3 * @brief ファイル入出力管理 / Purpose: code dealing with files (and death)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
11 * 2014 Deskull rearranged comment for Doxygen.\n
25 #include "cmd-magiceat.h"
28 #include "player-inventory.h"
29 #include "player-race.h"
30 #include "player-status.h"
31 #include "player-move.h"
32 #include "player-class.h"
33 #include "player-skill.h"
34 #include "player-personality.h"
35 #include "player-sex.h"
36 #include "player-effects.h"
46 #include "monster-process.h"
47 #include "monster-status.h"
48 #include "object-flavor.h"
49 #include "object-hook.h"
51 #include "realm-hex.h"
55 #include "view-mainwindow.h"
56 #include "floor-events.h"
57 #include "floor-town.h"
58 #include "dungeon-file.h"
60 #include "monster-spell.h"
64 #include "objectkind.h"
67 #include "realm-song.h"
69 #define PREF_TYPE_NORMAL 0
70 #define PREF_TYPE_AUTOPICK 1
71 #define PREF_TYPE_HISTPREF 2
73 /* Mode flags for displaying player flags */
78 #define GRAVE_LINE_WIDTH 31
80 concptr ANGBAND_DIR; //!< Path name: The main "lib" directory This variable is not actually used anywhere in the code
81 concptr ANGBAND_DIR_APEX; //!< High score files (binary) These files may be portable between platforms
82 concptr ANGBAND_DIR_BONE; //!< Bone files for player ghosts (ascii) These files are portable between platforms
83 concptr ANGBAND_DIR_DATA; //!< Binary image files for the "*_info" arrays (binary) These files are not portable between platforms
84 concptr ANGBAND_DIR_EDIT; //!< Textual template files for the "*_info" arrays (ascii) These files are portable between platforms
85 concptr ANGBAND_DIR_SCRIPT; //!< Script files These files are portable between platforms.
86 concptr ANGBAND_DIR_FILE; //!< Various extra files (ascii) These files may be portable between platforms
87 concptr ANGBAND_DIR_HELP; //!< Help files (normal) for the online help (ascii) These files are portable between platforms
88 concptr ANGBAND_DIR_INFO; //!< Help files (spoilers) for the online help (ascii) These files are portable between platforms
89 concptr ANGBAND_DIR_PREF; //!< Default user "preference" files (ascii) These files are rarely portable between platforms
90 concptr ANGBAND_DIR_SAVE; //!< Savefiles for current characters (binary)
91 concptr ANGBAND_DIR_USER; //!< User "preference" files (ascii) These files are rarely portable between platforms
92 concptr ANGBAND_DIR_XTRA; //!< Various extra files (binary) These files are rarely portable between platforms
94 s16b signal_count; /* Hack -- Count interupts */
97 * Buffer to hold the current savefile name
98 * 'savefile' holds full path name. 'savefile_base' holds only base name.
101 char savefile_base[40];
104 * You may or may not want to use the following "#undef".
106 /* #undef _POSIX_SAVED_IDS */
109 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
111 void safe_setuid_drop(void)
118 # ifdef SAFE_SETUID_POSIX
120 if (setuid(getuid()) != 0)
122 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
124 if (setgid(getgid()) != 0)
126 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
131 if (setreuid(geteuid(), getuid()) != 0)
133 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
135 if (setregid(getegid(), getgid()) != 0)
137 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
150 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
152 void safe_setuid_grab(void)
159 # ifdef SAFE_SETUID_POSIX
161 if (setuid(p_ptr->player_egid) != 0)
163 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
165 if (setgid(p_ptr->player_egid) != 0)
167 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
172 if (setreuid(geteuid(), getuid()) != 0)
174 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
176 if (setregid(getegid(), getgid()) != 0)
178 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
181 # endif /* SAFE_SETUID_POSIX */
183 # endif /* SAFE_SETUID */
191 * @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
192 * @param buf データテキストの参照ポインタ
194 * @param tokens トークンを保管する文字列参照ポインタ配列
199 * This function uses "colon" and "slash" as the delimeter characters.
200 * We never extract more than "num" tokens. The "last" token may include
201 * "delimeter" characters, allowing the buffer to include a "string" token.
202 * We save pointers to the tokens in "tokens", and return the number found.
203 * Hack -- Attempt to handle the 'c' character formalism
204 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
205 * Hack -- We will always extract at least one token
208 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
217 /* Found a delimiter */
218 if ((*t == ':') || (*t == '/')) break;
220 /* Handle single quotes */
221 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
226 /* Handle backslash */
229 /* Require a character */
235 /* Hack -- Require a close quote */
236 if (*t != '\'') *t = '\'';
239 /* Handle back-slash */
246 /* Nuke and advance */
262 /* A number with a name */
263 typedef struct named_num named_num;
267 concptr name; /* The name of this thing */
268 int num; /* A number associated with it */
272 /* Index of spell type names */
273 static named_num gf_desc[] =
275 {"GF_ELEC", GF_ELEC },
276 {"GF_POIS", GF_POIS },
277 {"GF_ACID", GF_ACID },
278 {"GF_COLD", GF_COLD },
279 {"GF_FIRE", GF_FIRE },
280 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
281 {"GF_MISSILE", GF_MISSILE },
282 {"GF_ARROW", GF_ARROW },
283 {"GF_PLASMA", GF_PLASMA },
284 {"GF_WATER", GF_WATER },
285 {"GF_LITE", GF_LITE },
286 {"GF_DARK", GF_DARK },
287 {"GF_LITE_WEAK", GF_LITE_WEAK },
288 {"GF_DARK_WEAK", GF_DARK_WEAK },
289 {"GF_SHARDS", GF_SHARDS },
290 {"GF_SOUND", GF_SOUND },
291 {"GF_CONFUSION", GF_CONFUSION },
292 {"GF_FORCE", GF_FORCE },
293 {"GF_INERTIA", GF_INERTIAL },
294 {"GF_MANA", GF_MANA },
295 {"GF_METEOR", GF_METEOR },
297 {"GF_CHAOS", GF_CHAOS },
298 {"GF_NETHER", GF_NETHER },
299 {"GF_DISENCHANT", GF_DISENCHANT },
300 {"GF_NEXUS", GF_NEXUS },
301 {"GF_TIME", GF_TIME },
302 {"GF_GRAVITY", GF_GRAVITY },
303 {"GF_KILL_WALL", GF_KILL_WALL },
304 {"GF_KILL_DOOR", GF_KILL_DOOR },
305 {"GF_KILL_TRAP", GF_KILL_TRAP },
306 {"GF_MAKE_WALL", GF_MAKE_WALL },
307 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
308 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
309 {"GF_MAKE_TREE", GF_MAKE_TREE },
310 {"GF_OLD_CLONE", GF_OLD_CLONE },
311 {"GF_OLD_POLY", GF_OLD_POLY },
312 {"GF_OLD_HEAL", GF_OLD_HEAL },
313 {"GF_OLD_SPEED", GF_OLD_SPEED },
314 {"GF_OLD_SLOW", GF_OLD_SLOW },
315 {"GF_OLD_CONF", GF_OLD_CONF },
316 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
317 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
318 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
319 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
320 {"GF_AWAY_ALL", GF_AWAY_ALL },
321 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
322 {"GF_TURN_EVIL", GF_TURN_EVIL },
323 {"GF_TURN_ALL", GF_TURN_ALL },
324 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
325 {"GF_DISP_EVIL", GF_DISP_EVIL },
326 {"GF_DISP_ALL", GF_DISP_ALL },
327 {"GF_DISP_DEMON", GF_DISP_DEMON },
328 {"GF_DISP_LIVING", GF_DISP_LIVING },
329 {"GF_ROCKET", GF_ROCKET },
330 {"GF_NUKE", GF_NUKE },
331 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
332 {"GF_STASIS", GF_STASIS },
333 {"GF_STONE_WALL", GF_STONE_WALL },
334 {"GF_DEATH_RAY", GF_DEATH_RAY },
335 {"GF_STUN", GF_STUN },
336 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
337 {"GF_HELL_FIRE", GF_HELL_FIRE },
338 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
339 {"GF_CHARM", GF_CHARM },
340 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
341 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
343 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
344 {"GF_TELEKINESIS", GF_TELEKINESIS },
345 {"GF_JAM_DOOR", GF_JAM_DOOR },
346 {"GF_DOMINATION", GF_DOMINATION },
347 {"GF_DISP_GOOD", GF_DISP_GOOD },
348 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
349 {"GF_MIND_BLAST", GF_MIND_BLAST },
350 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
351 {"GF_CAUSE_1", GF_CAUSE_1 },
352 {"GF_CAUSE_2", GF_CAUSE_2 },
353 {"GF_CAUSE_3", GF_CAUSE_3 },
354 {"GF_CAUSE_4", GF_CAUSE_4 },
355 {"GF_HAND_DOOM", GF_HAND_DOOM },
356 {"GF_CAPTURE", GF_CAPTURE },
357 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
358 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
359 {"GF_IDENTIFY", GF_IDENTIFY },
360 {"GF_ATTACK", GF_ATTACK },
361 {"GF_ENGETSU", GF_ENGETSU },
362 {"GF_GENOCIDE", GF_GENOCIDE },
363 {"GF_PHOTO", GF_PHOTO },
364 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
365 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
366 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
367 {"GF_SEEKER", GF_SEEKER },
368 {"GF_SUPER_RAY", GF_SUPER_RAY },
369 {"GF_STAR_HEAL", GF_STAR_HEAL },
370 {"GF_WATER_FLOW", GF_WATER_FLOW },
371 {"GF_CRUSADE", GF_CRUSADE },
372 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
373 {"GF_WOUNDS", GF_WOUNDS },
379 * @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 /
380 * Parse a sub-file of the "extra info" (format shown below)
381 * @param creature_ptr プレーヤーへの参照ポインタ
382 * @param buf データテキストの参照ポインタ
386 * Each "action" line has an "action symbol" in the first column,
387 * followed by a colon, followed by some command specific info,
388 * usually in the form of "tokens" separated by colons or slashes.
389 * Blank lines, lines starting with white space, and lines starting
390 * with pound signs ("#") are ignored (as comments).
391 * Note the use of "tokenize()" to allow the use of both colons and
392 * slashes as delimeters, while still allowing final tokens which
393 * may contain any characters including "delimiters".
394 * Note the use of "strtol()" to allow all "integers" to be encoded
395 * in decimal, hexidecimal, or octal form.
396 * Note that "monster zero" is used for the "player" attr/char, "object
397 * zero" will be used for the "stack" attr/char, and "feature zero" is
398 * used for the "nothing" attr/char.
399 * Parse another file recursively, see below for details
401 * Specify the attr/char values for "monsters" by race index
402 * R:\<num\>:\<a\>:\<c\>
403 * Specify the attr/char values for "objects" by kind index
404 * K:\<num\>:\<a\>:\<c\>
405 * Specify the attr/char values for "features" by feature index
406 * F:\<num\>:\<a\>:\<c\>
407 * Specify the attr/char values for unaware "objects" by kind tval
408 * U:\<tv\>:\<a\>:\<c\>
409 * Specify the attr/char values for inventory "objects" by kind tval
410 * E:\<tv\>:\<a\>:\<c\>
411 * Define a macro action, given an encoded macro action
413 * Create a normal macro, given an encoded macro trigger
415 * Create a command macro, given an encoded macro trigger
417 * Create a keyset mapping
418 * S:\<key\>:\<key\>:\<dir\>
419 * Turn an option off, given its name
421 * Turn an option on, given its name
423 * Specify visual information, given an index, and some data
424 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
425 * Specify the set of colors to use when drawing a zapped spell
427 * Specify a macro trigger template and macro trigger names.
428 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
429 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
432 errr process_pref_file_command(player_type *creature_ptr, char *buf)
434 if (buf[1] != ':') return 1;
439 /* Mega-Hack -- read external player's history file */
440 /* Process "H:<history>" */
442 add_history_from_pref_line(buf + 2);
445 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
448 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) break;
450 int i = (huge)strtol(zz[0], NULL, 0);
451 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
452 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
453 if (i >= max_r_idx) return 1;
455 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
456 if (n2) r_ptr->x_char = n2;
460 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
463 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) break;
466 int i = (huge)strtol(zz[0], NULL, 0);
467 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
468 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
469 if (i >= max_k_idx) return 1;
471 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
472 if (n2) k_ptr->x_char = n2;
476 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
477 /* "F:<num>:<a>/<c>" */
478 /* "F:<num>:<a>/<c>:LIT" */
479 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
483 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
485 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
486 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
488 int i = (huge)strtol(zz[0], NULL, 0);
489 if (i >= max_f_idx) return 1;
492 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
493 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
494 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
495 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
497 /* Mega-hack -- feat supports lighting */
500 /* No lighting support */
502 n1 = f_ptr->x_attr[F_LIT_STANDARD];
503 n2 = f_ptr->x_char[F_LIT_STANDARD];
504 for (int j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
506 f_ptr->x_attr[j] = n1;
507 f_ptr->x_char[j] = n2;
512 /* Use default lighting */
514 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
517 /* Use desired lighting */
518 case F_LIT_MAX * 2 + 1:
519 for (int j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
521 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
522 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
523 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
524 if (n2) f_ptr->x_char[j] = n2;
533 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
536 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) break;
538 int j = (byte)strtol(zz[0], NULL, 0);
539 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
540 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
541 misc_to_attr[j] = n1;
542 misc_to_char[j] = n2;
546 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
549 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) break;
551 int j = (huge)strtol(zz[0], NULL, 0);
552 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
553 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
554 for (int i = 1; i < max_k_idx; i++)
556 object_kind *k_ptr = &k_info[i];
557 if (k_ptr->tval == j)
559 if (n1) k_ptr->d_attr = n1;
560 if (n2) k_ptr->d_char = n2;
567 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
570 if (tokenize(buf + 2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) break;
572 int j = (byte)strtol(zz[0], NULL, 0) % 128;
573 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
574 if (n1) tval_to_attr[j] = n1;
578 /* Process "A:<str>" -- save an "action" for later */
580 text_to_ascii(macro__buf, buf + 2);
583 /* Process "P:<str>" -- normal macro */
588 text_to_ascii(tmp, buf + 2);
589 macro_add(tmp, macro__buf);
593 /* Process "C:<str>" -- create keymap */
596 if (tokenize(buf + 2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
598 int mode = strtol(zz[0], NULL, 0);
599 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
602 text_to_ascii(tmp, zz[1]);
603 if (!tmp[0] || tmp[1]) return 1;
604 int i = (byte)(tmp[0]);
606 string_free(keymap_act[mode][i]);
608 keymap_act[mode][i] = string_make(macro__buf);
613 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
616 if (tokenize(buf + 2, 5, zz, TOKENIZE_CHECKQUOTE) != 5) break;
618 int i = (byte)strtol(zz[0], NULL, 0);
619 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
620 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
621 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
622 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
626 /* Process "X:<str>" -- turn option off */
627 /* Process "Y:<str>" -- turn option on */
631 for (int i = 0; option_info[i].o_desc; i++)
633 bool is_option = option_info[i].o_var != NULL;
634 is_option &= option_info[i].o_text != NULL;
635 is_option &= streq(option_info[i].o_text, buf + 2);
636 if (!is_option) continue;
638 int os = option_info[i].o_set;
639 int ob = option_info[i].o_bit;
641 if ((creature_ptr->playing || current_world_ptr->character_xtra) &&
642 (OPT_PAGE_BIRTH == option_info[i].o_page) && !current_world_ptr->wizard)
644 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);
651 option_flag[os] &= ~(1L << ob);
652 (*option_info[i].o_var) = FALSE;
656 option_flag[os] |= (1L << ob);
657 (*option_info[i].o_var) = TRUE;
661 /* don't know that option. ignore it.*/
662 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);
667 /* Process "Z:<type>:<str>" -- set spell color */
671 char *t = my_strchr(buf + 2, ':');
678 for (int i = 0; gf_desc[i].name; i++)
680 /* Match this type */
681 if (streq(gf_desc[i].name, buf + 2))
683 /* Remember this color set */
684 gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
694 /* Initialize macro trigger names and a template */
695 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
696 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
699 int tok = tokenize(buf + 2, 2 + MAX_MACRO_MOD, zz, 0);
701 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
706 if (macro_template != NULL)
708 num = strlen(macro_modifier_chr);
710 /* Kill the template string */
711 string_free(macro_template);
712 macro_template = NULL;
714 /* Kill flag characters of modifier keys */
715 string_free(macro_modifier_chr);
717 /* Kill corresponding modifier names */
718 for (int i = 0; i < num; i++)
720 string_free(macro_modifier_name[i]);
723 /* Kill trigger name strings */
724 for (int i = 0; i < max_macrotrigger; i++)
726 string_free(macro_trigger_name[i]);
727 string_free(macro_trigger_keycode[0][i]);
728 string_free(macro_trigger_keycode[1][i]);
731 max_macrotrigger = 0;
734 if (*zz[0] == '\0') return 0; /* clear template */
736 /* Number of modifier flags */
739 /* Limit the number */
740 num = MIN(MAX_MACRO_MOD, num);
742 /* Stop if number of modifier is not correct */
743 if (2 + num != tok) return 1;
745 /* Get a template string */
746 macro_template = string_make(zz[0]);
748 /* Get flag characters of modifier keys */
749 macro_modifier_chr = string_make(zz[1]);
751 /* Get corresponding modifier names */
752 for (int i = 0; i < num; i++)
754 macro_modifier_name[i] = string_make(zz[2 + i]);
760 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
761 if (tok < 2) return 0;
765 if (max_macrotrigger >= MAX_MACRO_TRIG)
767 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
771 int m = max_macrotrigger;
774 /* Take into account the escape character */
785 /* Get a trigger name */
786 macro_trigger_name[m] = string_make(buf_aux);
788 /* Get the corresponding key code */
789 macro_trigger_keycode[0][m] = string_make(zz[1]);
793 macro_trigger_keycode[1][m] = string_make(zz[2]);
797 macro_trigger_keycode[1][m] = string_make(zz[1]);
807 * @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 /
808 * Helper function for "process_pref_file()"
809 * @param creature_ptr プレーヤーへの参照ポインタ
810 * @param sp テキスト文字列の参照ポインタ
811 * @param fp 再帰中のポインタ参照
816 * v: output buffer array
822 concptr process_pref_file_expr(player_type *creature_ptr, char **sp, char *fp)
828 while (iswspace(*s)) s++;
850 t = process_pref_file_expr(creature_ptr, &s, &f);
858 else if (streq(t, "IOR"))
861 while (*s && (f != b2))
863 t = process_pref_file_expr(creature_ptr, &s, &f);
864 if (*t && !streq(t, "0")) v = "1";
869 else if (streq(t, "AND"))
872 while (*s && (f != b2))
874 t = process_pref_file_expr(creature_ptr, &s, &f);
875 if (*t && streq(t, "0")) v = "0";
880 else if (streq(t, "NOT"))
883 while (*s && (f != b2))
885 t = process_pref_file_expr(creature_ptr, &s, &f);
886 if (*t && streq(t, "1")) v = "0";
891 else if (streq(t, "EQU"))
896 t = process_pref_file_expr(creature_ptr, &s, &f);
898 while (*s && (f != b2))
900 p = process_pref_file_expr(creature_ptr, &s, &f);
901 if (streq(t, p)) v = "1";
906 else if (streq(t, "LEQ"))
911 t = process_pref_file_expr(creature_ptr, &s, &f);
913 while (*s && (f != b2))
916 t = process_pref_file_expr(creature_ptr, &s, &f);
917 if (*t && atoi(p) > atoi(t)) v = "0";
922 else if (streq(t, "GEQ"))
927 t = process_pref_file_expr(creature_ptr, &s, &f);
929 while (*s && (f != b2))
932 t = process_pref_file_expr(creature_ptr, &s, &f);
934 /* Compare two numbers instead of string */
935 if (*t && atoi(p) < atoi(t)) v = "0";
941 while (*s && (f != b2))
943 t = process_pref_file_expr(creature_ptr, &s, &f);
948 if (f != b2) v = "?x?x?";
950 /* Extract final and Terminate */
951 if ((f = *s) != '\0') *s++ = '\0';
959 /* Accept all printables except spaces and brackets */
961 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
963 if (iskanji(*s)) s++;
967 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
970 /* Extract final and Terminate */
971 if ((f = *s) != '\0') *s++ = '\0';
982 if (streq(b + 1, "SYS"))
987 else if (streq(b + 1, "KEYBOARD"))
989 v = ANGBAND_KEYBOARD;
993 else if (streq(b + 1, "GRAF"))
998 /* Monochrome mode */
999 else if (streq(b + 1, "MONOCHROME"))
1008 else if (streq(b + 1, "RACE"))
1011 v = rp_ptr->E_title;
1018 else if (streq(b + 1, "CLASS"))
1021 v = cp_ptr->E_title;
1028 else if (streq(b + 1, "PLAYER"))
1030 static char tmp_player_name[32];
1032 for (pn = creature_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
1042 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
1045 v = tmp_player_name;
1049 else if (streq(b + 1, "REALM1"))
1052 v = E_realm_names[creature_ptr->realm1];
1054 v = realm_names[creature_ptr->realm1];
1059 else if (streq(b + 1, "REALM2"))
1062 v = E_realm_names[creature_ptr->realm2];
1064 v = realm_names[creature_ptr->realm2];
1069 else if (streq(b + 1, "LEVEL"))
1071 sprintf(tmp, "%02d", creature_ptr->lev);
1075 /* Autopick auto-register is in-use or not? */
1076 else if (streq(b + 1, "AUTOREGISTER"))
1078 if (creature_ptr->autopick_autoregister)
1085 else if (streq(b + 1, "MONEY"))
1087 sprintf(tmp, "%09ld", (long int)creature_ptr->au);
1098 * @brief process_pref_fileのサブルーチン /
1099 * Open the "user pref file" and parse it.
1100 * @param creature_ptr プレーヤーへの参照ポインタ
1101 * @param name 読み込むファイル名
1102 * @param preftype prefファイルのタイプ
1107 * v: output buffer array
1108 * f: final character
1113 static errr process_pref_file_aux(player_type *creature_ptr, concptr name, int preftype)
1116 fp = my_fopen(name, "r");
1121 /* Process the file */
1126 bool bypass = FALSE;
1127 while (my_fgets(fp, buf, sizeof(buf)) == 0)
1130 if (!buf[0]) continue;
1133 if (!iskanji(buf[0]))
1135 if (iswspace(buf[0])) continue;
1138 if (buf[0] == '#') continue;
1142 /* Process "?:<expr>" */
1143 if ((buf[0] == '?') && (buf[1] == ':'))
1152 /* Parse the expr */
1153 v = process_pref_file_expr(creature_ptr, &s, &f);
1156 bypass = (streq(v, "0") ? TRUE : FALSE);
1160 if (bypass) continue;
1162 /* Process "%:<file>" */
1165 static int depth_count = 0;
1167 /* Ignore if deeper than 20 level */
1168 if (depth_count > 20) continue;
1170 /* Count depth level */
1173 /* Process that file if allowed */
1176 case PREF_TYPE_AUTOPICK:
1177 (void)process_autopick_file(creature_ptr, buf + 2);
1179 case PREF_TYPE_HISTPREF:
1180 (void)process_histpref_file(creature_ptr, buf + 2);
1183 (void)process_pref_file(creature_ptr, buf + 2);
1187 /* Set back depth level */
1192 /* Process the line */
1193 err = process_pref_file_command(creature_ptr, buf);
1195 /* This is not original pref line... */
1198 if (preftype != PREF_TYPE_AUTOPICK)
1200 err = process_autopick_file_command(buf);
1206 /* Print error message */
1207 /* ToDo: Add better error messages */
1208 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'."),
1209 _(name, err), line, _(err, name));
1210 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1220 * @brief pref設定ファイルを読み込み設定を反映させる /
1221 * Process the "user pref file" with the given name
1222 * @param creature_ptr プレーヤーへの参照ポインタ
1223 * @param name 読み込むファイル名
1227 * See the functions above for a list of legal "commands".
1228 * We also accept the special "?" and "%" directives, which
1229 * allow conditional evaluation and filename inclusion.
1232 errr process_pref_file(player_type *creature_ptr, concptr name)
1235 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1237 /* Process the system pref file */
1238 errr err1 = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_NORMAL);
1240 /* Stop at parser errors, but not at non-existing file */
1241 if (err1 > 0) return err1;
1243 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1245 /* Process the user pref file */
1246 errr err2 = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_NORMAL);
1248 /* User file does not exist, but read system pref file */
1249 if (err2 < 0 && !err1)
1252 /* Result of user file processing */
1259 #ifndef MAXHOSTNAMELEN
1260 # define MAXHOSTNAMELEN 64
1263 typedef struct statstime statstime;
1269 unsigned int v_pgpgin;
1270 unsigned int v_pgpgout;
1271 unsigned int v_pswpin;
1272 unsigned int v_pswpout;
1273 unsigned int v_intr;
1279 unsigned int v_swtch;
1281 struct timeval boottime;
1282 struct timeval curtime;
1286 * Maximal load (if any).
1288 static int check_load_value = 0;
1294 * @brief Angbandプレイ禁止ホストのチェック /
1298 errr check_load(void)
1303 struct statstime st;
1305 /* Success if not checking */
1306 if (!check_load_value) return 0;
1308 /* Check the load */
1309 if (0 == rstat("localhost", &st))
1311 long val1 = (long)(st.avenrun[2]);
1312 long val2 = (long)(check_load_value)* FSCALE;
1314 /* Check for violation */
1315 if (val1 >= val2) return 1;
1326 * @brief Angbandプレイ禁止ホストの設定初期化 /
1327 * Initialize CHECK_LOAD
1330 errr check_load_init(void)
1339 char temphost[MAXHOSTNAMELEN + 1];
1340 char thishost[MAXHOSTNAMELEN + 1];
1342 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1344 /* Open the "load" file */
1345 fp = my_fopen(buf, "r");
1347 /* No file, no restrictions */
1351 check_load_value = 100;
1353 /* Get the host name */
1354 (void)gethostname(thishost, (sizeof thishost) - 1);
1357 while (0 == my_fgets(fp, buf, sizeof(buf)))
1361 /* Skip comments and blank lines */
1362 if (!buf[0] || (buf[0] == '#')) continue;
1364 /* Parse, or ignore */
1365 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1367 /* Skip other hosts */
1368 if (!streq(temphost, thishost) &&
1369 !streq(temphost, "localhost")) continue;
1371 /* Use that value */
1372 check_load_value = value;
1385 #define ENTRY_BARE_HAND 0
1386 #define ENTRY_TWO_HANDS 1
1387 #define ENTRY_RIGHT_HAND1 2
1388 #define ENTRY_LEFT_HAND1 3
1389 #define ENTRY_LEFT_HAND2 4
1390 #define ENTRY_RIGHT_HAND2 5
1391 #define ENTRY_POSTURE 6
1392 #define ENTRY_SHOOT_HIT_DAM 7
1393 #define ENTRY_SHOOT_POWER 8
1394 #define ENTRY_SPEED 9
1395 #define ENTRY_BASE_AC 10
1396 #define ENTRY_LEVEL 11
1397 #define ENTRY_CUR_EXP 12
1398 #define ENTRY_MAX_EXP 13
1399 #define ENTRY_EXP_TO_ADV 14
1400 #define ENTRY_GOLD 15
1401 #define ENTRY_DAY 16
1404 #define ENTRY_PLAY_TIME 19
1405 #define ENTRY_SKILL_FIGHT 20
1406 #define ENTRY_SKILL_SHOOT 21
1407 #define ENTRY_SKILL_SAVING 22
1408 #define ENTRY_SKILL_STEALTH 23
1409 #define ENTRY_SKILL_PERCEP 24
1410 #define ENTRY_SKILL_SEARCH 25
1411 #define ENTRY_SKILL_DISARM 26
1412 #define ENTRY_SKILL_DEVICE 27
1413 #define ENTRY_SKILL_DIG 45
1416 #define ENTRY_BLOWS 28
1417 #define ENTRY_SHOTS 29
1418 #define ENTRY_AVG_DMG 30
1419 #define ENTRY_INFRA 31
1421 #define ENTRY_NAME 32
1422 #define ENTRY_SEX 33
1423 #define ENTRY_RACE 34
1424 #define ENTRY_CLASS 35
1425 #define ENTRY_REALM 36
1426 #define ENTRY_PATRON 37
1427 #define ENTRY_AGE 38
1428 #define ENTRY_HEIGHT 39
1429 #define ENTRY_WEIGHT 40
1430 #define ENTRY_SOCIAL 41
1431 #define ENTRY_ALIGN 42
1433 #define ENTRY_EXP_ANDR 43
1434 #define ENTRY_EXP_TO_ADV_ANDR 44
1442 } disp_player_line[]
1445 { 1, 10, 25, "打撃修正(格闘)"},
1446 { 1, 10, 25, "打撃修正(両手)"},
1447 { 1, 10, 25, "打撃修正(右手)"},
1448 { 1, 10, 25, "打撃修正(左手)"},
1449 { 1, 11, 25, "打撃修正(左手)"},
1450 { 1, 11, 25, "打撃修正(右手)"},
1452 { 1, 15, 25, "射撃攻撃修正"},
1453 { 1, 16, 25, "射撃武器倍率"},
1456 {29, 13, 21, "レベル"},
1457 {29, 14, 21, "経験値"},
1458 {29, 15, 21, "最大経験"},
1459 {29, 16, 21, "次レベル"},
1460 {29, 17, 21, "所持金"},
1464 {29, 20, 21, "プレイ時間"},
1465 {53, 10, -1, "打撃命中 :"},
1466 {53, 11, -1, "射撃命中 :"},
1467 {53, 12, -1, "魔法防御 :"},
1468 {53, 13, -1, "隠密行動 :"},
1469 {53, 15, -1, "知覚 :"},
1470 {53, 16, -1, "探索 :"},
1471 {53, 17, -1, "解除 :"},
1472 {53, 18, -1, "魔法道具 :"},
1473 { 1, 12, 25, "打撃回数"},
1474 { 1, 17, 25, "射撃回数"},
1475 { 1, 13, 25, "平均ダメージ"},
1476 {53, 20, -1, "赤外線視力:"},
1477 {26, 1, -1, "名前 : "},
1478 { 1, 3, -1, "性別 : "},
1479 { 1, 4, -1, "種族 : "},
1480 { 1, 5, -1, "職業 : "},
1481 { 1, 6, -1, "魔法 : "},
1482 { 1, 7, -1, "守護魔神 : "},
1486 {29, 6, 21, "社会的地位"},
1488 {29, 14, 21, "強化度"},
1489 {29, 16, 21, "次レベル"},
1490 {53, 19, -1, "掘削 :" },
1494 { 1, 10, 25, "Bare hand"},
1495 { 1, 10, 25, "Two hands"},
1496 { 1, 10, 25, "Right hand"},
1497 { 1, 10, 25, "Left hand"},
1498 { 1, 11, 25, "Left hand"},
1499 { 1, 11, 25, "Right hand"},
1500 { 1, 11, 25, "Posture"},
1501 { 1, 15, 25, "Shooting"},
1502 { 1, 16, 25, "Multiplier"},
1503 { 1, 20, 25, "Speed"},
1505 {29, 13, 21, "Level"},
1506 {29, 14, 21, "Experience"},
1507 {29, 15, 21, "Max Exp"},
1508 {29, 16, 21, "Exp to Adv"},
1509 {29, 17, 21, "Gold"},
1510 {29, 19, 21, "Time"},
1511 {29, 10, 21, "Hit point"},
1512 {29, 11, 21, "SP (Mana)"},
1513 {29, 20, 21, "Play time"},
1514 {53, 10, -1, "Fighting : "},
1515 {53, 11, -1, "Bows/Throw : "},
1516 {53, 12, -1, "SavingThrow: "},
1517 {53, 13, -1, "Stealth : "},
1518 {53, 15, -1, "Perception : "},
1519 {53, 16, -1, "Searching : "},
1520 {53, 17, -1, "Disarming : "},
1521 {53, 18, -1, "MagicDevice: "},
1522 { 1, 12, 25, "Blows/Round"},
1523 { 1, 17, 25, "Shots/Round"},
1524 { 1, 13, 25, "AverageDmg/Rnd"},
1525 {53, 20, -1, "Infravision: "},
1526 {26, 1, -1, "Name : "},
1527 { 1, 3, -1, "Sex : "},
1528 { 1, 4, -1, "Race : "},
1529 { 1, 5, -1, "Class : "},
1530 { 1, 6, -1, "Magic : "},
1531 { 1, 7, -1, "Patron : "},
1533 {29, 4, 21, "Height"},
1534 {29, 5, 21, "Weight"},
1535 {29, 6, 21, "Social Class"},
1536 {29, 7, 21, "Align"},
1537 {29, 14, 21, "Construction"},
1538 {29, 16, 21, "Const to Adv"},
1539 {53, 19, -1, "Digging : " },
1545 * @brief プレイヤーのステータス1種を出力する
1547 * @param val 値を保管した文字列ポインタ
1548 * @param attr 項目表示の色
1551 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1553 concptr head = disp_player_line[entry].header;
1554 int head_len = strlen(head);
1555 int row = disp_player_line[entry].row;
1556 int col = disp_player_line[entry].col;
1557 int len = disp_player_line[entry].len;
1558 Term_putstr(col, row, -1, TERM_WHITE, head);
1564 Term_putstr(col + head_len, row, -1, attr, val);
1568 int val_len = len - head_len;
1570 sprintf(buf, "%*.*s", val_len, val_len, val);
1571 Term_putstr(col + head_len, row, -1, attr, buf);
1576 * @brief プレイヤーの打撃能力修正を表示する
1577 * @param creature_ptr プレーヤーへの参照ポインタ
1578 * @param hand 武器の装備部位ID
1579 * @param hand_entry 項目ID
1582 static void display_player_melee_bonus(player_type *creature_ptr, int hand, int hand_entry)
1584 HIT_PROB show_tohit = creature_ptr->dis_to_h[hand];
1585 HIT_POINT show_todam = creature_ptr->dis_to_d[hand];
1586 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_RARM + hand];
1588 /* Hack -- add in weapon info if known */
1589 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1590 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1592 show_tohit += creature_ptr->skill_thn / BTH_PLUS_ADJ;
1595 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1597 /* Dump the bonuses to hit/dam */
1598 if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
1599 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1600 else if (creature_ptr->ryoute)
1601 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1603 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1608 * @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
1609 * @param creature_ptr プレーヤーへの参照ポインタ
1610 * Prints the following information on the screen.
1613 static void display_player_middle(player_type *creature_ptr)
1615 HIT_PROB show_tohit = creature_ptr->dis_to_h_b;
1616 HIT_POINT show_todam = 0;
1618 if (creature_ptr->migite)
1620 display_player_melee_bonus(creature_ptr, 0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1623 if (creature_ptr->hidarite)
1625 display_player_melee_bonus(creature_ptr, 1, left_hander ? ENTRY_RIGHT_HAND2 : ENTRY_LEFT_HAND2);
1627 else if ((creature_ptr->pclass == CLASS_MONK) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
1630 if (creature_ptr->special_defense & KAMAE_MASK)
1632 for (i = 0; i < MAX_KAMAE; i++)
1634 if ((creature_ptr->special_defense >> i) & KAMAE_GENBU) break;
1638 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1643 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1647 /* Apply weapon bonuses */
1648 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
1649 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1650 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1652 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1653 show_tohit += creature_ptr->weapon_exp[0][o_ptr->sval] / 400;
1655 show_tohit += (creature_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1657 show_tohit += creature_ptr->skill_thb / BTH_PLUS_ADJ;
1660 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1663 if (creature_ptr->inventory_list[INVEN_BOW].k_idx)
1665 tmul = bow_tmul(creature_ptr->inventory_list[INVEN_BOW].sval);
1667 /* Get extra "power" from "extra might" */
1668 if (creature_ptr->xtra_might) tmul++;
1670 tmul = tmul * (100 + (int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
1674 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul / 100, tmul % 100), TERM_L_BLUE);
1676 /* Dump the armor class */
1677 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", creature_ptr->dis_ac, creature_ptr->dis_to_a), TERM_L_BLUE);
1679 int i = creature_ptr->pspeed - 110;
1681 /* Hack -- Visually "undo" the Search Mode Slowdown */
1682 if (creature_ptr->action == ACTION_SEARCH) i += 10;
1687 if (!creature_ptr->riding)
1688 attr = TERM_L_GREEN;
1694 if (!creature_ptr->riding)
1701 if (!creature_ptr->riding)
1702 attr = TERM_L_UMBER;
1708 if (!creature_ptr->riding)
1710 if (IS_FAST(creature_ptr)) tmp_speed += 10;
1711 if (creature_ptr->slow) tmp_speed -= 10;
1712 if (creature_ptr->lightspeed) tmp_speed = 99;
1716 if (MON_FAST(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed += 10;
1717 if (MON_SLOW(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed -= 10;
1723 if (!creature_ptr->riding)
1724 sprintf(buf, "(%+d%+d)", i - tmp_speed, tmp_speed);
1726 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i - tmp_speed, tmp_speed);
1735 if (!creature_ptr->riding)
1736 sprintf(buf, "(%+d)", i);
1738 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1741 display_player_one_line(ENTRY_SPEED, buf, attr);
1743 /* Dump character level */
1744 display_player_one_line(ENTRY_LEVEL, format("%d", creature_ptr->lev), TERM_L_GREEN);
1746 /* Dump experience */
1748 if (creature_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1749 else e = ENTRY_CUR_EXP;
1751 if (creature_ptr->exp >= creature_ptr->max_exp)
1752 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_L_GREEN);
1754 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_YELLOW);
1756 /* Dump max experience */
1757 if (creature_ptr->prace == RACE_ANDROID)
1760 display_player_one_line(ENTRY_MAX_EXP, format("%ld", creature_ptr->max_exp), TERM_L_GREEN);
1762 /* Dump exp to advance */
1763 if (creature_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1764 else e = ENTRY_EXP_TO_ADV;
1766 if (creature_ptr->lev >= PY_MAX_LEVEL)
1767 display_player_one_line(e, "*****", TERM_L_GREEN);
1768 else if (creature_ptr->prace == RACE_ANDROID)
1769 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1771 display_player_one_line(e, format("%ld", (s32b)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1774 display_player_one_line(ENTRY_GOLD, format("%ld", creature_ptr->au), TERM_L_GREEN);
1778 extract_day_hour_min(creature_ptr, &day, &hour, &min);
1780 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1781 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1782 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1784 /* Dump hit point */
1785 if (creature_ptr->chp >= creature_ptr->mhp)
1786 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_L_GREEN);
1787 else if (creature_ptr->chp > (creature_ptr->mhp * hitpoint_warn) / 10)
1788 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_YELLOW);
1790 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_RED);
1792 /* Dump mana power */
1793 if (creature_ptr->csp >= creature_ptr->msp)
1794 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_L_GREEN);
1795 else if (creature_ptr->csp > (creature_ptr->msp * mana_warn) / 10)
1796 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_YELLOW);
1798 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_RED);
1800 /* Dump play time */
1801 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);
1806 * Hack -- pass color info around this file
1808 static TERM_COLOR likert_color = TERM_WHITE;
1812 * @brief 技能ランクの表示基準を定める
1813 * Returns a "rating" of x depending on y
1815 * @param y 技能値に対するランク基準比
1818 static concptr likert(int x, int y)
1820 static char dummy[20] = "", dummy2[20] = "";
1821 memset(dummy, 0, strlen(dummy));
1822 memset(dummy2, 0, strlen(dummy2));
1825 if (show_actual_value)
1827 sprintf(dummy, "%3d-", x);
1830 /* Negative value */
1833 likert_color = TERM_L_DARK;
1834 strcat(dummy, _("最低", "Very Bad"));
1842 likert_color = TERM_RED;
1843 strcat(dummy, _("悪い", "Bad"));
1846 likert_color = TERM_L_RED;
1847 strcat(dummy, _("劣る", "Poor"));
1852 likert_color = TERM_ORANGE;
1853 strcat(dummy, _("普通", "Fair"));
1857 likert_color = TERM_YELLOW;
1858 strcat(dummy, _("良い", "Good"));
1862 likert_color = TERM_YELLOW;
1863 strcat(dummy, _("大変良い", "Very Good"));
1868 likert_color = TERM_L_GREEN;
1869 strcat(dummy, _("卓越", "Excellent"));
1877 likert_color = TERM_GREEN;
1878 strcat(dummy, _("超越", "Superb"));
1885 likert_color = TERM_BLUE;
1886 strcat(dummy, _("英雄的", "Heroic"));
1890 likert_color = TERM_VIOLET;
1891 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
1892 (int)((((x / y) - 17) * 5) / 2));
1893 strcat(dummy, dummy2);
1903 * @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
1904 * Prints ratings on certain abilities
1905 * @param creature_ptr プレーヤーへの参照ポインタ
1908 * This code is "imitated" elsewhere to "dump" a character sheet.
1910 static void display_player_various(player_type *creature_ptr)
1913 if (creature_ptr->muta2 & MUT2_HORNS) muta_att++;
1914 if (creature_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
1915 if (creature_ptr->muta2 & MUT2_BEAK) muta_att++;
1916 if (creature_ptr->muta2 & MUT2_TRUNK) muta_att++;
1917 if (creature_ptr->muta2 & MUT2_TENTACLES) muta_att++;
1919 int xthn = creature_ptr->skill_thn + (creature_ptr->to_h_m * BTH_PLUS_ADJ);
1921 /* Shooting Skill (with current bow and normal missile) */
1923 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
1924 int tmp = creature_ptr->to_h_b + o_ptr->to_h;
1925 int xthb = creature_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
1927 /* If the player is wielding one? */
1932 ENERGY energy_fire = bow_energy(o_ptr->sval);
1934 /* Calculate shots per round */
1935 shots = creature_ptr->num_fire * 100;
1936 shot_frac = (shots * 100 / energy_fire) % 100;
1937 shots = shots / energy_fire;
1938 if (o_ptr->name1 == ART_CRIMSON)
1942 if (creature_ptr->pclass == CLASS_ARCHER)
1944 /* Extra shot at level 10 */
1945 if (creature_ptr->lev >= 10) shots++;
1947 /* Extra shot at level 30 */
1948 if (creature_ptr->lev >= 30) shots++;
1950 /* Extra shot at level 45 */
1951 if (creature_ptr->lev >= 45) shots++;
1964 BIT_FLAGS flgs[TR_FLAG_SIZE];
1966 for (int i = 0; i < 2; i++)
1968 damage[i] = creature_ptr->dis_to_d[i] * 100;
1969 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
1971 PLAYER_LEVEL level = creature_ptr->lev;
1977 if (creature_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
1978 if (creature_ptr->special_defense & KAMAE_BYAKKO)
1979 basedam = monk_ave_damage[level][1];
1980 else if (creature_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
1981 basedam = monk_ave_damage[level][2];
1983 basedam = monk_ave_damage[level][0];
1985 damage[i] += basedam;
1986 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) damage[i] = 1;
1987 if (damage[i] < 0) damage[i] = 0;
1991 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1993 /* Average damage per round */
1994 if (o_ptr->k_idx == 0)
1997 damage[i] += basedam;
1998 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) damage[i] = 1;
1999 if (damage[i] < 0) damage[i] = 0;
2004 poison_needle = FALSE;
2006 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) poison_needle = TRUE;
2007 if (object_is_known(o_ptr))
2009 damage[i] += o_ptr->to_d * 100;
2010 to_h[i] += o_ptr->to_h;
2013 basedam = ((o_ptr->dd + creature_ptr->to_dd[i]) * (o_ptr->ds + creature_ptr->to_ds[i] + 1)) * 50;
2014 object_flags_known(o_ptr, flgs);
2016 basedam = calc_expect_crit(creature_ptr, o_ptr->weight, to_h[i], basedam, creature_ptr->dis_to_h[i], poison_needle);
2017 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2023 else if (have_flag(flgs, TR_VORPAL))
2025 /* vorpal flag only */
2029 if ((creature_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (creature_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2030 basedam = basedam * 7 / 2;
2031 damage[i] += basedam;
2032 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) damage[i] = 1;
2033 if (damage[i] < 0) damage[i] = 0;
2036 int blows1 = creature_ptr->migite ? creature_ptr->num_blow[0] : 0;
2037 int blows2 = creature_ptr->hidarite ? creature_ptr->num_blow[1] : 0;
2039 /* Basic abilities */
2041 int xdis = creature_ptr->skill_dis;
2042 int xdev = creature_ptr->skill_dev;
2043 int xsav = creature_ptr->skill_sav;
2044 int xstl = creature_ptr->skill_stl;
2045 int xsrh = creature_ptr->skill_srh;
2046 int xfos = creature_ptr->skill_fos;
2047 int xdig = creature_ptr->skill_dig;
2049 concptr desc = likert(xthn, 12);
2050 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2052 desc = likert(xthb, 12);
2053 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2055 desc = likert(xsav, 7);
2056 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2058 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2059 desc = likert((xstl > 0) ? xstl : -1, 1);
2060 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2062 desc = likert(xfos, 6);
2063 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2065 desc = likert(xsrh, 6);
2066 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2068 desc = likert(xdis, 8);
2069 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2071 desc = likert(xdev, 6);
2072 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2074 desc = likert(xdev, 6);
2075 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2077 desc = likert(xdig, 4);
2078 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2081 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2083 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2085 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2088 if ((damage[0] + damage[1]) == 0)
2091 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2093 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2095 display_player_one_line(ENTRY_INFRA, format("%d feet", creature_ptr->see_infra * 10), TERM_WHITE);
2100 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2101 * Prints ratings on certain abilities
2102 * @param creature_ptr 参照元クリーチャーポインタ
2103 * @param flgs フラグを保管する配列
2106 * Obtain the "flags" for the player as if he was an item
2108 * xtra1.c周りと多重実装になっているのを何とかする
2110 static void player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2112 for (int i = 0; i < TR_FLAG_SIZE; i++)
2115 switch (creature_ptr->pclass)
2118 if (creature_ptr->lev > 44)
2119 add_flag(flgs, TR_REGEN);
2121 if (creature_ptr->lev > 29)
2122 add_flag(flgs, TR_RES_FEAR);
2125 if (creature_ptr->lev > 39)
2126 add_flag(flgs, TR_RES_FEAR);
2128 case CLASS_CHAOS_WARRIOR:
2129 if (creature_ptr->lev > 29)
2130 add_flag(flgs, TR_RES_CHAOS);
2131 if (creature_ptr->lev > 39)
2132 add_flag(flgs, TR_RES_FEAR);
2135 case CLASS_FORCETRAINER:
2136 if ((creature_ptr->lev > 9) && !heavy_armor(creature_ptr))
2137 add_flag(flgs, TR_SPEED);
2138 if ((creature_ptr->lev > 24) && !heavy_armor(creature_ptr))
2139 add_flag(flgs, TR_FREE_ACT);
2142 if (heavy_armor(creature_ptr))
2143 add_flag(flgs, TR_SPEED);
2146 if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
2147 (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
2148 add_flag(flgs, TR_SPEED);
2149 if (creature_ptr->lev > 24)
2150 add_flag(flgs, TR_FREE_ACT);
2152 add_flag(flgs, TR_SLOW_DIGEST);
2153 add_flag(flgs, TR_RES_FEAR);
2154 if (creature_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2155 if (creature_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2156 if (creature_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2158 case CLASS_MINDCRAFTER:
2159 if (creature_ptr->lev > 9)
2160 add_flag(flgs, TR_RES_FEAR);
2161 if (creature_ptr->lev > 19)
2162 add_flag(flgs, TR_SUST_WIS);
2163 if (creature_ptr->lev > 29)
2164 add_flag(flgs, TR_RES_CONF);
2165 if (creature_ptr->lev > 39)
2166 add_flag(flgs, TR_TELEPATHY);
2169 add_flag(flgs, TR_RES_SOUND);
2171 case CLASS_BERSERKER:
2172 add_flag(flgs, TR_SUST_STR);
2173 add_flag(flgs, TR_SUST_DEX);
2174 add_flag(flgs, TR_SUST_CON);
2175 add_flag(flgs, TR_REGEN);
2176 add_flag(flgs, TR_FREE_ACT);
2177 add_flag(flgs, TR_SPEED);
2178 if (creature_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2180 case CLASS_MIRROR_MASTER:
2181 if (creature_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2184 break; /* Do nothing */
2188 if (creature_ptr->mimic_form)
2190 switch (creature_ptr->mimic_form)
2193 add_flag(flgs, TR_HOLD_EXP);
2194 add_flag(flgs, TR_RES_CHAOS);
2195 add_flag(flgs, TR_RES_NETHER);
2196 add_flag(flgs, TR_RES_FIRE);
2197 add_flag(flgs, TR_SEE_INVIS);
2198 add_flag(flgs, TR_SPEED);
2200 case MIMIC_DEMON_LORD:
2201 add_flag(flgs, TR_HOLD_EXP);
2202 add_flag(flgs, TR_RES_CHAOS);
2203 add_flag(flgs, TR_RES_NETHER);
2204 add_flag(flgs, TR_RES_FIRE);
2205 add_flag(flgs, TR_RES_COLD);
2206 add_flag(flgs, TR_RES_ELEC);
2207 add_flag(flgs, TR_RES_ACID);
2208 add_flag(flgs, TR_RES_POIS);
2209 add_flag(flgs, TR_RES_CONF);
2210 add_flag(flgs, TR_RES_DISEN);
2211 add_flag(flgs, TR_RES_NEXUS);
2212 add_flag(flgs, TR_RES_FEAR);
2213 add_flag(flgs, TR_IM_FIRE);
2214 add_flag(flgs, TR_SH_FIRE);
2215 add_flag(flgs, TR_SEE_INVIS);
2216 add_flag(flgs, TR_TELEPATHY);
2217 add_flag(flgs, TR_LEVITATION);
2218 add_flag(flgs, TR_SPEED);
2221 add_flag(flgs, TR_HOLD_EXP);
2222 add_flag(flgs, TR_RES_DARK);
2223 add_flag(flgs, TR_RES_NETHER);
2224 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2225 add_flag(flgs, TR_RES_POIS);
2226 add_flag(flgs, TR_RES_COLD);
2227 add_flag(flgs, TR_SEE_INVIS);
2228 add_flag(flgs, TR_SPEED);
2234 switch (creature_ptr->prace)
2237 add_flag(flgs, TR_RES_LITE);
2240 add_flag(flgs, TR_HOLD_EXP);
2243 add_flag(flgs, TR_FREE_ACT);
2246 add_flag(flgs, TR_RES_BLIND);
2249 add_flag(flgs, TR_RES_DARK);
2251 case RACE_HALF_TROLL:
2252 add_flag(flgs, TR_SUST_STR);
2253 if (creature_ptr->lev > 14)
2255 add_flag(flgs, TR_REGEN);
2256 if ((creature_ptr->pclass == CLASS_WARRIOR) || (creature_ptr->pclass == CLASS_BERSERKER))
2258 add_flag(flgs, TR_SLOW_DIGEST);
2260 * Let's not make Regeneration a disadvantage
2261 * for the poor warriors who can never learn
2262 * a spell that satisfies hunger (actually
2263 * neither can rogues, but half-trolls are not
2264 * supposed to play rogues)
2271 add_flag(flgs, TR_SUST_CON);
2272 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2275 add_flag(flgs, TR_RES_LITE);
2276 add_flag(flgs, TR_SEE_INVIS);
2278 case RACE_BARBARIAN:
2279 add_flag(flgs, TR_RES_FEAR);
2281 case RACE_HALF_OGRE:
2282 add_flag(flgs, TR_SUST_STR);
2283 add_flag(flgs, TR_RES_DARK);
2285 case RACE_HALF_GIANT:
2286 add_flag(flgs, TR_RES_SHARDS);
2287 add_flag(flgs, TR_SUST_STR);
2289 case RACE_HALF_TITAN:
2290 add_flag(flgs, TR_RES_CHAOS);
2293 add_flag(flgs, TR_RES_SOUND);
2296 add_flag(flgs, TR_RES_ACID);
2297 if (creature_ptr->lev > 19)
2298 add_flag(flgs, TR_IM_ACID);
2301 add_flag(flgs, TR_RES_CONF);
2302 add_flag(flgs, TR_RES_ACID);
2303 if (creature_ptr->lev > 9)
2304 add_flag(flgs, TR_SPEED);
2307 add_flag(flgs, TR_RES_POIS);
2310 add_flag(flgs, TR_RES_DISEN);
2311 add_flag(flgs, TR_RES_DARK);
2314 add_flag(flgs, TR_RES_DARK);
2315 if (creature_ptr->lev > 19)
2316 add_flag(flgs, TR_SEE_INVIS);
2318 case RACE_DRACONIAN:
2319 add_flag(flgs, TR_LEVITATION);
2320 if (creature_ptr->lev > 4)
2321 add_flag(flgs, TR_RES_FIRE);
2322 if (creature_ptr->lev > 9)
2323 add_flag(flgs, TR_RES_COLD);
2324 if (creature_ptr->lev > 14)
2325 add_flag(flgs, TR_RES_ACID);
2326 if (creature_ptr->lev > 19)
2327 add_flag(flgs, TR_RES_ELEC);
2328 if (creature_ptr->lev > 34)
2329 add_flag(flgs, TR_RES_POIS);
2331 case RACE_MIND_FLAYER:
2332 add_flag(flgs, TR_SUST_INT);
2333 add_flag(flgs, TR_SUST_WIS);
2334 if (creature_ptr->lev > 14)
2335 add_flag(flgs, TR_SEE_INVIS);
2336 if (creature_ptr->lev > 29)
2337 add_flag(flgs, TR_TELEPATHY);
2340 add_flag(flgs, TR_RES_FIRE);
2341 if (creature_ptr->lev > 9)
2342 add_flag(flgs, TR_SEE_INVIS);
2345 add_flag(flgs, TR_SEE_INVIS);
2346 add_flag(flgs, TR_FREE_ACT);
2347 add_flag(flgs, TR_RES_POIS);
2348 add_flag(flgs, TR_SLOW_DIGEST);
2349 if (creature_ptr->lev > 34)
2350 add_flag(flgs, TR_HOLD_EXP);
2353 add_flag(flgs, TR_SEE_INVIS);
2354 add_flag(flgs, TR_RES_SHARDS);
2355 add_flag(flgs, TR_HOLD_EXP);
2356 add_flag(flgs, TR_RES_POIS);
2357 if (creature_ptr->lev > 9)
2358 add_flag(flgs, TR_RES_COLD);
2361 add_flag(flgs, TR_SEE_INVIS);
2362 add_flag(flgs, TR_HOLD_EXP);
2363 add_flag(flgs, TR_RES_NETHER);
2364 add_flag(flgs, TR_RES_POIS);
2365 add_flag(flgs, TR_SLOW_DIGEST);
2366 if (creature_ptr->lev > 4)
2367 add_flag(flgs, TR_RES_COLD);
2370 add_flag(flgs, TR_HOLD_EXP);
2371 add_flag(flgs, TR_RES_DARK);
2372 add_flag(flgs, TR_RES_NETHER);
2373 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2374 add_flag(flgs, TR_RES_POIS);
2375 add_flag(flgs, TR_RES_COLD);
2378 add_flag(flgs, TR_LEVITATION);
2379 add_flag(flgs, TR_FREE_ACT);
2380 add_flag(flgs, TR_RES_COLD);
2381 add_flag(flgs, TR_SEE_INVIS);
2382 add_flag(flgs, TR_HOLD_EXP);
2383 add_flag(flgs, TR_RES_NETHER);
2384 add_flag(flgs, TR_RES_POIS);
2385 add_flag(flgs, TR_SLOW_DIGEST);
2387 if (creature_ptr->lev > 34)
2388 add_flag(flgs, TR_TELEPATHY);
2391 add_flag(flgs, TR_RES_LITE);
2392 add_flag(flgs, TR_LEVITATION);
2393 if (creature_ptr->lev > 9)
2394 add_flag(flgs, TR_SPEED);
2397 add_flag(flgs, TR_RES_SOUND);
2398 add_flag(flgs, TR_RES_CONF);
2401 add_flag(flgs, TR_LEVITATION);
2402 add_flag(flgs, TR_SEE_INVIS);
2405 add_flag(flgs, TR_RES_FIRE);
2406 add_flag(flgs, TR_RES_NETHER);
2407 add_flag(flgs, TR_HOLD_EXP);
2408 if (creature_ptr->lev > 9)
2409 add_flag(flgs, TR_SEE_INVIS);
2412 add_flag(flgs, TR_SUST_CON);
2415 add_flag(flgs, TR_LEVITATION);
2418 add_flag(flgs, TR_RES_CONF);
2421 add_flag(flgs, TR_FREE_ACT);
2422 add_flag(flgs, TR_RES_POIS);
2423 add_flag(flgs, TR_SLOW_DIGEST);
2424 add_flag(flgs, TR_HOLD_EXP);
2432 if (creature_ptr->muta3)
2434 if (creature_ptr->muta3 & MUT3_FLESH_ROT)
2436 remove_flag(flgs, TR_REGEN);
2439 if ((creature_ptr->muta3 & MUT3_XTRA_FAT) ||
2440 (creature_ptr->muta3 & MUT3_XTRA_LEGS) ||
2441 (creature_ptr->muta3 & MUT3_SHORT_LEG))
2443 add_flag(flgs, TR_SPEED);
2446 if (creature_ptr->muta3 & MUT3_ELEC_TOUC)
2448 add_flag(flgs, TR_SH_ELEC);
2451 if (creature_ptr->muta3 & MUT3_FIRE_BODY)
2453 add_flag(flgs, TR_SH_FIRE);
2454 add_flag(flgs, TR_LITE_1);
2457 if (creature_ptr->muta3 & MUT3_WINGS)
2459 add_flag(flgs, TR_LEVITATION);
2462 if (creature_ptr->muta3 & MUT3_FEARLESS)
2464 add_flag(flgs, TR_RES_FEAR);
2467 if (creature_ptr->muta3 & MUT3_REGEN)
2469 add_flag(flgs, TR_REGEN);
2472 if (creature_ptr->muta3 & MUT3_ESP)
2474 add_flag(flgs, TR_TELEPATHY);
2477 if (creature_ptr->muta3 & MUT3_MOTION)
2479 add_flag(flgs, TR_FREE_ACT);
2483 if (creature_ptr->pseikaku == SEIKAKU_SEXY)
2484 add_flag(flgs, TR_AGGRAVATE);
2485 if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2486 add_flag(flgs, TR_RES_CONF);
2487 if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2489 add_flag(flgs, TR_RES_BLIND);
2490 add_flag(flgs, TR_RES_CONF);
2491 add_flag(flgs, TR_HOLD_EXP);
2492 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2493 if (creature_ptr->lev > 9)
2494 add_flag(flgs, TR_SPEED);
2497 if (creature_ptr->special_defense & KATA_FUUJIN)
2498 add_flag(flgs, TR_REFLECT);
2500 if (creature_ptr->special_defense & KAMAE_GENBU)
2501 add_flag(flgs, TR_REFLECT);
2503 if (creature_ptr->special_defense & KAMAE_SUZAKU)
2504 add_flag(flgs, TR_LEVITATION);
2506 if (creature_ptr->special_defense & KAMAE_SEIRYU)
2508 add_flag(flgs, TR_RES_FIRE);
2509 add_flag(flgs, TR_RES_COLD);
2510 add_flag(flgs, TR_RES_ACID);
2511 add_flag(flgs, TR_RES_ELEC);
2512 add_flag(flgs, TR_RES_POIS);
2513 add_flag(flgs, TR_LEVITATION);
2514 add_flag(flgs, TR_SH_FIRE);
2515 add_flag(flgs, TR_SH_ELEC);
2516 add_flag(flgs, TR_SH_COLD);
2519 if (creature_ptr->special_defense & KATA_MUSOU)
2521 add_flag(flgs, TR_RES_FEAR);
2522 add_flag(flgs, TR_RES_LITE);
2523 add_flag(flgs, TR_RES_DARK);
2524 add_flag(flgs, TR_RES_BLIND);
2525 add_flag(flgs, TR_RES_CONF);
2526 add_flag(flgs, TR_RES_SOUND);
2527 add_flag(flgs, TR_RES_SHARDS);
2528 add_flag(flgs, TR_RES_NETHER);
2529 add_flag(flgs, TR_RES_NEXUS);
2530 add_flag(flgs, TR_RES_CHAOS);
2531 add_flag(flgs, TR_RES_DISEN);
2532 add_flag(flgs, TR_REFLECT);
2533 add_flag(flgs, TR_HOLD_EXP);
2534 add_flag(flgs, TR_FREE_ACT);
2535 add_flag(flgs, TR_SH_FIRE);
2536 add_flag(flgs, TR_SH_ELEC);
2537 add_flag(flgs, TR_SH_COLD);
2538 add_flag(flgs, TR_LEVITATION);
2539 add_flag(flgs, TR_LITE_1);
2540 add_flag(flgs, TR_SEE_INVIS);
2541 add_flag(flgs, TR_TELEPATHY);
2542 add_flag(flgs, TR_SLOW_DIGEST);
2543 add_flag(flgs, TR_REGEN);
2544 add_flag(flgs, TR_SUST_STR);
2545 add_flag(flgs, TR_SUST_INT);
2546 add_flag(flgs, TR_SUST_WIS);
2547 add_flag(flgs, TR_SUST_DEX);
2548 add_flag(flgs, TR_SUST_CON);
2549 add_flag(flgs, TR_SUST_CHR);
2555 * @brief プレイヤーの一時的魔法効果による耐性を返す
2556 * Prints ratings on certain abilities
2557 * @param creature_ptr プレーヤーへの参照ポインタ
2558 * @param flgs フラグを保管する配列
2561 * xtra1.c周りと多重実装になっているのを何とかする
2563 static void tim_player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2565 for (int i = 0; i < TR_FLAG_SIZE; i++)
2568 if (IS_HERO(creature_ptr) || creature_ptr->shero)
2569 add_flag(flgs, TR_RES_FEAR);
2570 if (creature_ptr->tim_invis)
2571 add_flag(flgs, TR_SEE_INVIS);
2572 if (creature_ptr->tim_regen)
2573 add_flag(flgs, TR_REGEN);
2574 if (is_time_limit_esp(creature_ptr))
2575 add_flag(flgs, TR_TELEPATHY);
2576 if (IS_FAST(creature_ptr) || creature_ptr->slow)
2577 add_flag(flgs, TR_SPEED);
2579 if (is_oppose_acid(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_ACID) && !(PRACE_IS_(creature_ptr, RACE_YEEK) && (creature_ptr->lev > 19)))
2580 add_flag(flgs, TR_RES_ACID);
2581 if (is_oppose_elec(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_ELEC))
2582 add_flag(flgs, TR_RES_ELEC);
2583 if (is_oppose_fire(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_FIRE))
2584 add_flag(flgs, TR_RES_FIRE);
2585 if (is_oppose_cold(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_COLD))
2586 add_flag(flgs, TR_RES_COLD);
2587 if (is_oppose_pois(creature_ptr))
2588 add_flag(flgs, TR_RES_POIS);
2590 if (creature_ptr->special_attack & ATTACK_ACID)
2591 add_flag(flgs, TR_BRAND_ACID);
2592 if (creature_ptr->special_attack & ATTACK_ELEC)
2593 add_flag(flgs, TR_BRAND_ELEC);
2594 if (creature_ptr->special_attack & ATTACK_FIRE)
2595 add_flag(flgs, TR_BRAND_FIRE);
2596 if (creature_ptr->special_attack & ATTACK_COLD)
2597 add_flag(flgs, TR_BRAND_COLD);
2598 if (creature_ptr->special_attack & ATTACK_POIS)
2599 add_flag(flgs, TR_BRAND_POIS);
2600 if (creature_ptr->special_defense & DEFENSE_ACID)
2601 add_flag(flgs, TR_IM_ACID);
2602 if (creature_ptr->special_defense & DEFENSE_ELEC)
2603 add_flag(flgs, TR_IM_ELEC);
2604 if (creature_ptr->special_defense & DEFENSE_FIRE)
2605 add_flag(flgs, TR_IM_FIRE);
2606 if (creature_ptr->special_defense & DEFENSE_COLD)
2607 add_flag(flgs, TR_IM_COLD);
2608 if (creature_ptr->wraith_form)
2609 add_flag(flgs, TR_REFLECT);
2611 if (creature_ptr->tim_reflect)
2612 add_flag(flgs, TR_REFLECT);
2614 if (creature_ptr->magicdef)
2616 add_flag(flgs, TR_RES_BLIND);
2617 add_flag(flgs, TR_RES_CONF);
2618 add_flag(flgs, TR_REFLECT);
2619 add_flag(flgs, TR_FREE_ACT);
2620 add_flag(flgs, TR_LEVITATION);
2623 if (creature_ptr->tim_res_nether) add_flag(flgs, TR_RES_NETHER);
2625 if (creature_ptr->tim_sh_fire) add_flag(flgs, TR_SH_FIRE);
2627 if (creature_ptr->ult_res)
2629 add_flag(flgs, TR_RES_FEAR);
2630 add_flag(flgs, TR_RES_LITE);
2631 add_flag(flgs, TR_RES_DARK);
2632 add_flag(flgs, TR_RES_BLIND);
2633 add_flag(flgs, TR_RES_CONF);
2634 add_flag(flgs, TR_RES_SOUND);
2635 add_flag(flgs, TR_RES_SHARDS);
2636 add_flag(flgs, TR_RES_NETHER);
2637 add_flag(flgs, TR_RES_NEXUS);
2638 add_flag(flgs, TR_RES_CHAOS);
2639 add_flag(flgs, TR_RES_DISEN);
2640 add_flag(flgs, TR_REFLECT);
2641 add_flag(flgs, TR_HOLD_EXP);
2642 add_flag(flgs, TR_FREE_ACT);
2643 add_flag(flgs, TR_SH_FIRE);
2644 add_flag(flgs, TR_SH_ELEC);
2645 add_flag(flgs, TR_SH_COLD);
2646 add_flag(flgs, TR_LEVITATION);
2647 add_flag(flgs, TR_LITE_1);
2648 add_flag(flgs, TR_SEE_INVIS);
2649 add_flag(flgs, TR_TELEPATHY);
2650 add_flag(flgs, TR_SLOW_DIGEST);
2651 add_flag(flgs, TR_REGEN);
2652 add_flag(flgs, TR_SUST_STR);
2653 add_flag(flgs, TR_SUST_INT);
2654 add_flag(flgs, TR_SUST_WIS);
2655 add_flag(flgs, TR_SUST_DEX);
2656 add_flag(flgs, TR_SUST_CON);
2657 add_flag(flgs, TR_SUST_CHR);
2660 if (creature_ptr->realm1 != REALM_HEX) return;
2662 if (hex_spelling(creature_ptr, HEX_DEMON_AURA))
2664 add_flag(flgs, TR_SH_FIRE);
2665 add_flag(flgs, TR_REGEN);
2668 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2669 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2674 * @brief プレイヤーの装備一覧をシンボルで並べる
2676 * @param creature_ptr プレーヤーへの参照ポインタ
2677 * @param y 表示するコンソールの行
2678 * @param x 表示するコンソールの列
2682 void display_player_equippy(player_type *creature_ptr, TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2684 /* Weapon flags need only two column */
2685 int max_i = (mode & DP_WP) ? INVEN_LARM + 1 : INVEN_TOTAL;
2687 /* Dump equippy chars */
2688 for (int i = INVEN_RARM; i < max_i; i++)
2691 o_ptr = &creature_ptr->inventory_list[i];
2693 TERM_COLOR a = object_attr(o_ptr);
2694 char c = object_char(o_ptr);
2696 /* Clear the part of the screen */
2697 if (!equippy_chars || !o_ptr->k_idx)
2704 Term_putch(x + i - INVEN_RARM, y, a, c);
2710 * @brief プレイヤーの装備による免疫フラグを返す
2711 * @param creature_ptr プレーヤーへの参照ポインタ
2712 * @param flgs フラグを保管する配列
2715 * xtra1.c周りと多重実装になっているのを何とかする
2717 static void known_obj_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2719 for (int i = 0; i < TR_FLAG_SIZE; i++)
2722 /* Check equipment */
2723 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
2725 u32b o_flgs[TR_FLAG_SIZE];
2730 o_ptr = &creature_ptr->inventory_list[i];
2732 if (!o_ptr->k_idx) continue;
2735 object_flags_known(o_ptr, o_flgs);
2737 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2738 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2739 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2740 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2745 * @brief プレイヤーの種族による免疫フラグを返す
2746 * @param creature_ptr プレーヤーへの参照ポインタ
2747 * @param flgs フラグを保管する配列
2750 * xtra1.c周りと多重実装になっているのを何とかする
2752 static void player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2754 for (int i = 0; i < TR_FLAG_SIZE; i++)
2757 if (PRACE_IS_(creature_ptr, RACE_SPECTRE))
2758 add_flag(flgs, TR_RES_NETHER);
2759 if (creature_ptr->mimic_form == MIMIC_VAMPIRE || PRACE_IS_(creature_ptr, RACE_VAMPIRE))
2760 add_flag(flgs, TR_RES_DARK);
2761 if (creature_ptr->mimic_form == MIMIC_DEMON_LORD)
2762 add_flag(flgs, TR_RES_FIRE);
2763 else if (PRACE_IS_(creature_ptr, RACE_YEEK) && creature_ptr->lev > 19)
2764 add_flag(flgs, TR_RES_ACID);
2768 * @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
2769 * @param creature_ptr プレーヤーへの参照ポインタ
2770 * @param flgs フラグを保管する配列
2773 * xtra1.c周りと多重実装になっているのを何とかする
2775 static void tim_player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2777 for (int i = 0; i < TR_FLAG_SIZE; i++)
2780 if (creature_ptr->special_defense & DEFENSE_ACID)
2781 add_flag(flgs, TR_RES_ACID);
2782 if (creature_ptr->special_defense & DEFENSE_ELEC)
2783 add_flag(flgs, TR_RES_ELEC);
2784 if (creature_ptr->special_defense & DEFENSE_FIRE)
2785 add_flag(flgs, TR_RES_FIRE);
2786 if (creature_ptr->special_defense & DEFENSE_COLD)
2787 add_flag(flgs, TR_RES_COLD);
2788 if (creature_ptr->wraith_form)
2789 add_flag(flgs, TR_RES_DARK);
2793 * @brief プレイヤーの種族による弱点フラグを返す
2794 * @param creature_ptr プレーヤーへの参照ポインタ
2795 * @param flgs フラグを保管する配列
2798 * xtra1.c周りと多重実装になっているのを何とかする
2800 static void player_vuln_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2802 for (int i = 0; i < TR_FLAG_SIZE; i++)
2805 if ((creature_ptr->muta3 & MUT3_VULN_ELEM) || (creature_ptr->special_defense & KATA_KOUKIJIN))
2807 add_flag(flgs, TR_RES_ACID);
2808 add_flag(flgs, TR_RES_ELEC);
2809 add_flag(flgs, TR_RES_FIRE);
2810 add_flag(flgs, TR_RES_COLD);
2812 if (PRACE_IS_(creature_ptr, RACE_ANDROID))
2813 add_flag(flgs, TR_RES_ELEC);
2814 if (PRACE_IS_(creature_ptr, RACE_ENT))
2815 add_flag(flgs, TR_RES_FIRE);
2816 if (PRACE_IS_(creature_ptr, RACE_VAMPIRE) || PRACE_IS_(creature_ptr, RACE_S_FAIRY) ||
2817 (creature_ptr->mimic_form == MIMIC_VAMPIRE))
2818 add_flag(flgs, TR_RES_LITE);
2823 * A struct for storing misc. flags
2826 BIT_FLAGS player_flags[TR_FLAG_SIZE];
2827 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
2828 BIT_FLAGS player_imm[TR_FLAG_SIZE];
2829 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
2830 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
2831 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
2836 * @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 /
2837 * Helper function, see below
2838 * @param creature_ptr プレーヤーへの参照ポインタ
2839 * @param row コンソール表示位置の左上行
2840 * @param col コンソール表示位置の左上列
2841 * @param header コンソール上で表示する特性名
2842 * @param flag1 参照する特性ID
2843 * @param f プレイヤーの特性情報構造体
2844 * @param mode 表示オプション
2847 static void display_flag_aux(player_type *creature_ptr, TERM_LEN row, TERM_LEN col, concptr header, int flag1, all_player_flags *f, u16b mode)
2849 byte header_color = TERM_L_DARK;
2850 int header_col = col;
2853 if (have_flag(f->player_vuln, flag1) &&
2854 !(have_flag(f->known_obj_imm, flag1) ||
2855 have_flag(f->player_imm, flag1) ||
2856 have_flag(f->tim_player_imm, flag1)))
2860 col += strlen(header) + 1;
2862 /* Weapon flags need only two column */
2863 int max_i = (mode & DP_WP) ? INVEN_LARM + 1 : INVEN_TOTAL;
2865 /* Check equipment */
2866 for (int i = INVEN_RARM; i < max_i; i++)
2868 BIT_FLAGS flgs[TR_FLAG_SIZE];
2872 o_ptr = &creature_ptr->inventory_list[i];
2875 object_flags_known(o_ptr, flgs);
2878 if (!(mode & DP_IMM))
2879 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
2882 if (mode & DP_CURSE)
2884 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
2886 c_put_str(TERM_L_DARK, "+", row, col);
2887 header_color = TERM_WHITE;
2890 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
2892 c_put_str(TERM_WHITE, "+", row, col);
2893 header_color = TERM_WHITE;
2896 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2898 c_put_str(TERM_WHITE, "*", row, col);
2899 header_color = TERM_WHITE;
2906 if (flag1 == TR_LITE_1)
2908 if (HAVE_DARK_FLAG(flgs))
2910 c_put_str(TERM_L_DARK, "+", row, col);
2911 header_color = TERM_WHITE;
2913 else if (HAVE_LITE_FLAG(flgs))
2915 c_put_str(TERM_WHITE, "+", row, col);
2916 header_color = TERM_WHITE;
2923 if (have_flag(flgs, flag1))
2925 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
2926 (mode & DP_IMM) ? "*" : "+", row, col);
2927 header_color = TERM_WHITE;
2933 /* Assume that player flag is already written */
2936 if (header_color != TERM_L_DARK)
2938 /* Overwrite Header Color */
2939 c_put_str(header_color, header, row, header_col);
2946 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
2949 if (have_flag(f->player_flags, flag1))
2951 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
2952 header_color = TERM_WHITE;
2955 /* Timed player flags */
2956 if (have_flag(f->tim_player_flags, flag1))
2958 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
2959 header_color = TERM_WHITE;
2963 if (have_flag(f->tim_player_imm, flag1))
2965 c_put_str(TERM_YELLOW, "*", row, col);
2966 header_color = TERM_WHITE;
2968 if (have_flag(f->player_imm, flag1))
2970 c_put_str(TERM_WHITE, "*", row, col);
2971 header_color = TERM_WHITE;
2975 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
2978 c_put_str(header_color, header, row, header_col);
2983 * @brief プレイヤーの特性フラグ一覧表示1 /
2984 * @param creature_ptr プレーヤーへの参照ポインタ
2985 * Special display, part 1
2988 static void display_player_flag_info(player_type *creature_ptr)
2990 /* Extract flags and store */
2992 player_flags(creature_ptr, f.player_flags);
2993 tim_player_flags(creature_ptr, f.tim_player_flags);
2994 player_immunity(creature_ptr, f.player_imm);
2995 tim_player_immunity(creature_ptr, f.tim_player_imm);
2996 known_obj_immunity(creature_ptr, f.known_obj_imm);
2997 player_vuln_flags(creature_ptr, f.player_vuln);
3002 display_player_equippy(creature_ptr, row - 2, col + 8, 0);
3003 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 8);
3006 display_flag_aux(creature_ptr, row + 0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3007 display_flag_aux(creature_ptr, row + 0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3008 display_flag_aux(creature_ptr, row + 1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3009 display_flag_aux(creature_ptr, row + 1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3010 display_flag_aux(creature_ptr, row + 2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3011 display_flag_aux(creature_ptr, row + 2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3012 display_flag_aux(creature_ptr, row + 3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3013 display_flag_aux(creature_ptr, row + 3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3014 display_flag_aux(creature_ptr, row + 4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3015 display_flag_aux(creature_ptr, row + 5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3016 display_flag_aux(creature_ptr, row + 6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3017 display_flag_aux(creature_ptr, row + 7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3018 display_flag_aux(creature_ptr, row + 8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3019 display_flag_aux(creature_ptr, row + 9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3021 display_flag_aux(creature_ptr, row + 0, col, "Acid :", TR_RES_ACID, &f, 0);
3022 display_flag_aux(creature_ptr, row + 0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3023 display_flag_aux(creature_ptr, row + 1, col, "Elec :", TR_RES_ELEC, &f, 0);
3024 display_flag_aux(creature_ptr, row + 1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3025 display_flag_aux(creature_ptr, row + 2, col, "Fire :", TR_RES_FIRE, &f, 0);
3026 display_flag_aux(creature_ptr, row + 2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3027 display_flag_aux(creature_ptr, row + 3, col, "Cold :", TR_RES_COLD, &f, 0);
3028 display_flag_aux(creature_ptr, row + 3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3029 display_flag_aux(creature_ptr, row + 4, col, "Poison:", TR_RES_POIS, &f, 0);
3030 display_flag_aux(creature_ptr, row + 5, col, "Light :", TR_RES_LITE, &f, 0);
3031 display_flag_aux(creature_ptr, row + 6, col, "Dark :", TR_RES_DARK, &f, 0);
3032 display_flag_aux(creature_ptr, row + 7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3033 display_flag_aux(creature_ptr, row + 8, col, "Blind :", TR_RES_BLIND, &f, 0);
3034 display_flag_aux(creature_ptr, row + 9, col, "Conf :", TR_RES_CONF, &f, 0);
3040 display_player_equippy(creature_ptr, row - 2, col + 8, 0);
3041 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 8);
3044 display_flag_aux(creature_ptr, row + 0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3045 display_flag_aux(creature_ptr, row + 1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3046 display_flag_aux(creature_ptr, row + 2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3047 display_flag_aux(creature_ptr, row + 3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3048 display_flag_aux(creature_ptr, row + 4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3049 display_flag_aux(creature_ptr, row + 5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3050 display_flag_aux(creature_ptr, row + 6, col, "反射 :", TR_REFLECT, &f, 0);
3051 display_flag_aux(creature_ptr, row + 7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3052 display_flag_aux(creature_ptr, row + 8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3053 display_flag_aux(creature_ptr, row + 9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3055 display_flag_aux(creature_ptr, row + 0, col, "Sound :", TR_RES_SOUND, &f, 0);
3056 display_flag_aux(creature_ptr, row + 1, col, "Nether:", TR_RES_NETHER, &f, 0);
3057 display_flag_aux(creature_ptr, row + 2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3058 display_flag_aux(creature_ptr, row + 3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3059 display_flag_aux(creature_ptr, row + 4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3060 display_flag_aux(creature_ptr, row + 5, col, "Fear :", TR_RES_FEAR, &f, 0);
3061 display_flag_aux(creature_ptr, row + 6, col, "Reflct:", TR_REFLECT, &f, 0);
3062 display_flag_aux(creature_ptr, row + 7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3063 display_flag_aux(creature_ptr, row + 8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3064 display_flag_aux(creature_ptr, row + 9, col, "AuCold:", TR_SH_COLD, &f, 0);
3070 display_player_equippy(creature_ptr, row - 2, col + 12, 0);
3071 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 12);
3074 display_flag_aux(creature_ptr, row + 0, col, "加速 :", TR_SPEED, &f, 0);
3075 display_flag_aux(creature_ptr, row + 1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3076 display_flag_aux(creature_ptr, row + 2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3077 display_flag_aux(creature_ptr, row + 3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3078 display_flag_aux(creature_ptr, row + 4, col, "警告 :", TR_WARNING, &f, 0);
3079 display_flag_aux(creature_ptr, row + 5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3080 display_flag_aux(creature_ptr, row + 6, col, "急回復 :", TR_REGEN, &f, 0);
3081 display_flag_aux(creature_ptr, row + 7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3082 display_flag_aux(creature_ptr, row + 8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3083 display_flag_aux(creature_ptr, row + 9, col, "呪い :", 0, &f, DP_CURSE);
3085 display_flag_aux(creature_ptr, row + 0, col, "Speed :", TR_SPEED, &f, 0);
3086 display_flag_aux(creature_ptr, row + 1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3087 display_flag_aux(creature_ptr, row + 2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3088 display_flag_aux(creature_ptr, row + 3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3089 display_flag_aux(creature_ptr, row + 4, col, "Warning :", TR_WARNING, &f, 0);
3090 display_flag_aux(creature_ptr, row + 5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3091 display_flag_aux(creature_ptr, row + 6, col, "Regene. :", TR_REGEN, &f, 0);
3092 display_flag_aux(creature_ptr, row + 7, col, "Levitation:", TR_LEVITATION, &f, 0);
3093 display_flag_aux(creature_ptr, row + 8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3094 display_flag_aux(creature_ptr, row + 9, col, "Cursed :", 0, &f, DP_CURSE);
3100 * @brief プレイヤーの特性フラグ一覧表示2 /
3101 * @param creature_ptr プレーヤーへの参照ポインタ
3102 * Special display, part 2
3105 static void display_player_other_flag_info(player_type *creature_ptr)
3107 /* Extract flags and store */
3109 player_flags(creature_ptr, f.player_flags);
3110 tim_player_flags(creature_ptr, f.tim_player_flags);
3111 player_immunity(creature_ptr, f.player_imm);
3112 tim_player_immunity(creature_ptr, f.tim_player_imm);
3113 known_obj_immunity(creature_ptr, f.known_obj_imm);
3114 player_vuln_flags(creature_ptr, f.player_vuln);
3119 display_player_equippy(creature_ptr, row - 2, col + 12, DP_WP);
3120 c_put_str(TERM_WHITE, "ab@", row - 1, col + 12);
3123 display_flag_aux(creature_ptr, row + 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3124 display_flag_aux(creature_ptr, row + 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP | DP_IMM));
3125 display_flag_aux(creature_ptr, row + 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3126 display_flag_aux(creature_ptr, row + 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP | DP_IMM));
3127 display_flag_aux(creature_ptr, row + 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3128 display_flag_aux(creature_ptr, row + 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP | DP_IMM));
3129 display_flag_aux(creature_ptr, row + 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3130 display_flag_aux(creature_ptr, row + 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP | DP_IMM));
3131 display_flag_aux(creature_ptr, row + 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3132 display_flag_aux(creature_ptr, row + 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP | DP_IMM));
3133 display_flag_aux(creature_ptr, row + 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3134 display_flag_aux(creature_ptr, row + 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP | DP_IMM));
3135 display_flag_aux(creature_ptr, row + 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3136 display_flag_aux(creature_ptr, row + 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP | DP_IMM));
3137 display_flag_aux(creature_ptr, row + 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3138 display_flag_aux(creature_ptr, row + 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP | DP_IMM));
3139 display_flag_aux(creature_ptr, row + 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3140 display_flag_aux(creature_ptr, row + 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP | DP_IMM));
3141 display_flag_aux(creature_ptr, row + 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3142 display_flag_aux(creature_ptr, row + 10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3143 display_flag_aux(creature_ptr, row + 11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3144 display_flag_aux(creature_ptr, row + 12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3145 display_flag_aux(creature_ptr, row + 13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3146 display_flag_aux(creature_ptr, row + 14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3147 display_flag_aux(creature_ptr, row + 15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3148 display_flag_aux(creature_ptr, row + 16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3149 display_flag_aux(creature_ptr, row + 17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3150 display_flag_aux(creature_ptr, row + 18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3152 display_flag_aux(creature_ptr, row + 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3153 display_flag_aux(creature_ptr, row + 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP | DP_IMM));
3154 display_flag_aux(creature_ptr, row + 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3155 display_flag_aux(creature_ptr, row + 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP | DP_IMM));
3156 display_flag_aux(creature_ptr, row + 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3157 display_flag_aux(creature_ptr, row + 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP | DP_IMM));
3158 display_flag_aux(creature_ptr, row + 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3159 display_flag_aux(creature_ptr, row + 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP | DP_IMM));
3160 display_flag_aux(creature_ptr, row + 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3161 display_flag_aux(creature_ptr, row + 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP | DP_IMM));
3162 display_flag_aux(creature_ptr, row + 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3163 display_flag_aux(creature_ptr, row + 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP | DP_IMM));
3164 display_flag_aux(creature_ptr, row + 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3165 display_flag_aux(creature_ptr, row + 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP | DP_IMM));
3166 display_flag_aux(creature_ptr, row + 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3167 display_flag_aux(creature_ptr, row + 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP | DP_IMM));
3168 display_flag_aux(creature_ptr, row + 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3169 display_flag_aux(creature_ptr, row + 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP | DP_IMM));
3170 display_flag_aux(creature_ptr, row + 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3171 display_flag_aux(creature_ptr, row + 10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3172 display_flag_aux(creature_ptr, row + 11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3173 display_flag_aux(creature_ptr, row + 12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3174 display_flag_aux(creature_ptr, row + 13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3175 display_flag_aux(creature_ptr, row + 14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3176 display_flag_aux(creature_ptr, row + 15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3177 display_flag_aux(creature_ptr, row + 16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3178 display_flag_aux(creature_ptr, row + 17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3179 display_flag_aux(creature_ptr, row + 18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3185 display_player_equippy(creature_ptr, row - 2, col + 13, 0);
3186 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 13);
3189 display_flag_aux(creature_ptr, row + 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3190 display_flag_aux(creature_ptr, row + 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3191 display_flag_aux(creature_ptr, row + 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3192 display_flag_aux(creature_ptr, row + 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3193 display_flag_aux(creature_ptr, row + 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3194 display_flag_aux(creature_ptr, row + 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3195 display_flag_aux(creature_ptr, row + 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3196 display_flag_aux(creature_ptr, row + 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3197 display_flag_aux(creature_ptr, row + 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3198 display_flag_aux(creature_ptr, row + 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3199 display_flag_aux(creature_ptr, row + 10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3200 display_flag_aux(creature_ptr, row + 11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3201 display_flag_aux(creature_ptr, row + 12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3202 display_flag_aux(creature_ptr, row + 13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3203 display_flag_aux(creature_ptr, row + 14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3204 display_flag_aux(creature_ptr, row + 15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3205 display_flag_aux(creature_ptr, row + 16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3206 display_flag_aux(creature_ptr, row + 17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3207 display_flag_aux(creature_ptr, row + 18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3209 display_flag_aux(creature_ptr, row + 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3210 display_flag_aux(creature_ptr, row + 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3211 display_flag_aux(creature_ptr, row + 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3212 display_flag_aux(creature_ptr, row + 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3213 display_flag_aux(creature_ptr, row + 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3214 display_flag_aux(creature_ptr, row + 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3215 display_flag_aux(creature_ptr, row + 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3216 display_flag_aux(creature_ptr, row + 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3217 display_flag_aux(creature_ptr, row + 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3218 display_flag_aux(creature_ptr, row + 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3219 display_flag_aux(creature_ptr, row + 10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3220 display_flag_aux(creature_ptr, row + 11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3221 display_flag_aux(creature_ptr, row + 12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3222 display_flag_aux(creature_ptr, row + 13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3223 display_flag_aux(creature_ptr, row + 14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3224 display_flag_aux(creature_ptr, row + 15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3225 display_flag_aux(creature_ptr, row + 16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3226 display_flag_aux(creature_ptr, row + 17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3227 display_flag_aux(creature_ptr, row + 18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3232 col = col + 12 + 17;
3233 display_player_equippy(creature_ptr, row - 2, col + 14, 0);
3234 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 14);
3237 display_flag_aux(creature_ptr, row + 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3238 display_flag_aux(creature_ptr, row + 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3239 display_flag_aux(creature_ptr, row + 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3240 display_flag_aux(creature_ptr, row + 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3241 display_flag_aux(creature_ptr, row + 4, col, "隠密 :", TR_STEALTH, &f, 0);
3242 display_flag_aux(creature_ptr, row + 5, col, "探索 :", TR_SEARCH, &f, 0);
3244 display_flag_aux(creature_ptr, row + 7, col, "乗馬 :", TR_RIDING, &f, 0);
3245 display_flag_aux(creature_ptr, row + 8, col, "投擲 :", TR_THROW, &f, 0);
3246 display_flag_aux(creature_ptr, row + 9, col, "祝福 :", TR_BLESSED, &f, 0);
3247 display_flag_aux(creature_ptr, row + 10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3248 display_flag_aux(creature_ptr, row + 11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3249 display_flag_aux(creature_ptr, row + 12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3251 display_flag_aux(creature_ptr, row + 14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3252 display_flag_aux(creature_ptr, row + 15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3253 display_flag_aux(creature_ptr, row + 16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3254 display_flag_aux(creature_ptr, row + 17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3256 display_flag_aux(creature_ptr, row + 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3257 display_flag_aux(creature_ptr, row + 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3258 display_flag_aux(creature_ptr, row + 2, col, "Add Infra :", TR_INFRA, &f, 0);
3259 display_flag_aux(creature_ptr, row + 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3260 display_flag_aux(creature_ptr, row + 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3261 display_flag_aux(creature_ptr, row + 5, col, "Add Search :", TR_SEARCH, &f, 0);
3263 display_flag_aux(creature_ptr, row + 7, col, "Riding :", TR_RIDING, &f, 0);
3264 display_flag_aux(creature_ptr, row + 8, col, "Throw :", TR_THROW, &f, 0);
3265 display_flag_aux(creature_ptr, row + 9, col, "Blessed :", TR_BLESSED, &f, 0);
3266 display_flag_aux(creature_ptr, row + 10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3267 display_flag_aux(creature_ptr, row + 11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3268 display_flag_aux(creature_ptr, row + 12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3270 display_flag_aux(creature_ptr, row + 14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3271 display_flag_aux(creature_ptr, row + 15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3272 display_flag_aux(creature_ptr, row + 16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3273 display_flag_aux(creature_ptr, row + 17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3280 * @brief プレイヤーの特性フラグ一覧表示2a /
3281 * @param creature_ptr プレーヤーへの参照ポインタ
3282 * Special display, part 2a
3285 static void display_player_misc_info(player_type *creature_ptr)
3287 /* Display basics */
3289 put_str("名前 :", 1, 26);
3290 put_str("性別 :", 3, 1);
3291 put_str("種族 :", 4, 1);
3292 put_str("職業 :", 5, 1);
3294 put_str("Name :", 1, 26);
3295 put_str("Sex :", 3, 1);
3296 put_str("Race :", 4, 1);
3297 put_str("Class :", 5, 1);
3302 strcpy(tmp, ap_ptr->title);
3304 if (ap_ptr->no == 1)
3309 strcat(tmp, creature_ptr->name);
3311 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3312 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3313 c_put_str(TERM_L_BLUE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3314 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3316 /* Display extras */
3318 put_str("レベル:", 6, 1);
3319 put_str("HP :", 7, 1);
3320 put_str("MP :", 8, 1);
3322 put_str("Level :", 6, 1);
3323 put_str("Hits :", 7, 1);
3324 put_str("Mana :", 8, 1);
3327 (void)sprintf(buf, "%d", (int)creature_ptr->lev);
3328 c_put_str(TERM_L_BLUE, buf, 6, 9);
3329 (void)sprintf(buf, "%d/%d", (int)creature_ptr->chp, (int)creature_ptr->mhp);
3330 c_put_str(TERM_L_BLUE, buf, 7, 9);
3331 (void)sprintf(buf, "%d/%d", (int)creature_ptr->csp, (int)creature_ptr->msp);
3332 c_put_str(TERM_L_BLUE, buf, 8, 9);
3337 * @brief プレイヤーの特性フラグ一覧表示2b /
3338 * Special display, part 2b
3339 * @param creature_ptr プレーヤーへの参照ポインタ
3343 * How to print out the modifications and sustains.
3344 * Positive mods with no sustain will be light green.
3345 * Positive mods with a sustain will be dark green.
3346 * Sustains (with no modification) will be a dark green 's'.
3347 * Negative mods (from a curse) will be red.
3348 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3349 * No mod, no sustain, will be a slate '.'
3352 static void display_player_stat_info(player_type *creature_ptr)
3354 /* Print out the labels for the columns */
3357 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col + 1);
3358 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col + 7);
3359 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col + 13);
3360 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col + 28);
3361 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col + 35);
3363 /* Display the stats */
3365 for (int i = 0; i < A_MAX; i++)
3368 if (creature_ptr->mimic_form) r_adj = mimic_info[creature_ptr->mimic_form].r_adj[i];
3369 else r_adj = rp_ptr->r_adj[i];
3371 /* Calculate equipment adjustment */
3374 /* Icky formula to deal with the 18 barrier */
3375 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] > 18))
3376 e_adj = (creature_ptr->stat_top[i] - creature_ptr->stat_max[i]) / 10;
3377 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] <= 18))
3378 e_adj = creature_ptr->stat_top[i] - creature_ptr->stat_max[i];
3379 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] > 18))
3380 e_adj = (creature_ptr->stat_top[i] - 18) / 10 - creature_ptr->stat_max[i] + 18;
3382 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] <= 18))
3383 e_adj = creature_ptr->stat_top[i] - (creature_ptr->stat_max[i] - 19) / 10 - 19;
3385 if (PRACE_IS_(creature_ptr, RACE_ENT))
3391 if (creature_ptr->lev > 25) r_adj++;
3392 if (creature_ptr->lev > 40) r_adj++;
3393 if (creature_ptr->lev > 45) r_adj++;
3396 if (creature_ptr->lev > 25) r_adj--;
3397 if (creature_ptr->lev > 40) r_adj--;
3398 if (creature_ptr->lev > 45) r_adj--;
3404 e_adj -= cp_ptr->c_adj[i];
3405 e_adj -= ap_ptr->a_adj[i];
3407 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
3408 /* Reduced name of stat */
3409 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i + 1, stat_col + 1);
3411 c_put_str(TERM_WHITE, stat_names[i], row + i + 1, stat_col + 1);
3414 /* Internal "natural" max value. Maxes at 18/100 */
3415 /* This is useful to see if you are maxed out */
3416 cnv_stat(creature_ptr->stat_max[i], buf);
3417 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
3419 c_put_str(TERM_WHITE, "!", row + i + 1, _(stat_col + 6, stat_col + 4));
3422 c_put_str(TERM_BLUE, buf, row + i + 1, stat_col + 13 - strlen(buf));
3424 /* Race, class, and equipment modifiers */
3425 (void)sprintf(buf, "%3d", r_adj);
3426 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 13);
3427 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3428 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 16);
3429 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3430 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 19);
3431 (void)sprintf(buf, "%3d", (int)e_adj);
3432 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 22);
3434 /* Actual maximal modified value */
3435 cnv_stat(creature_ptr->stat_top[i], buf);
3436 c_put_str(TERM_L_GREEN, buf, row + i + 1, stat_col + 26);
3438 /* Only display stat_use if not maximal */
3439 if (creature_ptr->stat_use[i] < creature_ptr->stat_top[i])
3441 cnv_stat(creature_ptr->stat_use[i], buf);
3442 c_put_str(TERM_YELLOW, buf, row + i + 1, stat_col + 33);
3446 /* Header and Footer */
3447 int col = stat_col + 41;
3448 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3449 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3451 /* Process equipment */
3452 BIT_FLAGS flgs[TR_FLAG_SIZE];
3453 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
3456 o_ptr = &creature_ptr->inventory_list[i];
3458 /* Acquire "known" flags */
3459 object_flags_known(o_ptr, flgs);
3461 /* Initialize color based of sign of pval. */
3462 for (int stat = 0; stat < A_MAX; stat++)
3464 byte a = TERM_SLATE;
3468 if (have_flag(flgs, stat))
3474 if (o_ptr->pval > 0)
3480 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3483 if (have_flag(flgs, stat + TR_SUST_STR))
3485 /* Dark green for sustained stats */
3490 if (o_ptr->pval < 0)
3496 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3501 else if (have_flag(flgs, stat + TR_SUST_STR))
3503 /* Dark green "s" */
3508 /* Dump proper character */
3509 Term_putch(col, row + stat + 1, a, c);
3516 player_flags(creature_ptr, flgs);
3519 for (int stat = 0; stat < A_MAX; stat++)
3521 byte a = TERM_SLATE;
3524 if (creature_ptr->muta3 || creature_ptr->tsuyoshi)
3530 if (creature_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3531 if (creature_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3532 if (creature_ptr->tsuyoshi) dummy += 4;
3534 else if (stat == A_WIS || stat == A_INT)
3536 if (creature_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3537 if (creature_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3539 else if (stat == A_DEX)
3541 if (creature_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3542 if (creature_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3543 if (creature_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3545 else if (stat == A_CON)
3547 if (creature_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3548 if (creature_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3549 if (creature_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3550 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3551 if (creature_ptr->tsuyoshi) dummy += 4;
3553 else if (stat == A_CHR)
3555 if (creature_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3556 if (creature_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3557 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3558 if (creature_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3559 if (creature_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3560 if (creature_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3575 if (dummy < 10) c = '0' + dummy;
3585 if (dummy > -10) c = '0' - dummy;
3590 if (have_flag(flgs, stat + TR_SUST_STR))
3592 /* Dark green "s" */
3597 Term_putch(col, row + stat + 1, a, c);
3603 * @brief プレイヤーのステータス表示メイン処理
3604 * Display the character on the screen (various modes)
3605 * @param creature_ptr プレーヤーへの参照ポインタ
3606 * @param mode 表示モードID
3610 * The top one and bottom two lines are left blank.
3611 * Mode 0 = standard display with skills
3612 * Mode 1 = standard display with history
3613 * Mode 2 = summary of various things
3614 * Mode 3 = summary of various things (part 2)
3615 * Mode 4 = mutations
3618 void display_player(player_type *creature_ptr, int mode)
3620 if ((creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3) && display_mutations)
3629 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
3630 display_player_misc_info(creature_ptr);
3631 display_player_stat_info(creature_ptr);
3632 display_player_flag_info(creature_ptr);
3638 display_player_other_flag_info(creature_ptr);
3644 do_cmd_knowledge_mutations(creature_ptr);
3649 if ((mode != 0) && (mode != 1)) return;
3651 /* Name, Sex, Race, Class */
3653 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の" : "", creature_ptr->name);
3655 sprintf(tmp, "%s %s", ap_ptr->title, creature_ptr->name);
3658 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3659 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3660 display_player_one_line(ENTRY_RACE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3661 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3663 if (creature_ptr->realm1)
3665 if (creature_ptr->realm2)
3666 sprintf(tmp, "%s, %s", realm_names[creature_ptr->realm1], realm_names[creature_ptr->realm2]);
3668 strcpy(tmp, realm_names[creature_ptr->realm1]);
3669 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3672 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
3673 display_player_one_line(ENTRY_PATRON, chaos_patrons[creature_ptr->chaos_patron], TERM_L_BLUE);
3675 /* Age, Height, Weight, Social */
3676 /* 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 */
3678 display_player_one_line(ENTRY_AGE, format("%d才", (int)creature_ptr->age), TERM_L_BLUE);
3679 display_player_one_line(ENTRY_HEIGHT, format("%dcm", (int)((creature_ptr->ht * 254) / 100)), TERM_L_BLUE);
3680 display_player_one_line(ENTRY_WEIGHT, format("%dkg", (int)((creature_ptr->wt * 4536) / 10000)), TERM_L_BLUE);
3681 display_player_one_line(ENTRY_SOCIAL, format("%d ", (int)creature_ptr->sc), TERM_L_BLUE);
3683 display_player_one_line(ENTRY_AGE, format("%d", (int)creature_ptr->age), TERM_L_BLUE);
3684 display_player_one_line(ENTRY_HEIGHT, format("%d", (int)creature_ptr->ht), TERM_L_BLUE);
3685 display_player_one_line(ENTRY_WEIGHT, format("%d", (int)creature_ptr->wt), TERM_L_BLUE);
3686 display_player_one_line(ENTRY_SOCIAL, format("%d", (int)creature_ptr->sc), TERM_L_BLUE);
3688 display_player_one_line(ENTRY_ALIGN, format("%s", your_alignment(creature_ptr)), TERM_L_BLUE);
3691 /* Display the stats */
3694 for (i = 0; i < A_MAX; i++)
3696 /* Special treatment of "injured" stats */
3697 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
3701 /* Use lowercase stat name */
3702 put_str(stat_names_reduced[i], 3 + i, 53);
3704 /* Get the current stat */
3705 value = creature_ptr->stat_use[i];
3707 /* Obtain the current stat (modified) */
3708 cnv_stat(value, buf);
3710 /* Display the current stat (modified) */
3711 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3713 /* Acquire the max stat */
3714 value = creature_ptr->stat_top[i];
3716 /* Obtain the maximum stat (modified) */
3717 cnv_stat(value, buf);
3719 /* Display the maximum stat (modified) */
3720 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3723 /* Normal treatment of "normal" stats */
3726 /* Assume uppercase stat name */
3727 put_str(stat_names[i], 3 + i, 53);
3729 /* Obtain the current stat (modified) */
3730 cnv_stat(creature_ptr->stat_use[i], buf);
3732 /* Display the current stat (modified) */
3733 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3736 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
3738 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58 - 2));
3742 /* Display "history" info */
3743 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3746 display_player_middle(creature_ptr);
3747 display_player_various(creature_ptr);
3752 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3754 for (i = 0; i < 4; i++)
3756 put_str(creature_ptr->history[i], i + 12, 10);
3761 if (creature_ptr->is_dead)
3763 if (current_world_ptr->total_winner)
3766 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(creature_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3768 sprintf(statmsg, "...You %s after winning.", streq(creature_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3771 else if (!floor_ptr->dun_level)
3774 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(creature_ptr), creature_ptr->died_from);
3776 sprintf(statmsg, "...You were killed by %s in %s.", creature_ptr->died_from, map_name(creature_ptr));
3779 else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
3781 /* Get the quest text */
3782 /* Bewere that INIT_ASSIGN resets the cur_num. */
3783 init_flags = INIT_NAME_ONLY;
3785 process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
3788 sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[floor_ptr->inside_quest].name, creature_ptr->died_from);
3790 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", creature_ptr->died_from, quest[floor_ptr->inside_quest].name);
3796 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(creature_ptr), (int)floor_ptr->dun_level, creature_ptr->died_from);
3798 sprintf(statmsg, "...You were killed by %s on level %d of %s.", creature_ptr->died_from, floor_ptr->dun_level, map_name(creature_ptr));
3802 else if (current_world_ptr->character_dungeon)
3804 if (!floor_ptr->dun_level)
3806 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name(creature_ptr));
3808 else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
3810 /* Clear the text */
3811 /* Must be done before doing INIT_SHOW_TEXT */
3812 for (i = 0; i < 10; i++)
3814 quest_text[i][0] = '\0';
3816 quest_text_line = 0;
3818 /* Get the quest text */
3819 init_flags = INIT_NAME_ONLY;
3821 process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
3823 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[floor_ptr->inside_quest].name);
3828 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(creature_ptr), (int)floor_ptr->dun_level);
3830 sprintf(statmsg, "...Now, you are exploring level %d of %s.", floor_ptr->dun_level, map_name(creature_ptr));
3835 if (!*statmsg) return;
3838 roff_to_buf(statmsg, 60, temp, sizeof(temp));
3841 for (i = 0; i < 2; i++)
3843 if (t[0] == 0) return;
3845 put_str(t, i + 5 + 12, 10);
3852 * @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
3853 * @param creature_ptr プレーヤーへの参照ポインタ
3854 * @param fff ファイルポインタ
3857 static void dump_aux_display_player(player_type *creature_ptr, FILE *fff)
3864 display_player(creature_ptr, 0);
3866 /* Dump part of the screen */
3867 for (y = 1; y < 22; y++)
3870 for (x = 0; x < 79; x++)
3872 /* Get the attr/char */
3873 (void)(Term_what(x, y, &a, &c));
3879 /* End the string */
3882 /* Kill trailing spaces */
3883 while ((x > 0) && (buf[x - 1] == ' ')) buf[--x] = '\0';
3886 fprintf(fff, _("%s\n", "%s\n"), buf);
3889 /* Display history */
3890 display_player(creature_ptr, 1);
3892 /* Dump part of the screen */
3893 for (y = 10; y < 19; y++)
3896 for (x = 0; x < 79; x++)
3898 /* Get the attr/char */
3899 (void)(Term_what(x, y, &a, &c));
3905 /* End the string */
3908 /* Kill trailing spaces */
3909 while ((x > 0) && (buf[x - 1] == ' ')) buf[--x] = '\0';
3912 fprintf(fff, "%s\n", buf);
3917 /* Display flags (part 1) */
3918 display_player(creature_ptr, 2);
3920 /* Dump part of the screen */
3921 for (y = 2; y < 22; y++)
3924 for (x = 0; x < 79; x++)
3926 /* Get the attr/char */
3927 (void)(Term_what(x, y, &a, &c));
3929 /* Dump it (Ignore equippy tile graphic) */
3936 /* End the string */
3939 /* Kill trailing spaces */
3940 while ((x > 0) && (buf[x - 1] == ' ')) buf[--x] = '\0';
3943 fprintf(fff, "%s\n", buf);
3948 /* Display flags (part 2) */
3949 display_player(creature_ptr, 3);
3951 /* Dump part of the screen */
3952 for (y = 1; y < 22; y++)
3955 for (x = 0; x < 79; x++)
3957 /* Get the attr/char */
3958 (void)(Term_what(x, y, &a, &c));
3960 /* Dump it (Ignore equippy tile graphic) */
3967 /* End the string */
3970 /* Kill trailing spaces */
3971 while ((x > 0) && (buf[x - 1] == ' ')) buf[--x] = '\0';
3974 fprintf(fff, "%s\n", buf);
3982 * @brief プレイヤーのペット情報をファイルにダンプする
3983 * @param creature_ptr プレーヤーへの参照ポインタ
3984 * @param fff ファイルポインタ
3987 static void dump_aux_pet(player_type *master_ptr, FILE *fff)
3990 bool pet_settings = FALSE;
3991 for (int i = master_ptr->current_floor_ptr->m_max - 1; i >= 1; i--)
3993 monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[i];
3995 if (!monster_is_valid(m_ptr)) continue;
3996 if (!is_pet(m_ptr)) continue;
3997 pet_settings = TRUE;
3998 if (!m_ptr->nickname && (master_ptr->riding != i)) continue;
4001 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4005 GAME_TEXT pet_name[MAX_NLEN];
4006 monster_desc(master_ptr, pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4007 fprintf(fff, "%s\n", pet_name);
4010 if (!pet_settings) return;
4012 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4014 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4015 (master_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4017 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4018 (master_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4020 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4021 (master_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4023 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4024 (master_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4026 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4027 (master_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4029 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"),
4030 (master_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4037 * @brief プレイヤーの職業能力情報をファイルにダンプする
4038 * @param creature_ptr プレーヤーへの参照ポインタ
4039 * @param fff ファイルポインタ
4042 static void dump_aux_class_special(player_type *creature_ptr, FILE *fff)
4044 bool is_special_class = creature_ptr->pclass == CLASS_MAGIC_EATER;
4045 is_special_class |= creature_ptr->pclass == CLASS_SMITH;
4046 is_special_class |= creature_ptr->pclass != CLASS_BLUE_MAGE;
4047 if (!is_special_class) return;
4049 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
4051 char s[EATER_EXT][MAX_NLEN];
4052 OBJECT_TYPE_VALUE tval = 0;
4054 KIND_OBJECT_IDX k_idx;
4055 OBJECT_SUBTYPE_VALUE i;
4058 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4060 for (ext = 0; ext < 3; ext++)
4064 /* Dump an extent name */
4069 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4073 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4077 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4081 /* Get magic device names that were eaten */
4082 for (i = 0; i < EATER_EXT; i++)
4084 int idx = EATER_EXT * ext + i;
4086 magic_num = creature_ptr->magic_num2[idx];
4087 if (!magic_num) continue;
4089 k_idx = lookup_kind(tval, i);
4090 if (!k_idx) continue;
4091 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4095 /* Dump magic devices in this extent */
4098 for (i = 0; i < eat_num; i++)
4101 if (i % 3 < 2) fputs(" ", fff);
4102 else fputs("\n", fff);
4105 if (i % 3 > 0) fputs("\n", fff);
4107 else /* Not found */
4109 fputs(_(" (なし)\n", " (none)\n"), fff);
4116 if (creature_ptr->pclass == CLASS_SMITH)
4118 int i, id[250], n = 0, row;
4120 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4121 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4122 "Essence Num Essence Num Essence Num "));
4123 for (i = 0; essence_name[i]; i++)
4125 if (!essence_name[i][0]) continue;
4132 for (i = 0; i < row; i++)
4135 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)creature_ptr->magic_num1[id[i]]);
4136 if (i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)creature_ptr->magic_num1[id[i + row]]);
4137 if (i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)creature_ptr->magic_num1[id[i + row * 2]]);
4147 int spellnum[MAX_MONSPELLS];
4148 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4153 for (int i = 0; i < 60; i++)
4158 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4160 for (int j = 1; j < 6; j++)
4163 set_rf_masks(&f4, &f5, &f6, j);
4166 case MONSPELL_TYPE_BOLT:
4167 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4170 case MONSPELL_TYPE_BALL:
4171 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4174 case MONSPELL_TYPE_BREATH:
4175 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4178 case MONSPELL_TYPE_SUMMON:
4179 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4182 case MONSPELL_TYPE_OTHER:
4183 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4188 for (int i = 0; i < 32; i++)
4190 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4193 for (int i = 32; i < 64; i++)
4195 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4198 for (int i = 64; i < 96; i++)
4200 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4205 strcat(p[col], " ");
4207 for (int i = 0; i < num; i++)
4209 if (creature_ptr->magic_num2[spellnum[i]] == 0) continue;
4212 /* Dump blue magic */
4213 l1 = strlen(p[col]);
4214 l2 = strlen(monster_powers_short[spellnum[i]]);
4215 if ((l1 + l2) >= 75)
4217 strcat(p[col], "\n");
4219 strcat(p[col], " ");
4222 strcat(p[col], monster_powers_short[spellnum[i]]);
4223 strcat(p[col], ", ");
4228 strcat(p[col], _("なし", "None"));
4229 strcat(p[col], "\n");
4233 if (p[col][strlen(p[col]) - 2] == ',')
4235 p[col][strlen(p[col]) - 2] = '\0';
4239 p[col][strlen(p[col]) - 10] = '\0';
4242 strcat(p[col], "\n");
4245 for (int i = 0; i <= col; i++)
4253 * @brief クエスト情報をファイルにダンプする
4254 * @param creature_ptr プレーヤーへの参照ポインタ
4255 * @param fff ファイルポインタ
4258 static void dump_aux_quest(player_type *creature_ptr, FILE *fff)
4260 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4262 /* Allocate Memory */
4263 QUEST_IDX *quest_num;
4264 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4266 /* Sort by compete level */
4267 for (QUEST_IDX i = 1; i < max_q_idx; i++) quest_num[i] = i;
4269 ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
4271 /* Dump Quest Information */
4273 do_cmd_knowledge_quests_completed(creature_ptr, fff, quest_num);
4275 do_cmd_knowledge_quests_failed(creature_ptr, fff, quest_num);
4279 C_KILL(quest_num, max_q_idx, QUEST_IDX);
4284 * @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
4285 * @param creature_ptr プレーヤーへの参照ポインタ
4286 * @param fff ファイルポインタ
4289 static void dump_aux_last_message(player_type *creature_ptr, FILE *fff)
4291 if (!creature_ptr->is_dead) return;
4293 if (!current_world_ptr->total_winner)
4295 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4296 for (int i = MIN(message_num(), 30); i >= 0; i--)
4298 fprintf(fff, "> %s\n", message_str((s16b)i));
4305 /* Hack -- *Winning* message */
4306 if (creature_ptr->last_message)
4308 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4309 fprintf(fff, " %s\n", creature_ptr->last_message);
4316 * @brief 帰還場所情報をファイルにダンプする
4317 * @param fff ファイルポインタ
4320 static void dump_aux_recall(FILE *fff)
4322 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4324 for (int y = 1; y < current_world_ptr->max_d_idx; y++)
4328 if (!d_info[y].maxdepth) continue;
4329 if (!max_dlv[y]) continue;
4330 if (d_info[y].final_guardian)
4332 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4334 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4336 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4337 seiha ? '!' : ' ', d_name + d_info[y].name, (int)max_dlv[y]);
4343 * @brief オプション情報をファイルにダンプする
4344 * @param fff ファイルポインタ
4347 static void dump_aux_options(FILE *fff)
4349 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4352 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4355 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4357 if (ironman_small_levels)
4358 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4359 else if (always_small_levels)
4360 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4361 else if (small_levels)
4362 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4364 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4367 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4369 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4372 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4374 if (ironman_downward)
4375 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4378 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4380 if (ironman_nightmare)
4381 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4383 if (ironman_empty_levels)
4384 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4385 else if (empty_levels)
4386 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4388 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4392 if (current_world_ptr->noscore)
4393 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"));
4400 * @brief 闘技場の情報をファイルにダンプする
4401 * @param creature_ptr プレーヤーへの参照ポインタ
4402 * @param fff ファイルポインタ
4405 static void dump_aux_arena(player_type *creature_ptr, FILE *fff)
4407 if (lite_town || vanilla_town) return;
4409 if (creature_ptr->arena_number < 0)
4411 if (creature_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4413 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4418 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -creature_ptr->arena_number,
4419 r_name + r_info[arena_info[-1 - creature_ptr->arena_number].r_idx].name);
4421 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4422 r_name + r_info[arena_info[-1 - creature_ptr->arena_number].r_idx].name,
4423 -creature_ptr->arena_number, get_ordinal_number_suffix(-creature_ptr->arena_number));
4431 if (creature_ptr->arena_number > MAX_ARENA_MONS + 2)
4433 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4438 if (creature_ptr->arena_number > MAX_ARENA_MONS - 1)
4440 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4446 fprintf(fff, "\n 闘技場: %2d勝\n", (creature_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : creature_ptr->arena_number));
4448 fprintf(fff, "\n Arena: %2d Victor%s\n", (creature_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : creature_ptr->arena_number), (creature_ptr->arena_number > 1) ? "ies" : "y");
4455 * @brief 撃破モンスターの情報をファイルにダンプする
4456 * @param fff ファイルポインタ
4459 static void dump_aux_monsters(FILE *fff)
4461 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4463 /* Allocate the "who" array */
4466 C_MAKE(who, max_r_idx, MONRACE_IDX);
4468 /* Count monster kills */
4469 long uniq_total = 0;
4470 long norm_total = 0;
4471 for (IDX k = 1; k < max_r_idx; k++)
4473 /* Ignore unused index */
4474 monster_race *r_ptr = &r_info[k];
4475 if (!r_ptr->name) continue;
4477 if (r_ptr->flags1 & RF1_UNIQUE)
4479 bool dead = (r_ptr->max_num == 0);
4484 /* Add a unique monster to the list */
4485 who[uniq_total++] = k;
4491 if (r_ptr->r_pkills > 0)
4493 norm_total += r_ptr->r_pkills;
4497 /* No monsters is defeated */
4500 fprintf(fff, _("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4501 C_KILL(who, max_r_idx, s16b);
4505 /* Defeated more than one normal monsters */
4506 if (uniq_total == 0)
4509 fprintf(fff, "%ld体の敵を倒しています。\n", norm_total);
4511 fprintf(fff, "You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4513 C_KILL(who, max_r_idx, s16b);
4517 /* Defeated more than one unique monsters */
4519 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);
4521 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"));
4524 /* Sort the array by dungeon depth of monsters */
4525 ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
4526 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));
4528 for (IDX k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4530 monster_race *r_ptr = &r_info[who[k]];
4531 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4534 C_KILL(who, max_r_idx, s16b);
4539 * @brief 元種族情報をファイルにダンプする
4540 * @param creature_ptr プレーヤーへの参照ポインタ
4541 * @param fff ファイルポインタ
4544 static void dump_aux_race_history(player_type *creature_ptr, FILE *fff)
4546 if (!creature_ptr->old_race1 && !creature_ptr->old_race2) return;
4548 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[creature_ptr->start_race].title);
4549 for (int i = 0; i < MAX_RACES; i++)
4551 if (creature_ptr->start_race == i) continue;
4554 if (!(creature_ptr->old_race1 & 1L << i)) continue;
4558 if (!(creature_ptr->old_race2 & 1L << (i - 32))) continue;
4561 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4569 * @brief 元魔法領域情報をファイルにダンプする
4570 * @param creature_ptr プレーヤーへの参照ポインタ
4571 * @param fff ファイルポインタ
4574 static void dump_aux_realm_history(player_type *creature_ptr, FILE *fff)
4576 if (creature_ptr->old_realm) return;
4579 for (int i = 0; i < MAX_MAGIC; i++)
4581 if (!(creature_ptr->old_realm & 1L << i)) continue;
4582 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]);
4590 * @brief 徳の情報をファイルにダンプする
4591 * @param creature_ptr プレーヤーへの参照ポインタ
4592 * @param fff ファイルポインタ
4595 static void dump_aux_virtues(player_type *creature_ptr, FILE *fff)
4597 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4599 int percent = (int)(((long)creature_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4600 (2 * creature_ptr->hitdie +
4601 ((PY_MAX_LEVEL - 1 + 3) * (creature_ptr->hitdie + 1))));
4604 if (creature_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4605 else fprintf(fff, "現在の体力ランク : ???\n\n");
4606 fprintf(fff, "能力の最大値\n");
4608 if (creature_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4609 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4610 fprintf(fff, "Limits of maximum stats\n");
4612 for (int v_nr = 0; v_nr < A_MAX; v_nr++)
4614 if ((creature_ptr->knowledge & KNOW_STAT) || creature_ptr->stat_max[v_nr] == creature_ptr->stat_max_max[v_nr]) fprintf(fff, "%s 18/%d\n", stat_names[v_nr], creature_ptr->stat_max_max[v_nr] - 18);
4615 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4618 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment(creature_ptr));
4620 dump_virtues(creature_ptr, fff);
4625 * @brief 突然変異の情報をファイルにダンプする
4626 * @param creature_ptr プレーヤーへの参照ポインタ
4627 * @param fff ファイルポインタ
4630 static void dump_aux_mutations(player_type *creature_ptr, FILE *fff)
4632 if (creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3)
4634 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4635 dump_mutations(creature_ptr, fff);
4641 * @brief 所持品の情報をファイルにダンプする
4642 * @param creature_ptr プレーヤーへの参照ポインタ
4643 * @param fff ファイルポインタ
4646 static void dump_aux_equipment_inventory(player_type *creature_ptr, FILE *fff)
4648 GAME_TEXT o_name[MAX_NLEN];
4649 if (creature_ptr->equip_cnt)
4651 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4652 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
4654 object_desc(creature_ptr, o_name, &creature_ptr->inventory_list[i], 0);
4655 if ((((i == INVEN_RARM) && creature_ptr->hidarite) || ((i == INVEN_LARM) && creature_ptr->migite)) && creature_ptr->ryoute)
4656 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4658 fprintf(fff, "%c) %s\n",
4659 index_to_label(i), o_name);
4662 fprintf(fff, "\n\n");
4665 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4667 for (int i = 0; i < INVEN_PACK; i++)
4669 if (!creature_ptr->inventory_list[i].k_idx) break;
4670 object_desc(creature_ptr, o_name, &creature_ptr->inventory_list[i], 0);
4671 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4674 fprintf(fff, "\n\n");
4679 * @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
4680 * @param fff ファイルポインタ
4683 static void dump_aux_home_museum(player_type *creature_ptr, FILE *fff)
4686 st_ptr = &town_info[1].store[STORE_HOME];
4688 GAME_TEXT o_name[MAX_NLEN];
4689 if (st_ptr->stock_num)
4691 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4694 for (int i = 0; i < st_ptr->stock_num; i++)
4697 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4698 object_desc(creature_ptr, o_name, &st_ptr->stock[i], 0);
4699 fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
4702 fprintf(fff, "\n\n");
4705 st_ptr = &town_info[1].store[STORE_MUSEUM];
4707 if (st_ptr->stock_num == 0) return;
4709 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4712 for (int i = 0; i < st_ptr->stock_num; i++)
4715 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4716 object_desc(creature_ptr, o_name, &st_ptr->stock[i], 0);
4717 fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
4719 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4720 object_desc(creature_ptr, o_name, &st_ptr->stock[i], 0);
4721 fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
4725 fprintf(fff, "\n\n");
4730 * @brief ダンプ出力のメインルーチン
4731 * Output the character dump to a file
4732 * @param creature_ptr プレーヤーへの参照ポインタ
4733 * @param fff ファイルポインタ
4736 errr make_character_dump(player_type *creature_ptr, FILE *fff)
4739 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4740 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4742 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4743 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4748 dump_aux_display_player(creature_ptr, fff);
4749 dump_aux_last_message(creature_ptr, fff);
4750 dump_aux_options(fff);
4751 dump_aux_recall(fff);
4752 dump_aux_quest(creature_ptr, fff);
4753 dump_aux_arena(creature_ptr, fff);
4754 dump_aux_monsters(fff);
4755 dump_aux_virtues(creature_ptr, fff);
4756 dump_aux_race_history(creature_ptr, fff);
4757 dump_aux_realm_history(creature_ptr, fff);
4758 dump_aux_class_special(creature_ptr, fff);
4759 dump_aux_mutations(creature_ptr, fff);
4760 dump_aux_pet(creature_ptr, fff);
4762 dump_aux_equipment_inventory(creature_ptr, fff);
4763 dump_aux_home_museum(creature_ptr, fff);
4765 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
4770 * @brief プレイヤーステータスをファイルダンプ出力する
4771 * Hack -- Dump a character description file
4772 * @param creature_ptr プレーヤーへの参照ポインタ
4773 * @param name 出力ファイル名
4776 * Allow the "full" flag to dump additional info,
4777 * and trigger its usage from various places in the code.
4779 errr file_character(player_type *creature_ptr, concptr name)
4782 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
4784 FILE_TYPE(FILE_TYPE_TEXT);
4786 int fd = fd_open(buf, O_RDONLY);
4795 (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);
4798 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
4801 /* Open the non-existing file */
4803 if (fd < 0) fff = my_fopen(buf, "w");
4807 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);
4815 (void)make_character_dump(creature_ptr, fff);
4818 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."));
4826 * @brief ファイル内容の一行をコンソールに出力する
4827 * Display single line of on-line help file
4828 * @param str 出力する文字列
4834 * You can insert some special color tag to change text color.
4836 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
4837 * A colored segment is between "[[[[y|" and the last "|".
4838 * You can use any single character in place of the "|".
4841 static void show_file_aux_line(concptr str, int cy, concptr shower)
4846 /* Make a lower case version of str for searching */
4851 /* Initial cursor position */
4853 Term_gotoxy(cx, cy);
4855 static const char tag_str[] = "[[[[";
4856 byte color = TERM_WHITE;
4858 for (int i = 0; str[i];)
4860 int len = strlen(&str[i]);
4861 int showercol = len + 1;
4862 int bracketcol = len + 1;
4866 /* Search for a shower string in the line */
4869 ptr = my_strstr(&lcstr[i], shower);
4870 if (ptr) showercol = ptr - &lcstr[i];
4873 /* Search for a color segment tag */
4874 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
4875 if (ptr) bracketcol = ptr - &str[i];
4877 /* A color tag is found */
4878 if (bracketcol < endcol) endcol = bracketcol;
4880 /* The shower string is found before the color tag */
4881 if (showercol < endcol) endcol = showercol;
4883 /* Print a segment of the line */
4884 Term_addstr(endcol, color, &str[i]);
4888 if (endcol == showercol)
4890 int showerlen = strlen(shower);
4892 /* Print the shower string in yellow */
4893 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
4899 if (endcol != bracketcol) continue;
4903 /* Found the end of colored segment */
4906 /* Now looking for an another tag_str */
4909 /* Set back to the default color */
4914 /* Found a tag_str, and get a tag color */
4915 i += sizeof(tag_str) - 1;
4918 color = color_char_to_attr(str[i]);
4920 /* Illegal color tag */
4921 if (color == 255 || str[i + 1] == '\0')
4923 /* Illegal color tag */
4926 /* Print the broken tag as a string */
4927 Term_addstr(-1, TERM_WHITE, tag_str);
4928 cx += sizeof(tag_str) - 1;
4932 /* Skip the color tag */
4935 /* Now looking for a close tag */
4938 /* Skip the close-tag-indicator */
4942 Term_erase(cx, cy, 255);
4947 * @brief ファイル内容をコンソールに出力する
4948 * Recursive file perusal.
4949 * @param creature_ptr プレーヤーへの参照ポインタ
4950 * @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
4951 * @param name ファイル名の文字列
4952 * @param what 内容キャプションの文字列
4953 * @param line 表示の現在行
4958 * Process various special text in the input file, including
4959 * the "menu" structures used by the "help file" system.
4960 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
4963 bool show_file(player_type *creature_ptr, bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
4967 /* Number of "real" lines passed by */
4970 /* Number of "real" lines in the file */
4973 /* Backup value for "line" */
4976 /* This screen has sub-screens */
4979 /* Current help file */
4982 /* Find this string (if any) */
4983 concptr find = NULL;
4985 /* Jump to this tag */
4988 /* Hold strings to find/show */
4989 char finder_str[81];
4990 char shower_str[81];
4993 /* String to show */
4994 concptr shower = NULL;
4997 char filename[1024];
4999 /* Describe this thing */
5005 /* General buffer */
5008 /* Sub-menu information */
5011 bool reverse = (line < 0);
5015 Term_get_size(&wid, &hgt);
5018 strcpy(finder_str, "");
5019 strcpy(shower_str, "");
5020 strcpy(caption, "");
5021 for (i = 0; i < 68; i++)
5026 strcpy(filename, name);
5028 n = strlen(filename);
5030 /* Extract the tag from the filename */
5031 for (i = 0; i < n; i++)
5033 if (filename[i] == '#')
5036 tag = filename + i + 1;
5041 /* Redirect the name */
5046 strcpy(caption, what);
5048 fff = my_fopen(path, "r");
5051 /* Look in "help" */
5054 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5055 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5056 fff = my_fopen(path, "r");
5059 /* Look in "info" */
5062 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5063 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5064 fff = my_fopen(path, "r");
5067 /* Look in "info" */
5070 path_build(path, sizeof(path), ANGBAND_DIR, name);
5072 for (i = 0; path[i]; i++)
5073 if ('\\' == path[i])
5074 path[i] = PATH_SEP[0];
5076 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5077 fff = my_fopen(path, "r");
5082 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5089 /* Pre-Parse the file */
5094 /* Read a line or stop */
5095 if (my_fgets(fff, buf, sizeof(buf))) break;
5097 /* XXX Parse "menu" items */
5098 if (!prefix(str, "***** "))
5104 /* Notice "menu" requests */
5105 if ((str[6] == '[') && isalpha(str[7]))
5107 /* Extract the menu item */
5108 int k = str[7] - 'A';
5110 /* This is a menu file */
5113 if ((str[8] == ']') && (str[9] == ' '))
5115 /* Extract the menu item */
5116 strncpy(hook[k], str + 10, 31);
5118 /* Make sure it's null-terminated */
5125 /* Notice "tag" requests */
5126 if (str[6] != '<') continue;
5128 size_t len = strlen(str);
5130 if (str[len - 1] == '>')
5132 str[len - 1] = '\0';
5133 if (tag && streq(str + 7, tag)) line = next;
5137 /* Save the number of "real" lines */
5140 /* start from bottom when reverse mode */
5141 if (line == -1) line = ((size - 1) / rows)*rows;
5144 /* Display the file */
5147 /* Restart when necessary */
5148 if (line >= size - rows) line = size - rows;
5149 if (line < 0) line = 0;
5151 /* Re-open the file if needed */
5156 /* Hack -- Re-Open the file */
5157 fff = my_fopen(path, "r");
5159 if (!fff) return FALSE;
5161 /* File has been restarted */
5165 /* Goto the selected line */
5169 if (my_fgets(fff, buf, sizeof(buf))) break;
5171 /* Skip tags/links */
5172 if (prefix(buf, "***** ")) continue;
5174 /* Count the lines */
5178 /* Dump the next 20, or rows, lines of the file */
5179 for (i = 0; i < rows; )
5183 /* Hack -- track the "first" line */
5184 if (!i) line = next;
5186 /* Get a line of the file or stop */
5187 if (my_fgets(fff, buf, sizeof(buf))) break;
5189 /* Hack -- skip "special" lines */
5190 if (prefix(buf, "***** ")) continue;
5192 /* Count the "real" lines */
5195 /* Hack -- keep searching */
5200 /* Make a lower case version of str for searching */
5201 strcpy(lc_buf, str);
5202 str_tolower(lc_buf);
5204 if (!my_strstr(lc_buf, find)) continue;
5207 /* Hack -- stop searching */
5211 show_file_aux_line(str, i + 2, shower);
5213 /* Count the printed lines */
5219 /* Clear rest of line */
5220 Term_erase(0, i + 2, 255);
5225 /* Hack -- failed search */
5234 /* Show a general "title" */
5237 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5238 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5239 caption, line, size), 0, 0);
5243 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5244 caption, line, size), 0, 0);
5247 /* Prompt -- small files */
5251 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5254 /* Prompt -- large files */
5259 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5261 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5263 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5267 /* Get a special key code */
5268 skey = inkey_special(TRUE);
5272 /* Show the help for the help */
5274 /* Hack - prevent silly recursion */
5275 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5276 show_file(creature_ptr, TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5279 /* Hack -- try showing */
5282 prt(_("強調: ", "Show: "), hgt - 1, 0);
5284 strcpy(back_str, shower_str);
5285 if (askfor(shower_str, 80))
5289 /* Make it lowercase */
5290 str_tolower(shower_str);
5293 shower = shower_str;
5295 else shower = NULL; /* Stop showing */
5297 else strcpy(shower_str, back_str);
5300 /* Hack -- try finding */
5304 prt(_("検索: ", "Find: "), hgt - 1, 0);
5306 strcpy(back_str, finder_str);
5307 if (askfor(finder_str, 80))
5316 /* Make finder lowercase */
5317 str_tolower(finder_str);
5320 shower = finder_str;
5322 else shower = NULL; /* Stop showing */
5324 else strcpy(finder_str, back_str);
5327 /* Hack -- go to a specific line */
5331 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5334 if (askfor(tmp, 80)) line = atoi(tmp);
5339 /* Hack -- go to the top line */
5344 /* Hack -- go to the bottom line */
5346 line = ((size - 1) / rows) * rows;
5349 /* Hack -- go to a specific file */
5353 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5354 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5356 if (askfor(tmp, 80))
5358 if (!show_file(creature_ptr, TRUE, tmp, NULL, 0, mode)) skey = 'q';
5364 /* Allow backing up */
5366 line = line + (reverse ? rows : -rows);
5367 if (line < 0) line = 0;
5373 if (line < 0) line = 0;
5376 /* Advance a single line */
5379 line = line + (reverse ? -1 : 1);
5380 if (line < 0) line = 0;
5383 /* Move up / down */
5387 if (line < 0) line = 0;
5395 /* Advance one page */
5397 line = line + (reverse ? -rows : rows);
5398 if (line < 0) line = 0;
5407 /* Recurse on numbers */
5412 if (!(skey & SKEY_MASK) && isalpha(skey))
5415 if ((key > -1) && hook[key][0])
5417 /* Recurse on that file */
5418 if (!show_file(creature_ptr, TRUE, hook[key], NULL, 0, mode))
5423 /* Hack, dump to file */
5432 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5434 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5436 /* Hack -- Re-Open the file */
5437 fff = my_fopen(path, "r");
5439 ffp = my_fopen(buff, "w");
5443 msg_print(_("ファイルを開けません。", "Failed to open file."));
5448 sprintf(xtmp, "%s: %s", creature_ptr->name, what ? what : caption);
5449 my_fputs(ffp, xtmp, 80);
5450 my_fputs(ffp, "\n", 80);
5452 while (!my_fgets(fff, buff, sizeof(buff)))
5453 my_fputs(ffp, buff, 80);
5457 /* Hack -- Re-Open the file */
5458 fff = my_fopen(path, "r");
5461 /* Return to last screen */
5462 if ((skey == ESCAPE) || (skey == '<')) break;
5464 /* Exit on the ^q */
5465 if (skey == KTRL('q')) skey = 'q';
5467 /* Exit on the q key */
5468 if (skey == 'q') break;
5473 if (skey == 'q') return FALSE;
5480 * @brief ヘルプを表示するコマンドのメインルーチン
5481 * Peruse the On-Line-Help
5482 * @param creature_ptr プレーヤーへの参照ポインタ
5486 void do_cmd_help(player_type *creature_ptr)
5490 /* Peruse the main help file */
5491 (void)show_file(creature_ptr, TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5497 * @brief プレイヤーの名前をチェックして修正する
5498 * Process the player name.
5499 * @param player_ptr プレーヤーへの参照ポインタ
5500 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5503 * Extract a clean "base name".
5504 * Build the savefile name if needed.
5506 void process_player_name(player_type *creature_ptr, bool sf)
5508 char old_player_base[32] = "";
5510 if (current_world_ptr->character_generated) strcpy(old_player_base, creature_ptr->base_name);
5512 /* Cannot contain "icky" characters */
5513 for (int i = 0; creature_ptr->name[i]; i++)
5515 /* No control characters */
5517 if (iskanji(creature_ptr->name[i])) { i++; continue; }
5518 if (iscntrl((unsigned char)creature_ptr->name[i]))
5520 if (iscntrl(creature_ptr->name[i]))
5523 /* Illegal characters */
5524 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!"), creature_ptr->name);
5528 /* Extract "useful" letters */
5530 for (int i = 0; creature_ptr->name[i]; i++)
5533 unsigned char c = creature_ptr->name[i];
5535 char c = creature_ptr->name[i];
5538 /* Accept some letters */
5541 if (k + 2 >= sizeof(creature_ptr->base_name) || !creature_ptr->name[i + 1]) break;
5542 creature_ptr->base_name[k++] = c;
5544 creature_ptr->base_name[k++] = creature_ptr->name[i];
5547 else if (iskana(c)) creature_ptr->base_name[k++] = c;
5551 /* Convert path separator to underscore */
5552 if (!strncmp(PATH_SEP, creature_ptr->name + i, strlen(PATH_SEP))) {
5553 creature_ptr->base_name[k++] = '_';
5554 i += strlen(PATH_SEP);
5556 /* Convert some characters to underscore */
5557 #if defined(WINDOWS)
5558 else if (my_strchr("\"*,/:;<>?\\|", c)) creature_ptr->base_name[k++] = '_';
5560 else if (isprint(c)) creature_ptr->base_name[k++] = c;
5563 creature_ptr->base_name[k] = '\0';
5565 /* Require a "base" name */
5566 if (!creature_ptr->base_name[0]) strcpy(creature_ptr->base_name, "PLAYER");
5568 #ifdef SAVEFILE_MUTABLE
5571 if (!savefile_base[0] && savefile[0])
5578 t = my_strstr(s, PATH_SEP);
5584 strcpy(savefile_base, s);
5587 if (!savefile_base[0] || !savefile[0])
5590 /* Change the savefile name */
5595 strcpy(savefile_base, creature_ptr->base_name);
5597 #ifdef SAVEFILE_USE_UID
5598 /* Rename the savefile, using the creature_ptr->player_uid and creature_ptr->base_name */
5599 (void)sprintf(temp, "%d.%s", creature_ptr->player_uid, creature_ptr->base_name);
5601 /* Rename the savefile, using the creature_ptr->base_name */
5602 (void)sprintf(temp, "%s", creature_ptr->base_name);
5604 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5607 /* Load an autopick preference file */
5608 if (current_world_ptr->character_generated)
5610 if (!streq(old_player_base, creature_ptr->base_name)) autopick_load_pref(creature_ptr, FALSE);
5616 * @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
5617 * Gets a name for the character, reacting to name changes.
5618 * @param creature_ptr プレーヤーへの参照ポインタ
5622 * Assumes that "display_player()" has just been called
5623 * Perhaps we should NOT ask for a name (at "birth()") on
5624 * Unix machines? XXX XXX
5625 * What a horrible name for a global function.
5628 void get_name(player_type *creature_ptr)
5631 strcpy(tmp, creature_ptr->name);
5633 /* Prompt for a new name */
5634 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))
5636 strcpy(creature_ptr->name, tmp);
5639 if (strlen(creature_ptr->name) == 0)
5641 strcpy(creature_ptr->name, "PLAYER");
5644 strcpy(tmp, ap_ptr->title);
5646 if (ap_ptr->no == 1)
5651 strcat(tmp, creature_ptr->name);
5653 /* Re-Draw the name (in light blue) */
5654 Term_erase(34, 1, 255);
5655 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5657 /* Erase the prompt, etc */
5663 * @brief セーブするコマンドのメインルーチン
5665 * @param creature_ptr プレーヤーへの参照ポインタ
5666 * @param is_autosave オートセーブ中の処理ならばTRUE
5670 void do_cmd_save_game(player_type *creature_ptr, int is_autosave)
5672 /* Autosaves do not disturb */
5675 msg_print(_("自動セーブ中", "Autosaving the game..."));
5679 disturb(creature_ptr, TRUE, TRUE);
5682 /* Clear messages */
5684 handle_stuff(creature_ptr);
5686 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
5690 /* The player is not dead */
5691 (void)strcpy(creature_ptr->died_from, _("(セーブ)", "(saved)"));
5693 /* Forbid suspend */
5694 signals_ignore_tstp();
5696 /* Save the player */
5697 if (save_player(creature_ptr))
5699 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
5702 /* Save failed (oops) */
5705 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
5708 /* Allow suspend again */
5709 signals_handle_tstp();
5713 /* Note that the player is not dead */
5714 (void)strcpy(creature_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
5716 /* HACK -- don't get sanity blast on updating view */
5717 current_world_ptr->is_loading_now = FALSE;
5719 update_creature(creature_ptr);
5721 /* Initialize monster process */
5722 mproc_init(creature_ptr->current_floor_ptr);
5724 /* HACK -- reset the hackish flag */
5725 current_world_ptr->is_loading_now = TRUE;
5730 * @brief セーブ後にゲーム中断フラグを立てる/
5731 * Save the game and exit
5735 void do_cmd_save_and_exit(player_type *creature_ptr)
5737 creature_ptr->playing = FALSE;
5738 creature_ptr->leaving = TRUE;
5739 exe_write_diary(creature_ptr, DIARY_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
5744 * @brief 墓石の真ん中に文字列を書き込む /
5745 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
5749 static void center_string(char *buf, concptr str)
5752 int i = strlen(str);
5754 /* Necessary border */
5755 int j = GRAVE_LINE_WIDTH / 2 - i / 2;
5758 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
5763 * Redefinable "print_tombstone" action
5765 bool(*tombstone_aux)(void) = NULL;
5769 * @brief 墓石のアスキーアート表示 /
5770 * Display a "tomb-stone"
5771 * @param creature_ptr プレーヤーへの参照ポインタ
5774 void print_tomb(player_type *dead_ptr)
5776 /* Do we use a special tombstone ? */
5780 /* Use tombstone hook */
5781 done = (*tombstone_aux)();
5791 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
5794 fp = my_fopen(buf, "r");
5800 /* Dump the file to the screen */
5801 while (my_fgets(fp, buf, sizeof(buf)) == 0)
5803 put_str(buf, i++, 0);
5810 if (current_world_ptr->total_winner || (dead_ptr->lev > PY_MAX_LEVEL))
5820 p = player_title[dead_ptr->pclass][(dead_ptr->lev - 1) / 5];
5823 center_string(buf, dead_ptr->name);
5824 put_str(buf, 6, 11);
5828 center_string(buf, "the");
5829 put_str(buf, 7, 11);
5832 center_string(buf, p);
5833 put_str(buf, 8, 11);
5835 center_string(buf, cp_ptr->title);
5836 put_str(buf, 10, 11);
5839 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)dead_ptr->lev);
5840 center_string(buf, tmp);
5841 put_str(buf, 11, 11);
5843 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)dead_ptr->exp);
5844 center_string(buf, tmp);
5845 put_str(buf, 12, 11);
5847 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)dead_ptr->au);
5848 center_string(buf, tmp);
5849 put_str(buf, 13, 11);
5852 /* 墓に刻む言葉をオリジナルより細かく表示 */
5853 if (streq(dead_ptr->died_from, "途中終了"))
5855 strcpy(tmp, "<自殺>");
5857 else if (streq(dead_ptr->died_from, "ripe"))
5859 strcpy(tmp, "引退後に天寿を全う");
5861 else if (streq(dead_ptr->died_from, "Seppuku"))
5863 strcpy(tmp, "勝利の後、切腹");
5867 roff_to_buf(dead_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
5869 t = tmp + strlen(tmp) + 1;
5873 strcpy(dummy, t); /* 2nd line */
5874 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
5876 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
5879 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
5882 char *name_head = my_strstr(tmp, "『");
5883 sprintf(dummy2, "%s%s", name_head, dummy);
5884 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
5886 strcpy(dummy, dummy2);
5890 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
5893 char *name_head = my_strstr(tmp, "「");
5894 sprintf(dummy2, "%s%s", name_head, dummy);
5895 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
5897 strcpy(dummy, dummy2);
5902 center_string(buf, dummy);
5903 put_str(buf, 15, 11);
5908 center_string(buf, tmp);
5909 put_str(buf, 14, 11);
5911 if (!streq(dead_ptr->died_from, "ripe") && !streq(dead_ptr->died_from, "Seppuku"))
5913 if (dead_ptr->current_floor_ptr->dun_level == 0)
5915 concptr field_name = dead_ptr->town_num ? "街" : "荒野";
5916 if (streq(dead_ptr->died_from, "途中終了"))
5918 sprintf(tmp, "%sで死んだ", field_name);
5922 sprintf(tmp, "に%sで殺された", field_name);
5927 if (streq(dead_ptr->died_from, "途中終了"))
5929 sprintf(tmp, "地下 %d 階で死んだ", (int)dead_ptr->current_floor_ptr->dun_level);
5933 sprintf(tmp, "に地下 %d 階で殺された", (int)dead_ptr->current_floor_ptr->dun_level);
5937 center_string(buf, tmp);
5938 put_str(buf, 15 + extra_line, 11);
5941 (void)sprintf(tmp, "Killed on Level %d", dead_ptr->current_floor_ptr->dun_level);
5942 center_string(buf, tmp);
5943 put_str(buf, 14, 11);
5945 roff_to_buf(format("by %s.", dead_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
5946 center_string(buf, tmp);
5948 put_str(buf, 15, 11);
5949 t = tmp + strlen(tmp) + 1;
5953 strcpy(dummy, t); /* 2nd line */
5954 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
5956 int dummy_len = strlen(dummy);
5957 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
5959 center_string(buf, dummy);
5960 put_str(buf, 16, 11);
5963 time_t ct = time((time_t*)0);
5964 (void)sprintf(tmp, "%-.24s", ctime(&ct));
5965 center_string(buf, tmp);
5966 put_str(buf, 17, 11);
5967 msg_format(_("さようなら、%s!", "Goodbye, %s!"), dead_ptr->name);
5972 * @brief 死亡、引退時の簡易ステータス表示 /
5973 * Display some character info
5974 * @param creature_ptr プレーヤーへの参照ポインタ
5977 void show_info(player_type *creature_ptr)
5979 /* Hack -- Know everything in the inven/equip */
5981 for (int i = 0; i < INVEN_TOTAL; i++)
5983 o_ptr = &creature_ptr->inventory_list[i];
5984 if (!o_ptr->k_idx) continue;
5986 /* Aware and Known */
5987 object_aware(creature_ptr, o_ptr);
5988 object_known(o_ptr);
5992 for (int i = 1; i < max_towns; i++)
5994 st_ptr = &town_info[i].store[STORE_HOME];
5996 /* Hack -- Know everything in the home */
5997 for (int j = 0; j < st_ptr->stock_num; j++)
5999 o_ptr = &st_ptr->stock[j];
6000 if (!o_ptr->k_idx) continue;
6002 /* Aware and Known */
6003 object_aware(creature_ptr, o_ptr);
6004 object_known(o_ptr);
6008 /* Hack -- Recalculate bonuses */
6009 creature_ptr->update |= (PU_BONUS);
6010 handle_stuff(creature_ptr);
6015 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);
6016 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);
6018 /* Dump character records as requested */
6024 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6027 strcpy(out_val, "");
6029 /* Ask for filename (or abort) */
6030 if (!askfor(out_val, 60)) return;
6032 /* Return means "show on screen" */
6033 if (!out_val[0]) break;
6036 /* Dump a character file */
6037 (void)file_character(creature_ptr, out_val);
6042 display_player(creature_ptr, 0);
6044 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);
6046 /* Allow abort at this point */
6047 if (inkey() == ESCAPE) return;
6049 /* Equipment -- if any */
6050 if (creature_ptr->equip_cnt)
6053 (void)show_equipment(creature_ptr, 0, USE_FULL, 0);
6054 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6056 if (inkey() == ESCAPE) return;
6059 /* Inventory -- if any */
6060 if (creature_ptr->inven_cnt)
6063 (void)show_inventory(creature_ptr, 0, USE_FULL, 0);
6064 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6066 if (inkey() == ESCAPE) return;
6069 /* Homes in the different towns */
6070 for (int l = 1; l < max_towns; l++)
6072 st_ptr = &town_info[l].store[STORE_HOME];
6074 /* Home -- if anything there */
6075 if (st_ptr->stock_num == 0) continue;
6077 /* Display contents of the home */
6078 for (int i = 0, k = 0; i < st_ptr->stock_num; k++)
6083 for (int j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6085 GAME_TEXT o_name[MAX_NLEN];
6089 o_ptr = &st_ptr->stock[i];
6091 /* Print header, clear line */
6092 sprintf(tmp_val, "%c) ", I2A(j));
6093 prt(tmp_val, j + 2, 4);
6095 /* Display object description */
6096 object_desc(creature_ptr, o_name, o_ptr, 0);
6097 c_put_str(tval_to_attr[o_ptr->tval], o_name, j + 2, 7);
6100 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);
6102 if (inkey() == ESCAPE) return;
6109 * @brief 異常発生時のゲーム緊急終了処理 /
6110 * Handle abrupt death of the visual system
6111 * @param creature_ptr プレーヤーへの参照ポインタ
6115 * This routine is called only in very rare situations, and only
6116 * by certain visual systems, when they experience fatal errors.
6117 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6118 * save file so that player can see tombstone when restart.
6121 void exit_game_panic(player_type *creature_ptr)
6123 /* If nothing important has happened, just quit */
6124 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(_("緊急事態", "panic"));
6126 /* Mega-Hack -- see "msg_print()" */
6129 /* Clear the top line */
6132 /* Hack -- turn off some things */
6133 disturb(creature_ptr, TRUE, TRUE);
6135 /* Mega-Hack -- Delay death */
6136 if (creature_ptr->chp < 0) creature_ptr->is_dead = FALSE;
6138 /* Hardcode panic save */
6139 creature_ptr->panic_save = 1;
6141 /* Forbid suspend */
6142 signals_ignore_tstp();
6144 /* Indicate panic save */
6145 (void)strcpy(creature_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6147 /* Panic save, or get worried */
6148 if (!save_player(creature_ptr)) quit(_("緊急セーブ失敗!", "panic save failed!"));
6150 /* Successful panic save */
6151 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6156 * @brief ファイルからランダムに行を一つ取得する /
6157 * Get a random line from a file
6158 * @param file_name ファイル名
6159 * @param entry 特定条件時のN:タグヘッダID
6160 * @param output 出力先の文字列参照ポインタ
6164 * Based on the monster speech patch by Matt Graham,
6167 errr get_rnd_line(concptr file_name, int entry, char *output)
6170 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6172 fp = my_fopen(buf, "r");
6177 /* Find the entry of the monster */
6182 /* Get a line from the file */
6183 if (my_fgets(fp, buf, sizeof(buf)) != 0)
6189 /* Count the lines */
6192 /* Look for lines starting with 'N:' */
6193 if ((buf[0] != 'N') || (buf[1] != ':')) continue;
6199 else if (buf[2] == 'M')
6201 if (r_info[entry].flags1 & RF1_MALE) break;
6203 else if (buf[2] == 'F')
6205 if (r_info[entry].flags1 & RF1_FEMALE) break;
6207 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6209 if (test == entry) break;
6212 msg_format("Error in line %d of %s!", line_num, file_name);
6217 /* Get the random line */
6219 for (counter = 0; ; counter++)
6223 test = my_fgets(fp, buf, sizeof(buf));
6225 /* Count the lines */
6226 /* line_num++; No more needed */
6230 /* Ignore lines starting with 'N:' */
6231 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6233 if (buf[0] != '#') break;
6240 if (one_in_(counter + 1)) strcpy(output, buf);
6244 return counter ? 0 : -1;
6250 * @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) /
6251 * @param file_name ファイル名
6252 * @param entry 特定条件時のN:タグヘッダID
6253 * @param output 出力先の文字列参照ポインタ
6258 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
6261 for (int i = 0; i < count; i++)
6263 result = get_rnd_line(file_name, entry, output);
6266 for (int j = 0; output[j]; j++) kanji |= iskanji(output[j]);
6276 * @brief 自動拾いファイルを読み込む /
6277 * @param creature_ptr プレーヤーへの参照ポインタ
6281 errr process_autopick_file(player_type *creature_ptr, concptr name)
6284 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6285 errr err = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_AUTOPICK);
6291 * @brief プレイヤーの生い立ちファイルを読み込む /
6292 * Process file for player's history editor.
6293 * @param creature_ptr プレーヤーへの参照ポインタ
6298 errr process_histpref_file(player_type *creature_ptr, concptr name)
6300 bool old_character_xtra = current_world_ptr->character_xtra;
6302 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6304 /* Hack -- prevent modification birth options in this file */
6305 current_world_ptr->character_xtra = TRUE;
6306 errr err = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_HISTPREF);
6307 current_world_ptr->character_xtra = old_character_xtra;
6312 * @brief ファイル位置をシーク /
6313 * @param creature_ptr プレーヤーへの参照ポインタ
6314 * @param fd ファイルディスクリプタ
6315 * @param where ファイルバイト位置
6316 * @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
6320 static errr counts_seek(player_type *creature_ptr, int fd, u32b where, bool flag)
6322 char temp1[128], temp2[128];
6324 #ifdef SAVEFILE_USE_UID
6325 (void)sprintf(temp1, "%d.%s.%d%d%d", creature_ptr->player_uid, savefile_base, creature_ptr->pclass, creature_ptr->pseikaku, creature_ptr->age);
6327 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, creature_ptr->pclass, creature_ptr->pseikaku, creature_ptr->age);
6329 for (int i = 0; temp1[i]; i++)
6330 temp1[i] ^= (i + 1) * 63;
6333 u32b zero_header[3] = { 0L, 0L, 0L };
6336 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
6338 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
6343 fd_seek(fd, seekpoint);
6344 fd_write(fd, (char*)zero_header, 3 * sizeof(u32b));
6345 fd_write(fd, (char*)(temp1), sizeof(temp1));
6349 if (strcmp(temp1, temp2) == 0)
6352 seekpoint += 128 + 3 * sizeof(u32b);
6355 return fd_seek(fd, seekpoint + where * sizeof(u32b));
6359 * @brief ファイル位置を読み込む
6360 * @param creature_ptr プレーヤーへの参照ポインタ
6361 * @param where ファイルバイト位置
6365 u32b counts_read(player_type *creature_ptr, int where)
6368 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6369 int fd = fd_open(buf, O_RDONLY);
6372 if (counts_seek(creature_ptr, fd, where, FALSE) ||
6373 fd_read(fd, (char*)(&count), sizeof(u32b)))
6382 * @brief ファイル位置に書き込む /
6383 * @param creature_ptr プレーヤーへの参照ポインタ
6384 * @param where ファイルバイト位置
6385 * @param count 書き込む値
6389 errr counts_write(player_type *creature_ptr, int where, u32b count)
6392 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6394 /* Grab permissions */
6397 int fd = fd_open(buf, O_RDWR);
6399 /* Drop permissions */
6404 /* File type is "DATA" */
6405 FILE_TYPE(FILE_TYPE_DATA);
6407 /* Grab permissions */
6410 /* Create a new high score file */
6411 fd = fd_make(buf, 0644);
6413 /* Drop permissions */
6417 /* Grab permissions */
6420 errr err = fd_lock(fd, F_WRLCK);
6422 /* Drop permissions */
6427 counts_seek(creature_ptr, fd, where, TRUE);
6428 fd_write(fd, (char*)(&count), sizeof(u32b));
6430 /* Grab permissions */
6433 err = fd_lock(fd, F_UNLCK);
6435 /* Drop permissions */
6446 #ifdef HANDLE_SIGNALS
6451 * @brief OSからのシグナルを受けてサスペンド状態に入る /
6452 * Handle signals -- suspend
6453 * @param sig 受け取ったシグナル
6455 * Actually suspend the game, and then resume cleanly
6457 static void handle_signal_suspend(int sig)
6459 /* Disable handler */
6460 (void)signal(sig, SIG_IGN);
6467 /* Suspend the "Term" */
6468 Term_xtra(TERM_XTRA_ALIVE, 0);
6470 /* Suspend ourself */
6471 (void)kill(0, SIGSTOP);
6473 /* Resume the "Term" */
6474 Term_xtra(TERM_XTRA_ALIVE, 1);
6476 /* Redraw the term */
6479 /* Flush the term */
6484 /* Restore handler */
6485 (void)signal(sig, handle_signal_suspend);
6490 * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
6491 * @brief OSからのシグナルを受けて中断、終了する /
6492 * Handle signals -- simple (interrupt and quit)
6493 * @param sig 受け取ったシグナル
6496 * This function was causing a *huge* number of problems, so it has
6497 * been simplified greatly. We keep a global variable which counts
6498 * the number of times the user attempts to kill the process, and
6499 * we commit suicide if the user does this a certain number of times.
6500 * We attempt to give "feedback" to the user as he approaches the
6501 * suicide thresh-hold, but without penalizing accidental keypresses.
6502 * To prevent messy accidents, we should reset this global variable
6503 * whenever the user enters a keypress, or something like that.
6506 static void handle_signal_simple(int sig)
6508 /* Disable handler */
6509 (void)signal(sig, SIG_IGN);
6512 /* Nothing to save, just quit */
6513 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(NULL);
6516 /* Count the signals */
6520 /* Terminate dead characters */
6523 /* Mark the savefile */
6524 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
6526 forget_lite(p_ptr->current_floor_ptr);
6527 forget_view(p_ptr->current_floor_ptr);
6528 clear_mon_lite(p_ptr->current_floor_ptr);
6534 quit(_("強制終了", "interrupt"));
6537 /* Allow suicide (after 5) */
6538 else if (signal_count >= 5)
6540 /* Cause of "death" */
6541 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
6543 forget_lite(p_ptr->current_floor_ptr);
6544 forget_view(p_ptr->current_floor_ptr);
6545 clear_mon_lite(p_ptr->current_floor_ptr);
6548 p_ptr->playing = FALSE;
6551 p_ptr->is_dead = TRUE;
6552 p_ptr->leaving = TRUE;
6558 quit(_("強制終了", "interrupt"));
6561 /* Give warning (after 4) */
6562 else if (signal_count >= 4)
6565 Term_xtra(TERM_XTRA_NOISE, 0);
6567 /* Clear the top line */
6568 Term_erase(0, 0, 255);
6570 /* Display the cause */
6571 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
6576 /* Give warning (after 2) */
6577 else if (signal_count >= 2)
6580 Term_xtra(TERM_XTRA_NOISE, 0);
6583 (void)signal(sig, handle_signal_simple);
6588 * todo ここにp_ptrを追加すると関数ポインタ周りの収拾がつかなくなるので保留
6589 * @brief OSからのシグナルを受けて強制終了する /
6590 * Handle signal -- abort, kill, etc
6591 * @param sig 受け取ったシグナル
6595 * This function was causing a *huge* number of problems, so it has
6596 * been simplified greatly. We keep a global variable which counts
6597 * the number of times the user attempts to kill the process, and
6598 * we commit suicide if the user does this a certain number of times.
6599 * We attempt to give "feedback" to the user as he approaches the
6600 * suicide thresh-hold, but without penalizing accidental keypresses.
6601 * To prevent messy accidents, we should reset this global variable
6602 * whenever the user enters a keypress, or something like that.
6605 static void handle_signal_abort(int sig)
6608 Term_get_size(&wid, &hgt);
6610 (void)signal(sig, SIG_IGN);
6611 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(NULL);
6613 forget_lite(p_ptr->current_floor_ptr);
6614 forget_view(p_ptr->current_floor_ptr);
6615 clear_mon_lite(p_ptr->current_floor_ptr);
6617 Term_erase(0, hgt - 1, 255);
6618 Term_putstr(0, hgt - 1, -1, TERM_RED,
6619 _("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!"));
6621 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
6623 exe_write_diary(p_ptr, DIARY_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
6626 p_ptr->panic_save = 1;
6627 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6629 signals_ignore_tstp();
6631 if (save_player(p_ptr))
6633 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
6637 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
6641 quit(_("ソフトのバグ", "software bug"));
6646 * @brief OSからのSIGTSTPシグナルを無視する関数 /
6647 * Ignore SIGTSTP signals (keyboard suspend)
6651 void signals_ignore_tstp(void)
6655 (void)signal(SIGTSTP, SIG_IGN);
6662 * @brief OSからのSIGTSTPシグナルハンドラ /
6663 * Handle SIGTSTP signals (keyboard suspend)
6667 void signals_handle_tstp(void)
6671 (void)signal(SIGTSTP, handle_signal_suspend);
6678 * @brief OSからのシグナルハンドルを初期化する /
6679 * Prepare to handle the relevant signals
6683 void signals_init(void)
6686 (void)signal(SIGHUP, SIG_IGN);
6690 (void)signal(SIGTSTP, handle_signal_suspend);
6694 (void)signal(SIGINT, handle_signal_simple);
6698 (void)signal(SIGQUIT, handle_signal_simple);
6702 (void)signal(SIGFPE, handle_signal_abort);
6706 (void)signal(SIGILL, handle_signal_abort);
6710 (void)signal(SIGTRAP, handle_signal_abort);
6714 (void)signal(SIGIOT, handle_signal_abort);
6718 (void)signal(SIGKILL, handle_signal_abort);
6722 (void)signal(SIGBUS, handle_signal_abort);
6726 (void)signal(SIGSEGV, handle_signal_abort);
6730 (void)signal(SIGTERM, handle_signal_abort);
6734 (void)signal(SIGPIPE, handle_signal_abort);
6738 (void)signal(SIGEMT, handle_signal_abort);
6742 (void)signal(SIGDANGER, handle_signal_abort);
6746 (void)signal(SIGSYS, handle_signal_abort);
6750 (void)signal(SIGXCPU, handle_signal_abort);
6754 (void)signal(SIGPWR, handle_signal_abort);
6765 void signals_ignore_tstp(void)
6774 void signals_handle_tstp(void)
6783 void signals_init(void)