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
20 * You may or may not want to use the following "#undef".
22 /* #undef _POSIX_SAVED_IDS */
26 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
28 void safe_setuid_drop(void)
35 # ifdef SAFE_SETUID_POSIX
37 if (setuid(getuid()) != 0)
39 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
41 if (setgid(getgid()) != 0)
43 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
48 if (setreuid(geteuid(), getuid()) != 0)
50 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
52 if (setregid(getegid(), getgid()) != 0)
54 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
67 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
69 void safe_setuid_grab(void)
76 # ifdef SAFE_SETUID_POSIX
78 if (setuid(player_euid) != 0)
80 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
82 if (setgid(player_egid) != 0)
84 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
89 if (setreuid(geteuid(), getuid()) != 0)
91 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
93 if (setregid(getegid(), getgid()) != 0)
95 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
98 # endif /* SAFE_SETUID_POSIX */
100 # endif /* SAFE_SETUID */
108 * @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
109 * @param buf データテキストの参照ポインタ
111 * @param tokens トークンを保管する文字列参照ポインタ配列
116 * This function uses "colon" and "slash" as the delimeter characters.
117 * We never extract more than "num" tokens. The "last" token may include
118 * "delimeter" characters, allowing the buffer to include a "string" token.
119 * We save pointers to the tokens in "tokens", and return the number found.
120 * Hack -- Attempt to handle the 'c' character formalism
121 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
122 * Hack -- We will always extract at least one token
125 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
137 /* Scan the string */
140 /* Found a delimiter */
141 if ((*t == ':') || (*t == '/')) break;
143 /* Handle single quotes */
144 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
149 /* Handle backslash */
152 /* Require a character */
158 /* Hack -- Require a close quote */
159 if (*t != '\'') *t = '\'';
162 /* Handle back-slash */
169 /* Nuke and advance */
187 /* A number with a name */
188 typedef struct named_num named_num;
192 cptr name; /* The name of this thing */
193 int num; /* A number associated with it */
197 /* Index of spell type names */
198 static named_num gf_desc[] =
200 {"GF_ELEC", GF_ELEC },
201 {"GF_POIS", GF_POIS },
202 {"GF_ACID", GF_ACID },
203 {"GF_COLD", GF_COLD },
204 {"GF_FIRE", GF_FIRE },
205 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
206 {"GF_MISSILE", GF_MISSILE },
207 {"GF_ARROW", GF_ARROW },
208 {"GF_PLASMA", GF_PLASMA },
209 {"GF_WATER", GF_WATER },
210 {"GF_LITE", GF_LITE },
211 {"GF_DARK", GF_DARK },
212 {"GF_LITE_WEAK", GF_LITE_WEAK },
213 {"GF_DARK_WEAK", GF_DARK_WEAK },
214 {"GF_SHARDS", GF_SHARDS },
215 {"GF_SOUND", GF_SOUND },
216 {"GF_CONFUSION", GF_CONFUSION },
217 {"GF_FORCE", GF_FORCE },
218 {"GF_INERTIA", GF_INERTIAL },
219 {"GF_MANA", GF_MANA },
220 {"GF_METEOR", GF_METEOR },
222 {"GF_CHAOS", GF_CHAOS },
223 {"GF_NETHER", GF_NETHER },
224 {"GF_DISENCHANT", GF_DISENCHANT },
225 {"GF_NEXUS", GF_NEXUS },
226 {"GF_TIME", GF_TIME },
227 {"GF_GRAVITY", GF_GRAVITY },
228 {"GF_KILL_WALL", GF_KILL_WALL },
229 {"GF_KILL_DOOR", GF_KILL_DOOR },
230 {"GF_KILL_TRAP", GF_KILL_TRAP },
231 {"GF_MAKE_WALL", GF_MAKE_WALL },
232 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
233 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
234 {"GF_MAKE_TREE", GF_MAKE_TREE },
235 {"GF_OLD_CLONE", GF_OLD_CLONE },
236 {"GF_OLD_POLY", GF_OLD_POLY },
237 {"GF_OLD_HEAL", GF_OLD_HEAL },
238 {"GF_OLD_SPEED", GF_OLD_SPEED },
239 {"GF_OLD_SLOW", GF_OLD_SLOW },
240 {"GF_OLD_CONF", GF_OLD_CONF },
241 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
242 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
243 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
244 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
245 {"GF_AWAY_ALL", GF_AWAY_ALL },
246 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
247 {"GF_TURN_EVIL", GF_TURN_EVIL },
248 {"GF_TURN_ALL", GF_TURN_ALL },
249 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
250 {"GF_DISP_EVIL", GF_DISP_EVIL },
251 {"GF_DISP_ALL", GF_DISP_ALL },
252 {"GF_DISP_DEMON", GF_DISP_DEMON },
253 {"GF_DISP_LIVING", GF_DISP_LIVING },
254 {"GF_ROCKET", GF_ROCKET },
255 {"GF_NUKE", GF_NUKE },
256 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
257 {"GF_STASIS", GF_STASIS },
258 {"GF_STONE_WALL", GF_STONE_WALL },
259 {"GF_DEATH_RAY", GF_DEATH_RAY },
260 {"GF_STUN", GF_STUN },
261 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
262 {"GF_HELL_FIRE", GF_HELL_FIRE },
263 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
264 {"GF_CHARM", GF_CHARM },
265 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
266 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
268 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
269 {"GF_TELEKINESIS", GF_TELEKINESIS },
270 {"GF_JAM_DOOR", GF_JAM_DOOR },
271 {"GF_DOMINATION", GF_DOMINATION },
272 {"GF_DISP_GOOD", GF_DISP_GOOD },
273 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
274 {"GF_MIND_BLAST", GF_MIND_BLAST },
275 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
276 {"GF_CAUSE_1", GF_CAUSE_1 },
277 {"GF_CAUSE_2", GF_CAUSE_2 },
278 {"GF_CAUSE_3", GF_CAUSE_3 },
279 {"GF_CAUSE_4", GF_CAUSE_4 },
280 {"GF_HAND_DOOM", GF_HAND_DOOM },
281 {"GF_CAPTURE", GF_CAPTURE },
282 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
283 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
284 {"GF_IDENTIFY", GF_IDENTIFY },
285 {"GF_ATTACK", GF_ATTACK },
286 {"GF_ENGETSU", GF_ENGETSU },
287 {"GF_GENOCIDE", GF_GENOCIDE },
288 {"GF_PHOTO", GF_PHOTO },
289 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
290 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
291 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
292 {"GF_SEEKER", GF_SEEKER },
293 {"GF_SUPER_RAY", GF_SUPER_RAY },
294 {"GF_STAR_HEAL", GF_STAR_HEAL },
295 {"GF_WATER_FLOW", GF_WATER_FLOW },
296 {"GF_CRUSADE", GF_CRUSADE },
297 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
298 {"GF_WOUNDS", GF_WOUNDS },
304 * @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 /
305 * Parse a sub-file of the "extra info" (format shown below)
306 * @param buf データテキストの参照ポインタ
310 * Each "action" line has an "action symbol" in the first column,
311 * followed by a colon, followed by some command specific info,
312 * usually in the form of "tokens" separated by colons or slashes.
313 * Blank lines, lines starting with white space, and lines starting
314 * with pound signs ("#") are ignored (as comments).
315 * Note the use of "tokenize()" to allow the use of both colons and
316 * slashes as delimeters, while still allowing final tokens which
317 * may contain any characters including "delimiters".
318 * Note the use of "strtol()" to allow all "integers" to be encoded
319 * in decimal, hexidecimal, or octal form.
320 * Note that "monster zero" is used for the "player" attr/char, "object
321 * zero" will be used for the "stack" attr/char, and "feature zero" is
322 * used for the "nothing" attr/char.
323 * Parse another file recursively, see below for details
325 * Specify the attr/char values for "monsters" by race index
326 * R:\<num\>:\<a\>:\<c\>
327 * Specify the attr/char values for "objects" by kind index
328 * K:\<num\>:\<a\>:\<c\>
329 * Specify the attr/char values for "features" by feature index
330 * F:\<num\>:\<a\>:\<c\>
331 * Specify the attr/char values for unaware "objects" by kind tval
332 * U:\<tv\>:\<a\>:\<c\>
333 * Specify the attr/char values for inventory "objects" by kind tval
334 * E:\<tv\>:\<a\>:\<c\>
335 * Define a macro action, given an encoded macro action
337 * Create a normal macro, given an encoded macro trigger
339 * Create a command macro, given an encoded macro trigger
341 * Create a keyset mapping
342 * S:\<key\>:\<key\>:\<dir\>
343 * Turn an option off, given its name
345 * Turn an option on, given its name
347 * Specify visual information, given an index, and some data
348 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
349 * Specify the set of colors to use when drawing a zapped spell
351 * Specify a macro trigger template and macro trigger names.
352 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
353 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
356 errr process_pref_file_command(char *buf)
366 /* Require "?:*" format */
367 if (buf[1] != ':') return 1;
372 /* Mega-Hack -- read external player's history file */
373 /* Process "H:<history>" */
375 add_history_from_pref_line(buf + 2);
378 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
380 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
383 i = (huge)strtol(zz[0], NULL, 0);
384 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
385 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
386 if (i >= max_r_idx) return 1;
388 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
389 if (n2) r_ptr->x_char = n2;
394 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
396 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
399 i = (huge)strtol(zz[0], NULL, 0);
400 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
401 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
402 if (i >= max_k_idx) return 1;
404 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
405 if (n2) k_ptr->x_char = n2;
410 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
411 /* "F:<num>:<a>/<c>" */
412 /* "F:<num>:<a>/<c>:LIT" */
413 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
417 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
419 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
420 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
422 i = (huge)strtol(zz[0], NULL, 0);
423 if (i >= max_f_idx) return 1;
426 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
427 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
428 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
429 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
431 /* Mega-hack -- feat supports lighting */
434 /* No lighting support */
436 n1 = f_ptr->x_attr[F_LIT_STANDARD];
437 n2 = f_ptr->x_char[F_LIT_STANDARD];
438 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
440 f_ptr->x_attr[j] = n1;
441 f_ptr->x_char[j] = n2;
445 /* Use default lighting */
447 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
450 /* Use desired lighting */
451 case F_LIT_MAX * 2 + 1:
452 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
454 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
455 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
456 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
457 if (n2) f_ptr->x_char[j] = n2;
464 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
466 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
468 j = (byte)strtol(zz[0], NULL, 0);
469 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
470 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
471 misc_to_attr[j] = n1;
472 misc_to_char[j] = n2;
477 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
479 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
481 j = (huge)strtol(zz[0], NULL, 0);
482 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
483 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
484 for (i = 1; i < max_k_idx; i++)
486 object_kind *k_ptr = &k_info[i];
487 if (k_ptr->tval == j)
489 if (n1) k_ptr->d_attr = n1;
490 if (n2) k_ptr->d_char = n2;
497 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
499 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
501 j = (byte)strtol(zz[0], NULL, 0) % 128;
502 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
503 if (n1) tval_to_attr[j] = n1;
508 /* Process "A:<str>" -- save an "action" for later */
510 text_to_ascii(macro__buf, buf+2);
513 /* Process "P:<str>" -- normal macro */
518 text_to_ascii(tmp, buf+2);
519 macro_add(tmp, macro__buf);
523 /* Process "C:<str>" -- create keymap */
529 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
531 mode = strtol(zz[0], NULL, 0);
532 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
534 text_to_ascii(tmp, zz[1]);
535 if (!tmp[0] || tmp[1]) return 1;
538 string_free(keymap_act[mode][i]);
540 keymap_act[mode][i] = string_make(macro__buf);
545 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
547 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
549 i = (byte)strtol(zz[0], NULL, 0);
550 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
551 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
552 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
553 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
558 /* Process "X:<str>" -- turn option off */
559 /* Process "Y:<str>" -- turn option on */
562 for (i = 0; option_info[i].o_desc; i++)
564 if (option_info[i].o_var &&
565 option_info[i].o_text &&
566 streq(option_info[i].o_text, buf + 2))
568 int os = option_info[i].o_set;
569 int ob = option_info[i].o_bit;
571 if ((p_ptr->playing || character_xtra) &&
572 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
574 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);
582 option_flag[os] &= ~(1L << ob);
583 (*option_info[i].o_var) = FALSE;
588 option_flag[os] |= (1L << ob);
589 (*option_info[i].o_var) = TRUE;
595 /* don't know that option. ignore it.*/
596 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);
600 /* Process "Z:<type>:<str>" -- set spell color */
604 char *t = my_strchr(buf + 2, ':');
612 for (i = 0; gf_desc[i].name; i++)
614 /* Match this type */
615 if (streq(gf_desc[i].name, buf + 2))
617 /* Remember this color set */
618 gf_color[gf_desc[i].num] = quark_add(t);
628 /* Initialize macro trigger names and a template */
629 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
630 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
633 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
635 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
640 if (macro_template != NULL)
642 num = strlen(macro_modifier_chr);
644 /* Kill the template string */
645 string_free(macro_template);
646 macro_template = NULL;
648 /* Kill flag characters of modifier keys */
649 string_free(macro_modifier_chr);
651 /* Kill corresponding modifier names */
652 for (i = 0; i < num; i++)
654 string_free(macro_modifier_name[i]);
657 /* Kill trigger name strings */
658 for (i = 0; i < max_macrotrigger; i++)
660 string_free(macro_trigger_name[i]);
661 string_free(macro_trigger_keycode[0][i]);
662 string_free(macro_trigger_keycode[1][i]);
665 max_macrotrigger = 0;
668 if (*zz[0] == '\0') return 0; /* clear template */
670 /* Number of modifier flags */
673 /* Limit the number */
674 num = MIN(MAX_MACRO_MOD, num);
676 /* Stop if number of modifier is not correct */
677 if (2 + num != tok) return 1;
679 /* Get a template string */
680 macro_template = string_make(zz[0]);
682 /* Get flag characters of modifier keys */
683 macro_modifier_chr = string_make(zz[1]);
685 /* Get corresponding modifier names */
686 for (i = 0; i < num; i++)
688 macro_modifier_name[i] = string_make(zz[2+i]);
692 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
698 if (max_macrotrigger >= MAX_MACRO_TRIG)
700 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
703 m = max_macrotrigger;
706 /* Take into account the escape character */
716 /* Get a trigger name */
717 macro_trigger_name[m] = string_make(buf_aux);
719 /* Get the corresponding key code */
720 macro_trigger_keycode[0][m] = string_make(zz[1]);
724 /* Key code of a combination of it with the shift key */
725 macro_trigger_keycode[1][m] = string_make(zz[2]);
729 macro_trigger_keycode[1][m] = string_make(zz[1]);
744 * @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 /
745 * Helper function for "process_pref_file()"
746 * @param sp テキスト文字列の参照ポインタ
747 * @param fp 再帰中のポインタ参照
752 * v: output buffer array
758 cptr process_pref_file_expr(char **sp, char *fp)
775 while (iswspace(*s)) s++;
793 t = process_pref_file_expr(&s, &f);
802 else if (streq(t, "IOR"))
805 while (*s && (f != b2))
807 t = process_pref_file_expr(&s, &f);
808 if (*t && !streq(t, "0")) v = "1";
813 else if (streq(t, "AND"))
816 while (*s && (f != b2))
818 t = process_pref_file_expr(&s, &f);
819 if (*t && streq(t, "0")) v = "0";
824 else if (streq(t, "NOT"))
827 while (*s && (f != b2))
829 t = process_pref_file_expr(&s, &f);
830 if (*t && streq(t, "1")) v = "0";
835 else if (streq(t, "EQU"))
840 t = process_pref_file_expr(&s, &f);
842 while (*s && (f != b2))
844 p = process_pref_file_expr(&s, &f);
845 if (streq(t, p)) v = "1";
850 else if (streq(t, "LEQ"))
855 t = process_pref_file_expr(&s, &f);
857 while (*s && (f != b2))
860 t = process_pref_file_expr(&s, &f);
861 if (*t && atoi(p) > atoi(t)) v = "0";
866 else if (streq(t, "GEQ"))
871 t = process_pref_file_expr(&s, &f);
873 while (*s && (f != b2))
876 t = process_pref_file_expr(&s, &f);
878 /* Compare two numbers instead of string */
879 if (*t && atoi(p) < atoi(t)) v = "0";
886 while (*s && (f != b2))
888 t = process_pref_file_expr(&s, &f);
893 if (f != b2) v = "?x?x?";
895 /* Extract final and Terminate */
896 if ((f = *s) != '\0') *s++ = '\0';
902 /* Accept all printables except spaces and brackets */
904 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
906 if (iskanji(*s)) s++;
910 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
913 /* Extract final and Terminate */
914 if ((f = *s) != '\0') *s++ = '\0';
920 if (streq(b+1, "SYS"))
925 else if (streq(b+1, "KEYBOARD"))
927 v = ANGBAND_KEYBOARD;
931 else if (streq(b+1, "GRAF"))
936 /* Monochrome mode */
937 else if (streq(b+1, "MONOCHROME"))
946 else if (streq(b+1, "RACE"))
956 else if (streq(b+1, "CLASS"))
966 else if (streq(b+1, "PLAYER"))
968 static char tmp_player_name[32];
970 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
980 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
987 else if (streq(b+1, "REALM1"))
990 v = E_realm_names[p_ptr->realm1];
992 v = realm_names[p_ptr->realm1];
997 else if (streq(b+1, "REALM2"))
1000 v = E_realm_names[p_ptr->realm2];
1002 v = realm_names[p_ptr->realm2];
1007 else if (streq(b+1, "LEVEL"))
1009 sprintf(tmp, "%02d", p_ptr->lev);
1013 /* Autopick auto-register is in-use or not? */
1014 else if (streq(b+1, "AUTOREGISTER"))
1016 if (p_ptr->autopick_autoregister)
1023 else if (streq(b+1, "MONEY"))
1025 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1048 #define PREF_TYPE_NORMAL 0
1049 #define PREF_TYPE_AUTOPICK 1
1050 #define PREF_TYPE_HISTPREF 2
1053 * @brief process_pref_fileのサブルーチン /
1054 * Open the "user pref file" and parse it.
1055 * @param name 読み込むファイル名
1056 * @param preftype prefファイルのタイプ
1061 * v: output buffer array
1062 * f: final character
1067 static errr process_pref_file_aux(cptr name, int preftype)
1079 bool bypass = FALSE;
1083 fp = my_fopen(name, "r");
1086 if (!fp) return (-1);
1088 /* Process the file */
1089 while (0 == my_fgets(fp, buf, sizeof(buf)))
1094 /* Skip "empty" lines */
1095 if (!buf[0]) continue;
1097 /* Skip "blank" lines */
1099 if (!iskanji(buf[0]))
1101 if (iswspace(buf[0])) continue;
1104 if (buf[0] == '#') continue;
1111 /* Process "?:<expr>" */
1112 if ((buf[0] == '?') && (buf[1] == ':'))
1121 /* Parse the expr */
1122 v = process_pref_file_expr(&s, &f);
1125 bypass = (streq(v, "0") ? TRUE : FALSE);
1131 /* Apply conditionals */
1132 if (bypass) continue;
1135 /* Process "%:<file>" */
1138 static int depth_count = 0;
1140 /* Ignore if deeper than 20 level */
1141 if (depth_count > 20) continue;
1143 /* Count depth level */
1146 /* Process that file if allowed */
1149 case PREF_TYPE_AUTOPICK:
1150 (void)process_autopick_file(buf + 2);
1152 case PREF_TYPE_HISTPREF:
1153 (void)process_histpref_file(buf + 2);
1156 (void)process_pref_file(buf + 2);
1160 /* Set back depth level */
1168 /* Process the line */
1169 err = process_pref_file_command(buf);
1171 /* This is not original pref line... */
1174 if (preftype != PREF_TYPE_AUTOPICK)
1176 err = process_autopick_file_command(buf);
1184 /* Print error message */
1185 /* ToDo: Add better error messages */
1186 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'."),
1187 _(name, err), line, _(err, name));
1188 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1192 /* Close the file */
1201 * @brief pref設定ファイルを読み込み設定を反映させる /
1202 * Process the "user pref file" with the given name
1203 * @param name 読み込むファイル名
1207 * See the functions above for a list of legal "commands".
1208 * We also accept the special "?" and "%" directives, which
1209 * allow conditional evaluation and filename inclusion.
1212 errr process_pref_file(cptr name)
1218 /* Build the filename */
1219 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1221 /* Process the system pref file */
1222 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1224 /* Stop at parser errors, but not at non-existing file */
1225 if (err1 > 0) return err1;
1228 /* Build the filename */
1229 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1231 /* Process the user pref file */
1232 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1235 /* User file does not exist, but read system pref file */
1236 if (err2 < 0 && !err1)
1239 /* Result of user file processing */
1248 * Operating hours for ANGBAND (defaults to non-work hours)
1250 static char days[7][29] =
1252 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1253 "MON:XXXXXXXX.........XXXXXXX",
1254 "TUE:XXXXXXXX.........XXXXXXX",
1255 "WED:XXXXXXXX.........XXXXXXX",
1256 "THU:XXXXXXXX.........XXXXXXX",
1257 "FRI:XXXXXXXX.........XXXXXXX",
1258 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1262 * Restict usage (defaults to no restrictions)
1264 static bool check_time_flag = FALSE;
1270 * @brief Angbandプレイ禁止時刻をチェック /
1274 errr check_time(void)
1282 /* No restrictions */
1283 if (!check_time_flag) return (0);
1285 /* Check for time violation */
1286 c = time((time_t *)0);
1290 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1300 * @brief Angbandプレイ禁止時刻の初期化 /
1301 * Initialize CHECK_TIME
1304 errr check_time_init(void)
1314 /* Build the filename */
1315 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1318 fp = my_fopen(buf, "r");
1320 /* No file, no restrictions */
1321 if (!fp) return (0);
1323 /* Assume restrictions */
1324 check_time_flag = TRUE;
1326 /* Parse the file */
1327 while (0 == my_fgets(fp, buf, sizeof(buf)))
1329 /* Skip comments and blank lines */
1330 if (!buf[0] || (buf[0] == '#')) continue;
1332 /* Chop the buffer */
1335 /* Extract the info */
1336 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1337 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1338 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1339 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1340 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1341 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1342 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1358 #ifndef MAXHOSTNAMELEN
1359 # define MAXHOSTNAMELEN 64
1362 typedef struct statstime statstime;
1368 unsigned int v_pgpgin;
1369 unsigned int v_pgpgout;
1370 unsigned int v_pswpin;
1371 unsigned int v_pswpout;
1372 unsigned int v_intr;
1378 unsigned int v_swtch;
1380 struct timeval boottime;
1381 struct timeval curtime;
1385 * Maximal load (if any).
1387 static int check_load_value = 0;
1393 * @brief Angbandプレイ禁止ホストのチェック /
1397 errr check_load(void)
1402 struct statstime st;
1404 /* Success if not checking */
1405 if (!check_load_value) return (0);
1407 /* Check the load */
1408 if (0 == rstat("localhost", &st))
1410 long val1 = (long)(st.avenrun[2]);
1411 long val2 = (long)(check_load_value) * FSCALE;
1413 /* Check for violation */
1414 if (val1 >= val2) return (1);
1425 * @brief Angbandプレイ禁止ホストの設定初期化 /
1426 * Initialize CHECK_LOAD
1429 errr check_load_init(void)
1438 char temphost[MAXHOSTNAMELEN+1];
1439 char thishost[MAXHOSTNAMELEN+1];
1442 /* Build the filename */
1443 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1445 /* Open the "load" file */
1446 fp = my_fopen(buf, "r");
1448 /* No file, no restrictions */
1449 if (!fp) return (0);
1452 check_load_value = 100;
1454 /* Get the host name */
1455 (void)gethostname(thishost, (sizeof thishost) - 1);
1458 while (0 == my_fgets(fp, buf, sizeof(buf)))
1462 /* Skip comments and blank lines */
1463 if (!buf[0] || (buf[0] == '#')) continue;
1465 /* Parse, or ignore */
1466 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1468 /* Skip other hosts */
1469 if (!streq(temphost, thishost) &&
1470 !streq(temphost, "localhost")) continue;
1472 /* Use that value */
1473 check_load_value = value;
1478 /* Close the file */
1488 #define ENTRY_BARE_HAND 0
1489 #define ENTRY_TWO_HANDS 1
1490 #define ENTRY_RIGHT_HAND1 2
1491 #define ENTRY_LEFT_HAND1 3
1492 #define ENTRY_LEFT_HAND2 4
1493 #define ENTRY_RIGHT_HAND2 5
1494 #define ENTRY_POSTURE 6
1495 #define ENTRY_SHOOT_HIT_DAM 7
1496 #define ENTRY_SHOOT_POWER 8
1497 #define ENTRY_SPEED 9
1498 #define ENTRY_BASE_AC 10
1499 #define ENTRY_LEVEL 11
1500 #define ENTRY_CUR_EXP 12
1501 #define ENTRY_MAX_EXP 13
1502 #define ENTRY_EXP_TO_ADV 14
1503 #define ENTRY_GOLD 15
1504 #define ENTRY_DAY 16
1507 #define ENTRY_PLAY_TIME 19
1508 #define ENTRY_SKILL_FIGHT 20
1509 #define ENTRY_SKILL_SHOOT 21
1510 #define ENTRY_SKILL_SAVING 22
1511 #define ENTRY_SKILL_STEALTH 23
1512 #define ENTRY_SKILL_PERCEP 24
1513 #define ENTRY_SKILL_SEARCH 25
1514 #define ENTRY_SKILL_DISARM 26
1515 #define ENTRY_SKILL_DEVICE 27
1516 #define ENTRY_SKILL_DIG 45
1519 #define ENTRY_BLOWS 28
1520 #define ENTRY_SHOTS 29
1521 #define ENTRY_AVG_DMG 30
1522 #define ENTRY_INFRA 31
1524 #define ENTRY_NAME 32
1525 #define ENTRY_SEX 33
1526 #define ENTRY_RACE 34
1527 #define ENTRY_CLASS 35
1528 #define ENTRY_REALM 36
1529 #define ENTRY_PATRON 37
1530 #define ENTRY_AGE 38
1531 #define ENTRY_HEIGHT 39
1532 #define ENTRY_WEIGHT 40
1533 #define ENTRY_SOCIAL 41
1534 #define ENTRY_ALIGN 42
1536 #define ENTRY_EXP_ANDR 43
1537 #define ENTRY_EXP_TO_ADV_ANDR 44
1546 } disp_player_line[]
1549 { 1, 10, 25, "打撃修正(格闘)"},
1550 { 1, 10, 25, "打撃修正(両手)"},
1551 { 1, 10, 25, "打撃修正(右手)"},
1552 { 1, 10, 25, "打撃修正(左手)"},
1553 { 1, 11, 25, "打撃修正(左手)"},
1554 { 1, 11, 25, "打撃修正(右手)"},
1556 { 1, 15, 25, "射撃攻撃修正"},
1557 { 1, 16, 25, "射撃武器倍率"},
1560 {29, 13, 21, "レベル"},
1561 {29, 14, 21, "経験値"},
1562 {29, 15, 21, "最大経験"},
1563 {29, 16, 21, "次レベル"},
1564 {29, 17, 21, "所持金"},
1568 {29, 20, 21, "プレイ時間"},
1569 {53, 10, -1, "打撃命中 :"},
1570 {53, 11, -1, "射撃命中 :"},
1571 {53, 12, -1, "魔法防御 :"},
1572 {53, 13, -1, "隠密行動 :"},
1573 {53, 15, -1, "知覚 :"},
1574 {53, 16, -1, "探索 :"},
1575 {53, 17, -1, "解除 :"},
1576 {53, 18, -1, "魔法道具 :"},
1577 { 1, 12, 25, "打撃回数"},
1578 { 1, 17, 25, "射撃回数"},
1579 { 1, 13, 25, "平均ダメージ"},
1580 {53, 20, -1, "赤外線視力:"},
1581 {26, 1, -1, "名前 : "},
1582 { 1, 3, -1, "性別 : "},
1583 { 1, 4, -1, "種族 : "},
1584 { 1, 5, -1, "職業 : "},
1585 { 1, 6, -1, "魔法 : "},
1586 { 1, 7, -1, "守護魔神 : "},
1590 {29, 6, 21, "社会的地位"},
1592 {29, 14, 21, "強化度"},
1593 {29, 16, 21, "次レベル"},
1594 {53, 19, -1, "掘削 :" },
1598 { 1, 10, 25, "Bare hand"},
1599 { 1, 10, 25, "Two hands"},
1600 { 1, 10, 25, "Right hand"},
1601 { 1, 10, 25, "Left hand"},
1602 { 1, 11, 25, "Left hand"},
1603 { 1, 11, 25, "Right hand"},
1604 { 1, 11, 25, "Posture"},
1605 { 1, 15, 25, "Shooting"},
1606 { 1, 16, 25, "Multiplier"},
1607 { 1, 20, 25, "Speed"},
1609 {29, 13, 21, "Level"},
1610 {29, 14, 21, "Experience"},
1611 {29, 15, 21, "Max Exp"},
1612 {29, 16, 21, "Exp to Adv"},
1613 {29, 17, 21, "Gold"},
1614 {29, 19, 21, "Time"},
1615 {29, 10, 21, "Hit point"},
1616 {29, 11, 21, "SP (Mana)"},
1617 {29, 20, 21, "Play time"},
1618 {53, 10, -1, "Fighting : "},
1619 {53, 11, -1, "Bows/Throw : "},
1620 {53, 12, -1, "SavingThrow: "},
1621 {53, 13, -1, "Stealth : "},
1622 {53, 15, -1, "Perception : "},
1623 {53, 16, -1, "Searching : "},
1624 {53, 17, -1, "Disarming : "},
1625 {53, 18, -1, "MagicDevice: "},
1626 { 1, 12, 25, "Blows/Round"},
1627 { 1, 17, 25, "Shots/Round"},
1628 { 1, 13, 25, "AverageDmg/Rnd"},
1629 {53, 20, -1, "Infra-Vision: "},
1630 {26, 1, -1, "Name : "},
1631 { 1, 3, -1, "Sex : "},
1632 { 1, 4, -1, "Race : "},
1633 { 1, 5, -1, "Class : "},
1634 { 1, 6, -1, "Magic : "},
1635 { 1, 7, -1, "Patron : "},
1637 {29, 4, 21, "Height"},
1638 {29, 5, 21, "Weight"},
1639 {29, 6, 21, "Social Class"},
1640 {29, 7, 21, "Align"},
1641 {29, 14, 21, "Construction"},
1642 {29, 16, 21, "Const to Adv"},
1643 {53, 19, -1, "Digging :" },
1648 * @brief プレイヤーのステータス1種を出力する
1650 * @param val 値を保管した文字列ポインタ
1651 * @param attr 項目表示の色
1654 static void display_player_one_line(int entry, cptr val, TERM_COLOR attr)
1658 int row = disp_player_line[entry].row;
1659 int col = disp_player_line[entry].col;
1660 int len = disp_player_line[entry].len;
1661 cptr head = disp_player_line[entry].header;
1663 int head_len = strlen(head);
1665 Term_putstr(col, row, -1, TERM_WHITE, head);
1672 int val_len = len - head_len;
1673 sprintf(buf, "%*.*s", val_len, val_len, val);
1674 Term_putstr(col + head_len, row, -1, attr, buf);
1678 Term_putstr(col + head_len, row, -1, attr, val);
1685 * @brief プレイヤーの打撃能力修正を表示する
1686 * @param hand 武器の装備部位ID
1687 * @param hand_entry 項目ID
1690 static void display_player_melee_bonus(int hand, int hand_entry)
1693 HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
1694 HIT_POINT show_todam = p_ptr->dis_to_d[hand];
1695 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1697 /* Hack -- add in weapon info if known */
1698 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1699 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1701 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1704 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1706 /* Dump the bonuses to hit/dam */
1707 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1708 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1709 else if (p_ptr->ryoute)
1710 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1712 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1717 * @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
1718 * Prints the following information on the screen.
1721 static void display_player_middle(void)
1726 HIT_PROB show_tohit = p_ptr->dis_to_h_b;
1727 HIT_POINT show_todam = 0;
1730 object_type *o_ptr = &inventory[INVEN_BOW];
1737 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1740 if (p_ptr->hidarite)
1742 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1744 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
1747 if (p_ptr->special_defense & KAMAE_MASK)
1749 for (i = 0; i < MAX_KAMAE; i++)
1751 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1754 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1757 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1760 /* Apply weapon bonuses */
1761 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1762 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1764 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1765 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1767 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1769 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1772 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1774 if (inventory[INVEN_BOW].k_idx)
1776 tmul = bow_tmul(inventory[INVEN_BOW].sval);
1778 /* Get extra "power" from "extra might" */
1779 if (p_ptr->xtra_might) tmul++;
1781 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1785 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1787 /* Dump the armor class */
1788 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1796 i = p_ptr->pspeed-110;
1798 /* Hack -- Visually "undo" the Search Mode Slowdown */
1799 if (p_ptr->action == ACTION_SEARCH) i += 10;
1804 attr = TERM_L_GREEN;
1818 attr = TERM_L_UMBER;
1825 if (IS_FAST()) tmp_speed += 10;
1826 if (p_ptr->slow) tmp_speed -= 10;
1827 if (p_ptr->lightspeed) tmp_speed = 99;
1831 if (MON_FAST(&m_list[p_ptr->riding])) tmp_speed += 10;
1832 if (MON_SLOW(&m_list[p_ptr->riding])) tmp_speed -= 10;
1838 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1840 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1850 sprintf(buf, "(%+d)", i);
1852 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1855 display_player_one_line(ENTRY_SPEED, buf, attr);
1858 /* Dump character level */
1859 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1861 /* Dump experience */
1862 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1863 else e = ENTRY_CUR_EXP;
1865 if (p_ptr->exp >= p_ptr->max_exp)
1866 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1868 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1870 /* Dump max experience */
1871 if (p_ptr->prace == RACE_ANDROID)
1874 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1876 /* Dump exp to advance */
1877 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1878 else e = ENTRY_EXP_TO_ADV;
1880 if (p_ptr->lev >= PY_MAX_LEVEL)
1881 display_player_one_line(e, "*****", TERM_L_GREEN);
1882 else if (p_ptr->prace == RACE_ANDROID)
1883 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1885 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1888 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1893 extract_day_hour_min(&day, &hour, &min);
1895 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1896 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1898 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1900 /* Dump hit point */
1901 if (p_ptr->chp >= p_ptr->mhp)
1902 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1903 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1904 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1906 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1908 /* Dump mana power */
1909 if (p_ptr->csp >= p_ptr->msp)
1910 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1911 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1912 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1914 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1916 /* Dump play time */
1917 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", playtime/(60*60), (playtime/60)%60, playtime%60), TERM_L_GREEN);
1922 * Hack -- pass color info around this file
1924 static TERM_COLOR likert_color = TERM_WHITE;
1928 * @brief 技能ランクの表示基準を定める
1929 * Returns a "rating" of x depending on y
1931 * @param y 技能値に対するランク基準比
1934 static cptr likert(int x, int y)
1936 static char dummy[20] = "", dummy2[20] = "";
1937 memset(dummy, 0, strlen(dummy));
1938 memset(dummy2, 0, strlen(dummy2));
1943 if(show_actual_value)
1945 sprintf(dummy, "%3d-", x);
1948 /* Negative value */
1951 likert_color = TERM_L_DARK;
1952 strcat(dummy, _("最低", "Very Bad"));
1957 /* Analyze the value */
1962 likert_color = TERM_RED;
1963 strcat(dummy, _("悪い", "Bad"));
1966 likert_color = TERM_L_RED;
1967 strcat(dummy, _("劣る", "Poor"));
1972 likert_color = TERM_ORANGE;
1973 strcat(dummy, _("普通", "Fair"));
1977 likert_color = TERM_YELLOW;
1978 strcat(dummy, _("良い", "Good"));
1982 likert_color = TERM_YELLOW;
1983 strcat(dummy, _("大変良い", "Very Good"));
1988 likert_color = TERM_L_GREEN;
1989 strcat(dummy, _("卓越", "Excellent"));
1997 likert_color = TERM_GREEN;
1998 strcat(dummy, _("超越", "Superb"));
2005 likert_color = TERM_BLUE;
2006 strcat(dummy, _("英雄的", "Heroic"));
2010 likert_color = TERM_VIOLET;
2011 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2012 (int)((((x / y) - 17) * 5) / 2));
2013 strcat(dummy, dummy2);
2024 * @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
2025 * Prints ratings on certain abilities
2028 * This code is "imitated" elsewhere to "dump" a character sheet.
2030 static void display_player_various(void)
2032 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2033 int xthn, xthb, xfos, xsrh;
2034 int xdis, xdev, xsav, xstl;
2038 BIT_FLAGS flgs[TR_FLAG_SIZE];
2039 int shots, shot_frac;
2044 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2045 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2046 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2047 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2048 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2050 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2052 /* Shooting Skill (with current bow and normal missile) */
2053 o_ptr = &inventory[INVEN_BOW];
2054 tmp = p_ptr->to_h_b + o_ptr->to_h;
2055 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2057 /* If the player is wielding one? */
2060 ENERGY energy_fire = bow_energy(o_ptr->sval);
2062 /* Calculate shots per round */
2063 shots = p_ptr->num_fire * 100;
2064 shot_frac = (shots * 100 / energy_fire) % 100;
2065 shots = shots / energy_fire;
2066 if (o_ptr->name1 == ART_CRIMSON)
2070 if (p_ptr->pclass == CLASS_ARCHER)
2072 /* Extra shot at level 10 */
2073 if (p_ptr->lev >= 10) shots++;
2075 /* Extra shot at level 30 */
2076 if (p_ptr->lev >= 30) shots++;
2078 /* Extra shot at level 45 */
2079 if (p_ptr->lev >= 45) shots++;
2089 for(i = 0; i < 2; i++)
2091 damage[i] = p_ptr->dis_to_d[i] * 100;
2092 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
2094 PLAYER_LEVEL level = p_ptr->lev;
2100 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2101 if (p_ptr->special_defense & KAMAE_BYAKKO)
2102 basedam = monk_ave_damage[level][1];
2103 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2104 basedam = monk_ave_damage[level][2];
2106 basedam = monk_ave_damage[level][0];
2110 o_ptr = &inventory[INVEN_RARM + i];
2112 /* Average damage per round */
2118 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2119 if (object_is_known(o_ptr))
2121 damage[i] += o_ptr->to_d * 100;
2122 to_h[i] += o_ptr->to_h;
2124 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2125 object_flags_known(o_ptr, flgs);
2127 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2128 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2134 else if (have_flag(flgs, TR_VORPAL))
2136 /* vorpal flag only */
2140 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2141 basedam = basedam * 7 / 2;
2145 damage[i] += basedam;
2146 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2147 if (damage[i] < 0) damage[i] = 0;
2149 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2150 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2152 /* Basic abilities */
2154 xdis = p_ptr->skill_dis;
2155 xdev = p_ptr->skill_dev;
2156 xsav = p_ptr->skill_sav;
2157 xstl = p_ptr->skill_stl;
2158 xsrh = p_ptr->skill_srh;
2159 xfos = p_ptr->skill_fos;
2160 xdig = p_ptr->skill_dig;
2163 desc = likert(xthn, 12);
2164 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2166 desc = likert(xthb, 12);
2167 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2169 desc = likert(xsav, 7);
2170 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2172 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2173 desc = likert((xstl > 0) ? xstl : -1, 1);
2174 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2176 desc = likert(xfos, 6);
2177 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2179 desc = likert(xsrh, 6);
2180 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2182 desc = likert(xdis, 8);
2183 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2185 desc = likert(xdev, 6);
2186 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2188 desc = likert(xdev, 6);
2189 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2191 desc = likert(xdig, 4);
2192 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2195 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2197 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2199 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2202 if ((damage[0]+damage[1]) == 0)
2205 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2207 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2209 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2215 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2216 * Prints ratings on certain abilities
2217 * @param flgs フラグを保管する配列
2220 * Obtain the "flags" for the player as if he was an item
2222 * xtra1.c周りと多重実装になっているのを何とかする
2224 static void player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2229 for (i = 0; i < TR_FLAG_SIZE; i++)
2233 switch (p_ptr->pclass)
2236 if (p_ptr->lev > 44)
2237 add_flag(flgs, TR_REGEN);
2239 if (p_ptr->lev > 29)
2240 add_flag(flgs, TR_RES_FEAR);
2243 if (p_ptr->lev > 39)
2244 add_flag(flgs, TR_RES_FEAR);
2246 case CLASS_CHAOS_WARRIOR:
2247 if (p_ptr->lev > 29)
2248 add_flag(flgs, TR_RES_CHAOS);
2249 if (p_ptr->lev > 39)
2250 add_flag(flgs, TR_RES_FEAR);
2253 case CLASS_FORCETRAINER:
2254 if ((p_ptr->lev > 9) && !heavy_armor())
2255 add_flag(flgs, TR_SPEED);
2256 if ((p_ptr->lev>24) && !heavy_armor())
2257 add_flag(flgs, TR_FREE_ACT);
2261 add_flag(flgs, TR_SPEED);
2264 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
2265 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
2266 add_flag(flgs, TR_SPEED);
2268 add_flag(flgs, TR_FREE_ACT);
2270 add_flag(flgs, TR_SLOW_DIGEST);
2271 add_flag(flgs, TR_RES_FEAR);
2272 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2273 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2274 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2276 case CLASS_MINDCRAFTER:
2278 add_flag(flgs, TR_RES_FEAR);
2279 if (p_ptr->lev > 19)
2280 add_flag(flgs, TR_SUST_WIS);
2281 if (p_ptr->lev > 29)
2282 add_flag(flgs, TR_RES_CONF);
2283 if (p_ptr->lev > 39)
2284 add_flag(flgs, TR_TELEPATHY);
2287 add_flag(flgs, TR_RES_SOUND);
2289 case CLASS_BERSERKER:
2290 add_flag(flgs, TR_SUST_STR);
2291 add_flag(flgs, TR_SUST_DEX);
2292 add_flag(flgs, TR_SUST_CON);
2293 add_flag(flgs, TR_REGEN);
2294 add_flag(flgs, TR_FREE_ACT);
2295 add_flag(flgs, TR_SPEED);
2296 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2298 case CLASS_MIRROR_MASTER:
2299 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2302 break; /* Do nothing */
2306 if (p_ptr->mimic_form)
2308 switch(p_ptr->mimic_form)
2311 add_flag(flgs, TR_HOLD_EXP);
2312 add_flag(flgs, TR_RES_CHAOS);
2313 add_flag(flgs, TR_RES_NETHER);
2314 add_flag(flgs, TR_RES_FIRE);
2315 add_flag(flgs, TR_SEE_INVIS);
2316 add_flag(flgs, TR_SPEED);
2318 case MIMIC_DEMON_LORD:
2319 add_flag(flgs, TR_HOLD_EXP);
2320 add_flag(flgs, TR_RES_CHAOS);
2321 add_flag(flgs, TR_RES_NETHER);
2322 add_flag(flgs, TR_RES_FIRE);
2323 add_flag(flgs, TR_RES_COLD);
2324 add_flag(flgs, TR_RES_ELEC);
2325 add_flag(flgs, TR_RES_ACID);
2326 add_flag(flgs, TR_RES_POIS);
2327 add_flag(flgs, TR_RES_CONF);
2328 add_flag(flgs, TR_RES_DISEN);
2329 add_flag(flgs, TR_RES_NEXUS);
2330 add_flag(flgs, TR_RES_FEAR);
2331 add_flag(flgs, TR_IM_FIRE);
2332 add_flag(flgs, TR_SH_FIRE);
2333 add_flag(flgs, TR_SEE_INVIS);
2334 add_flag(flgs, TR_TELEPATHY);
2335 add_flag(flgs, TR_LEVITATION);
2336 add_flag(flgs, TR_SPEED);
2339 add_flag(flgs, TR_HOLD_EXP);
2340 add_flag(flgs, TR_RES_DARK);
2341 add_flag(flgs, TR_RES_NETHER);
2342 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2343 add_flag(flgs, TR_RES_POIS);
2344 add_flag(flgs, TR_RES_COLD);
2345 add_flag(flgs, TR_SEE_INVIS);
2346 add_flag(flgs, TR_SPEED);
2352 switch (p_ptr->prace)
2355 add_flag(flgs, TR_RES_LITE);
2358 add_flag(flgs, TR_HOLD_EXP);
2361 add_flag(flgs, TR_FREE_ACT);
2364 add_flag(flgs, TR_RES_BLIND);
2367 add_flag(flgs, TR_RES_DARK);
2369 case RACE_HALF_TROLL:
2370 add_flag(flgs, TR_SUST_STR);
2371 if (p_ptr->lev > 14)
2373 add_flag(flgs, TR_REGEN);
2374 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2376 add_flag(flgs, TR_SLOW_DIGEST);
2378 * Let's not make Regeneration a disadvantage
2379 * for the poor warriors who can never learn
2380 * a spell that satisfies hunger (actually
2381 * neither can rogues, but half-trolls are not
2382 * supposed to play rogues)
2388 add_flag(flgs, TR_SUST_CON);
2389 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2392 add_flag(flgs, TR_RES_LITE);
2393 add_flag(flgs, TR_SEE_INVIS);
2395 case RACE_BARBARIAN:
2396 add_flag(flgs, TR_RES_FEAR);
2398 case RACE_HALF_OGRE:
2399 add_flag(flgs, TR_SUST_STR);
2400 add_flag(flgs, TR_RES_DARK);
2402 case RACE_HALF_GIANT:
2403 add_flag(flgs, TR_RES_SHARDS);
2404 add_flag(flgs, TR_SUST_STR);
2406 case RACE_HALF_TITAN:
2407 add_flag(flgs, TR_RES_CHAOS);
2410 add_flag(flgs, TR_RES_SOUND);
2413 add_flag(flgs, TR_RES_ACID);
2414 if (p_ptr->lev > 19)
2415 add_flag(flgs, TR_IM_ACID);
2418 add_flag(flgs, TR_RES_CONF);
2419 add_flag(flgs, TR_RES_ACID);
2421 add_flag(flgs, TR_SPEED);
2424 add_flag(flgs, TR_RES_POIS);
2427 add_flag(flgs, TR_RES_DISEN);
2428 add_flag(flgs, TR_RES_DARK);
2431 add_flag(flgs, TR_RES_DARK);
2432 if (p_ptr->lev > 19)
2433 add_flag(flgs, TR_SEE_INVIS);
2435 case RACE_DRACONIAN:
2436 add_flag(flgs, TR_LEVITATION);
2438 add_flag(flgs, TR_RES_FIRE);
2440 add_flag(flgs, TR_RES_COLD);
2441 if (p_ptr->lev > 14)
2442 add_flag(flgs, TR_RES_ACID);
2443 if (p_ptr->lev > 19)
2444 add_flag(flgs, TR_RES_ELEC);
2445 if (p_ptr->lev > 34)
2446 add_flag(flgs, TR_RES_POIS);
2448 case RACE_MIND_FLAYER:
2449 add_flag(flgs, TR_SUST_INT);
2450 add_flag(flgs, TR_SUST_WIS);
2451 if (p_ptr->lev > 14)
2452 add_flag(flgs, TR_SEE_INVIS);
2453 if (p_ptr->lev > 29)
2454 add_flag(flgs, TR_TELEPATHY);
2457 add_flag(flgs, TR_RES_FIRE);
2459 add_flag(flgs, TR_SEE_INVIS);
2462 add_flag(flgs, TR_SEE_INVIS);
2463 add_flag(flgs, TR_FREE_ACT);
2464 add_flag(flgs, TR_RES_POIS);
2465 add_flag(flgs, TR_SLOW_DIGEST);
2466 if (p_ptr->lev > 34)
2467 add_flag(flgs, TR_HOLD_EXP);
2470 add_flag(flgs, TR_SEE_INVIS);
2471 add_flag(flgs, TR_RES_SHARDS);
2472 add_flag(flgs, TR_HOLD_EXP);
2473 add_flag(flgs, TR_RES_POIS);
2475 add_flag(flgs, TR_RES_COLD);
2478 add_flag(flgs, TR_SEE_INVIS);
2479 add_flag(flgs, TR_HOLD_EXP);
2480 add_flag(flgs, TR_RES_NETHER);
2481 add_flag(flgs, TR_RES_POIS);
2482 add_flag(flgs, TR_SLOW_DIGEST);
2484 add_flag(flgs, TR_RES_COLD);
2487 add_flag(flgs, TR_HOLD_EXP);
2488 add_flag(flgs, TR_RES_DARK);
2489 add_flag(flgs, TR_RES_NETHER);
2490 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2491 add_flag(flgs, TR_RES_POIS);
2492 add_flag(flgs, TR_RES_COLD);
2495 add_flag(flgs, TR_LEVITATION);
2496 add_flag(flgs, TR_FREE_ACT);
2497 add_flag(flgs, TR_RES_COLD);
2498 add_flag(flgs, TR_SEE_INVIS);
2499 add_flag(flgs, TR_HOLD_EXP);
2500 add_flag(flgs, TR_RES_NETHER);
2501 add_flag(flgs, TR_RES_POIS);
2502 add_flag(flgs, TR_SLOW_DIGEST);
2504 if (p_ptr->lev > 34)
2505 add_flag(flgs, TR_TELEPATHY);
2508 add_flag(flgs, TR_RES_LITE);
2509 add_flag(flgs, TR_LEVITATION);
2511 add_flag(flgs, TR_SPEED);
2514 add_flag(flgs, TR_RES_SOUND);
2515 add_flag(flgs, TR_RES_CONF);
2518 add_flag(flgs, TR_LEVITATION);
2519 add_flag(flgs, TR_SEE_INVIS);
2522 add_flag(flgs, TR_RES_FIRE);
2523 add_flag(flgs, TR_RES_NETHER);
2524 add_flag(flgs, TR_HOLD_EXP);
2526 add_flag(flgs, TR_SEE_INVIS);
2529 add_flag(flgs, TR_SUST_CON);
2532 add_flag(flgs, TR_LEVITATION);
2535 add_flag(flgs, TR_RES_CONF);
2538 add_flag(flgs, TR_FREE_ACT);
2539 add_flag(flgs, TR_RES_POIS);
2540 add_flag(flgs, TR_SLOW_DIGEST);
2541 add_flag(flgs, TR_HOLD_EXP);
2551 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2553 remove_flag(flgs, TR_REGEN);
2556 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2557 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2558 (p_ptr->muta3 & MUT3_SHORT_LEG))
2560 add_flag(flgs, TR_SPEED);
2563 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2565 add_flag(flgs, TR_SH_ELEC);
2568 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2570 add_flag(flgs, TR_SH_FIRE);
2571 add_flag(flgs, TR_LITE_1);
2574 if (p_ptr->muta3 & MUT3_WINGS)
2576 add_flag(flgs, TR_LEVITATION);
2579 if (p_ptr->muta3 & MUT3_FEARLESS)
2581 add_flag(flgs, TR_RES_FEAR);
2584 if (p_ptr->muta3 & MUT3_REGEN)
2586 add_flag(flgs, TR_REGEN);
2589 if (p_ptr->muta3 & MUT3_ESP)
2591 add_flag(flgs, TR_TELEPATHY);
2594 if (p_ptr->muta3 & MUT3_MOTION)
2596 add_flag(flgs, TR_FREE_ACT);
2600 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2601 add_flag(flgs, TR_AGGRAVATE);
2602 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2604 add_flag(flgs, TR_RES_BLIND);
2605 add_flag(flgs, TR_RES_CONF);
2606 add_flag(flgs, TR_HOLD_EXP);
2607 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2609 add_flag(flgs, TR_SPEED);
2611 if (p_ptr->special_defense & KATA_FUUJIN)
2612 add_flag(flgs, TR_REFLECT);
2613 if (p_ptr->special_defense & KAMAE_GENBU)
2614 add_flag(flgs, TR_REFLECT);
2615 if (p_ptr->special_defense & KAMAE_SUZAKU)
2616 add_flag(flgs, TR_LEVITATION);
2617 if (p_ptr->special_defense & KAMAE_SEIRYU)
2619 add_flag(flgs, TR_RES_FIRE);
2620 add_flag(flgs, TR_RES_COLD);
2621 add_flag(flgs, TR_RES_ACID);
2622 add_flag(flgs, TR_RES_ELEC);
2623 add_flag(flgs, TR_RES_POIS);
2624 add_flag(flgs, TR_LEVITATION);
2625 add_flag(flgs, TR_SH_FIRE);
2626 add_flag(flgs, TR_SH_ELEC);
2627 add_flag(flgs, TR_SH_COLD);
2629 if (p_ptr->special_defense & KATA_MUSOU)
2631 add_flag(flgs, TR_RES_FEAR);
2632 add_flag(flgs, TR_RES_LITE);
2633 add_flag(flgs, TR_RES_DARK);
2634 add_flag(flgs, TR_RES_BLIND);
2635 add_flag(flgs, TR_RES_CONF);
2636 add_flag(flgs, TR_RES_SOUND);
2637 add_flag(flgs, TR_RES_SHARDS);
2638 add_flag(flgs, TR_RES_NETHER);
2639 add_flag(flgs, TR_RES_NEXUS);
2640 add_flag(flgs, TR_RES_CHAOS);
2641 add_flag(flgs, TR_RES_DISEN);
2642 add_flag(flgs, TR_REFLECT);
2643 add_flag(flgs, TR_HOLD_EXP);
2644 add_flag(flgs, TR_FREE_ACT);
2645 add_flag(flgs, TR_SH_FIRE);
2646 add_flag(flgs, TR_SH_ELEC);
2647 add_flag(flgs, TR_SH_COLD);
2648 add_flag(flgs, TR_LEVITATION);
2649 add_flag(flgs, TR_LITE_1);
2650 add_flag(flgs, TR_SEE_INVIS);
2651 add_flag(flgs, TR_TELEPATHY);
2652 add_flag(flgs, TR_SLOW_DIGEST);
2653 add_flag(flgs, TR_REGEN);
2654 add_flag(flgs, TR_SUST_STR);
2655 add_flag(flgs, TR_SUST_INT);
2656 add_flag(flgs, TR_SUST_WIS);
2657 add_flag(flgs, TR_SUST_DEX);
2658 add_flag(flgs, TR_SUST_CON);
2659 add_flag(flgs, TR_SUST_CHR);
2664 * @brief プレイヤーの一時的魔法効果による耐性を返す
2665 * Prints ratings on certain abilities
2666 * @param flgs フラグを保管する配列
2669 * xtra1.c周りと多重実装になっているのを何とかする
2671 static void tim_player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2676 for (i = 0; i < TR_FLAG_SIZE; i++)
2679 if (IS_HERO() || p_ptr->shero)
2680 add_flag(flgs, TR_RES_FEAR);
2681 if (p_ptr->tim_invis)
2682 add_flag(flgs, TR_SEE_INVIS);
2683 if (p_ptr->tim_regen)
2684 add_flag(flgs, TR_REGEN);
2686 add_flag(flgs, TR_TELEPATHY);
2687 if (IS_FAST() || p_ptr->slow)
2688 add_flag(flgs, TR_SPEED);
2690 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(prace_is_(RACE_YEEK) && (p_ptr->lev > 19)))
2691 add_flag(flgs, TR_RES_ACID);
2692 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2693 add_flag(flgs, TR_RES_ELEC);
2694 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2695 add_flag(flgs, TR_RES_FIRE);
2696 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2697 add_flag(flgs, TR_RES_COLD);
2698 if (IS_OPPOSE_POIS())
2699 add_flag(flgs, TR_RES_POIS);
2701 if (p_ptr->special_attack & ATTACK_ACID)
2702 add_flag(flgs, TR_BRAND_ACID);
2703 if (p_ptr->special_attack & ATTACK_ELEC)
2704 add_flag(flgs, TR_BRAND_ELEC);
2705 if (p_ptr->special_attack & ATTACK_FIRE)
2706 add_flag(flgs, TR_BRAND_FIRE);
2707 if (p_ptr->special_attack & ATTACK_COLD)
2708 add_flag(flgs, TR_BRAND_COLD);
2709 if (p_ptr->special_attack & ATTACK_POIS)
2710 add_flag(flgs, TR_BRAND_POIS);
2711 if (p_ptr->special_defense & DEFENSE_ACID)
2712 add_flag(flgs, TR_IM_ACID);
2713 if (p_ptr->special_defense & DEFENSE_ELEC)
2714 add_flag(flgs, TR_IM_ELEC);
2715 if (p_ptr->special_defense & DEFENSE_FIRE)
2716 add_flag(flgs, TR_IM_FIRE);
2717 if (p_ptr->special_defense & DEFENSE_COLD)
2718 add_flag(flgs, TR_IM_COLD);
2719 if (p_ptr->wraith_form)
2720 add_flag(flgs, TR_REFLECT);
2722 if (p_ptr->tim_reflect)
2723 add_flag(flgs, TR_REFLECT);
2725 if (p_ptr->magicdef)
2727 add_flag(flgs, TR_RES_BLIND);
2728 add_flag(flgs, TR_RES_CONF);
2729 add_flag(flgs, TR_REFLECT);
2730 add_flag(flgs, TR_FREE_ACT);
2731 add_flag(flgs, TR_LEVITATION);
2733 if (p_ptr->tim_res_nether)
2735 add_flag(flgs, TR_RES_NETHER);
2737 if (p_ptr->tim_sh_fire)
2739 add_flag(flgs, TR_SH_FIRE);
2743 add_flag(flgs, TR_RES_FEAR);
2744 add_flag(flgs, TR_RES_LITE);
2745 add_flag(flgs, TR_RES_DARK);
2746 add_flag(flgs, TR_RES_BLIND);
2747 add_flag(flgs, TR_RES_CONF);
2748 add_flag(flgs, TR_RES_SOUND);
2749 add_flag(flgs, TR_RES_SHARDS);
2750 add_flag(flgs, TR_RES_NETHER);
2751 add_flag(flgs, TR_RES_NEXUS);
2752 add_flag(flgs, TR_RES_CHAOS);
2753 add_flag(flgs, TR_RES_DISEN);
2754 add_flag(flgs, TR_REFLECT);
2755 add_flag(flgs, TR_HOLD_EXP);
2756 add_flag(flgs, TR_FREE_ACT);
2757 add_flag(flgs, TR_SH_FIRE);
2758 add_flag(flgs, TR_SH_ELEC);
2759 add_flag(flgs, TR_SH_COLD);
2760 add_flag(flgs, TR_LEVITATION);
2761 add_flag(flgs, TR_LITE_1);
2762 add_flag(flgs, TR_SEE_INVIS);
2763 add_flag(flgs, TR_TELEPATHY);
2764 add_flag(flgs, TR_SLOW_DIGEST);
2765 add_flag(flgs, TR_REGEN);
2766 add_flag(flgs, TR_SUST_STR);
2767 add_flag(flgs, TR_SUST_INT);
2768 add_flag(flgs, TR_SUST_WIS);
2769 add_flag(flgs, TR_SUST_DEX);
2770 add_flag(flgs, TR_SUST_CON);
2771 add_flag(flgs, TR_SUST_CHR);
2775 if (p_ptr->realm1 == REALM_HEX)
2777 if (hex_spelling(HEX_DEMON_AURA))
2779 add_flag(flgs, TR_SH_FIRE);
2780 add_flag(flgs, TR_REGEN);
2782 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2783 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2788 /* Mode flags for displaying player flags */
2789 #define DP_CURSE 0x01
2795 * @brief プレイヤーの装備一覧をシンボルで並べる
2797 * @param y 表示するコンソールの行
2798 * @param x 表示するコンソールの列
2802 static void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2811 /* Weapon flags need only two column */
2812 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2813 else max_i = INVEN_TOTAL;
2815 /* Dump equippy chars */
2816 for (i = INVEN_RARM; i < max_i; i++)
2819 o_ptr = &inventory[i];
2821 a = object_attr(o_ptr);
2822 c = object_char(o_ptr);
2824 /* Clear the part of the screen */
2825 if (!equippy_chars || !o_ptr->k_idx)
2832 Term_putch(x + i - INVEN_RARM, y, a, c);
2838 * @brief プレイヤーの装備一覧シンボルを固定位置に表示する
2841 void print_equippy(void)
2843 display_player_equippy(ROW_EQUIPPY, COL_EQUIPPY, 0);
2847 * @brief プレイヤーの装備による免疫フラグを返す
2848 * @param flgs フラグを保管する配列
2851 * xtra1.c周りと多重実装になっているのを何とかする
2853 static void known_obj_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2858 for (i = 0; i < TR_FLAG_SIZE; i++)
2861 /* Check equipment */
2862 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2864 u32b o_flgs[TR_FLAG_SIZE];
2869 o_ptr = &inventory[i];
2871 if (!o_ptr->k_idx) continue;
2874 object_flags_known(o_ptr, o_flgs);
2876 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2877 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2878 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2879 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2884 * @brief プレイヤーの種族による免疫フラグを返す
2885 * @param flgs フラグを保管する配列
2888 * xtra1.c周りと多重実装になっているのを何とかする
2890 static void player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2895 for (i = 0; i < TR_FLAG_SIZE; i++)
2898 if (prace_is_(RACE_SPECTRE))
2899 add_flag(flgs, TR_RES_NETHER);
2900 if (p_ptr->mimic_form == MIMIC_VAMPIRE || prace_is_(RACE_VAMPIRE))
2901 add_flag(flgs, TR_RES_DARK);
2902 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2903 add_flag(flgs, TR_RES_FIRE);
2904 else if (prace_is_(RACE_YEEK) && p_ptr->lev > 19)
2905 add_flag(flgs, TR_RES_ACID);
2909 * @brief プレイヤーの一時的魔法効果による免疫フラグを返す
2910 * @param flgs フラグを保管する配列
2913 * xtra1.c周りと多重実装になっているのを何とかする
2915 static void tim_player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2920 for (i = 0; i < TR_FLAG_SIZE; i++)
2923 if (p_ptr->special_defense & DEFENSE_ACID)
2924 add_flag(flgs, TR_RES_ACID);
2925 if (p_ptr->special_defense & DEFENSE_ELEC)
2926 add_flag(flgs, TR_RES_ELEC);
2927 if (p_ptr->special_defense & DEFENSE_FIRE)
2928 add_flag(flgs, TR_RES_FIRE);
2929 if (p_ptr->special_defense & DEFENSE_COLD)
2930 add_flag(flgs, TR_RES_COLD);
2931 if (p_ptr->wraith_form)
2932 add_flag(flgs, TR_RES_DARK);
2936 * @brief プレイヤーの種族による弱点フラグを返す
2937 * @param flgs フラグを保管する配列
2940 * xtra1.c周りと多重実装になっているのを何とかする
2942 static void player_vuln_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2947 for (i = 0; i < TR_FLAG_SIZE; i++)
2950 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2952 add_flag(flgs, TR_RES_ACID);
2953 add_flag(flgs, TR_RES_ELEC);
2954 add_flag(flgs, TR_RES_FIRE);
2955 add_flag(flgs, TR_RES_COLD);
2957 if (prace_is_(RACE_ANDROID))
2958 add_flag(flgs, TR_RES_ELEC);
2959 if (prace_is_(RACE_ENT))
2960 add_flag(flgs, TR_RES_FIRE);
2961 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) ||
2962 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2963 add_flag(flgs, TR_RES_LITE);
2968 * A struct for storing misc. flags
2971 BIT_FLAGS player_flags[TR_FLAG_SIZE];
2972 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
2973 BIT_FLAGS player_imm[TR_FLAG_SIZE];
2974 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
2975 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
2976 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
2981 * @brief プレイヤーの特性フラグ一種を表示するサブルーチン /
2982 * Helper function, see below
2983 * @param row コンソール表示位置の左上行
2984 * @param col コンソール表示位置の左上列
2985 * @param header コンソール上で表示する特性名
2986 * @param flag1 参照する特性ID
2987 * @param f プレイヤーの特性情報構造体
2988 * @param mode 表示オプション
2991 static void display_flag_aux(TERM_LEN row, TERM_LEN col, cptr header,
2992 int flag1, all_player_flags *f, u16b mode)
2997 byte header_color = TERM_L_DARK;
2998 int header_col = col;
3000 if (have_flag(f->player_vuln, flag1) &&
3001 !(have_flag(f->known_obj_imm, flag1) ||
3002 have_flag(f->player_imm, flag1) ||
3003 have_flag(f->tim_player_imm, flag1)))
3007 col += strlen(header) + 1;
3009 /* Weapon flags need only two column */
3010 if (mode & DP_WP) max_i = INVEN_LARM + 1;
3011 else max_i = INVEN_TOTAL;
3013 /* Check equipment */
3014 for (i = INVEN_RARM; i < max_i; i++)
3016 BIT_FLAGS flgs[TR_FLAG_SIZE];
3020 o_ptr = &inventory[i];
3023 object_flags_known(o_ptr, flgs);
3026 if (!(mode & DP_IMM))
3027 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3030 if (mode & DP_CURSE)
3032 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3034 c_put_str(TERM_L_DARK, "+", row, col);
3035 header_color = TERM_WHITE;
3037 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3039 c_put_str(TERM_WHITE, "+", row, col);
3040 header_color = TERM_WHITE;
3042 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3044 c_put_str(TERM_WHITE, "*", row, col);
3045 header_color = TERM_WHITE;
3048 else if (flag1 == TR_LITE_1)
3050 if (have_dark_flag(flgs))
3052 c_put_str(TERM_L_DARK, "+", row, col);
3053 header_color = TERM_WHITE;
3055 else if (have_lite_flag(flgs))
3057 c_put_str(TERM_WHITE, "+", row, col);
3058 header_color = TERM_WHITE;
3063 if (have_flag(flgs, flag1))
3065 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3066 (mode & DP_IMM) ? "*" : "+", row, col);
3067 header_color = TERM_WHITE;
3075 /* Assume that player flag is already written */
3078 if (header_color != TERM_L_DARK)
3080 /* Overwrite Header Color */
3081 c_put_str(header_color, header, row, header_col);
3087 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3090 if (have_flag(f->player_flags, flag1))
3092 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3093 header_color = TERM_WHITE;
3096 /* Timed player flags */
3097 if (have_flag(f->tim_player_flags, flag1))
3099 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3100 header_color = TERM_WHITE;
3104 if (have_flag(f->tim_player_imm, flag1))
3106 c_put_str(TERM_YELLOW, "*", row, col);
3107 header_color = TERM_WHITE;
3109 if (have_flag(f->player_imm, flag1))
3111 c_put_str(TERM_WHITE, "*", row, col);
3112 header_color = TERM_WHITE;
3116 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3119 c_put_str(header_color, header, row, header_col);
3124 * @brief プレイヤーの特性フラグ一覧表示1 /
3125 * Special display, part 1
3128 static void display_player_flag_info(void)
3135 /* Extract flags and store */
3136 player_flags(f.player_flags);
3137 tim_player_flags(f.tim_player_flags);
3138 player_immunity(f.player_imm);
3139 tim_player_immunity(f.tim_player_imm);
3140 known_obj_immunity(f.known_obj_imm);
3141 player_vuln_flags(f.player_vuln);
3148 display_player_equippy(row-2, col+8, 0);
3149 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3152 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3153 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3154 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3155 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3156 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3157 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3158 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3159 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3160 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3161 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3162 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3163 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3164 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3165 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3167 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3168 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3169 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3170 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3171 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3172 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3173 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3174 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3175 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3176 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3177 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3178 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3179 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3180 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3189 display_player_equippy(row-2, col+8, 0);
3191 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3194 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3195 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3196 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3197 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3198 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3199 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3200 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3201 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3202 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3203 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3205 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3206 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3207 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3208 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3209 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3210 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3211 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3212 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3213 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3214 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3223 display_player_equippy(row-2, col+12, 0);
3225 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3228 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3229 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3230 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3231 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3232 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3233 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3234 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3235 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3236 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3237 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3239 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3240 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3241 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3242 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3243 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3244 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3245 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3246 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3247 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3248 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3255 * @brief プレイヤーの特性フラグ一覧表示2 /
3256 * Special display, part 2
3259 static void display_player_other_flag_info(void)
3266 /* Extract flags and store */
3267 player_flags(f.player_flags);
3268 tim_player_flags(f.tim_player_flags);
3269 player_immunity(f.player_imm);
3270 tim_player_immunity(f.tim_player_imm);
3271 known_obj_immunity(f.known_obj_imm);
3272 player_vuln_flags(f.player_vuln);
3279 display_player_equippy(row-2, col+12, DP_WP);
3281 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3284 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3285 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3286 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3287 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3288 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3289 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3290 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3291 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3292 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3293 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3294 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3295 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3296 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3297 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3298 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3299 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3300 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3301 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3302 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3303 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3304 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3305 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3306 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3307 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3308 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3309 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3310 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3311 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3313 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3314 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3315 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3316 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3317 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3318 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3319 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3320 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3321 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3322 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3323 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3324 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3325 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3326 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3327 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3328 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3329 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3330 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3331 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3332 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3333 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3334 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3335 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3336 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3337 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3338 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3339 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3340 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3349 display_player_equippy(row-2, col+13, 0);
3350 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3353 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3354 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3355 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3356 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3357 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3358 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3359 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3360 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3361 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3362 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3363 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3364 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3365 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3366 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3367 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3368 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3369 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3370 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3371 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3373 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3374 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3375 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3376 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3377 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3378 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3379 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3380 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3381 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3382 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3383 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3384 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3385 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3386 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3387 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3388 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3389 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3390 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3391 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3398 col = col + 12 + 17;
3400 display_player_equippy(row-2, col+14, 0);
3402 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3405 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3406 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3407 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3408 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3409 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3410 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3412 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3413 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3414 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3415 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3416 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3417 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3419 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3420 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3421 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3422 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3424 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3425 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3426 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3427 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3428 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3429 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3431 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3432 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3433 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3434 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3435 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3436 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3438 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3439 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3440 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3441 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3448 * @brief プレイヤーの特性フラグ一覧表示2a /
3449 * Special display, part 2a
3452 static void display_player_misc_info(void)
3457 /* Display basics */
3459 put_str("名前 :", 1, 26);
3460 put_str("性別 :", 3, 1);
3461 put_str("種族 :", 4, 1);
3462 put_str("職業 :", 5, 1);
3464 put_str("Name :", 1, 26);
3465 put_str("Sex :", 3, 1);
3466 put_str("Race :", 4, 1);
3467 put_str("Class :", 5, 1);
3470 strcpy(tmp,ap_ptr->title);
3477 strcat(tmp,p_ptr->name);
3479 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3480 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3481 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3482 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3484 /* Display extras */
3486 put_str("レベル:", 6, 1);
3487 put_str("HP :", 7, 1);
3488 put_str("MP :", 8, 1);
3490 put_str("Level :", 6, 1);
3491 put_str("Hits :", 7, 1);
3492 put_str("Mana :", 8, 1);
3496 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3497 c_put_str(TERM_L_BLUE, buf, 6, 9);
3498 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3499 c_put_str(TERM_L_BLUE, buf, 7, 9);
3500 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3501 c_put_str(TERM_L_BLUE, buf, 8, 9);
3506 * @brief プレイヤーの特性フラグ一覧表示2b /
3507 * Special display, part 2b
3511 * How to print out the modifications and sustains.
3512 * Positive mods with no sustain will be light green.
3513 * Positive mods with a sustain will be dark green.
3514 * Sustains (with no modification) will be a dark green 's'.
3515 * Negative mods (from a curse) will be red.
3516 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3517 * No mod, no sustain, will be a slate '.'
3520 static void display_player_stat_info(void)
3527 BIT_FLAGS flgs[TR_FLAG_SIZE];
3541 /* Print out the labels for the columns */
3543 c_put_str(TERM_WHITE, "能力", row, stat_col+1);
3544 c_put_str(TERM_BLUE, " 基本", row, stat_col+7);
3545 c_put_str(TERM_L_BLUE, " 種 職 性 装 ", row, stat_col+13);
3546 c_put_str(TERM_L_GREEN, "合計", row, stat_col+28);
3547 c_put_str(TERM_YELLOW, "現在", row, stat_col+35);
3549 c_put_str(TERM_WHITE, "Stat", row, stat_col+1);
3550 c_put_str(TERM_BLUE, " Base", row, stat_col+7);
3551 c_put_str(TERM_L_BLUE, "RacClaPerMod", row, stat_col+13);
3552 c_put_str(TERM_L_GREEN, "Actual", row, stat_col+26);
3553 c_put_str(TERM_YELLOW, "Current", row, stat_col+32);
3557 /* Display the stats */
3558 for (i = 0; i < 6; i++)
3562 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3563 else r_adj = rp_ptr->r_adj[i];
3565 /* Calculate equipment adjustment */
3568 /* Icky formula to deal with the 18 barrier */
3569 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] > 18))
3570 e_adj = (p_ptr->stat_top[i] - p_ptr->stat_max[i]) / 10;
3571 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3572 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3573 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3574 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3576 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3577 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3579 if (prace_is_(RACE_ENT))
3585 if (p_ptr->lev > 25) r_adj++;
3586 if (p_ptr->lev > 40) r_adj++;
3587 if (p_ptr->lev > 45) r_adj++;
3590 if (p_ptr->lev > 25) r_adj--;
3591 if (p_ptr->lev > 40) r_adj--;
3592 if (p_ptr->lev > 45) r_adj--;
3598 e_adj -= cp_ptr->c_adj[i];
3599 e_adj -= ap_ptr->a_adj[i];
3601 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3602 /* Reduced name of stat */
3603 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3605 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3608 /* Internal "natural" max value. Maxes at 18/100 */
3609 /* This is useful to see if you are maxed out */
3610 cnv_stat(p_ptr->stat_max[i], buf);
3611 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3613 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3615 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3617 /* Race, class, and equipment modifiers */
3618 (void)sprintf(buf, "%3d", r_adj);
3619 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3620 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3621 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3622 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3623 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3624 (void)sprintf(buf, "%3d", (int)e_adj);
3625 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3627 /* Actual maximal modified value */
3628 cnv_stat(p_ptr->stat_top[i], buf);
3629 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3631 /* Only display stat_use if not maximal */
3632 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3634 cnv_stat(p_ptr->stat_use[i], buf);
3635 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3640 col = stat_col + 41;
3642 /* Header and Footer */
3643 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3644 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3646 /* Process equipment */
3647 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3650 o_ptr = &inventory[i];
3652 /* Acquire "known" flags */
3653 object_flags_known(o_ptr, flgs);
3655 /* Initialize color based of sign of pval. */
3656 for (stat = 0; stat < 6; stat++)
3663 if (have_flag(flgs, stat))
3669 if (o_ptr->pval > 0)
3675 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3678 if (have_flag(flgs, stat + TR_SUST_STR))
3680 /* Dark green for sustained stats */
3685 if (o_ptr->pval < 0)
3691 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3696 else if (have_flag(flgs, stat + TR_SUST_STR))
3698 /* Dark green "s" */
3703 /* Dump proper character */
3704 Term_putch(col, row + stat+1, a, c);
3715 for (stat = 0; stat < 6; stat++)
3722 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3728 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3729 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3730 if (p_ptr->tsuyoshi) dummy += 4;
3732 else if (stat == A_WIS || stat == A_INT)
3734 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3735 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3737 else if (stat == A_DEX)
3739 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3740 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3741 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3743 else if (stat == A_CON)
3745 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3746 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3747 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3748 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3749 if (p_ptr->tsuyoshi) dummy += 4;
3751 else if (stat == A_CHR)
3753 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3754 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3755 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3756 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3757 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3758 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3774 if (dummy < 10) c = '0' + dummy;
3784 if (dummy > -10) c = '0' - dummy;
3791 if (have_flag(flgs, stat + TR_SUST_STR))
3793 /* Dark green "s" */
3800 Term_putch(col, row + stat+1, a, c);
3806 * @brief プレイヤーのステータス表示メイン処理
3807 * Display the character on the screen (various modes)
3808 * @param mode 表示モードID
3812 * The top one and bottom two lines are left blank.
3813 * Mode 0 = standard display with skills
3814 * Mode 1 = standard display with history
3815 * Mode 2 = summary of various things
3816 * Mode 3 = summary of various things (part 2)
3817 * Mode 4 = mutations
3820 void display_player(BIT_FLAGS mode)
3829 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3838 if ((mode == 0) || (mode == 1))
3840 /* Name, Sex, Race, Class */
3842 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", p_ptr->name);
3844 sprintf(tmp, "%s %s", ap_ptr->title, p_ptr->name);
3847 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3848 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3849 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3850 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3855 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3857 strcpy(tmp, realm_names[p_ptr->realm1]);
3858 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3861 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3862 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3864 /* Age, Height, Weight, Social */
3865 /* 身長はセンチメートルに、体重はキログラムに変更してあります */
3867 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3868 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3869 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3870 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3872 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3873 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3874 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3875 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3877 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3880 /* Display the stats */
3881 for (i = 0; i < 6; i++)
3883 /* Special treatment of "injured" stats */
3884 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3888 /* Use lowercase stat name */
3889 put_str(stat_names_reduced[i], 3 + i, 53);
3891 /* Get the current stat */
3892 value = p_ptr->stat_use[i];
3894 /* Obtain the current stat (modified) */
3895 cnv_stat(value, buf);
3897 /* Display the current stat (modified) */
3898 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3900 /* Acquire the max stat */
3901 value = p_ptr->stat_top[i];
3903 /* Obtain the maximum stat (modified) */
3904 cnv_stat(value, buf);
3906 /* Display the maximum stat (modified) */
3907 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3910 /* Normal treatment of "normal" stats */
3913 /* Assume uppercase stat name */
3914 put_str(stat_names[i], 3 + i, 53);
3916 /* Obtain the current stat (modified) */
3917 cnv_stat(p_ptr->stat_use[i], buf);
3919 /* Display the current stat (modified) */
3920 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3923 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3925 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3929 /* Display "history" info */
3933 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3935 for (i = 0; i < 4; i++)
3937 put_str(p_ptr->history[i], i + 12, 10);
3944 if (p_ptr->total_winner)
3947 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3949 sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3952 else if (!dun_level)
3955 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3957 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3960 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3962 /* Get the quest text */
3963 /* Bewere that INIT_ASSIGN resets the cur_num. */
3964 init_flags = INIT_NAME_ONLY;
3966 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3969 sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[p_ptr->inside_quest].name, p_ptr->died_from);
3971 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
3977 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), (int)dun_level, p_ptr->died_from);
3979 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, dun_level, map_name());
3983 else if (character_dungeon)
3987 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
3989 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3991 /* Clear the text */
3992 /* Must be done before doing INIT_SHOW_TEXT */
3993 for (i = 0; i < 10; i++)
3995 quest_text[i][0] = '\0';
3997 quest_text_line = 0;
3999 /* Get the quest text */
4000 init_flags = INIT_NAME_ONLY;
4002 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
4004 sprintf(statmsg, _("…あなたは現在、 クエスト「%s」を遂行中だ。", "...Now, you are in the quest '%s'."), quest[p_ptr->inside_quest].name);
4009 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)dun_level);
4011 sprintf(statmsg, "...Now, you are exploring level %d of %s.", dun_level, map_name());
4018 char temp[64*2], *t;
4019 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4021 for(i=0 ; i<2 ; i++)
4027 put_str(t, i + 5 + 12, 10);
4035 /* Display "various" info */
4038 display_player_middle();
4039 display_player_various();
4046 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4049 display_player_misc_info();
4050 display_player_stat_info();
4051 display_player_flag_info();
4057 display_player_other_flag_info();
4062 do_cmd_knowledge_mutations();
4067 * @brief プレイヤーのステータス表示をファイルにダンプする
4068 * @param fff ファイルポインタ
4071 static void dump_aux_display_player(FILE *fff)
4078 /* Display player */
4081 /* Dump part of the screen */
4082 for (y = 1; y < 22; y++)
4085 for (x = 0; x < 79; x++)
4087 /* Get the attr/char */
4088 (void)(Term_what(x, y, &a, &c));
4094 /* End the string */
4097 /* Kill trailing spaces */
4098 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4101 fprintf(fff, _("%s\n", "%s\n"), buf);
4104 /* Display history */
4107 /* Dump part of the screen */
4108 for (y = 10; y < 19; y++)
4111 for (x = 0; x < 79; x++)
4113 /* Get the attr/char */
4114 (void)(Term_what(x, y, &a, &c));
4120 /* End the string */
4123 /* Kill trailing spaces */
4124 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4127 fprintf(fff, "%s\n", buf);
4132 /* Display flags (part 1) */
4135 /* Dump part of the screen */
4136 for (y = 2; y < 22; y++)
4139 for (x = 0; x < 79; x++)
4141 /* Get the attr/char */
4142 (void)(Term_what(x, y, &a, &c));
4144 /* Dump it (Ignore equippy tile graphic) */
4151 /* End the string */
4154 /* Kill trailing spaces */
4155 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4158 fprintf(fff, "%s\n", buf);
4163 /* Display flags (part 2) */
4166 /* Dump part of the screen */
4167 for (y = 1; y < 22; y++)
4170 for (x = 0; x < 79; x++)
4172 /* Get the attr/char */
4173 (void)(Term_what(x, y, &a, &c));
4175 /* Dump it (Ignore equippy tile graphic) */
4182 /* End the string */
4185 /* Kill trailing spaces */
4186 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4189 fprintf(fff, "%s\n", buf);
4197 * @brief プレイヤーのペット情報をファイルにダンプする
4198 * @param fff ファイルポインタ
4201 static void dump_aux_pet(FILE *fff)
4205 bool pet_settings = FALSE;
4208 for (i = m_max - 1; i >= 1; i--)
4210 monster_type *m_ptr = &m_list[i];
4212 if (!m_ptr->r_idx) continue;
4213 if (!is_pet(m_ptr)) continue;
4214 pet_settings = TRUE;
4215 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4218 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4221 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4222 fprintf(fff, "%s\n", pet_name);
4227 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4229 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4230 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4232 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4233 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4235 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4236 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4238 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4239 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4241 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4242 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4244 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"),
4245 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4253 * @brief プレイヤーの職業能力情報をファイルにダンプする
4254 * @param fff ファイルポインタ
4257 static void dump_aux_class_special(FILE *fff)
4259 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4266 int spellnum[MAX_MONSPELLS];
4267 s32b f4 = 0, f5 = 0, f6 = 0;
4272 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4274 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4279 set_rf_masks(&f4, &f5, &f6, j);
4282 case MONSPELL_TYPE_BOLT:
4283 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4286 case MONSPELL_TYPE_BALL:
4287 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4290 case MONSPELL_TYPE_BREATH:
4291 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4294 case MONSPELL_TYPE_SUMMON:
4295 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4298 case MONSPELL_TYPE_OTHER:
4299 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4303 for (i = 0, num = 0; i < 32; i++)
4305 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4309 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4313 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4318 strcat(p[col], " ");
4320 for (i = 0; i < num; i++)
4322 if (p_ptr->magic_num2[spellnum[i]])
4325 /* Dump blue magic */
4326 l1 = strlen(p[col]);
4327 l2 = strlen(monster_powers_short[spellnum[i]]);
4328 if ((l1 + l2) >= 75)
4330 strcat(p[col], "\n");
4332 strcat(p[col], " ");
4334 strcat(p[col], monster_powers_short[spellnum[i]]);
4335 strcat(p[col], ", ");
4341 strcat(p[col], _("なし", "None"));
4345 if (p[col][strlen(p[col])-2] == ',')
4347 p[col][strlen(p[col])-2] = '\0';
4351 p[col][strlen(p[col])-10] = '\0';
4355 strcat(p[col], "\n");
4358 for (i=0;i<=col;i++)
4363 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4365 char s[EATER_EXT][MAX_NLEN];
4366 OBJECT_TYPE_VALUE tval;
4368 KIND_OBJECT_IDX k_idx;
4369 OBJECT_SUBTYPE_VALUE i;
4372 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4374 for (ext = 0; ext < 3; ext++)
4378 /* Dump an extent name */
4383 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4387 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4391 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4395 /* Get magic device names that were eaten */
4396 for (i = 0; i < EATER_EXT; i++)
4398 int idx = EATER_EXT * ext + i;
4400 magic_num = p_ptr->magic_num2[idx];
4401 if (!magic_num) continue;
4403 k_idx = lookup_kind(tval, i);
4404 if (!k_idx) continue;
4405 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4409 /* Dump magic devices in this extent */
4412 for (i = 0; i < eat_num; i++)
4415 if (i % 3 < 2) fputs(" ", fff);
4416 else fputs("\n", fff);
4419 if (i % 3 > 0) fputs("\n", fff);
4421 else /* Not found */
4423 fputs(_(" (なし)\n", " (none)\n"), fff);
4427 else if (p_ptr->pclass == CLASS_SMITH)
4429 int i, id[250], n = 0, row;
4431 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4432 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4433 "Essence Num Essence Num Essence Num "));
4434 for (i = 0; essence_name[i]; i++)
4436 if (!essence_name[i][0]) continue;
4443 for (i = 0; i < row; i++)
4446 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4447 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4448 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4458 * @brief クエスト情報をファイルにダンプする
4459 * @param fff ファイルポインタ
4462 static void dump_aux_quest(FILE *fff)
4468 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4470 /* Allocate Memory */
4471 C_MAKE(quest_num, max_q_idx, IDX);
4473 /* Sort by compete level */
4474 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4475 ang_sort_comp = ang_sort_comp_quest_num;
4476 ang_sort_swap = ang_sort_swap_quest_num;
4477 ang_sort(quest_num, &dummy, max_q_idx);
4479 /* Dump Quest Information */
4481 do_cmd_knowledge_quests_completed(fff, quest_num);
4483 do_cmd_knowledge_quests_failed(fff, quest_num);
4487 C_KILL(quest_num, max_q_idx, IDX);
4492 * @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
4493 * @param fff ファイルポインタ
4496 static void dump_aux_last_message(FILE *fff)
4500 if (!p_ptr->total_winner)
4504 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4505 for (i = MIN(message_num(), 30); i >= 0; i--)
4507 fprintf(fff,"> %s\n",message_str((s16b)i));
4512 /* Hack -- *Winning* message */
4513 else if (p_ptr->last_message)
4515 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4516 fprintf(fff," %s\n", p_ptr->last_message);
4523 * @brief 帰還場所情報をファイルにダンプする
4524 * @param fff ファイルポインタ
4527 static void dump_aux_recall(FILE *fff)
4530 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4532 for (y = 1; y < max_d_idx; y++)
4536 if (!d_info[y].maxdepth) continue;
4537 if (!max_dlv[y]) continue;
4538 if (d_info[y].final_guardian)
4540 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4542 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4544 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4545 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4551 * @brief オプション情報をファイルにダンプする
4552 * @param fff ファイルポインタ
4555 static void dump_aux_options(FILE *fff)
4557 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4560 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4563 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4565 if (ironman_small_levels)
4566 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4567 else if (always_small_levels)
4568 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4569 else if (small_levels)
4570 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4572 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4576 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4578 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4582 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4584 if (ironman_downward)
4585 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4588 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4590 if (ironman_nightmare)
4591 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4594 if (ironman_empty_levels)
4595 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4596 else if (empty_levels)
4597 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4599 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4604 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"));
4611 * @brief 闘技場の情報をファイルにダンプする
4612 * @param fff ファイルポインタ
4615 static void dump_aux_arena(FILE *fff)
4617 if (lite_town || vanilla_town) return;
4619 if (p_ptr->arena_number < 0)
4621 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4623 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4628 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4629 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4631 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4632 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4633 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4637 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4639 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4641 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4643 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4648 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4650 fprintf(fff, "\n Arena: %2d Victor%s\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number), (p_ptr->arena_number > 1) ? "ies" : "y");
4659 * @brief 撃破モンスターの情報をファイルにダンプする
4660 * @param fff ファイルポインタ
4663 static void dump_aux_monsters(FILE *fff)
4665 /* Monsters slain */
4668 long uniq_total = 0;
4669 long norm_total = 0;
4672 /* Sort by monster level */
4675 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4677 /* Allocate the "who" array */
4678 C_MAKE(who, max_r_idx, s16b);
4680 /* Count monster kills */
4681 for (k = 1; k < max_r_idx; k++)
4683 monster_race *r_ptr = &r_info[k];
4685 /* Ignore unused index */
4686 if (!r_ptr->name) continue;
4688 /* Unique monsters */
4689 if (r_ptr->flags1 & RF1_UNIQUE)
4691 bool dead = (r_ptr->max_num == 0);
4696 /* Add a unique monster to the list */
4697 who[uniq_total++] = k;
4701 /* Normal monsters */
4704 if (r_ptr->r_pkills > 0)
4706 norm_total += r_ptr->r_pkills;
4712 /* No monsters is defeated */
4715 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4718 /* Defeated more than one normal monsters */
4719 else if (uniq_total == 0)
4722 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4724 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4728 /* Defeated more than one unique monsters */
4729 else /* if (uniq_total > 0) */
4732 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);
4734 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"));
4738 /* Select the sort method */
4739 ang_sort_comp = ang_sort_comp_hook;
4740 ang_sort_swap = ang_sort_swap_hook;
4742 /* Sort the array by dungeon depth of monsters */
4743 ang_sort(who, &why, uniq_total);
4744 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));
4747 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4749 monster_race *r_ptr = &r_info[who[k]];
4750 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4755 /* Free the "who" array */
4756 C_KILL(who, max_r_idx, s16b);
4761 * @brief 元種族情報をファイルにダンプする
4762 * @param fff ファイルポインタ
4765 static void dump_aux_race_history(FILE *fff)
4767 if (p_ptr->old_race1 || p_ptr->old_race2)
4771 fprintf(fff, _("\n\n あなたは%sとして生まれた。", "\n\n You were born as %s."), race_info[p_ptr->start_race].title);
4772 for (i = 0; i < MAX_RACES; i++)
4774 if (p_ptr->start_race == i) continue;
4777 if (!(p_ptr->old_race1 & 1L << i)) continue;
4781 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4783 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4792 * @brief 元魔法領域情報をファイルにダンプする
4793 * @param fff ファイルポインタ
4796 static void dump_aux_realm_history(FILE *fff)
4798 if (p_ptr->old_realm)
4803 for (i = 0; i < MAX_MAGIC; i++)
4805 if (!(p_ptr->old_realm & 1L << i)) continue;
4806 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]);
4814 * @brief 徳の情報をファイルにダンプする
4815 * @param fff ファイルポインタ
4818 static void dump_aux_virtues(FILE *fff)
4822 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4824 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4825 (2 * p_ptr->hitdie +
4826 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4829 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4830 else fprintf(fff, "現在の体力ランク : ???\n\n");
4831 fprintf(fff, "能力の最大値\n");
4833 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4834 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4835 fprintf(fff, "Limits of maximum stats\n");
4837 for (v_nr = 0; v_nr < 6; v_nr++)
4839 if ((p_ptr->knowledge & KNOW_STAT) || p_ptr->stat_max[v_nr] == p_ptr->stat_max_max[v_nr]) fprintf(fff, "%s 18/%d\n", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
4840 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4843 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment());
4850 * @brief 突然変異の情報をファイルにダンプする
4851 * @param fff ファイルポインタ
4854 static void dump_aux_mutations(FILE *fff)
4856 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4858 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4859 dump_mutations(fff);
4865 * @brief 所持品の情報をファイルにダンプする
4866 * @param fff ファイルポインタ
4869 static void dump_aux_equipment_inventory(FILE *fff)
4872 char o_name[MAX_NLEN];
4874 /* Dump the equipment */
4877 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4878 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4880 object_desc(o_name, &inventory[i], 0);
4881 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4882 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4884 fprintf(fff, "%c) %s\n",
4885 index_to_label(i), o_name);
4887 fprintf(fff, "\n\n");
4890 /* Dump the inventory */
4891 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4893 for (i = 0; i < INVEN_PACK; i++)
4895 /* Don't dump the empty slots */
4896 if (!inventory[i].k_idx) break;
4898 /* Dump the inventory slots */
4899 object_desc(o_name, &inventory[i], 0);
4900 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4903 /* Add an empty line */
4904 fprintf(fff, "\n\n");
4909 * @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
4910 * @param fff ファイルポインタ
4913 static void dump_aux_home_museum(FILE *fff)
4915 char o_name[MAX_NLEN];
4918 /* Do we need it?? */
4919 /* process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x); */
4921 /* Print the home */
4922 st_ptr = &town[1].store[STORE_HOME];
4924 /* Home -- if anything there */
4925 if (st_ptr->stock_num)
4930 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4932 /* Dump all available items */
4933 for (i = 0; i < st_ptr->stock_num; i++)
4936 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4937 object_desc(o_name, &st_ptr->stock[i], 0);
4938 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4941 /* Add an empty line */
4942 fprintf(fff, "\n\n");
4946 /* Print the home */
4947 st_ptr = &town[1].store[STORE_MUSEUM];
4949 /* Home -- if anything there */
4950 if (st_ptr->stock_num)
4955 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4957 /* Dump all available items */
4958 for (i = 0; i < st_ptr->stock_num; i++)
4961 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4962 object_desc(o_name, &st_ptr->stock[i], 0);
4963 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4965 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4966 object_desc(o_name, &st_ptr->stock[i], 0);
4967 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4972 /* Add an empty line */
4973 fprintf(fff, "\n\n");
4979 * @brief ダンプ出力のメインルーチン
4980 * Output the character dump to a file
4981 * @param fff ファイルポインタ
4984 errr make_character_dump(FILE *fff)
4987 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4988 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4990 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4991 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4996 dump_aux_display_player(fff);
4997 dump_aux_last_message(fff);
4998 dump_aux_options(fff);
4999 dump_aux_recall(fff);
5000 dump_aux_quest(fff);
5001 dump_aux_arena(fff);
5002 dump_aux_monsters(fff);
5003 dump_aux_virtues(fff);
5004 dump_aux_race_history(fff);
5005 dump_aux_realm_history(fff);
5006 dump_aux_class_special(fff);
5007 dump_aux_mutations(fff);
5010 dump_aux_equipment_inventory(fff);
5011 dump_aux_home_museum(fff);
5013 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
5018 * @brief プレイヤーステータスをファイルダンプ出力する
5019 * Hack -- Dump a character description file
5020 * @param name 出力ファイル名
5023 * XXX XXX XXX Allow the "full" flag to dump additional info,
5024 * and trigger its usage from various places in the code.
5026 errr file_character(cptr name)
5032 /* Build the filename */
5033 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5035 /* File type is "TEXT" */
5036 FILE_TYPE(FILE_TYPE_TEXT);
5038 /* Check for existing file */
5039 fd = fd_open(buf, O_RDONLY);
5046 /* Close the file */
5050 (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);
5053 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5056 /* Open the non-existing file */
5057 if (fd < 0) fff = my_fopen(buf, "w");
5062 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);
5070 (void)make_character_dump(fff);
5076 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."));
5085 * @brief ファイル内容の一行をコンソールに出力する
5086 * Display single line of on-line help file
5087 * @param str 出力する文字列
5093 * You can insert some special color tag to change text color.
5095 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5096 * A colored segment is between "[[[[y|" and the last "|".
5097 * You can use any single character in place of the "|".
5100 static void show_file_aux_line(cptr str, int cy, cptr shower)
5102 static const char tag_str[] = "[[[[";
5103 byte color = TERM_WHITE;
5111 /* Make a lower case version of str for searching */
5116 /* Initial cursor position */
5117 Term_gotoxy(cx, cy);
5119 for (i = 0; str[i];)
5121 int len = strlen(&str[i]);
5122 int showercol = len + 1;
5123 int bracketcol = len + 1;
5127 /* Search for a shower string in the line */
5130 ptr = my_strstr(&lcstr[i], shower);
5131 if (ptr) showercol = ptr - &lcstr[i];
5134 /* Search for a color segment tag */
5135 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5136 if (ptr) bracketcol = ptr - &str[i];
5138 /* A color tag is found */
5139 if (bracketcol < endcol) endcol = bracketcol;
5141 /* The shower string is found before the color tag */
5142 if (showercol < endcol) endcol = showercol;
5144 /* Print a segment of the line */
5145 Term_addstr(endcol, color, &str[i]);
5149 /* Shower string? */
5150 if (endcol == showercol)
5152 int showerlen = strlen(shower);
5154 /* Print the shower string in yellow */
5155 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5160 /* Colored segment? */
5161 else if (endcol == bracketcol)
5165 /* Found the end of colored segment */
5168 /* Now looking for an another tag_str */
5171 /* Set back to the default color */
5176 /* Found a tag_str, and get a tag color */
5177 i += sizeof(tag_str)-1;
5180 color = color_char_to_attr(str[i]);
5182 /* Illegal color tag */
5183 if (color == 255 || str[i+1] == '\0')
5185 /* Illegal color tag */
5188 /* Print the broken tag as a string */
5189 Term_addstr(-1, TERM_WHITE, tag_str);
5190 cx += sizeof(tag_str)-1;
5194 /* Skip the color tag */
5197 /* Now looking for a close tag */
5200 /* Skip the close-tag-indicator */
5206 } /* for (i = 0; str[i];) */
5208 /* Clear rest of line */
5209 Term_erase(cx, cy, 255);
5214 * @brief ファイル内容をコンソールに出力する
5215 * Recursive file perusal.
5216 * @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
5217 * @param name ファイル名の文字列
5218 * @param what 内容キャプションの文字列
5219 * @param line 表示の現在行
5224 * Process various special text in the input file, including
5225 * the "menu" structures used by the "help file" system.
5226 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5229 bool show_file(bool show_version, cptr name, cptr what, int line, BIT_FLAGS mode)
5233 /* Number of "real" lines passed by */
5236 /* Number of "real" lines in the file */
5239 /* Backup value for "line" */
5242 /* This screen has sub-screens */
5245 /* Current help file */
5248 /* Find this string (if any) */
5251 /* Jump to this tag */
5254 /* Hold strings to find/show */
5255 char finder_str[81];
5256 char shower_str[81];
5259 /* String to show */
5263 char filename[1024];
5265 /* Describe this thing */
5271 /* General buffer */
5274 /* Sub-menu information */
5277 bool reverse = (line < 0);
5281 Term_get_size(&wid, &hgt);
5285 strcpy(finder_str, "");
5288 strcpy(shower_str, "");
5291 strcpy(caption, "");
5293 /* Wipe the hooks */
5294 for (i = 0; i < 68; i++)
5299 /* Copy the filename */
5300 strcpy(filename, name);
5302 n = strlen(filename);
5304 /* Extract the tag from the filename */
5305 for (i = 0; i < n; i++)
5307 if (filename[i] == '#')
5310 tag = filename + i + 1;
5315 /* Redirect the name */
5318 /* Hack XXX XXX XXX */
5322 strcpy(caption, what);
5324 /* Access the "file" */
5328 fff = my_fopen(path, "r");
5331 /* Look in "help" */
5335 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5337 /* Build the filename */
5338 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5341 fff = my_fopen(path, "r");
5344 /* Look in "info" */
5348 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5350 /* Build the filename */
5351 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5354 fff = my_fopen(path, "r");
5357 /* Look in "info" */
5360 /* Build the filename */
5361 path_build(path, sizeof(path), ANGBAND_DIR, name);
5363 for (i = 0; path[i]; i++)
5364 if ('\\' == path[i])
5365 path[i] = PATH_SEP[0];
5368 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5371 fff = my_fopen(path, "r");
5377 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5385 /* Pre-Parse the file */
5390 /* Read a line or stop */
5391 if (my_fgets(fff, buf, sizeof(buf))) break;
5393 /* XXX Parse "menu" items */
5394 if (prefix(str, "***** "))
5396 /* Notice "menu" requests */
5397 if ((str[6] == '[') && isalpha(str[7]))
5399 /* Extract the menu item */
5400 int k = str[7] - 'A';
5402 /* This is a menu file */
5405 if ((str[8] == ']') && (str[9] == ' '))
5407 /* Extract the menu item */
5408 strncpy(hook[k], str + 10, 31);
5410 /* Make sure it's null-terminated */
5414 /* Notice "tag" requests */
5415 else if (str[6] == '<')
5417 size_t len = strlen(str);
5419 if (str[len - 1] == '>')
5421 str[len - 1] = '\0';
5422 if (tag && streq(str + 7, tag)) line = next;
5430 /* Count the "real" lines */
5434 /* Save the number of "real" lines */
5437 /* start from bottom when reverse mode */
5438 if (line == -1) line = ((size-1)/rows)*rows;
5443 /* Display the file */
5446 /* Restart when necessary */
5447 if (line >= size - rows) line = size - rows;
5448 if (line < 0) line = 0;
5450 /* Re-open the file if needed */
5456 /* Hack -- Re-Open the file */
5457 fff = my_fopen(path, "r");
5460 if (!fff) return (FALSE);
5462 /* File has been restarted */
5466 /* Goto the selected line */
5470 if (my_fgets(fff, buf, sizeof(buf))) break;
5472 /* Skip tags/links */
5473 if (prefix(buf, "***** ")) continue;
5475 /* Count the lines */
5479 /* Dump the next 20, or rows, lines of the file */
5480 for (i = 0; i < rows; )
5484 /* Hack -- track the "first" line */
5485 if (!i) line = next;
5487 /* Get a line of the file or stop */
5488 if (my_fgets(fff, buf, sizeof(buf))) break;
5490 /* Hack -- skip "special" lines */
5491 if (prefix(buf, "***** ")) continue;
5493 /* Count the "real" lines */
5496 /* Hack -- keep searching */
5501 /* Make a lower case version of str for searching */
5502 strcpy(lc_buf, str);
5503 str_tolower(lc_buf);
5505 if (!my_strstr(lc_buf, find)) continue;
5508 /* Hack -- stop searching */
5512 show_file_aux_line(str, i + 2, shower);
5514 /* Count the printed lines */
5520 /* Clear rest of line */
5521 Term_erase(0, i + 2, 255);
5526 /* Hack -- failed search */
5536 /* Show a general "title" */
5539 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5540 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5541 caption, line, size), 0, 0);
5545 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5546 caption, line, size), 0, 0);
5549 /* Prompt -- small files */
5553 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5556 /* Prompt -- large files */
5561 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5563 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5565 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5569 /* Get a special key code */
5570 skey = inkey_special(TRUE);
5574 /* Show the help for the help */
5576 /* Hack - prevent silly recursion */
5577 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5578 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5581 /* Hack -- try showing */
5584 prt(_("強調: ", "Show: "), hgt - 1, 0);
5586 strcpy(back_str, shower_str);
5587 if (askfor(shower_str, 80))
5591 /* Make it lowercase */
5592 str_tolower(shower_str);
5595 shower = shower_str;
5597 else shower = NULL; /* Stop showing */
5599 else strcpy(shower_str, back_str);
5602 /* Hack -- try finding */
5606 prt(_("検索: ", "Find: "), hgt - 1, 0);
5608 strcpy(back_str, finder_str);
5609 if (askfor(finder_str, 80))
5618 /* Make finder lowercase */
5619 str_tolower(finder_str);
5622 shower = finder_str;
5624 else shower = NULL; /* Stop showing */
5626 else strcpy(finder_str, back_str);
5629 /* Hack -- go to a specific line */
5633 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5636 if (askfor(tmp, 80)) line = atoi(tmp);
5640 /* Hack -- go to the top line */
5645 /* Hack -- go to the bottom line */
5647 line = ((size - 1) / rows) * rows;
5650 /* Hack -- go to a specific file */
5654 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5655 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5657 if (askfor(tmp, 80))
5659 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5664 /* Allow backing up */
5666 line = line + (reverse ? rows : -rows);
5667 if (line < 0) line = 0;
5673 if (line < 0) line = 0;
5676 /* Advance a single line */
5679 line = line + (reverse ? -1 : 1);
5680 if (line < 0) line = 0;
5683 /* Move up / down */
5687 if (line < 0) line = 0;
5695 /* Advance one page */
5697 line = line + (reverse ? -rows : rows);
5698 if (line < 0) line = 0;
5707 /* Recurse on numbers */
5712 if (!(skey & SKEY_MASK) && isalpha(skey))
5715 if ((key > -1) && hook[key][0])
5717 /* Recurse on that file */
5718 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5723 /* Hack, dump to file */
5732 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5737 /* Build the filename */
5738 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5740 /* Hack -- Re-Open the file */
5741 fff = my_fopen(path, "r");
5743 ffp = my_fopen(buff, "w");
5748 msg_print(_("ファイルを開けません。", "Failed to open file."));
5753 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5754 my_fputs(ffp, xtmp, 80);
5755 my_fputs(ffp, "\n", 80);
5757 while (!my_fgets(fff, buff, sizeof(buff)))
5758 my_fputs(ffp, buff, 80);
5764 /* Hack -- Re-Open the file */
5765 fff = my_fopen(path, "r");
5768 /* Return to last screen */
5769 if ((skey == ESCAPE) || (skey == '<')) break;
5771 /* Exit on the ^q */
5772 if (skey == KTRL('q')) skey = 'q';
5774 /* Exit on the q key */
5775 if (skey == 'q') break;
5778 /* Close the file */
5782 if (skey == 'q') return (FALSE);
5790 * @brief ヘルプを表示するコマンドのメインルーチン
5791 * Peruse the On-Line-Help
5795 void do_cmd_help(void)
5800 /* Peruse the main help file */
5801 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5809 * @brief プレイヤーの名前をチェックして修正する
5810 * Process the player name.
5811 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5814 * Extract a clean "base name".
5815 * Build the savefile name if needed.
5817 void process_player_name(bool sf)
5820 char old_player_base[32] = "";
5822 if (character_generated) strcpy(old_player_base, player_base);
5824 /* Cannot be too long */
5825 #if defined(MACINTOSH) || defined(ACORN)
5826 if (strlen(p_ptr->name) > 15)
5829 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5833 /* Cannot contain "icky" characters */
5834 for (i = 0; p_ptr->name[i]; i++)
5836 /* No control characters */
5838 if (iskanji(p_ptr->name[i])){i++;continue;}
5839 if (iscntrl( (unsigned char)p_ptr->name[i]))
5841 if (iscntrl(p_ptr->name[i]))
5845 /* Illegal characters */
5846 quit_fmt(_("'%s' という名前は不正なコントロールコードを含んでいます。", "The name '%s' contains control chars!"), p_ptr->name);
5853 /* Extract "useful" letters */
5854 for (i = 0; p_ptr->name[i]; i++)
5857 unsigned char c = p_ptr->name[i];
5859 char c = p_ptr->name[i];
5863 /* Convert "dot" to "underscore" */
5864 if (c == '.') c = '_';
5866 /* Accept all the letters */
5867 player_base[k++] = c;
5872 /* Extract "useful" letters */
5873 for (i = 0; p_ptr->name[i]; i++)
5876 unsigned char c = p_ptr->name[i];
5878 char c = p_ptr->name[i];
5881 /* Accept some letters */
5884 if(k + 2 >= sizeof(player_base) || !p_ptr->name[i+1]) break;
5885 player_base[k++] = c;
5887 player_base[k++] = p_ptr->name[i];
5890 else if (iskana(c)) player_base[k++] = c;
5894 /* Convert path separator to underscore */
5895 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5896 player_base[k++] = '_';
5897 i += strlen(PATH_SEP);
5899 /* Convert some characters to underscore */
5900 #if defined(WINDOWS)
5901 else if (my_strchr("\"*,/:;<>?\\|", c)) player_base[k++] = '_';
5903 else if (isprint(c)) player_base[k++] = c;
5909 player_base[k] = '\0';
5911 /* Require a "base" name */
5912 if (!player_base[0]) strcpy(player_base, "PLAYER");
5915 #ifdef SAVEFILE_MUTABLE
5921 if (!savefile_base[0] && savefile[0])
5928 t = my_strstr(s, PATH_SEP);
5933 strcpy(savefile_base, s);
5936 if (!savefile_base[0] || !savefile[0])
5939 /* Change the savefile name */
5944 strcpy(savefile_base, player_base);
5946 #ifdef SAVEFILE_USE_UID
5947 /* Rename the savefile, using the player_uid and player_base */
5948 (void)sprintf(temp, "%d.%s", player_uid, player_base);
5950 /* Rename the savefile, using the player_base */
5951 (void)sprintf(temp, "%s", player_base);
5954 /* Build the filename */
5955 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5958 /* Load an autopick preference file */
5959 if (character_generated)
5961 if (!streq(old_player_base, player_base)) autopick_load_pref(FALSE);
5967 * @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
5968 * Gets a name for the character, reacting to name changes.
5972 * Assumes that "display_player(0)" has just been called
5973 * Perhaps we should NOT ask for a name (at "birth()") on
5974 * Unix machines? XXX XXX
5975 * What a horrible name for a global function. XXX XXX XXX
5982 /* Save the player name */
5983 strcpy(tmp, p_ptr->name);
5985 /* Prompt for a new name */
5986 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))
5989 strcpy(p_ptr->name, tmp);
5992 if (0 == strlen(p_ptr->name))
5994 /* Use default name */
5995 strcpy(p_ptr->name, "PLAYER");
5998 strcpy(tmp,ap_ptr->title);
6005 strcat(tmp,p_ptr->name);
6007 /* Re-Draw the name (in light blue) */
6008 Term_erase(34, 1, 255);
6009 c_put_str(TERM_L_BLUE, tmp, 1, 34);
6011 /* Erase the prompt, etc */
6018 * @brief 自殺するコマンドのメインルーチン
6019 * Hack -- commit suicide
6023 void do_cmd_suicide(void)
6030 /* Verify Retirement */
6031 if (p_ptr->total_winner)
6034 if (!get_check_strict(_("引退しますか? ", "Do you want to retire? "), CHECK_NO_HISTORY)) return;
6037 /* Verify Suicide */
6041 if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return;
6045 if (!p_ptr->noscore)
6047 /* Special Verification for suicide */
6048 prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
6053 if (i != '@') return;
6055 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
6058 /* Initialize "last message" buffer */
6059 if (p_ptr->last_message) string_free(p_ptr->last_message);
6060 p_ptr->last_message = NULL;
6062 /* Hack -- Note *winning* message */
6063 if (p_ptr->total_winner && last_words)
6065 char buf[1024] = "";
6066 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_WINNER);
6069 while (!get_string(_("*勝利*メッセージ: ", "*Winning* message: "), buf, sizeof buf)) ;
6071 while (!get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
6075 p_ptr->last_message = string_make(buf);
6076 msg_print(p_ptr->last_message);
6081 p_ptr->playing = FALSE;
6083 /* Kill the player */
6084 p_ptr->is_dead = TRUE;
6087 p_ptr->leaving = TRUE;
6089 if (!p_ptr->total_winner)
6091 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ダンジョンの探索に絶望して自殺した。", "give up all hope to commit suicide."));
6092 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
6093 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
6096 /* Cause of death */
6097 (void)strcpy(p_ptr->died_from, _("途中終了", "Quitting"));
6102 * @brief セーブするコマンドのメインルーチン
6104 * @param is_autosave オートセーブ中の処理ならばTRUE
6108 void do_cmd_save_game(int is_autosave)
6110 /* Autosaves do not disturb */
6113 msg_print(_("自動セーブ中", "Autosaving the game..."));
6117 /* Disturb the player */
6121 /* Clear messages */
6127 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
6132 /* The player is not dead */
6133 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
6135 /* Forbid suspend */
6136 signals_ignore_tstp();
6138 /* Save the player */
6141 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6144 /* Save failed (oops) */
6147 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6150 /* Allow suspend again */
6151 signals_handle_tstp();
6156 /* Note that the player is not dead */
6157 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6159 /* HACK -- don't get sanity blast on updating view */
6160 is_loading_now = FALSE;
6165 /* Initialize monster process */
6168 /* HACK -- reset the hackish flag */
6169 is_loading_now = TRUE;
6174 * @brief セーブ後にゲーム中断フラグを立てる/
6175 * Save the game and exit
6179 void do_cmd_save_and_exit(void)
6181 p_ptr->playing = FALSE;
6184 p_ptr->leaving = TRUE;
6185 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6191 * Hack -- Calculates the total number of points earned -JWT-
6195 long total_points(void)
6199 u32b point, point_h, point_l;
6200 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
6202 if (!preserve_mode) mult += 10;
6203 if (!autoroller) mult += 10;
6204 if (!smart_learn) mult -= 20;
6205 if (smart_cheat) mult += 30;
6206 if (ironman_shops) mult += 50;
6207 if (ironman_small_levels) mult += 10;
6208 if (ironman_empty_levels) mult += 20;
6209 if (!powerup_home) mult += 50;
6210 if (ironman_rooms) mult += 100;
6211 if (ironman_nightmare) mult += 100;
6213 if (mult < 5) mult = 5;
6215 for (i = 0; i < max_d_idx; i++)
6216 if(max_dlv[i] > max_dl)
6217 max_dl = max_dlv[i];
6219 point_l = (p_ptr->max_max_exp + (100 * max_dl));
6220 point_h = point_l / 0x10000L;
6221 point_l = point_l % 0x10000L;
6224 point_h += point_l / 0x10000L;
6225 point_l %= 0x10000L;
6227 point_l += ((point_h % 100) << 16);
6231 point = (point_h << 16) + (point_l);
6232 if (p_ptr->arena_number >= 0)
6233 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
6235 if (ironman_downward) point *= 2;
6236 if (p_ptr->pclass == CLASS_BERSERKER)
6238 if ( p_ptr->prace == RACE_SPECTRE )
6242 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
6245 if (p_ptr->total_winner) point = 2;
6247 if (easy_band) point = (0 - point);
6253 #define GRAVE_LINE_WIDTH 31
6256 * @brief 墓石の真ん中に文字列を書き込む /
6257 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6261 static void center_string(char *buf, cptr str)
6268 /* Necessary border */
6269 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6272 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6279 * Save a "bones" file for a dead character
6282 * Note that we will not use these files until Angband 2.8.0, and
6283 * then we will only use the name and level on which death occured.
6284 * Should probably attempt some form of locking...
6287 static void make_bones(void)
6294 /* Ignore wizards and borgs */
6295 if (!(p_ptr->noscore & 0x00FF))
6297 /* Ignore people who die in town */
6302 /* XXX XXX XXX "Bones" name */
6303 sprintf(tmp, "bone.%03d", dun_level);
6305 /* Build the filename */
6306 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6308 /* Attempt to open the bones file */
6309 fp = my_fopen(str, "r");
6311 /* Close it right away */
6312 if (fp) my_fclose(fp);
6314 /* Do not over-write a previous ghost */
6317 /* File type is "TEXT" */
6318 FILE_TYPE(FILE_TYPE_TEXT);
6320 /* Grab permissions */
6323 /* Try to write a new "Bones File" */
6324 fp = my_fopen(str, "w");
6326 /* Drop permissions */
6329 /* Not allowed to write it? Weird. */
6333 fprintf(fp, "%s\n", p_ptr->name);
6334 fprintf(fp, "%d\n", p_ptr->mhp);
6335 fprintf(fp, "%d\n", p_ptr->prace);
6336 fprintf(fp, "%d\n", p_ptr->pclass);
6338 /* Close and save the Bones file */
6347 * Redefinable "print_tombstone" action
6349 bool (*tombstone_aux)(void) = NULL;
6353 * @brief 墓石のアスキーアート表示 /
6354 * Display a "tomb-stone"
6357 static void print_tomb(void)
6361 /* Do we use a special tombstone ? */
6364 /* Use tombstone hook */
6365 done = (*tombstone_aux)();
6368 /* Print the text-tombstone */
6377 time_t ct = time((time_t)0);
6385 /* Build the filename */
6386 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6388 /* Open the News file */
6389 fp = my_fopen(buf, "r");
6396 /* Dump the file to the screen */
6397 while (0 == my_fgets(fp, buf, sizeof(buf)))
6399 /* Display and advance */
6400 put_str(buf, i++, 0);
6408 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6421 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6424 center_string(buf, p_ptr->name);
6425 put_str(buf, 6, 11);
6428 center_string(buf, "the");
6429 put_str(buf, 7, 11);
6432 center_string(buf, p);
6433 put_str(buf, 8, 11);
6435 center_string(buf, cp_ptr->title);
6436 put_str(buf, 10, 11);
6438 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6439 center_string(buf, tmp);
6440 put_str(buf, 11, 11);
6442 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6443 center_string(buf, tmp);
6444 put_str(buf, 12, 11);
6446 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6447 center_string(buf, tmp);
6448 put_str(buf, 13, 11);
6451 /* 墓に刻む言葉をオリジナルより細かく表示 */
6452 if (streq(p_ptr->died_from, "途中終了"))
6454 strcpy(tmp, "<自殺>");
6456 else if (streq(p_ptr->died_from, "ripe"))
6458 strcpy(tmp, "引退後に天寿を全う");
6460 else if (streq(p_ptr->died_from, "Seppuku"))
6462 strcpy(tmp, "勝利の後、切腹");
6466 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6467 t = tmp + strlen(tmp) + 1;
6470 strcpy(dummy, t); /* 2nd line */
6471 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6473 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6476 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6479 char *name_head = my_strstr(tmp, "『");
6480 sprintf(dummy2, "%s%s", name_head, dummy);
6481 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6483 strcpy(dummy, dummy2);
6487 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6490 char *name_head = my_strstr(tmp, "「");
6491 sprintf(dummy2, "%s%s", name_head, dummy);
6492 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6494 strcpy(dummy, dummy2);
6498 center_string(buf, dummy);
6499 put_str(buf, 15, 11);
6503 center_string(buf, tmp);
6504 put_str(buf, 14, 11);
6506 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6510 cptr field_name = p_ptr->town_num ? "街" : "荒野";
6511 if (streq(p_ptr->died_from, "途中終了"))
6513 sprintf(tmp, "%sで死んだ", field_name);
6517 sprintf(tmp, "に%sで殺された", field_name);
6522 if (streq(p_ptr->died_from, "途中終了"))
6524 sprintf(tmp, "地下 %d 階で死んだ", (int)dun_level);
6528 sprintf(tmp, "に地下 %d 階で殺された", (int)dun_level);
6531 center_string(buf, tmp);
6532 put_str(buf, 15 + extra_line, 11);
6535 (void)sprintf(tmp, "Killed on Level %d", dun_level);
6536 center_string(buf, tmp);
6537 put_str(buf, 14, 11);
6539 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6540 center_string(buf, tmp);
6541 put_str(buf, 15, 11);
6542 t = tmp + strlen(tmp) + 1;
6545 strcpy(dummy, t); /* 2nd line */
6546 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6548 int dummy_len = strlen(dummy);
6549 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6551 center_string(buf, dummy);
6552 put_str(buf, 16, 11);
6556 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6557 center_string(buf, tmp);
6558 put_str(buf, 17, 11);
6559 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6565 * @brief 死亡、引退時の簡易ステータス表示 /
6566 * Display some character info
6569 static void show_info(void)
6575 /* Hack -- Know everything in the inven/equip */
6576 for (i = 0; i < INVEN_TOTAL; i++)
6578 o_ptr = &inventory[i];
6580 /* Skip non-objects */
6581 if (!o_ptr->k_idx) continue;
6583 /* Aware and Known */
6584 object_aware(o_ptr);
6585 object_known(o_ptr);
6588 for (i = 1; i < max_towns; i++)
6590 st_ptr = &town[i].store[STORE_HOME];
6592 /* Hack -- Know everything in the home */
6593 for (j = 0; j < st_ptr->stock_num; j++)
6595 o_ptr = &st_ptr->stock[j];
6597 /* Skip non-objects */
6598 if (!o_ptr->k_idx) continue;
6600 /* Aware and Known */
6601 object_aware(o_ptr);
6602 object_known(o_ptr);
6606 /* Hack -- Recalculate bonuses */
6607 p_ptr->update |= (PU_BONUS);
6612 /* Flush all input keys */
6615 /* Flush messages */
6619 /* Describe options */
6620 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);
6621 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);
6623 /* Dump character records as requested */
6629 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6632 strcpy(out_val, "");
6634 /* Ask for filename (or abort) */
6635 if (!askfor(out_val, 60)) return;
6637 /* Return means "show on screen" */
6638 if (!out_val[0]) break;
6643 /* Dump a character file */
6644 (void)file_character(out_val);
6652 /* Display player */
6655 /* Prompt for inventory */
6656 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);
6658 /* Allow abort at this point */
6659 if (inkey() == ESCAPE) return;
6662 /* Show equipment and inventory */
6664 /* Equipment -- if any */
6668 item_tester_full = TRUE;
6669 (void)show_equip(0);
6670 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6672 if (inkey() == ESCAPE) return;
6675 /* Inventory -- if any */
6679 item_tester_full = TRUE;
6680 (void)show_inven(0);
6681 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6683 if (inkey() == ESCAPE) return;
6686 /* Homes in the different towns */
6687 for (l = 1; l < max_towns; l++)
6689 st_ptr = &town[l].store[STORE_HOME];
6691 /* Home -- if anything there */
6692 if (st_ptr->stock_num)
6694 /* Display contents of the home */
6695 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6701 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6703 char o_name[MAX_NLEN];
6707 o_ptr = &st_ptr->stock[i];
6709 /* Print header, clear line */
6710 sprintf(tmp_val, "%c) ", I2A(j));
6711 prt(tmp_val, j+2, 4);
6713 /* Display object description */
6714 object_desc(o_name, o_ptr, 0);
6715 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6719 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);
6722 if (inkey() == ESCAPE) return;
6730 * Display some character info
6733 static bool check_score(void)
6739 if (highscore_fd < 0)
6741 msg_print(_("スコア・ファイルが使用できません。", "Score file unavailable."));
6746 #ifndef SCORE_WIZARDS
6747 /* Wizard-mode pre-empts scoring */
6748 if (p_ptr->noscore & 0x000F)
6750 msg_print(_("ウィザード・モードではスコアが記録されません。", "Score not registered for wizards."));
6757 /* Borg-mode pre-empts scoring */
6758 if (p_ptr->noscore & 0x00F0)
6760 msg_print(_("ボーグ・モードではスコアが記録されません。", "Score not registered for borgs."));
6766 #ifndef SCORE_CHEATERS
6767 /* Cheaters are not scored */
6768 if (p_ptr->noscore & 0xFF00)
6770 msg_print(_("詐欺をやった人はスコアが記録されません。", "Score not registered for cheaters."));
6777 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("強制終了", "Interrupting")))
6779 msg_print(_("強制終了のためスコアが記録されません。", "Score not registered due to interruption."));
6785 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("途中終了", "Quitting")))
6787 msg_print(_("途中終了のためスコアが記録されません。", "Score not registered due to quitting."));
6796 * Close up the current game (player may or may not be dead)
6800 * This function is called only from "main.c" and "signals.c".
6803 void close_game(void)
6806 bool do_send = TRUE;
6808 /* cptr p = "[i:キャラクタの情報, f:ファイル書き出し, t:スコア, x:*鑑定*, ESC:ゲーム終了]"; */
6813 /* Flush the messages */
6816 /* Flush the input */
6820 /* No suspending now */
6821 signals_ignore_tstp();
6824 /* Hack -- Character is now "icky" */
6825 character_icky = TRUE;
6828 /* Build the filename */
6829 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6831 /* Grab permissions */
6834 /* Open the high score file, for reading/writing */
6835 highscore_fd = fd_open(buf, O_RDWR);
6837 /* Drop permissions */
6843 /* Handle retirement */
6844 if (p_ptr->total_winner) kingly();
6847 if (!cheat_save || get_check(_("死んだデータをセーブしますか? ", "Save death? ")))
6849 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
6851 else do_send = FALSE;
6858 /* Show more info */
6866 if ((!send_world_score(do_send)))
6868 if (get_check_strict(_("後でスコアを登録するために待機しますか?", "Stand by for later score registration? "),
6869 (CHECK_NO_ESCAPE | CHECK_NO_HISTORY)))
6871 p_ptr->wait_report_score = TRUE;
6872 p_ptr->is_dead = FALSE;
6873 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
6876 if (!p_ptr->wait_report_score)
6879 else if (highscore_fd >= 0)
6881 display_scores_aux(0, 10, -1, NULL);
6884 /* Dump bones file */
6893 do_cmd_save_game(FALSE);
6895 /* Prompt for scores XXX XXX XXX */
6896 prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
6897 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
6899 /* Predict score (or ESCAPE) */
6900 if (inkey() != ESCAPE) predict_score();
6904 /* Shut the high score file */
6905 (void)fd_close(highscore_fd);
6907 /* Forget the high score fd */
6910 /* Kill all temporal files */
6911 clear_saved_floor_files();
6913 /* Allow suspending now */
6914 signals_handle_tstp();
6919 * @brief 異常発生時のゲーム緊急終了処理 /
6920 * Handle abrupt death of the visual system
6924 * This routine is called only in very rare situations, and only
6925 * by certain visual systems, when they experience fatal errors.
6926 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6927 * save file so that player can see tombstone when restart.
6930 void exit_game_panic(void)
6932 /* If nothing important has happened, just quit */
6933 if (!character_generated || character_saved) quit(_("緊急事態", "panic"));
6935 /* Mega-Hack -- see "msg_print()" */
6938 /* Clear the top line */
6941 /* Hack -- turn off some things */
6944 /* Mega-Hack -- Delay death */
6945 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6947 /* Hardcode panic save */
6948 p_ptr->panic_save = 1;
6950 /* Forbid suspend */
6951 signals_ignore_tstp();
6953 /* Indicate panic save */
6954 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6956 /* Panic save, or get worried */
6957 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6959 /* Successful panic save */
6960 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6965 * @brief ファイルからランダムに行を一つ取得する /
6966 * Get a random line from a file
6967 * @param file_name ファイル名
6968 * @param entry 特定条件時のN:タグヘッダID
6969 * @param output 出力先の文字列参照ポインタ
6973 * Based on the monster speech patch by Matt Graham,
6976 errr get_rnd_line(cptr file_name, int entry, char *output)
6984 /* Build the filename */
6985 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6988 fp = my_fopen(buf, "r");
6993 /* Find the entry of the monster */
6996 /* Get a line from the file */
6997 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6999 /* Count the lines */
7002 /* Look for lines starting with 'N:' */
7003 if ((buf[0] == 'N') && (buf[1] == ':'))
7005 /* Allow default lines */
7011 else if (buf[2] == 'M')
7013 if (r_info[entry].flags1 & RF1_MALE) break;
7015 else if (buf[2] == 'F')
7017 if (r_info[entry].flags1 & RF1_FEMALE) break;
7019 /* Get the monster number */
7020 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
7022 /* Is it the right number? */
7023 if (test == entry) break;
7027 /* Error while converting the number */
7028 msg_format("Error in line %d of %s!", line_num, file_name);
7036 /* Reached end of file */
7042 /* Get the random line */
7043 for (counter = 0; ; counter++)
7047 test = my_fgets(fp, buf, sizeof(buf));
7049 /* Count the lines */
7050 /* line_num++; No more needed */
7054 /* Ignore lines starting with 'N:' */
7055 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
7057 if (buf[0] != '#') break;
7066 if (one_in_(counter + 1)) strcpy(output, buf);
7069 /* Close the file */
7073 return counter ? 0 : -1;
7079 * @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) /
7080 * @param file_name ファイル名
7081 * @param entry 特定条件時のN:タグヘッダID
7082 * @param output 出力先の文字列参照ポインタ
7087 errr get_rnd_line_jonly(cptr file_name, int entry, char *output, int count)
7092 for (i = 0; i < count; i++)
7094 result = get_rnd_line(file_name, entry, output);
7097 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
7105 * @brief 自動拾いファイルを読み込む /
7109 errr process_autopick_file(cptr name)
7115 /* Build the filename */
7116 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
7118 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
7126 * @brief プレイヤーの生い立ちファイルを読み込む /
7127 * Process file for player's history editor.
7132 errr process_histpref_file(cptr name)
7136 bool old_character_xtra = character_xtra;
7138 /* Build the filename */
7139 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
7141 /* Hack -- prevent modification birth options in this file */
7142 character_xtra = TRUE;
7144 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
7146 character_xtra = old_character_xtra;
7153 * @brief ファイル位置をシーク /
7154 * @param fd ファイルディスクリプタ
7155 * @param where ファイルバイト位置
7156 * @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
7160 static errr counts_seek(int fd, u32b where, bool flag)
7163 char temp1[128], temp2[128];
7164 u32b zero_header[3] = {0L, 0L, 0L};
7167 #ifdef SAVEFILE_USE_UID
7168 (void)sprintf(temp1, "%d.%s.%d%d%d", player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
7170 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
7172 for (i = 0; temp1[i]; i++)
7173 temp1[i] ^= (i+1) * 63;
7178 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
7180 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
7185 fd_seek(fd, seekpoint);
7186 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
7187 fd_write(fd, (char*)(temp1), sizeof(temp1));
7191 if (strcmp(temp1, temp2) == 0)
7194 seekpoint += 128 + 3 * sizeof(u32b);
7197 return fd_seek(fd, seekpoint + where * sizeof(u32b));
7201 * @brief ファイル位置を読み込む
7202 * @param where ファイルバイト位置
7206 u32b counts_read(int where)
7212 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
7213 fd = fd_open(buf, O_RDONLY);
7215 if (counts_seek(fd, where, FALSE) ||
7216 fd_read(fd, (char*)(&count), sizeof(u32b)))
7225 * @brief ファイル位置に書き込む /
7226 * @param where ファイルバイト位置
7227 * @param count 書き込む値
7231 errr counts_write(int where, u32b count)
7237 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
7239 /* Grab permissions */
7242 fd = fd_open(buf, O_RDWR);
7244 /* Drop permissions */
7249 /* File type is "DATA" */
7250 FILE_TYPE(FILE_TYPE_DATA);
7252 /* Grab permissions */
7255 /* Create a new high score file */
7256 fd = fd_make(buf, 0644);
7258 /* Drop permissions */
7262 /* Grab permissions */
7265 err = fd_lock(fd, F_WRLCK);
7267 /* Drop permissions */
7272 counts_seek(fd, where, TRUE);
7273 fd_write(fd, (char*)(&count), sizeof(u32b));
7275 /* Grab permissions */
7278 err = fd_lock(fd, F_UNLCK);
7280 /* Drop permissions */
7291 #ifdef HANDLE_SIGNALS
7298 * @brief OSからのシグナルを受けてサスペンド状態に入る /
7299 * Handle signals -- suspend
7300 * @param sig 受け取ったシグナル
7302 * Actually suspend the game, and then resume cleanly
7304 static void handle_signal_suspend(int sig)
7306 /* Disable handler */
7307 (void)signal(sig, SIG_IGN);
7314 /* Suspend the "Term" */
7315 Term_xtra(TERM_XTRA_ALIVE, 0);
7317 /* Suspend ourself */
7318 (void)kill(0, SIGSTOP);
7320 /* Resume the "Term" */
7321 Term_xtra(TERM_XTRA_ALIVE, 1);
7323 /* Redraw the term */
7326 /* Flush the term */
7331 /* Restore handler */
7332 (void)signal(sig, handle_signal_suspend);
7337 * @brief OSからのシグナルを受けて中断、終了する /
7338 * Handle signals -- simple (interrupt and quit)
7339 * @param sig 受け取ったシグナル
7342 * This function was causing a *huge* number of problems, so it has
7343 * been simplified greatly. We keep a global variable which counts
7344 * the number of times the user attempts to kill the process, and
7345 * we commit suicide if the user does this a certain number of times.
7346 * We attempt to give "feedback" to the user as he approaches the
7347 * suicide thresh-hold, but without penalizing accidental keypresses.
7348 * To prevent messy accidents, we should reset this global variable
7349 * whenever the user enters a keypress, or something like that.
7352 static void handle_signal_simple(int sig)
7354 /* Disable handler */
7355 (void)signal(sig, SIG_IGN);
7358 /* Nothing to save, just quit */
7359 if (!character_generated || character_saved) quit(NULL);
7362 /* Count the signals */
7366 /* Terminate dead characters */
7369 /* Mark the savefile */
7370 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
7380 quit(_("強制終了", "interrupt"));
7383 /* Allow suicide (after 5) */
7384 else if (signal_count >= 5)
7386 /* Cause of "death" */
7387 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
7394 p_ptr->playing = FALSE;
7397 p_ptr->is_dead = TRUE;
7400 p_ptr->leaving = TRUE;
7406 quit(_("強制終了", "interrupt"));
7409 /* Give warning (after 4) */
7410 else if (signal_count >= 4)
7413 Term_xtra(TERM_XTRA_NOISE, 0);
7415 /* Clear the top line */
7416 Term_erase(0, 0, 255);
7418 /* Display the cause */
7419 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7425 /* Give warning (after 2) */
7426 else if (signal_count >= 2)
7429 Term_xtra(TERM_XTRA_NOISE, 0);
7432 /* Restore handler */
7433 (void)signal(sig, handle_signal_simple);
7438 * @brief OSからのシグナルを受けて強制終了する /
7439 * Handle signal -- abort, kill, etc
7440 * @param sig 受け取ったシグナル
7444 * This function was causing a *huge* number of problems, so it has
7445 * been simplified greatly. We keep a global variable which counts
7446 * the number of times the user attempts to kill the process, and
7447 * we commit suicide if the user does this a certain number of times.
7448 * We attempt to give "feedback" to the user as he approaches the
7449 * suicide thresh-hold, but without penalizing accidental keypresses.
7450 * To prevent messy accidents, we should reset this global variable
7451 * whenever the user enters a keypress, or something like that.
7454 static void handle_signal_abort(int sig)
7458 Term_get_size(&wid, &hgt);
7460 /* Disable handler */
7461 (void)signal(sig, SIG_IGN);
7464 /* Nothing to save, just quit */
7465 if (!character_generated || character_saved) quit(NULL);
7472 /* Clear the bottom line */
7473 Term_erase(0, hgt - 1, 255);
7475 /* Give a warning */
7476 Term_putstr(0, hgt - 1, -1, TERM_RED,
7477 _("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!"));
7480 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7482 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7488 p_ptr->panic_save = 1;
7491 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7493 /* Forbid suspend */
7494 signals_ignore_tstp();
7496 /* Attempt to save */
7499 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7505 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7512 quit(_("ソフトのバグ", "software bug"));
7516 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7517 * Ignore SIGTSTP signals (keyboard suspend)
7521 void signals_ignore_tstp(void)
7525 (void)signal(SIGTSTP, SIG_IGN);
7531 * @brief OSからのSIGTSTPシグナルハンドラ /
7532 * Handle SIGTSTP signals (keyboard suspend)
7536 void signals_handle_tstp(void)
7540 (void)signal(SIGTSTP, handle_signal_suspend);
7547 * @brief OSからのシグナルハンドルを初期化する /
7548 * Prepare to handle the relevant signals
7552 void signals_init(void)
7556 (void)signal(SIGHUP, SIG_IGN);
7561 (void)signal(SIGTSTP, handle_signal_suspend);
7566 (void)signal(SIGINT, handle_signal_simple);
7570 (void)signal(SIGQUIT, handle_signal_simple);
7575 (void)signal(SIGFPE, handle_signal_abort);
7579 (void)signal(SIGILL, handle_signal_abort);
7583 (void)signal(SIGTRAP, handle_signal_abort);
7587 (void)signal(SIGIOT, handle_signal_abort);
7591 (void)signal(SIGKILL, handle_signal_abort);
7595 (void)signal(SIGBUS, handle_signal_abort);
7599 (void)signal(SIGSEGV, handle_signal_abort);
7603 (void)signal(SIGTERM, handle_signal_abort);
7607 (void)signal(SIGPIPE, handle_signal_abort);
7611 (void)signal(SIGEMT, handle_signal_abort);
7615 (void)signal(SIGDANGER, handle_signal_abort);
7619 (void)signal(SIGSYS, handle_signal_abort);
7623 (void)signal(SIGXCPU, handle_signal_abort);
7627 (void)signal(SIGPWR, handle_signal_abort);
7633 #else /* HANDLE_SIGNALS */
7640 void signals_ignore_tstp(void)
7648 void signals_handle_tstp(void)
7656 void signals_init(void)
7659 #endif /* HANDLE_SIGNALS */