > 19)
2409 add_flag(flgs, TR_IM_ACID);
2412 add_flag(flgs, TR_RES_CONF);
2413 add_flag(flgs, TR_RES_ACID);
2415 add_flag(flgs, TR_SPEED);
2418 add_flag(flgs, TR_RES_POIS);
2421 add_flag(flgs, TR_RES_DISEN);
2422 add_flag(flgs, TR_RES_DARK);
2425 add_flag(flgs, TR_RES_DARK);
2426 if (p_ptr->lev > 19)
2427 add_flag(flgs, TR_SEE_INVIS);
2429 case RACE_DRACONIAN:
2430 add_flag(flgs, TR_LEVITATION);
2432 add_flag(flgs, TR_RES_FIRE);
2434 add_flag(flgs, TR_RES_COLD);
2435 if (p_ptr->lev > 14)
2436 add_flag(flgs, TR_RES_ACID);
2437 if (p_ptr->lev > 19)
2438 add_flag(flgs, TR_RES_ELEC);
2439 if (p_ptr->lev > 34)
2440 add_flag(flgs, TR_RES_POIS);
2442 case RACE_MIND_FLAYER:
2443 add_flag(flgs, TR_SUST_INT);
2444 add_flag(flgs, TR_SUST_WIS);
2445 if (p_ptr->lev > 14)
2446 add_flag(flgs, TR_SEE_INVIS);
2447 if (p_ptr->lev > 29)
2448 add_flag(flgs, TR_TELEPATHY);
2451 add_flag(flgs, TR_RES_FIRE);
2453 add_flag(flgs, TR_SEE_INVIS);
2456 add_flag(flgs, TR_SEE_INVIS);
2457 add_flag(flgs, TR_FREE_ACT);
2458 add_flag(flgs, TR_RES_POIS);
2459 add_flag(flgs, TR_SLOW_DIGEST);
2460 if (p_ptr->lev > 34)
2461 add_flag(flgs, TR_HOLD_EXP);
2464 add_flag(flgs, TR_SEE_INVIS);
2465 add_flag(flgs, TR_RES_SHARDS);
2466 add_flag(flgs, TR_HOLD_EXP);
2467 add_flag(flgs, TR_RES_POIS);
2469 add_flag(flgs, TR_RES_COLD);
2472 add_flag(flgs, TR_SEE_INVIS);
2473 add_flag(flgs, TR_HOLD_EXP);
2474 add_flag(flgs, TR_RES_NETHER);
2475 add_flag(flgs, TR_RES_POIS);
2476 add_flag(flgs, TR_SLOW_DIGEST);
2478 add_flag(flgs, TR_RES_COLD);
2481 add_flag(flgs, TR_HOLD_EXP);
2482 add_flag(flgs, TR_RES_DARK);
2483 add_flag(flgs, TR_RES_NETHER);
2484 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2485 add_flag(flgs, TR_RES_POIS);
2486 add_flag(flgs, TR_RES_COLD);
2489 add_flag(flgs, TR_LEVITATION);
2490 add_flag(flgs, TR_FREE_ACT);
2491 add_flag(flgs, TR_RES_COLD);
2492 add_flag(flgs, TR_SEE_INVIS);
2493 add_flag(flgs, TR_HOLD_EXP);
2494 add_flag(flgs, TR_RES_NETHER);
2495 add_flag(flgs, TR_RES_POIS);
2496 add_flag(flgs, TR_SLOW_DIGEST);
2498 if (p_ptr->lev > 34)
2499 add_flag(flgs, TR_TELEPATHY);
2502 add_flag(flgs, TR_RES_LITE);
2503 add_flag(flgs, TR_LEVITATION);
2505 add_flag(flgs, TR_SPEED);
2508 add_flag(flgs, TR_RES_SOUND);
2509 add_flag(flgs, TR_RES_CONF);
2512 add_flag(flgs, TR_LEVITATION);
2513 add_flag(flgs, TR_SEE_INVIS);
2516 add_flag(flgs, TR_RES_FIRE);
2517 add_flag(flgs, TR_RES_NETHER);
2518 add_flag(flgs, TR_HOLD_EXP);
2520 add_flag(flgs, TR_SEE_INVIS);
2523 add_flag(flgs, TR_SUST_CON);
2526 add_flag(flgs, TR_LEVITATION);
2529 add_flag(flgs, TR_RES_CONF);
2532 add_flag(flgs, TR_FREE_ACT);
2533 add_flag(flgs, TR_RES_POIS);
2534 add_flag(flgs, TR_SLOW_DIGEST);
2535 add_flag(flgs, TR_HOLD_EXP);
2545 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2547 remove_flag(flgs, TR_REGEN);
2550 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2551 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2552 (p_ptr->muta3 & MUT3_SHORT_LEG))
2554 add_flag(flgs, TR_SPEED);
2557 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2559 add_flag(flgs, TR_SH_ELEC);
2562 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2564 add_flag(flgs, TR_SH_FIRE);
2565 add_flag(flgs, TR_LITE_1);
2568 if (p_ptr->muta3 & MUT3_WINGS)
2570 add_flag(flgs, TR_LEVITATION);
2573 if (p_ptr->muta3 & MUT3_FEARLESS)
2575 add_flag(flgs, TR_RES_FEAR);
2578 if (p_ptr->muta3 & MUT3_REGEN)
2580 add_flag(flgs, TR_REGEN);
2583 if (p_ptr->muta3 & MUT3_ESP)
2585 add_flag(flgs, TR_TELEPATHY);
2588 if (p_ptr->muta3 & MUT3_MOTION)
2590 add_flag(flgs, TR_FREE_ACT);
2594 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2595 add_flag(flgs, TR_AGGRAVATE);
2596 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2597 add_flag(flgs, TR_RES_CONF);
2598 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2600 add_flag(flgs, TR_RES_BLIND);
2601 add_flag(flgs, TR_RES_CONF);
2602 add_flag(flgs, TR_HOLD_EXP);
2603 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2605 add_flag(flgs, TR_SPEED);
2607 if (p_ptr->special_defense & KATA_FUUJIN)
2608 add_flag(flgs, TR_REFLECT);
2609 if (p_ptr->special_defense & KAMAE_GENBU)
2610 add_flag(flgs, TR_REFLECT);
2611 if (p_ptr->special_defense & KAMAE_SUZAKU)
2612 add_flag(flgs, TR_LEVITATION);
2613 if (p_ptr->special_defense & KAMAE_SEIRYU)
2615 add_flag(flgs, TR_RES_FIRE);
2616 add_flag(flgs, TR_RES_COLD);
2617 add_flag(flgs, TR_RES_ACID);
2618 add_flag(flgs, TR_RES_ELEC);
2619 add_flag(flgs, TR_RES_POIS);
2620 add_flag(flgs, TR_LEVITATION);
2621 add_flag(flgs, TR_SH_FIRE);
2622 add_flag(flgs, TR_SH_ELEC);
2623 add_flag(flgs, TR_SH_COLD);
2625 if (p_ptr->special_defense & KATA_MUSOU)
2627 add_flag(flgs, TR_RES_FEAR);
2628 add_flag(flgs, TR_RES_LITE);
2629 add_flag(flgs, TR_RES_DARK);
2630 add_flag(flgs, TR_RES_BLIND);
2631 add_flag(flgs, TR_RES_CONF);
2632 add_flag(flgs, TR_RES_SOUND);
2633 add_flag(flgs, TR_RES_SHARDS);
2634 add_flag(flgs, TR_RES_NETHER);
2635 add_flag(flgs, TR_RES_NEXUS);
2636 add_flag(flgs, TR_RES_CHAOS);
2637 add_flag(flgs, TR_RES_DISEN);
2638 add_flag(flgs, TR_REFLECT);
2639 add_flag(flgs, TR_HOLD_EXP);
2640 add_flag(flgs, TR_FREE_ACT);
2641 add_flag(flgs, TR_SH_FIRE);
2642 add_flag(flgs, TR_SH_ELEC);
2643 add_flag(flgs, TR_SH_COLD);
2644 add_flag(flgs, TR_LEVITATION);
2645 add_flag(flgs, TR_LITE_1);
2646 add_flag(flgs, TR_SEE_INVIS);
2647 add_flag(flgs, TR_TELEPATHY);
2648 add_flag(flgs, TR_SLOW_DIGEST);
2649 add_flag(flgs, TR_REGEN);
2650 add_flag(flgs, TR_SUST_STR);
2651 add_flag(flgs, TR_SUST_INT);
2652 add_flag(flgs, TR_SUST_WIS);
2653 add_flag(flgs, TR_SUST_DEX);
2654 add_flag(flgs, TR_SUST_CON);
2655 add_flag(flgs, TR_SUST_CHR);
2660 * @brief プレイヤーの一時的魔法効果による耐性を返す
2661 * Prints ratings on certain abilities
2662 * @param flgs フラグを保管する配列
2665 * xtra1.c周りと多重実装になっているのを何とかする
2667 static void tim_player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2672 for (i = 0; i < TR_FLAG_SIZE; i++)
2675 if (IS_HERO() || p_ptr->shero)
2676 add_flag(flgs, TR_RES_FEAR);
2677 if (p_ptr->tim_invis)
2678 add_flag(flgs, TR_SEE_INVIS);
2679 if (p_ptr->tim_regen)
2680 add_flag(flgs, TR_REGEN);
2682 add_flag(flgs, TR_TELEPATHY);
2683 if (IS_FAST() || p_ptr->slow)
2684 add_flag(flgs, TR_SPEED);
2686 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(prace_is_(RACE_YEEK) && (p_ptr->lev > 19)))
2687 add_flag(flgs, TR_RES_ACID);
2688 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2689 add_flag(flgs, TR_RES_ELEC);
2690 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2691 add_flag(flgs, TR_RES_FIRE);
2692 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2693 add_flag(flgs, TR_RES_COLD);
2694 if (IS_OPPOSE_POIS())
2695 add_flag(flgs, TR_RES_POIS);
2697 if (p_ptr->special_attack & ATTACK_ACID)
2698 add_flag(flgs, TR_BRAND_ACID);
2699 if (p_ptr->special_attack & ATTACK_ELEC)
2700 add_flag(flgs, TR_BRAND_ELEC);
2701 if (p_ptr->special_attack & ATTACK_FIRE)
2702 add_flag(flgs, TR_BRAND_FIRE);
2703 if (p_ptr->special_attack & ATTACK_COLD)
2704 add_flag(flgs, TR_BRAND_COLD);
2705 if (p_ptr->special_attack & ATTACK_POIS)
2706 add_flag(flgs, TR_BRAND_POIS);
2707 if (p_ptr->special_defense & DEFENSE_ACID)
2708 add_flag(flgs, TR_IM_ACID);
2709 if (p_ptr->special_defense & DEFENSE_ELEC)
2710 add_flag(flgs, TR_IM_ELEC);
2711 if (p_ptr->special_defense & DEFENSE_FIRE)
2712 add_flag(flgs, TR_IM_FIRE);
2713 if (p_ptr->special_defense & DEFENSE_COLD)
2714 add_flag(flgs, TR_IM_COLD);
2715 if (p_ptr->wraith_form)
2716 add_flag(flgs, TR_REFLECT);
2718 if (p_ptr->tim_reflect)
2719 add_flag(flgs, TR_REFLECT);
2721 if (p_ptr->magicdef)
2723 add_flag(flgs, TR_RES_BLIND);
2724 add_flag(flgs, TR_RES_CONF);
2725 add_flag(flgs, TR_REFLECT);
2726 add_flag(flgs, TR_FREE_ACT);
2727 add_flag(flgs, TR_LEVITATION);
2729 if (p_ptr->tim_res_nether)
2731 add_flag(flgs, TR_RES_NETHER);
2733 if (p_ptr->tim_sh_fire)
2735 add_flag(flgs, TR_SH_FIRE);
2739 add_flag(flgs, TR_RES_FEAR);
2740 add_flag(flgs, TR_RES_LITE);
2741 add_flag(flgs, TR_RES_DARK);
2742 add_flag(flgs, TR_RES_BLIND);
2743 add_flag(flgs, TR_RES_CONF);
2744 add_flag(flgs, TR_RES_SOUND);
2745 add_flag(flgs, TR_RES_SHARDS);
2746 add_flag(flgs, TR_RES_NETHER);
2747 add_flag(flgs, TR_RES_NEXUS);
2748 add_flag(flgs, TR_RES_CHAOS);
2749 add_flag(flgs, TR_RES_DISEN);
2750 add_flag(flgs, TR_REFLECT);
2751 add_flag(flgs, TR_HOLD_EXP);
2752 add_flag(flgs, TR_FREE_ACT);
2753 add_flag(flgs, TR_SH_FIRE);
2754 add_flag(flgs, TR_SH_ELEC);
2755 add_flag(flgs, TR_SH_COLD);
2756 add_flag(flgs, TR_LEVITATION);
2757 add_flag(flgs, TR_LITE_1);
2758 add_flag(flgs, TR_SEE_INVIS);
2759 add_flag(flgs, TR_TELEPATHY);
2760 add_flag(flgs, TR_SLOW_DIGEST);
2761 add_flag(flgs, TR_REGEN);
2762 add_flag(flgs, TR_SUST_STR);
2763 add_flag(flgs, TR_SUST_INT);
2764 add_flag(flgs, TR_SUST_WIS);
2765 add_flag(flgs, TR_SUST_DEX);
2766 add_flag(flgs, TR_SUST_CON);
2767 add_flag(flgs, TR_SUST_CHR);
2771 if (p_ptr->realm1 == REALM_HEX)
2773 if (hex_spelling(HEX_DEMON_AURA))
2775 add_flag(flgs, TR_SH_FIRE);
2776 add_flag(flgs, TR_REGEN);
2778 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2779 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2784 /* Mode flags for displaying player flags */
2785 #define DP_CURSE 0x01
2791 * @brief プレイヤーの装備一覧をシンボルで並べる
2793 * @param y 表示するコンソールの行
2794 * @param x 表示するコンソールの列
2798 void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2807 /* Weapon flags need only two column */
2808 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2809 else max_i = INVEN_TOTAL;
2811 /* Dump equippy chars */
2812 for (i = INVEN_RARM; i < max_i; i++)
2815 o_ptr = &inventory[i];
2817 a = object_attr(o_ptr);
2818 c = object_char(o_ptr);
2820 /* Clear the part of the screen */
2821 if (!equippy_chars || !o_ptr->k_idx)
2828 Term_putch(x + i - INVEN_RARM, y, a, c);
2834 * @brief プレイヤーの装備による免疫フラグを返す
2835 * @param flgs フラグを保管する配列
2838 * xtra1.c周りと多重実装になっているのを何とかする
2840 static void known_obj_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2845 for (i = 0; i < TR_FLAG_SIZE; i++)
2848 /* Check equipment */
2849 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2851 u32b o_flgs[TR_FLAG_SIZE];
2856 o_ptr = &inventory[i];
2858 if (!o_ptr->k_idx) continue;
2861 object_flags_known(o_ptr, o_flgs);
2863 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2864 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2865 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2866 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2871 * @brief プレイヤーの種族による免疫フラグを返す
2872 * @param flgs フラグを保管する配列
2875 * xtra1.c周りと多重実装になっているのを何とかする
2877 static void player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2882 for (i = 0; i < TR_FLAG_SIZE; i++)
2885 if (prace_is_(RACE_SPECTRE))
2886 add_flag(flgs, TR_RES_NETHER);
2887 if (p_ptr->mimic_form == MIMIC_VAMPIRE || prace_is_(RACE_VAMPIRE))
2888 add_flag(flgs, TR_RES_DARK);
2889 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2890 add_flag(flgs, TR_RES_FIRE);
2891 else if (prace_is_(RACE_YEEK) && p_ptr->lev > 19)
2892 add_flag(flgs, TR_RES_ACID);
2896 * @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
2897 * @param flgs フラグを保管する配列
2900 * xtra1.c周りと多重実装になっているのを何とかする
2902 static void tim_player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2907 for (i = 0; i < TR_FLAG_SIZE; i++)
2910 if (p_ptr->special_defense & DEFENSE_ACID)
2911 add_flag(flgs, TR_RES_ACID);
2912 if (p_ptr->special_defense & DEFENSE_ELEC)
2913 add_flag(flgs, TR_RES_ELEC);
2914 if (p_ptr->special_defense & DEFENSE_FIRE)
2915 add_flag(flgs, TR_RES_FIRE);
2916 if (p_ptr->special_defense & DEFENSE_COLD)
2917 add_flag(flgs, TR_RES_COLD);
2918 if (p_ptr->wraith_form)
2919 add_flag(flgs, TR_RES_DARK);
2923 * @brief プレイヤーの種族による弱点フラグを返す
2924 * @param flgs フラグを保管する配列
2927 * xtra1.c周りと多重実装になっているのを何とかする
2929 static void player_vuln_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2934 for (i = 0; i < TR_FLAG_SIZE; i++)
2937 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2939 add_flag(flgs, TR_RES_ACID);
2940 add_flag(flgs, TR_RES_ELEC);
2941 add_flag(flgs, TR_RES_FIRE);
2942 add_flag(flgs, TR_RES_COLD);
2944 if (prace_is_(RACE_ANDROID))
2945 add_flag(flgs, TR_RES_ELEC);
2946 if (prace_is_(RACE_ENT))
2947 add_flag(flgs, TR_RES_FIRE);
2948 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) ||
2949 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2950 add_flag(flgs, TR_RES_LITE);
2955 * A struct for storing misc. flags
2958 BIT_FLAGS player_flags[TR_FLAG_SIZE];
2959 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
2960 BIT_FLAGS player_imm[TR_FLAG_SIZE];
2961 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
2962 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
2963 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
2968 * @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 /
2969 * Helper function, see below
2970 * @param row コンソール表示位置の左上行
2971 * @param col コンソール表示位置の左上列
2972 * @param header コンソール上で表示する特性名
2973 * @param flag1 参照する特性ID
2974 * @param f プレイヤーの特性情報構造体
2975 * @param mode 表示オプション
2978 static void display_flag_aux(TERM_LEN row, TERM_LEN col, concptr header,
2979 int flag1, all_player_flags *f, u16b mode)
2984 byte header_color = TERM_L_DARK;
2985 int header_col = col;
2987 if (have_flag(f->player_vuln, flag1) &&
2988 !(have_flag(f->known_obj_imm, flag1) ||
2989 have_flag(f->player_imm, flag1) ||
2990 have_flag(f->tim_player_imm, flag1)))
2994 col += strlen(header) + 1;
2996 /* Weapon flags need only two column */
2997 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2998 else max_i = INVEN_TOTAL;
3000 /* Check equipment */
3001 for (i = INVEN_RARM; i < max_i; i++)
3003 BIT_FLAGS flgs[TR_FLAG_SIZE];
3007 o_ptr = &inventory[i];
3010 object_flags_known(o_ptr, flgs);
3013 if (!(mode & DP_IMM))
3014 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3017 if (mode & DP_CURSE)
3019 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3021 c_put_str(TERM_L_DARK, "+", row, col);
3022 header_color = TERM_WHITE;
3024 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3026 c_put_str(TERM_WHITE, "+", row, col);
3027 header_color = TERM_WHITE;
3029 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3031 c_put_str(TERM_WHITE, "*", row, col);
3032 header_color = TERM_WHITE;
3035 else if (flag1 == TR_LITE_1)
3037 if (have_dark_flag(flgs))
3039 c_put_str(TERM_L_DARK, "+", row, col);
3040 header_color = TERM_WHITE;
3042 else if (have_lite_flag(flgs))
3044 c_put_str(TERM_WHITE, "+", row, col);
3045 header_color = TERM_WHITE;
3050 if (have_flag(flgs, flag1))
3052 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3053 (mode & DP_IMM) ? "*" : "+", row, col);
3054 header_color = TERM_WHITE;
3062 /* Assume that player flag is already written */
3065 if (header_color != TERM_L_DARK)
3067 /* Overwrite Header Color */
3068 c_put_str(header_color, header, row, header_col);
3074 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3077 if (have_flag(f->player_flags, flag1))
3079 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3080 header_color = TERM_WHITE;
3083 /* Timed player flags */
3084 if (have_flag(f->tim_player_flags, flag1))
3086 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3087 header_color = TERM_WHITE;
3091 if (have_flag(f->tim_player_imm, flag1))
3093 c_put_str(TERM_YELLOW, "*", row, col);
3094 header_color = TERM_WHITE;
3096 if (have_flag(f->player_imm, flag1))
3098 c_put_str(TERM_WHITE, "*", row, col);
3099 header_color = TERM_WHITE;
3103 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3106 c_put_str(header_color, header, row, header_col);
3111 * @brief プレイヤーの特性フラグ一覧表示1 /
3112 * Special display, part 1
3115 static void display_player_flag_info(void)
3122 /* Extract flags and store */
3123 player_flags(f.player_flags);
3124 tim_player_flags(f.tim_player_flags);
3125 player_immunity(f.player_imm);
3126 tim_player_immunity(f.tim_player_imm);
3127 known_obj_immunity(f.known_obj_imm);
3128 player_vuln_flags(f.player_vuln);
3135 display_player_equippy(row-2, col+8, 0);
3136 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3139 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3140 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3141 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3142 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3143 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3144 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3145 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3146 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3147 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3148 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3149 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3150 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3151 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3152 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3154 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3155 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3156 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3157 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3158 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3159 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3160 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3161 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3162 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3163 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3164 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3165 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3166 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3167 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3176 display_player_equippy(row-2, col+8, 0);
3178 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3181 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3182 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3183 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3184 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3185 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3186 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3187 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3188 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3189 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3190 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3192 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3193 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3194 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3195 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3196 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3197 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3198 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3199 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3200 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3201 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3210 display_player_equippy(row-2, col+12, 0);
3212 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3215 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3216 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3217 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3218 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3219 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3220 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3221 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3222 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3223 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3224 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3226 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3227 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3228 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3229 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3230 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3231 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3232 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3233 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3234 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3235 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3242 * @brief プレイヤーの特性フラグ一覧表示2 /
3243 * Special display, part 2
3246 static void display_player_other_flag_info(void)
3253 /* Extract flags and store */
3254 player_flags(f.player_flags);
3255 tim_player_flags(f.tim_player_flags);
3256 player_immunity(f.player_imm);
3257 tim_player_immunity(f.tim_player_imm);
3258 known_obj_immunity(f.known_obj_imm);
3259 player_vuln_flags(f.player_vuln);
3266 display_player_equippy(row-2, col+12, DP_WP);
3268 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3271 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3272 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3273 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3274 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3275 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3276 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3277 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3278 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3279 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3280 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3281 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3282 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3283 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3284 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3285 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3286 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3287 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3288 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3289 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3290 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3291 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3292 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3293 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3294 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3295 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3296 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3297 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3298 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3300 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3301 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3302 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3303 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3304 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3305 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3306 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3307 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3308 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3309 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3310 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3311 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3312 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3313 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3314 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3315 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3316 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3317 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3318 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3319 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3320 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3321 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3322 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3323 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3324 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3325 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3326 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3327 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3336 display_player_equippy(row-2, col+13, 0);
3337 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3340 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3341 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3342 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3343 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3344 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3345 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3346 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3347 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3348 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3349 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3350 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3351 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3352 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3353 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3354 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3355 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3356 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3357 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3358 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3360 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3361 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3362 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3363 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3364 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3365 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3366 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3367 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3368 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3369 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3370 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3371 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3372 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3373 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3374 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3375 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3376 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3377 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3378 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3385 col = col + 12 + 17;
3387 display_player_equippy(row-2, col+14, 0);
3389 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3392 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3393 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3394 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3395 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3396 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3397 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3399 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3400 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3401 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3402 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3403 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3404 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3406 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3407 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3408 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3409 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3411 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3412 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3413 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3414 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3415 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3416 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3418 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3419 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3420 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3421 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3422 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3423 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3425 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3426 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3427 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3428 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3435 * @brief プレイヤーの特性フラグ一覧表示2a /
3436 * Special display, part 2a
3439 static void display_player_misc_info(void)
3444 /* Display basics */
3446 put_str("名前 :", 1, 26);
3447 put_str("性別 :", 3, 1);
3448 put_str("種族 :", 4, 1);
3449 put_str("職業 :", 5, 1);
3451 put_str("Name :", 1, 26);
3452 put_str("Sex :", 3, 1);
3453 put_str("Race :", 4, 1);
3454 put_str("Class :", 5, 1);
3457 strcpy(tmp,ap_ptr->title);
3464 strcat(tmp,p_ptr->name);
3466 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3467 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3468 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3469 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3471 /* Display extras */
3473 put_str("レベル:", 6, 1);
3474 put_str("HP :", 7, 1);
3475 put_str("MP :", 8, 1);
3477 put_str("Level :", 6, 1);
3478 put_str("Hits :", 7, 1);
3479 put_str("Mana :", 8, 1);
3483 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3484 c_put_str(TERM_L_BLUE, buf, 6, 9);
3485 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3486 c_put_str(TERM_L_BLUE, buf, 7, 9);
3487 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3488 c_put_str(TERM_L_BLUE, buf, 8, 9);
3493 * @brief プレイヤーの特性フラグ一覧表示2b /
3494 * Special display, part 2b
3498 * How to print out the modifications and sustains.
3499 * Positive mods with no sustain will be light green.
3500 * Positive mods with a sustain will be dark green.
3501 * Sustains (with no modification) will be a dark green 's'.
3502 * Negative mods (from a curse) will be red.
3503 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3504 * No mod, no sustain, will be a slate '.'
3507 static void display_player_stat_info(void)
3514 BIT_FLAGS flgs[TR_FLAG_SIZE];
3528 /* Print out the labels for the columns */
3529 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col+1);
3530 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col+7);
3531 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col+13);
3532 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col+28);
3533 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col+35);
3535 /* Display the stats */
3536 for (i = 0; i < A_MAX; i++)
3540 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3541 else r_adj = rp_ptr->r_adj[i];
3543 /* Calculate equipment adjustment */
3546 /* Icky formula to deal with the 18 barrier */
3547 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] > 18))
3548 e_adj = (p_ptr->stat_top[i] - p_ptr->stat_max[i]) / 10;
3549 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3550 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3551 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3552 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3554 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3555 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3557 if (prace_is_(RACE_ENT))
3563 if (p_ptr->lev > 25) r_adj++;
3564 if (p_ptr->lev > 40) r_adj++;
3565 if (p_ptr->lev > 45) r_adj++;
3568 if (p_ptr->lev > 25) r_adj--;
3569 if (p_ptr->lev > 40) r_adj--;
3570 if (p_ptr->lev > 45) r_adj--;
3576 e_adj -= cp_ptr->c_adj[i];
3577 e_adj -= ap_ptr->a_adj[i];
3579 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3580 /* Reduced name of stat */
3581 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3583 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3586 /* Internal "natural" max value. Maxes at 18/100 */
3587 /* This is useful to see if you are maxed out */
3588 cnv_stat(p_ptr->stat_max[i], buf);
3589 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3591 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3593 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3595 /* Race, class, and equipment modifiers */
3596 (void)sprintf(buf, "%3d", r_adj);
3597 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3598 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3599 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3600 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3601 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3602 (void)sprintf(buf, "%3d", (int)e_adj);
3603 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3605 /* Actual maximal modified value */
3606 cnv_stat(p_ptr->stat_top[i], buf);
3607 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3609 /* Only display stat_use if not maximal */
3610 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3612 cnv_stat(p_ptr->stat_use[i], buf);
3613 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3618 col = stat_col + 41;
3620 /* Header and Footer */
3621 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3622 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3624 /* Process equipment */
3625 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3627 o_ptr = &inventory[i];
3629 /* Acquire "known" flags */
3630 object_flags_known(o_ptr, flgs);
3632 /* Initialize color based of sign of pval. */
3633 for (stat = 0; stat < A_MAX; stat++)
3640 if (have_flag(flgs, stat))
3646 if (o_ptr->pval > 0)
3652 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3655 if (have_flag(flgs, stat + TR_SUST_STR))
3657 /* Dark green for sustained stats */
3662 if (o_ptr->pval < 0)
3668 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3673 else if (have_flag(flgs, stat + TR_SUST_STR))
3675 /* Dark green "s" */
3680 /* Dump proper character */
3681 Term_putch(col, row + stat+1, a, c);
3692 for (stat = 0; stat < A_MAX; stat++)
3699 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3705 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3706 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3707 if (p_ptr->tsuyoshi) dummy += 4;
3709 else if (stat == A_WIS || stat == A_INT)
3711 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3712 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3714 else if (stat == A_DEX)
3716 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3717 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3718 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3720 else if (stat == A_CON)
3722 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3723 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3724 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3725 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3726 if (p_ptr->tsuyoshi) dummy += 4;
3728 else if (stat == A_CHR)
3730 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3731 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3732 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3733 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3734 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3735 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3751 if (dummy < 10) c = '0' + dummy;
3761 if (dummy > -10) c = '0' - dummy;
3768 if (have_flag(flgs, stat + TR_SUST_STR))
3770 /* Dark green "s" */
3777 Term_putch(col, row + stat+1, a, c);
3783 * @brief プレイヤーのステータス表示メイン処理
3784 * Display the character on the screen (various modes)
3785 * @param mode 表示モードID
3789 * The top one and bottom two lines are left blank.
3790 * Mode 0 = standard display with skills
3791 * Mode 1 = standard display with history
3792 * Mode 2 = summary of various things
3793 * Mode 3 = summary of various things (part 2)
3794 * Mode 4 = mutations
3797 void display_player(int mode)
3803 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3812 if ((mode == 0) || (mode == 1))
3814 /* Name, Sex, Race, Class */
3816 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", p_ptr->name);
3818 sprintf(tmp, "%s %s", ap_ptr->title, p_ptr->name);
3821 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3822 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3823 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3824 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3829 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3831 strcpy(tmp, realm_names[p_ptr->realm1]);
3832 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3835 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3836 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3838 /* Age, Height, Weight, Social */
3839 /* 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 */
3841 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3842 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3843 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3844 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3846 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3847 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3848 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3849 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3851 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3854 /* Display the stats */
3855 for (i = 0; i < A_MAX; i++)
3857 /* Special treatment of "injured" stats */
3858 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3862 /* Use lowercase stat name */
3863 put_str(stat_names_reduced[i], 3 + i, 53);
3865 /* Get the current stat */
3866 value = p_ptr->stat_use[i];
3868 /* Obtain the current stat (modified) */
3869 cnv_stat(value, buf);
3871 /* Display the current stat (modified) */
3872 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3874 /* Acquire the max stat */
3875 value = p_ptr->stat_top[i];
3877 /* Obtain the maximum stat (modified) */
3878 cnv_stat(value, buf);
3880 /* Display the maximum stat (modified) */
3881 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3884 /* Normal treatment of "normal" stats */
3887 /* Assume uppercase stat name */
3888 put_str(stat_names[i], 3 + i, 53);
3890 /* Obtain the current stat (modified) */
3891 cnv_stat(p_ptr->stat_use[i], buf);
3893 /* Display the current stat (modified) */
3894 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3897 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3899 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3903 /* Display "history" info */
3907 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3909 for (i = 0; i < 4; i++)
3911 put_str(p_ptr->history[i], i + 12, 10);
3918 if (p_ptr->total_winner)
3921 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3923 sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3926 else if (!current_floor_ptr->dun_level)
3929 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3931 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3934 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3936 /* Get the quest text */
3937 /* Bewere that INIT_ASSIGN resets the cur_num. */
3938 init_flags = INIT_NAME_ONLY;
3940 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3943 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);
3945 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
3951 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);
3953 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, current_floor_ptr->dun_level, map_name());
3957 else if (character_dungeon)
3959 if (!current_floor_ptr->dun_level)
3961 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
3963 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3965 /* Clear the text */
3966 /* Must be done before doing INIT_SHOW_TEXT */
3967 for (i = 0; i < 10; i++)
3969 quest_text[i][0] = '\0';
3971 quest_text_line = 0;
3973 /* Get the quest text */
3974 init_flags = INIT_NAME_ONLY;
3976 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3978 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);
3983 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);
3985 sprintf(statmsg, "...Now, you are exploring level %d of %s.", current_floor_ptr->dun_level, map_name());
3992 char temp[64*2], *t;
3993 roff_to_buf(statmsg, 60, temp, sizeof(temp));
3995 for(i=0 ; i<2 ; i++)
4001 put_str(t, i + 5 + 12, 10);
4009 /* Display "various" info */
4012 display_player_middle();
4013 display_player_various();
4020 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4023 display_player_misc_info();
4024 display_player_stat_info();
4025 display_player_flag_info();
4031 display_player_other_flag_info();
4036 do_cmd_knowledge_mutations();
4041 * @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
4042 * @param fff ファイルポインタ
4045 static void dump_aux_display_player(FILE *fff)
4054 /* Dump part of the screen */
4055 for (y = 1; y < 22; y++)
4058 for (x = 0; x < 79; x++)
4060 /* Get the attr/char */
4061 (void)(Term_what(x, y, &a, &c));
4067 /* End the string */
4070 /* Kill trailing spaces */
4071 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4074 fprintf(fff, _("%s\n", "%s\n"), buf);
4077 /* Display history */
4080 /* Dump part of the screen */
4081 for (y = 10; y < 19; y++)
4084 for (x = 0; x < 79; x++)
4086 /* Get the attr/char */
4087 (void)(Term_what(x, y, &a, &c));
4093 /* End the string */
4096 /* Kill trailing spaces */
4097 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4100 fprintf(fff, "%s\n", buf);
4105 /* Display flags (part 1) */
4108 /* Dump part of the screen */
4109 for (y = 2; y < 22; y++)
4112 for (x = 0; x < 79; x++)
4114 /* Get the attr/char */
4115 (void)(Term_what(x, y, &a, &c));
4117 /* Dump it (Ignore equippy tile graphic) */
4124 /* End the string */
4127 /* Kill trailing spaces */
4128 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4131 fprintf(fff, "%s\n", buf);
4136 /* Display flags (part 2) */
4139 /* Dump part of the screen */
4140 for (y = 1; y < 22; y++)
4143 for (x = 0; x < 79; x++)
4145 /* Get the attr/char */
4146 (void)(Term_what(x, y, &a, &c));
4148 /* Dump it (Ignore equippy tile graphic) */
4155 /* End the string */
4158 /* Kill trailing spaces */
4159 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4162 fprintf(fff, "%s\n", buf);
4170 * @brief プレイヤーのペット情報をファイルにダンプする
4171 * @param fff ファイルポインタ
4174 static void dump_aux_pet(FILE *fff)
4178 bool pet_settings = FALSE;
4179 GAME_TEXT pet_name[MAX_NLEN];
4181 for (i = m_max - 1; i >= 1; i--)
4183 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
4185 if (!monster_is_valid(m_ptr)) continue;
4186 if (!is_pet(m_ptr)) continue;
4187 pet_settings = TRUE;
4188 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4191 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4194 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4195 fprintf(fff, "%s\n", pet_name);
4200 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4202 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4203 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4205 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4206 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4208 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4209 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4211 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4212 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4214 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4215 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4217 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"),
4218 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4226 * @brief プレイヤーの職業能力情報をファイルにダンプする
4227 * @param fff ファイルポインタ
4230 static void dump_aux_class_special(FILE *fff)
4232 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4239 int spellnum[MAX_MONSPELLS];
4240 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4245 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4247 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4252 set_rf_masks(&f4, &f5, &f6, j);
4255 case MONSPELL_TYPE_BOLT:
4256 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4259 case MONSPELL_TYPE_BALL:
4260 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4263 case MONSPELL_TYPE_BREATH:
4264 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4267 case MONSPELL_TYPE_SUMMON:
4268 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4271 case MONSPELL_TYPE_OTHER:
4272 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4276 for (i = 0, num = 0; i < 32; i++)
4278 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4282 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4286 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4291 strcat(p[col], " ");
4293 for (i = 0; i < num; i++)
4295 if (p_ptr->magic_num2[spellnum[i]])
4298 /* Dump blue magic */
4299 l1 = strlen(p[col]);
4300 l2 = strlen(monster_powers_short[spellnum[i]]);
4301 if ((l1 + l2) >= 75)
4303 strcat(p[col], "\n");
4305 strcat(p[col], " ");
4307 strcat(p[col], monster_powers_short[spellnum[i]]);
4308 strcat(p[col], ", ");
4314 strcat(p[col], _("なし", "None"));
4318 if (p[col][strlen(p[col])-2] == ',')
4320 p[col][strlen(p[col])-2] = '\0';
4324 p[col][strlen(p[col])-10] = '\0';
4328 strcat(p[col], "\n");
4331 for (i=0;i<=col;i++)
4336 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4338 char s[EATER_EXT][MAX_NLEN];
4339 OBJECT_TYPE_VALUE tval = 0;
4341 KIND_OBJECT_IDX k_idx;
4342 OBJECT_SUBTYPE_VALUE i;
4345 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4347 for (ext = 0; ext < 3; ext++)
4351 /* Dump an extent name */
4356 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4360 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4364 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4368 /* Get magic device names that were eaten */
4369 for (i = 0; i < EATER_EXT; i++)
4371 int idx = EATER_EXT * ext + i;
4373 magic_num = p_ptr->magic_num2[idx];
4374 if (!magic_num) continue;
4376 k_idx = lookup_kind(tval, i);
4377 if (!k_idx) continue;
4378 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4382 /* Dump magic devices in this extent */
4385 for (i = 0; i < eat_num; i++)
4388 if (i % 3 < 2) fputs(" ", fff);
4389 else fputs("\n", fff);
4392 if (i % 3 > 0) fputs("\n", fff);
4394 else /* Not found */
4396 fputs(_(" (なし)\n", " (none)\n"), fff);
4400 else if (p_ptr->pclass == CLASS_SMITH)
4402 int i, id[250], n = 0, row;
4404 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4405 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4406 "Essence Num Essence Num Essence Num "));
4407 for (i = 0; essence_name[i]; i++)
4409 if (!essence_name[i][0]) continue;
4416 for (i = 0; i < row; i++)
4419 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4420 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4421 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4431 * @brief クエスト情報をファイルにダンプする
4432 * @param fff ファイルポインタ
4435 static void dump_aux_quest(FILE *fff)
4438 QUEST_IDX *quest_num;
4441 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4443 /* Allocate Memory */
4444 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4446 /* Sort by compete level */
4447 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4448 ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
4450 /* Dump Quest Information */
4452 do_cmd_knowledge_quests_completed(fff, quest_num);
4454 do_cmd_knowledge_quests_failed(fff, quest_num);
4458 C_KILL(quest_num, max_q_idx, QUEST_IDX);
4463 * @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
4464 * @param fff ファイルポインタ
4467 static void dump_aux_last_message(FILE *fff)
4471 if (!p_ptr->total_winner)
4475 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4476 for (i = MIN(message_num(), 30); i >= 0; i--)
4478 fprintf(fff,"> %s\n",message_str((s16b)i));
4483 /* Hack -- *Winning* message */
4484 else if (p_ptr->last_message)
4486 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4487 fprintf(fff," %s\n", p_ptr->last_message);
4494 * @brief 帰還場所情報をファイルにダンプする
4495 * @param fff ファイルポインタ
4498 static void dump_aux_recall(FILE *fff)
4501 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4503 for (y = 1; y < max_d_idx; y++)
4507 if (!d_info[y].maxdepth) continue;
4508 if (!max_dlv[y]) continue;
4509 if (d_info[y].final_guardian)
4511 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4513 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4515 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4516 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4522 * @brief オプション情報をファイルにダンプする
4523 * @param fff ファイルポインタ
4526 static void dump_aux_options(FILE *fff)
4528 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4531 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4534 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4536 if (ironman_small_levels)
4537 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4538 else if (always_small_levels)
4539 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4540 else if (small_levels)
4541 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4543 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4547 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4549 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4553 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4555 if (ironman_downward)
4556 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4559 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4561 if (ironman_nightmare)
4562 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4565 if (ironman_empty_levels)
4566 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4567 else if (empty_levels)
4568 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4570 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4575 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"));
4582 * @brief 闘技場の情報をファイルにダンプする
4583 * @param fff ファイルポインタ
4586 static void dump_aux_arena(FILE *fff)
4588 if (lite_town || vanilla_town) return;
4590 if (p_ptr->arena_number < 0)
4592 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4594 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4599 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4600 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4602 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4603 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4604 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4608 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4610 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4612 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4614 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4619 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4621 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");
4630 * @brief 撃破モンスターの情報をファイルにダンプする
4631 * @param fff ファイルポインタ
4634 static void dump_aux_monsters(FILE *fff)
4636 /* Monsters slain */
4639 long uniq_total = 0;
4640 long norm_total = 0;
4643 /* Sort by monster level */
4646 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4648 /* Allocate the "who" array */
4649 C_MAKE(who, max_r_idx, MONRACE_IDX);
4651 /* Count monster kills */
4652 for (k = 1; k < max_r_idx; k++)
4654 monster_race *r_ptr = &r_info[k];
4656 /* Ignore unused index */
4657 if (!r_ptr->name) continue;
4659 if (r_ptr->flags1 & RF1_UNIQUE)
4661 bool dead = (r_ptr->max_num == 0);
4666 /* Add a unique monster to the list */
4667 who[uniq_total++] = k;
4672 if (r_ptr->r_pkills > 0)
4674 norm_total += r_ptr->r_pkills;
4680 /* No monsters is defeated */
4683 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4686 /* Defeated more than one normal monsters */
4687 else if (uniq_total == 0)
4690 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4692 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4696 /* Defeated more than one unique monsters */
4697 else /* if (uniq_total > 0) */
4700 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);
4702 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"));
4705 /* Sort the array by dungeon depth of monsters */
4706 ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
4707 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));
4710 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4712 monster_race *r_ptr = &r_info[who[k]];
4713 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4718 /* Free the "who" array */
4719 C_KILL(who, max_r_idx, s16b);
4724 * @brief 元種族情報をファイルにダンプする
4725 * @param fff ファイルポインタ
4728 static void dump_aux_race_history(FILE *fff)
4730 if (p_ptr->old_race1 || p_ptr->old_race2)
4734 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);
4735 for (i = 0; i < MAX_RACES; i++)
4737 if (p_ptr->start_race == i) continue;
4740 if (!(p_ptr->old_race1 & 1L << i)) continue;
4744 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4746 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4755 * @brief 元魔法領域情報をファイルにダンプする
4756 * @param fff ファイルポインタ
4759 static void dump_aux_realm_history(FILE *fff)
4761 if (p_ptr->old_realm)
4766 for (i = 0; i < MAX_MAGIC; i++)
4768 if (!(p_ptr->old_realm & 1L << i)) continue;
4769 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]);
4777 * @brief 徳の情報をファイルにダンプする
4778 * @param fff ファイルポインタ
4781 static void dump_aux_virtues(FILE *fff)
4785 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4787 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4788 (2 * p_ptr->hitdie +
4789 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4792 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4793 else fprintf(fff, "現在の体力ランク : ???\n\n");
4794 fprintf(fff, "能力の最大値\n");
4796 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4797 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4798 fprintf(fff, "Limits of maximum stats\n");
4800 for (v_nr = 0; v_nr < A_MAX; v_nr++)
4802 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);
4803 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4806 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment());
4813 * @brief 突然変異の情報をファイルにダンプする
4814 * @param fff ファイルポインタ
4817 static void dump_aux_mutations(FILE *fff)
4819 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4821 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4822 dump_mutations(fff);
4828 * @brief 所持品の情報をファイルにダンプする
4829 * @param fff ファイルポインタ
4832 static void dump_aux_equipment_inventory(FILE *fff)
4835 GAME_TEXT o_name[MAX_NLEN];
4837 /* Dump the equipment */
4840 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4841 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4843 object_desc(o_name, &inventory[i], 0);
4844 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4845 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4847 fprintf(fff, "%c) %s\n",
4848 index_to_label(i), o_name);
4850 fprintf(fff, "\n\n");
4853 /* Dump the inventory */
4854 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4856 for (i = 0; i < INVEN_PACK; i++)
4858 /* Don't dump the empty slots */
4859 if (!inventory[i].k_idx) break;
4861 /* Dump the inventory slots */
4862 object_desc(o_name, &inventory[i], 0);
4863 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4866 /* Add an empty line */
4867 fprintf(fff, "\n\n");
4872 * @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
4873 * @param fff ファイルポインタ
4876 static void dump_aux_home_museum(FILE *fff)
4878 GAME_TEXT o_name[MAX_NLEN];
4881 /* Do we need it?? */
4882 /* process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x); */
4884 /* Print the home */
4885 st_ptr = &town_info[1].store[STORE_HOME];
4887 /* Home -- if anything there */
4888 if (st_ptr->stock_num)
4893 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4895 /* Dump all available items */
4896 for (i = 0; i < st_ptr->stock_num; i++)
4899 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4900 object_desc(o_name, &st_ptr->stock[i], 0);
4901 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4904 /* Add an empty line */
4905 fprintf(fff, "\n\n");
4909 /* Print the home */
4910 st_ptr = &town_info[1].store[STORE_MUSEUM];
4912 /* Home -- if anything there */
4913 if (st_ptr->stock_num)
4918 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4920 /* Dump all available items */
4921 for (i = 0; i < st_ptr->stock_num; i++)
4924 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4925 object_desc(o_name, &st_ptr->stock[i], 0);
4926 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4928 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4929 object_desc(o_name, &st_ptr->stock[i], 0);
4930 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4935 /* Add an empty line */
4936 fprintf(fff, "\n\n");
4942 * @brief ダンプ出力のメインルーチン
4943 * Output the character dump to a file
4944 * @param fff ファイルポインタ
4947 errr make_character_dump(FILE *fff)
4950 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4951 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4953 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4954 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4959 dump_aux_display_player(fff);
4960 dump_aux_last_message(fff);
4961 dump_aux_options(fff);
4962 dump_aux_recall(fff);
4963 dump_aux_quest(fff);
4964 dump_aux_arena(fff);
4965 dump_aux_monsters(fff);
4966 dump_aux_virtues(fff);
4967 dump_aux_race_history(fff);
4968 dump_aux_realm_history(fff);
4969 dump_aux_class_special(fff);
4970 dump_aux_mutations(fff);
4973 dump_aux_equipment_inventory(fff);
4974 dump_aux_home_museum(fff);
4976 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
4981 * @brief プレイヤーステータスをファイルダンプ出力する
4982 * Hack -- Dump a character description file
4983 * @param name 出力ファイル名
4986 * Allow the "full" flag to dump additional info,
4987 * and trigger its usage from various places in the code.
4989 errr file_character(concptr name)
4995 /* Build the filename */
4996 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
4998 /* File type is "TEXT" */
4999 FILE_TYPE(FILE_TYPE_TEXT);
5001 /* Check for existing file */
5002 fd = fd_open(buf, O_RDONLY);
5011 (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);
5014 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5017 /* Open the non-existing file */
5018 if (fd < 0) fff = my_fopen(buf, "w");
5023 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);
5031 (void)make_character_dump(fff);
5035 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."));
5044 * @brief ファイル内容の一行をコンソールに出力する
5045 * Display single line of on-line help file
5046 * @param str 出力する文字列
5052 * You can insert some special color tag to change text color.
5054 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5055 * A colored segment is between "[[[[y|" and the last "|".
5056 * You can use any single character in place of the "|".
5059 static void show_file_aux_line(concptr str, int cy, concptr shower)
5061 static const char tag_str[] = "[[[[";
5062 byte color = TERM_WHITE;
5070 /* Make a lower case version of str for searching */
5075 /* Initial cursor position */
5076 Term_gotoxy(cx, cy);
5078 for (i = 0; str[i];)
5080 int len = strlen(&str[i]);
5081 int showercol = len + 1;
5082 int bracketcol = len + 1;
5086 /* Search for a shower string in the line */
5089 ptr = my_strstr(&lcstr[i], shower);
5090 if (ptr) showercol = ptr - &lcstr[i];
5093 /* Search for a color segment tag */
5094 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5095 if (ptr) bracketcol = ptr - &str[i];
5097 /* A color tag is found */
5098 if (bracketcol < endcol) endcol = bracketcol;
5100 /* The shower string is found before the color tag */
5101 if (showercol < endcol) endcol = showercol;
5103 /* Print a segment of the line */
5104 Term_addstr(endcol, color, &str[i]);
5108 /* Shower string? */
5109 if (endcol == showercol)
5111 int showerlen = strlen(shower);
5113 /* Print the shower string in yellow */
5114 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5119 /* Colored segment? */
5120 else if (endcol == bracketcol)
5124 /* Found the end of colored segment */
5127 /* Now looking for an another tag_str */
5130 /* Set back to the default color */
5135 /* Found a tag_str, and get a tag color */
5136 i += sizeof(tag_str)-1;
5139 color = color_char_to_attr(str[i]);
5141 /* Illegal color tag */
5142 if (color == 255 || str[i+1] == '\0')
5144 /* Illegal color tag */
5147 /* Print the broken tag as a string */
5148 Term_addstr(-1, TERM_WHITE, tag_str);
5149 cx += sizeof(tag_str)-1;
5153 /* Skip the color tag */
5156 /* Now looking for a close tag */
5159 /* Skip the close-tag-indicator */
5165 } /* for (i = 0; str[i];) */
5167 /* Clear rest of line */
5168 Term_erase(cx, cy, 255);
5173 * @brief ファイル内容をコンソールに出力する
5174 * Recursive file perusal.
5175 * @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
5176 * @param name ファイル名の文字列
5177 * @param what 内容キャプションの文字列
5178 * @param line 表示の現在行
5183 * Process various special text in the input file, including
5184 * the "menu" structures used by the "help file" system.
5185 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5188 bool show_file(bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
5192 /* Number of "real" lines passed by */
5195 /* Number of "real" lines in the file */
5198 /* Backup value for "line" */
5201 /* This screen has sub-screens */
5204 /* Current help file */
5207 /* Find this string (if any) */
5208 concptr find = NULL;
5210 /* Jump to this tag */
5213 /* Hold strings to find/show */
5214 char finder_str[81];
5215 char shower_str[81];
5218 /* String to show */
5219 concptr shower = NULL;
5222 char filename[1024];
5224 /* Describe this thing */
5230 /* General buffer */
5233 /* Sub-menu information */
5236 bool reverse = (line < 0);
5240 Term_get_size(&wid, &hgt);
5244 strcpy(finder_str, "");
5247 strcpy(shower_str, "");
5250 strcpy(caption, "");
5252 /* Wipe the hooks */
5253 for (i = 0; i < 68; i++)
5258 /* Copy the filename */
5259 strcpy(filename, name);
5261 n = strlen(filename);
5263 /* Extract the tag from the filename */
5264 for (i = 0; i < n; i++)
5266 if (filename[i] == '#')
5269 tag = filename + i + 1;
5274 /* Redirect the name */
5281 strcpy(caption, what);
5283 /* Access the "file" */
5287 fff = my_fopen(path, "r");
5290 /* Look in "help" */
5294 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5296 /* Build the filename */
5297 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5300 fff = my_fopen(path, "r");
5303 /* Look in "info" */
5307 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5309 /* Build the filename */
5310 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5313 fff = my_fopen(path, "r");
5316 /* Look in "info" */
5319 /* Build the filename */
5320 path_build(path, sizeof(path), ANGBAND_DIR, name);
5322 for (i = 0; path[i]; i++)
5323 if ('\\' == path[i])
5324 path[i] = PATH_SEP[0];
5327 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5330 fff = my_fopen(path, "r");
5335 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5342 /* Pre-Parse the file */
5347 /* Read a line or stop */
5348 if (my_fgets(fff, buf, sizeof(buf))) break;
5350 /* XXX Parse "menu" items */
5351 if (prefix(str, "***** "))
5353 /* Notice "menu" requests */
5354 if ((str[6] == '[') && isalpha(str[7]))
5356 /* Extract the menu item */
5357 int k = str[7] - 'A';
5359 /* This is a menu file */
5362 if ((str[8] == ']') && (str[9] == ' '))
5364 /* Extract the menu item */
5365 strncpy(hook[k], str + 10, 31);
5367 /* Make sure it's null-terminated */
5371 /* Notice "tag" requests */
5372 else if (str[6] == '<')
5374 size_t len = strlen(str);
5376 if (str[len - 1] == '>')
5378 str[len - 1] = '\0';
5379 if (tag && streq(str + 7, tag)) line = next;
5387 /* Count the "real" lines */
5391 /* Save the number of "real" lines */
5394 /* start from bottom when reverse mode */
5395 if (line == -1) line = ((size-1)/rows)*rows;
5398 /* Display the file */
5401 /* Restart when necessary */
5402 if (line >= size - rows) line = size - rows;
5403 if (line < 0) line = 0;
5405 /* Re-open the file if needed */
5410 /* Hack -- Re-Open the file */
5411 fff = my_fopen(path, "r");
5413 if (!fff) return (FALSE);
5415 /* File has been restarted */
5419 /* Goto the selected line */
5423 if (my_fgets(fff, buf, sizeof(buf))) break;
5425 /* Skip tags/links */
5426 if (prefix(buf, "***** ")) continue;
5428 /* Count the lines */
5432 /* Dump the next 20, or rows, lines of the file */
5433 for (i = 0; i < rows; )
5437 /* Hack -- track the "first" line */
5438 if (!i) line = next;
5440 /* Get a line of the file or stop */
5441 if (my_fgets(fff, buf, sizeof(buf))) break;
5443 /* Hack -- skip "special" lines */
5444 if (prefix(buf, "***** ")) continue;
5446 /* Count the "real" lines */
5449 /* Hack -- keep searching */
5454 /* Make a lower case version of str for searching */
5455 strcpy(lc_buf, str);
5456 str_tolower(lc_buf);
5458 if (!my_strstr(lc_buf, find)) continue;
5461 /* Hack -- stop searching */
5465 show_file_aux_line(str, i + 2, shower);
5467 /* Count the printed lines */
5473 /* Clear rest of line */
5474 Term_erase(0, i + 2, 255);
5479 /* Hack -- failed search */
5489 /* Show a general "title" */
5492 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5493 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5494 caption, line, size), 0, 0);
5498 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5499 caption, line, size), 0, 0);
5502 /* Prompt -- small files */
5506 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5509 /* Prompt -- large files */
5514 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5516 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5518 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5522 /* Get a special key code */
5523 skey = inkey_special(TRUE);
5527 /* Show the help for the help */
5529 /* Hack - prevent silly recursion */
5530 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5531 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5534 /* Hack -- try showing */
5537 prt(_("強調: ", "Show: "), hgt - 1, 0);
5539 strcpy(back_str, shower_str);
5540 if (askfor(shower_str, 80))
5544 /* Make it lowercase */
5545 str_tolower(shower_str);
5548 shower = shower_str;
5550 else shower = NULL; /* Stop showing */
5552 else strcpy(shower_str, back_str);
5555 /* Hack -- try finding */
5559 prt(_("検索: ", "Find: "), hgt - 1, 0);
5561 strcpy(back_str, finder_str);
5562 if (askfor(finder_str, 80))
5571 /* Make finder lowercase */
5572 str_tolower(finder_str);
5575 shower = finder_str;
5577 else shower = NULL; /* Stop showing */
5579 else strcpy(finder_str, back_str);
5582 /* Hack -- go to a specific line */
5586 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5589 if (askfor(tmp, 80)) line = atoi(tmp);
5593 /* Hack -- go to the top line */
5598 /* Hack -- go to the bottom line */
5600 line = ((size - 1) / rows) * rows;
5603 /* Hack -- go to a specific file */
5607 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5608 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5610 if (askfor(tmp, 80))
5612 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5617 /* Allow backing up */
5619 line = line + (reverse ? rows : -rows);
5620 if (line < 0) line = 0;
5626 if (line < 0) line = 0;
5629 /* Advance a single line */
5632 line = line + (reverse ? -1 : 1);
5633 if (line < 0) line = 0;
5636 /* Move up / down */
5640 if (line < 0) line = 0;
5648 /* Advance one page */
5650 line = line + (reverse ? -rows : rows);
5651 if (line < 0) line = 0;
5660 /* Recurse on numbers */
5665 if (!(skey & SKEY_MASK) && isalpha(skey))
5668 if ((key > -1) && hook[key][0])
5670 /* Recurse on that file */
5671 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5676 /* Hack, dump to file */
5685 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5688 /* Build the filename */
5689 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5691 /* Hack -- Re-Open the file */
5692 fff = my_fopen(path, "r");
5694 ffp = my_fopen(buff, "w");
5698 msg_print(_("ファイルを開けません。", "Failed to open file."));
5703 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5704 my_fputs(ffp, xtmp, 80);
5705 my_fputs(ffp, "\n", 80);
5707 while (!my_fgets(fff, buff, sizeof(buff)))
5708 my_fputs(ffp, buff, 80);
5712 /* Hack -- Re-Open the file */
5713 fff = my_fopen(path, "r");
5716 /* Return to last screen */
5717 if ((skey == ESCAPE) || (skey == '<')) break;
5719 /* Exit on the ^q */
5720 if (skey == KTRL('q')) skey = 'q';
5722 /* Exit on the q key */
5723 if (skey == 'q') break;
5728 if (skey == 'q') return (FALSE);
5736 * @brief ヘルプを表示するコマンドのメインルーチン
5737 * Peruse the On-Line-Help
5741 void do_cmd_help(void)
5745 /* Peruse the main help file */
5746 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5752 * @brief プレイヤーの名前をチェックして修正する
5753 * Process the player name.
5754 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5757 * Extract a clean "base name".
5758 * Build the savefile name if needed.
5760 void process_player_name(bool sf)
5763 char old_player_base[32] = "";
5765 if (character_generated) strcpy(old_player_base, player_base);
5767 /* Cannot be too long */
5768 #if defined(MACINTOSH) || defined(ACORN)
5769 if (strlen(p_ptr->name) > 15)
5772 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5776 /* Cannot contain "icky" characters */
5777 for (i = 0; p_ptr->name[i]; i++)
5779 /* No control characters */
5781 if (iskanji(p_ptr->name[i])){i++;continue;}
5782 if (iscntrl( (unsigned char)p_ptr->name[i]))
5784 if (iscntrl(p_ptr->name[i]))
5788 /* Illegal characters */
5789 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);
5796 /* Extract "useful" letters */
5797 for (i = 0; p_ptr->name[i]; i++)
5800 unsigned char c = p_ptr->name[i];
5802 char c = p_ptr->name[i];
5806 /* Convert "dot" to "underscore" */
5807 if (c == '.') c = '_';
5809 /* Accept all the letters */
5810 player_base[k++] = c;
5815 /* Extract "useful" letters */
5816 for (i = 0; p_ptr->name[i]; i++)
5819 unsigned char c = p_ptr->name[i];
5821 char c = p_ptr->name[i];
5824 /* Accept some letters */
5827 if(k + 2 >= sizeof(player_base) || !p_ptr->name[i+1]) break;
5828 player_base[k++] = c;
5830 player_base[k++] = p_ptr->name[i];
5833 else if (iskana(c)) player_base[k++] = c;
5837 /* Convert path separator to underscore */
5838 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5839 player_base[k++] = '_';
5840 i += strlen(PATH_SEP);
5842 /* Convert some characters to underscore */
5843 #if defined(WINDOWS)
5844 else if (my_strchr("\"*,/:;<>?\\|", c)) player_base[k++] = '_';
5846 else if (isprint(c)) player_base[k++] = c;
5852 player_base[k] = '\0';
5854 /* Require a "base" name */
5855 if (!player_base[0]) strcpy(player_base, "PLAYER");
5858 #ifdef SAVEFILE_MUTABLE
5864 if (!savefile_base[0] && savefile[0])
5871 t = my_strstr(s, PATH_SEP);
5876 strcpy(savefile_base, s);
5879 if (!savefile_base[0] || !savefile[0])
5882 /* Change the savefile name */
5887 strcpy(savefile_base, player_base);
5889 #ifdef SAVEFILE_USE_UID
5890 /* Rename the savefile, using the player_uid and player_base */
5891 (void)sprintf(temp, "%d.%s", player_uid, player_base);
5893 /* Rename the savefile, using the player_base */
5894 (void)sprintf(temp, "%s", player_base);
5897 /* Build the filename */
5898 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5901 /* Load an autopick preference file */
5902 if (character_generated)
5904 if (!streq(old_player_base, player_base)) autopick_load_pref(FALSE);
5910 * @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
5911 * Gets a name for the character, reacting to name changes.
5915 * Assumes that "display_player(0)" has just been called
5916 * Perhaps we should NOT ask for a name (at "birth()") on
5917 * Unix machines? XXX XXX
5918 * What a horrible name for a global function.
5925 /* Save the player name */
5926 strcpy(tmp, p_ptr->name);
5928 /* Prompt for a new name */
5929 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))
5932 strcpy(p_ptr->name, tmp);
5935 if (0 == strlen(p_ptr->name))
5937 /* Use default name */
5938 strcpy(p_ptr->name, "PLAYER");
5941 strcpy(tmp,ap_ptr->title);
5948 strcat(tmp,p_ptr->name);
5950 /* Re-Draw the name (in light blue) */
5951 Term_erase(34, 1, 255);
5952 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5954 /* Erase the prompt, etc */
5961 * @brief セーブするコマンドのメインルーチン
5963 * @param is_autosave オートセーブ中の処理ならばTRUE
5967 void do_cmd_save_game(int is_autosave)
5969 /* Autosaves do not disturb */
5972 msg_print(_("自動セーブ中", "Autosaving the game..."));
5976 disturb(TRUE, TRUE);
5979 /* Clear messages */
5983 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
5987 /* The player is not dead */
5988 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
5990 /* Forbid suspend */
5991 signals_ignore_tstp();
5993 /* Save the player */
5996 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
5999 /* Save failed (oops) */
6002 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6005 /* Allow suspend again */
6006 signals_handle_tstp();
6010 /* Note that the player is not dead */
6011 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6013 /* HACK -- don't get sanity blast on updating view */
6014 is_loading_now = FALSE;
6016 update_creature(p_ptr);
6018 /* Initialize monster process */
6021 /* HACK -- reset the hackish flag */
6022 is_loading_now = TRUE;
6027 * @brief セーブ後にゲーム中断フラグを立てる/
6028 * Save the game and exit
6032 void do_cmd_save_and_exit(void)
6034 p_ptr->playing = FALSE;
6035 p_ptr->leaving = TRUE;
6036 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6042 * Hack -- Calculates the total number of points earned -JWT-
6046 long total_points(void)
6050 u32b point, point_h, point_l;
6051 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
6053 if (!preserve_mode) mult += 10;
6054 if (!autoroller) mult += 10;
6055 if (!smart_learn) mult -= 20;
6056 if (smart_cheat) mult += 30;
6057 if (ironman_shops) mult += 50;
6058 if (ironman_small_levels) mult += 10;
6059 if (ironman_empty_levels) mult += 20;
6060 if (!powerup_home) mult += 50;
6061 if (ironman_rooms) mult += 100;
6062 if (ironman_nightmare) mult += 100;
6064 if (mult < 5) mult = 5;
6066 for (i = 0; i < max_d_idx; i++)
6067 if(max_dlv[i] > max_dl)
6068 max_dl = max_dlv[i];
6070 point_l = (p_ptr->max_max_exp + (100 * max_dl));
6071 point_h = point_l / 0x10000L;
6072 point_l = point_l % 0x10000L;
6075 point_h += point_l / 0x10000L;
6076 point_l %= 0x10000L;
6078 point_l += ((point_h % 100) << 16);
6082 point = (point_h << 16) + (point_l);
6083 if (p_ptr->arena_number >= 0)
6084 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
6086 if (ironman_downward) point *= 2;
6087 if (p_ptr->pclass == CLASS_BERSERKER)
6089 if ( p_ptr->prace == RACE_SPECTRE )
6093 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
6096 if (p_ptr->total_winner) point = 2;
6098 if (easy_band) point = (0 - point);
6104 #define GRAVE_LINE_WIDTH 31
6107 * @brief 墓石の真ん中に文字列を書き込む /
6108 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6112 static void center_string(char *buf, concptr str)
6119 /* Necessary border */
6120 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6123 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6130 * Save a "bones" file for a dead character
6133 * Note that we will not use these files until Angband 2.8.0, and
6134 * then we will only use the name and level on which death occured.
6135 * Should probably attempt some form of locking...
6138 static void make_bones(void)
6145 /* Ignore wizards and borgs */
6146 if (!(p_ptr->noscore & 0x00FF))
6148 /* Ignore people who die in town */
6149 if (current_floor_ptr->dun_level)
6154 sprintf(tmp, "bone.%03d", current_floor_ptr->dun_level);
6156 /* Build the filename */
6157 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6159 /* Attempt to open the bones file */
6160 fp = my_fopen(str, "r");
6162 /* Close it right away */
6163 if (fp) my_fclose(fp);
6165 /* Do not over-write a previous ghost */
6168 /* File type is "TEXT" */
6169 FILE_TYPE(FILE_TYPE_TEXT);
6171 /* Grab permissions */
6174 /* Try to write a new "Bones File" */
6175 fp = my_fopen(str, "w");
6177 /* Drop permissions */
6180 /* Not allowed to write it? Weird. */
6184 fprintf(fp, "%s\n", p_ptr->name);
6185 fprintf(fp, "%d\n", p_ptr->mhp);
6186 fprintf(fp, "%d\n", p_ptr->prace);
6187 fprintf(fp, "%d\n", p_ptr->pclass);
6189 /* Close and save the Bones file */
6198 * Redefinable "print_tombstone" action
6200 bool (*tombstone_aux)(void) = NULL;
6204 * @brief 墓石のアスキーアート表示 /
6205 * Display a "tomb-stone"
6208 void print_tomb(void)
6212 /* Do we use a special tombstone ? */
6215 /* Use tombstone hook */
6216 done = (*tombstone_aux)();
6219 /* Print the text-tombstone */
6228 time_t ct = time((time_t)0);
6234 /* Build the filename */
6235 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6237 /* Open the News file */
6238 fp = my_fopen(buf, "r");
6245 /* Dump the file to the screen */
6246 while (0 == my_fgets(fp, buf, sizeof(buf)))
6248 /* Display and advance */
6249 put_str(buf, i++, 0);
6257 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6270 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6273 center_string(buf, p_ptr->name);
6274 put_str(buf, 6, 11);
6277 center_string(buf, "the");
6278 put_str(buf, 7, 11);
6281 center_string(buf, p);
6282 put_str(buf, 8, 11);
6284 center_string(buf, cp_ptr->title);
6285 put_str(buf, 10, 11);
6287 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6288 center_string(buf, tmp);
6289 put_str(buf, 11, 11);
6291 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6292 center_string(buf, tmp);
6293 put_str(buf, 12, 11);
6295 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6296 center_string(buf, tmp);
6297 put_str(buf, 13, 11);
6300 /* 墓に刻む言葉をオリジナルより細かく表示 */
6301 if (streq(p_ptr->died_from, "途中終了"))
6303 strcpy(tmp, "<自殺>");
6305 else if (streq(p_ptr->died_from, "ripe"))
6307 strcpy(tmp, "引退後に天寿を全う");
6309 else if (streq(p_ptr->died_from, "Seppuku"))
6311 strcpy(tmp, "勝利の後、切腹");
6315 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6316 t = tmp + strlen(tmp) + 1;
6319 strcpy(dummy, t); /* 2nd line */
6320 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6322 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6325 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6328 char *name_head = my_strstr(tmp, "『");
6329 sprintf(dummy2, "%s%s", name_head, dummy);
6330 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6332 strcpy(dummy, dummy2);
6336 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6339 char *name_head = my_strstr(tmp, "「");
6340 sprintf(dummy2, "%s%s", name_head, dummy);
6341 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6343 strcpy(dummy, dummy2);
6347 center_string(buf, dummy);
6348 put_str(buf, 15, 11);
6352 center_string(buf, tmp);
6353 put_str(buf, 14, 11);
6355 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6357 if (current_floor_ptr->dun_level == 0)
6359 concptr field_name = p_ptr->town_num ? "街" : "荒野";
6360 if (streq(p_ptr->died_from, "途中終了"))
6362 sprintf(tmp, "%sで死んだ", field_name);
6366 sprintf(tmp, "に%sで殺された", field_name);
6371 if (streq(p_ptr->died_from, "途中終了"))
6373 sprintf(tmp, "地下 %d 階で死んだ", (int)current_floor_ptr->dun_level);
6377 sprintf(tmp, "に地下 %d 階で殺された", (int)current_floor_ptr->dun_level);
6380 center_string(buf, tmp);
6381 put_str(buf, 15 + extra_line, 11);
6384 (void)sprintf(tmp, "Killed on Level %d", current_floor_ptr->dun_level);
6385 center_string(buf, tmp);
6386 put_str(buf, 14, 11);
6388 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6389 center_string(buf, tmp);
6390 put_str(buf, 15, 11);
6391 t = tmp + strlen(tmp) + 1;
6394 strcpy(dummy, t); /* 2nd line */
6395 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6397 int dummy_len = strlen(dummy);
6398 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6400 center_string(buf, dummy);
6401 put_str(buf, 16, 11);
6405 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6406 center_string(buf, tmp);
6407 put_str(buf, 17, 11);
6408 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6414 * @brief 死亡、引退時の簡易ステータス表示 /
6415 * Display some character info
6418 void show_info(void)
6424 /* Hack -- Know everything in the inven/equip */
6425 for (i = 0; i < INVEN_TOTAL; i++)
6427 o_ptr = &inventory[i];
6429 /* Skip non-objects */
6430 if (!o_ptr->k_idx) continue;
6432 /* Aware and Known */
6433 object_aware(o_ptr);
6434 object_known(o_ptr);
6437 for (i = 1; i < max_towns; i++)
6439 st_ptr = &town_info[i].store[STORE_HOME];
6441 /* Hack -- Know everything in the home */
6442 for (j = 0; j < st_ptr->stock_num; j++)
6444 o_ptr = &st_ptr->stock[j];
6446 /* Skip non-objects */
6447 if (!o_ptr->k_idx) continue;
6449 /* Aware and Known */
6450 object_aware(o_ptr);
6451 object_known(o_ptr);
6455 /* Hack -- Recalculate bonuses */
6456 p_ptr->update |= (PU_BONUS);
6459 /* Flush all input keys */
6465 /* Describe options */
6466 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);
6467 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);
6469 /* Dump character records as requested */
6475 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6478 strcpy(out_val, "");
6480 /* Ask for filename (or abort) */
6481 if (!askfor(out_val, 60)) return;
6483 /* Return means "show on screen" */
6484 if (!out_val[0]) break;
6487 /* Dump a character file */
6488 (void)file_character(out_val);
6495 /* Prompt for inventory */
6496 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);
6498 /* Allow abort at this point */
6499 if (inkey() == ESCAPE) return;
6502 /* Show equipment and inventory */
6504 /* Equipment -- if any */
6508 (void)show_equip(0, USE_FULL);
6509 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6511 if (inkey() == ESCAPE) return;
6514 /* Inventory -- if any */
6518 (void)show_inven(0, USE_FULL);
6519 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6521 if (inkey() == ESCAPE) return;
6524 /* Homes in the different towns */
6525 for (l = 1; l < max_towns; l++)
6527 st_ptr = &town_info[l].store[STORE_HOME];
6529 /* Home -- if anything there */
6530 if (st_ptr->stock_num)
6532 /* Display contents of the home */
6533 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6538 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6540 GAME_TEXT o_name[MAX_NLEN];
6544 o_ptr = &st_ptr->stock[i];
6546 /* Print header, clear line */
6547 sprintf(tmp_val, "%c) ", I2A(j));
6548 prt(tmp_val, j+2, 4);
6550 /* Display object description */
6551 object_desc(o_name, o_ptr, 0);
6552 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6556 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);
6559 if (inkey() == ESCAPE) return;
6567 * Display some character info
6570 bool check_score(void)
6575 if (highscore_fd < 0)
6577 msg_print(_("スコア・ファイルが使用できません。", "Score file unavailable."));
6582 #ifndef SCORE_WIZARDS
6583 /* Wizard-mode pre-empts scoring */
6584 if (p_ptr->noscore & 0x000F)
6586 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."));
6593 /* Borg-mode pre-empts scoring */
6594 if (p_ptr->noscore & 0x00F0)
6596 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."));
6602 #ifndef SCORE_CHEATERS
6603 /* Cheaters are not scored */
6604 if (p_ptr->noscore & 0xFF00)
6606 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."));
6613 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("強制終了", "Interrupting")))
6615 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."));
6621 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("途中終了", "Quitting")))
6623 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."));
6632 * @brief 異常発生時のゲーム緊急終了処理 /
6633 * Handle abrupt death of the visual system
6637 * This routine is called only in very rare situations, and only
6638 * by certain visual systems, when they experience fatal errors.
6639 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6640 * save file so that player can see tombstone when restart.
6643 void exit_game_panic(void)
6645 /* If nothing important has happened, just quit */
6646 if (!character_generated || character_saved) quit(_("緊急事態", "panic"));
6648 /* Mega-Hack -- see "msg_print()" */
6651 /* Clear the top line */
6654 /* Hack -- current_world_ptr->game_turn off some things */
6655 disturb(TRUE, TRUE);
6657 /* Mega-Hack -- Delay death */
6658 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6660 /* Hardcode panic save */
6661 p_ptr->panic_save = 1;
6663 /* Forbid suspend */
6664 signals_ignore_tstp();
6666 /* Indicate panic save */
6667 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6669 /* Panic save, or get worried */
6670 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6672 /* Successful panic save */
6673 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6678 * @brief ファイルからランダムに行を一つ取得する /
6679 * Get a random line from a file
6680 * @param file_name ファイル名
6681 * @param entry 特定条件時のN:タグヘッダID
6682 * @param output 出力先の文字列参照ポインタ
6686 * Based on the monster speech patch by Matt Graham,
6689 errr get_rnd_line(concptr file_name, int entry, char *output)
6697 /* Build the filename */
6698 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6701 fp = my_fopen(buf, "r");
6706 /* Find the entry of the monster */
6709 /* Get a line from the file */
6710 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6712 /* Count the lines */
6715 /* Look for lines starting with 'N:' */
6716 if ((buf[0] == 'N') && (buf[1] == ':'))
6718 /* Allow default lines */
6724 else if (buf[2] == 'M')
6726 if (r_info[entry].flags1 & RF1_MALE) break;
6728 else if (buf[2] == 'F')
6730 if (r_info[entry].flags1 & RF1_FEMALE) break;
6732 /* Get the monster number */
6733 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6735 /* Is it the right number? */
6736 if (test == entry) break;
6740 /* Error while converting the number */
6741 msg_format("Error in line %d of %s!", line_num, file_name);
6749 /* Reached end of file */
6755 /* Get the random line */
6756 for (counter = 0; ; counter++)
6760 test = my_fgets(fp, buf, sizeof(buf));
6762 /* Count the lines */
6763 /* line_num++; No more needed */
6767 /* Ignore lines starting with 'N:' */
6768 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6770 if (buf[0] != '#') break;
6779 if (one_in_(counter + 1)) strcpy(output, buf);
6784 return counter ? 0 : -1;
6790 * @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) /
6791 * @param file_name ファイル名
6792 * @param entry 特定条件時のN:タグヘッダID
6793 * @param output 出力先の文字列参照ポインタ
6798 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
6803 for (i = 0; i < count; i++)
6805 result = get_rnd_line(file_name, entry, output);
6808 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
6816 * @brief 自動拾いファイルを読み込む /
6820 errr process_autopick_file(concptr name)
6826 /* Build the filename */
6827 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6829 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
6835 * @brief プレイヤーの生い立ちファイルを読み込む /
6836 * Process file for player's history editor.
6841 errr process_histpref_file(concptr name)
6845 bool old_character_xtra = character_xtra;
6847 /* Build the filename */
6848 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6850 /* Hack -- prevent modification birth options in this file */
6851 character_xtra = TRUE;
6853 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
6855 character_xtra = old_character_xtra;
6860 * @brief ファイル位置をシーク /
6861 * @param fd ファイルディスクリプタ
6862 * @param where ファイルバイト位置
6863 * @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
6867 static errr counts_seek(int fd, u32b where, bool flag)
6870 char temp1[128], temp2[128];
6871 u32b zero_header[3] = {0L, 0L, 0L};
6874 #ifdef SAVEFILE_USE_UID
6875 (void)sprintf(temp1, "%d.%s.%d%d%d", player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6877 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6879 for (i = 0; temp1[i]; i++)
6880 temp1[i] ^= (i+1) * 63;
6885 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
6887 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
6892 fd_seek(fd, seekpoint);
6893 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
6894 fd_write(fd, (char*)(temp1), sizeof(temp1));
6898 if (strcmp(temp1, temp2) == 0)
6901 seekpoint += 128 + 3 * sizeof(u32b);
6904 return fd_seek(fd, seekpoint + where * sizeof(u32b));
6908 * @brief ファイル位置を読み込む
6909 * @param where ファイルバイト位置
6913 u32b counts_read(int where)
6919 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6920 fd = fd_open(buf, O_RDONLY);
6922 if (counts_seek(fd, where, FALSE) ||
6923 fd_read(fd, (char*)(&count), sizeof(u32b)))
6932 * @brief ファイル位置に書き込む /
6933 * @param where ファイルバイト位置
6934 * @param count 書き込む値
6938 errr counts_write(int where, u32b count)
6944 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6946 /* Grab permissions */
6949 fd = fd_open(buf, O_RDWR);
6951 /* Drop permissions */
6956 /* File type is "DATA" */
6957 FILE_TYPE(FILE_TYPE_DATA);
6959 /* Grab permissions */
6962 /* Create a new high score file */
6963 fd = fd_make(buf, 0644);
6965 /* Drop permissions */
6969 /* Grab permissions */
6972 err = fd_lock(fd, F_WRLCK);
6974 /* Drop permissions */
6979 counts_seek(fd, where, TRUE);
6980 fd_write(fd, (char*)(&count), sizeof(u32b));
6982 /* Grab permissions */
6985 err = fd_lock(fd, F_UNLCK);
6987 /* Drop permissions */
6998 #ifdef HANDLE_SIGNALS
7005 * @brief OSからのシグナルを受けてサスペンド状態に入る /
7006 * Handle signals -- suspend
7007 * @param sig 受け取ったシグナル
7009 * Actually suspend the game, and then resume cleanly
7011 static void handle_signal_suspend(int sig)
7013 /* Disable handler */
7014 (void)signal(sig, SIG_IGN);
7021 /* Suspend the "Term" */
7022 Term_xtra(TERM_XTRA_ALIVE, 0);
7024 /* Suspend ourself */
7025 (void)kill(0, SIGSTOP);
7027 /* Resume the "Term" */
7028 Term_xtra(TERM_XTRA_ALIVE, 1);
7030 /* Redraw the term */
7033 /* Flush the term */
7038 /* Restore handler */
7039 (void)signal(sig, handle_signal_suspend);
7044 * @brief OSからのシグナルを受けて中断、終了する /
7045 * Handle signals -- simple (interrupt and quit)
7046 * @param sig 受け取ったシグナル
7049 * This function was causing a *huge* number of problems, so it has
7050 * been simplified greatly. We keep a global variable which counts
7051 * the number of times the user attempts to kill the process, and
7052 * we commit suicide if the user does this a certain number of times.
7053 * We attempt to give "feedback" to the user as he approaches the
7054 * suicide thresh-hold, but without penalizing accidental keypresses.
7055 * To prevent messy accidents, we should reset this global variable
7056 * whenever the user enters a keypress, or something like that.
7059 static void handle_signal_simple(int sig)
7061 /* Disable handler */
7062 (void)signal(sig, SIG_IGN);
7065 /* Nothing to save, just quit */
7066 if (!character_generated || character_saved) quit(NULL);
7069 /* Count the signals */
7073 /* Terminate dead characters */
7076 /* Mark the savefile */
7077 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
7087 quit(_("強制終了", "interrupt"));
7090 /* Allow suicide (after 5) */
7091 else if (signal_count >= 5)
7093 /* Cause of "death" */
7094 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
7101 p_ptr->playing = FALSE;
7104 p_ptr->is_dead = TRUE;
7105 p_ptr->leaving = TRUE;
7111 quit(_("強制終了", "interrupt"));
7114 /* Give warning (after 4) */
7115 else if (signal_count >= 4)
7118 Term_xtra(TERM_XTRA_NOISE, 0);
7120 /* Clear the top line */
7121 Term_erase(0, 0, 255);
7123 /* Display the cause */
7124 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7129 /* Give warning (after 2) */
7130 else if (signal_count >= 2)
7133 Term_xtra(TERM_XTRA_NOISE, 0);
7136 /* Restore handler */
7137 (void)signal(sig, handle_signal_simple);
7142 * @brief OSからのシグナルを受けて強制終了する /
7143 * Handle signal -- abort, kill, etc
7144 * @param sig 受け取ったシグナル
7148 * This function was causing a *huge* number of problems, so it has
7149 * been simplified greatly. We keep a global variable which counts
7150 * the number of times the user attempts to kill the process, and
7151 * we commit suicide if the user does this a certain number of times.
7152 * We attempt to give "feedback" to the user as he approaches the
7153 * suicide thresh-hold, but without penalizing accidental keypresses.
7154 * To prevent messy accidents, we should reset this global variable
7155 * whenever the user enters a keypress, or something like that.
7158 static void handle_signal_abort(int sig)
7162 Term_get_size(&wid, &hgt);
7164 /* Disable handler */
7165 (void)signal(sig, SIG_IGN);
7168 /* Nothing to save, just quit */
7169 if (!character_generated || character_saved) quit(NULL);
7176 /* Clear the bottom line */
7177 Term_erase(0, hgt - 1, 255);
7179 /* Give a warning */
7180 Term_putstr(0, hgt - 1, -1, TERM_RED,
7181 _("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!"));
7184 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7186 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7192 p_ptr->panic_save = 1;
7195 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7197 /* Forbid suspend */
7198 signals_ignore_tstp();
7200 /* Attempt to save */
7203 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7209 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7216 quit(_("ソフトのバグ", "software bug"));
7220 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7221 * Ignore SIGTSTP signals (keyboard suspend)
7225 void signals_ignore_tstp(void)
7229 (void)signal(SIGTSTP, SIG_IGN);
7235 * @brief OSからのSIGTSTPシグナルハンドラ /
7236 * Handle SIGTSTP signals (keyboard suspend)
7240 void signals_handle_tstp(void)
7244 (void)signal(SIGTSTP, handle_signal_suspend);
7251 * @brief OSからのシグナルハンドルを初期化する /
7252 * Prepare to handle the relevant signals
7256 void signals_init(void)
7260 (void)signal(SIGHUP, SIG_IGN);
7265 (void)signal(SIGTSTP, handle_signal_suspend);
7270 (void)signal(SIGINT, handle_signal_simple);
7274 (void)signal(SIGQUIT, handle_signal_simple);
7279 (void)signal(SIGFPE, handle_signal_abort);
7283 (void)signal(SIGILL, handle_signal_abort);
7287 (void)signal(SIGTRAP, handle_signal_abort);
7291 (void)signal(SIGIOT, handle_signal_abort);
7295 (void)signal(SIGKILL, handle_signal_abort);
7299 (void)signal(SIGBUS, handle_signal_abort);
7303 (void)signal(SIGSEGV, handle_signal_abort);
7307 (void)signal(SIGTERM, handle_signal_abort);
7311 (void)signal(SIGPIPE, handle_signal_abort);
7315 (void)signal(SIGEMT, handle_signal_abort);
7319 (void)signal(SIGDANGER, handle_signal_abort);
7323 (void)signal(SIGSYS, handle_signal_abort);
7327 (void)signal(SIGXCPU, handle_signal_abort);
7331 (void)signal(SIGPWR, handle_signal_abort);
7337 #else /* HANDLE_SIGNALS */
7344 void signals_ignore_tstp(void)
7352 void signals_handle_tstp(void)
7360 void signals_init(void)
7363 #endif /* HANDLE_SIGNALS */