3 * @brief ファイル入出力管理 / Purpose: code dealing with files (and death)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
11 * 2014 Deskull rearranged comment for Doxygen.\n
18 #include "player-status.h"
26 #include "player-move.h"
28 #include "monster-status.h"
32 * You may or may not want to use the following "#undef".
34 /* #undef _POSIX_SAVED_IDS */
38 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
40 void safe_setuid_drop(void)
47 # ifdef SAFE_SETUID_POSIX
49 if (setuid(getuid()) != 0)
51 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
53 if (setgid(getgid()) != 0)
55 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
60 if (setreuid(geteuid(), getuid()) != 0)
62 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
64 if (setregid(getegid(), getgid()) != 0)
66 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
79 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
81 void safe_setuid_grab(void)
88 # ifdef SAFE_SETUID_POSIX
90 if (setuid(player_euid) != 0)
92 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
94 if (setgid(player_egid) != 0)
96 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
101 if (setreuid(geteuid(), getuid()) != 0)
103 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
105 if (setregid(getegid(), getgid()) != 0)
107 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
110 # endif /* SAFE_SETUID_POSIX */
112 # endif /* SAFE_SETUID */
120 * @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
121 * @param buf データテキストの参照ポインタ
123 * @param tokens トークンを保管する文字列参照ポインタ配列
128 * This function uses "colon" and "slash" as the delimeter characters.
129 * We never extract more than "num" tokens. The "last" token may include
130 * "delimeter" characters, allowing the buffer to include a "string" token.
131 * We save pointers to the tokens in "tokens", and return the number found.
132 * Hack -- Attempt to handle the 'c' character formalism
133 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
134 * Hack -- We will always extract at least one token
137 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
149 /* Scan the string */
152 /* Found a delimiter */
153 if ((*t == ':') || (*t == '/')) break;
155 /* Handle single quotes */
156 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
161 /* Handle backslash */
164 /* Require a character */
170 /* Hack -- Require a close quote */
171 if (*t != '\'') *t = '\'';
174 /* Handle back-slash */
181 /* Nuke and advance */
199 /* A number with a name */
200 typedef struct named_num named_num;
204 concptr name; /* The name of this thing */
205 int num; /* A number associated with it */
209 /* Index of spell type names */
210 static named_num gf_desc[] =
212 {"GF_ELEC", GF_ELEC },
213 {"GF_POIS", GF_POIS },
214 {"GF_ACID", GF_ACID },
215 {"GF_COLD", GF_COLD },
216 {"GF_FIRE", GF_FIRE },
217 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
218 {"GF_MISSILE", GF_MISSILE },
219 {"GF_ARROW", GF_ARROW },
220 {"GF_PLASMA", GF_PLASMA },
221 {"GF_WATER", GF_WATER },
222 {"GF_LITE", GF_LITE },
223 {"GF_DARK", GF_DARK },
224 {"GF_LITE_WEAK", GF_LITE_WEAK },
225 {"GF_DARK_WEAK", GF_DARK_WEAK },
226 {"GF_SHARDS", GF_SHARDS },
227 {"GF_SOUND", GF_SOUND },
228 {"GF_CONFUSION", GF_CONFUSION },
229 {"GF_FORCE", GF_FORCE },
230 {"GF_INERTIA", GF_INERTIAL },
231 {"GF_MANA", GF_MANA },
232 {"GF_METEOR", GF_METEOR },
234 {"GF_CHAOS", GF_CHAOS },
235 {"GF_NETHER", GF_NETHER },
236 {"GF_DISENCHANT", GF_DISENCHANT },
237 {"GF_NEXUS", GF_NEXUS },
238 {"GF_TIME", GF_TIME },
239 {"GF_GRAVITY", GF_GRAVITY },
240 {"GF_KILL_WALL", GF_KILL_WALL },
241 {"GF_KILL_DOOR", GF_KILL_DOOR },
242 {"GF_KILL_TRAP", GF_KILL_TRAP },
243 {"GF_MAKE_WALL", GF_MAKE_WALL },
244 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
245 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
246 {"GF_MAKE_TREE", GF_MAKE_TREE },
247 {"GF_OLD_CLONE", GF_OLD_CLONE },
248 {"GF_OLD_POLY", GF_OLD_POLY },
249 {"GF_OLD_HEAL", GF_OLD_HEAL },
250 {"GF_OLD_SPEED", GF_OLD_SPEED },
251 {"GF_OLD_SLOW", GF_OLD_SLOW },
252 {"GF_OLD_CONF", GF_OLD_CONF },
253 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
254 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
255 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
256 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
257 {"GF_AWAY_ALL", GF_AWAY_ALL },
258 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
259 {"GF_TURN_EVIL", GF_TURN_EVIL },
260 {"GF_TURN_ALL", GF_TURN_ALL },
261 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
262 {"GF_DISP_EVIL", GF_DISP_EVIL },
263 {"GF_DISP_ALL", GF_DISP_ALL },
264 {"GF_DISP_DEMON", GF_DISP_DEMON },
265 {"GF_DISP_LIVING", GF_DISP_LIVING },
266 {"GF_ROCKET", GF_ROCKET },
267 {"GF_NUKE", GF_NUKE },
268 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
269 {"GF_STASIS", GF_STASIS },
270 {"GF_STONE_WALL", GF_STONE_WALL },
271 {"GF_DEATH_RAY", GF_DEATH_RAY },
272 {"GF_STUN", GF_STUN },
273 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
274 {"GF_HELL_FIRE", GF_HELL_FIRE },
275 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
276 {"GF_CHARM", GF_CHARM },
277 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
278 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
280 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
281 {"GF_TELEKINESIS", GF_TELEKINESIS },
282 {"GF_JAM_DOOR", GF_JAM_DOOR },
283 {"GF_DOMINATION", GF_DOMINATION },
284 {"GF_DISP_GOOD", GF_DISP_GOOD },
285 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
286 {"GF_MIND_BLAST", GF_MIND_BLAST },
287 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
288 {"GF_CAUSE_1", GF_CAUSE_1 },
289 {"GF_CAUSE_2", GF_CAUSE_2 },
290 {"GF_CAUSE_3", GF_CAUSE_3 },
291 {"GF_CAUSE_4", GF_CAUSE_4 },
292 {"GF_HAND_DOOM", GF_HAND_DOOM },
293 {"GF_CAPTURE", GF_CAPTURE },
294 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
295 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
296 {"GF_IDENTIFY", GF_IDENTIFY },
297 {"GF_ATTACK", GF_ATTACK },
298 {"GF_ENGETSU", GF_ENGETSU },
299 {"GF_GENOCIDE", GF_GENOCIDE },
300 {"GF_PHOTO", GF_PHOTO },
301 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
302 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
303 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
304 {"GF_SEEKER", GF_SEEKER },
305 {"GF_SUPER_RAY", GF_SUPER_RAY },
306 {"GF_STAR_HEAL", GF_STAR_HEAL },
307 {"GF_WATER_FLOW", GF_WATER_FLOW },
308 {"GF_CRUSADE", GF_CRUSADE },
309 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
310 {"GF_WOUNDS", GF_WOUNDS },
316 * @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 /
317 * Parse a sub-file of the "extra info" (format shown below)
318 * @param buf データテキストの参照ポインタ
322 * Each "action" line has an "action symbol" in the first column,
323 * followed by a colon, followed by some command specific info,
324 * usually in the form of "tokens" separated by colons or slashes.
325 * Blank lines, lines starting with white space, and lines starting
326 * with pound signs ("#") are ignored (as comments).
327 * Note the use of "tokenize()" to allow the use of both colons and
328 * slashes as delimeters, while still allowing final tokens which
329 * may contain any characters including "delimiters".
330 * Note the use of "strtol()" to allow all "integers" to be encoded
331 * in decimal, hexidecimal, or octal form.
332 * Note that "monster zero" is used for the "player" attr/char, "object
333 * zero" will be used for the "stack" attr/char, and "feature zero" is
334 * used for the "nothing" attr/char.
335 * Parse another file recursively, see below for details
337 * Specify the attr/char values for "monsters" by race index
338 * R:\<num\>:\<a\>:\<c\>
339 * Specify the attr/char values for "objects" by kind index
340 * K:\<num\>:\<a\>:\<c\>
341 * Specify the attr/char values for "features" by feature index
342 * F:\<num\>:\<a\>:\<c\>
343 * Specify the attr/char values for unaware "objects" by kind tval
344 * U:\<tv\>:\<a\>:\<c\>
345 * Specify the attr/char values for inventory "objects" by kind tval
346 * E:\<tv\>:\<a\>:\<c\>
347 * Define a macro action, given an encoded macro action
349 * Create a normal macro, given an encoded macro trigger
351 * Create a command macro, given an encoded macro trigger
353 * Create a keyset mapping
354 * S:\<key\>:\<key\>:\<dir\>
355 * Turn an option off, given its name
357 * Turn an option on, given its name
359 * Specify visual information, given an index, and some data
360 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
361 * Specify the set of colors to use when drawing a zapped spell
363 * Specify a macro trigger template and macro trigger names.
364 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
365 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
368 errr process_pref_file_command(char *buf)
378 /* Require "?:*" format */
379 if (buf[1] != ':') return 1;
384 /* Mega-Hack -- read external player's history file */
385 /* Process "H:<history>" */
387 add_history_from_pref_line(buf + 2);
390 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
392 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
395 i = (huge)strtol(zz[0], NULL, 0);
396 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
397 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
398 if (i >= max_r_idx) return 1;
400 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
401 if (n2) r_ptr->x_char = n2;
406 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
408 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
411 i = (huge)strtol(zz[0], NULL, 0);
412 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
413 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
414 if (i >= max_k_idx) return 1;
416 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
417 if (n2) k_ptr->x_char = n2;
422 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
423 /* "F:<num>:<a>/<c>" */
424 /* "F:<num>:<a>/<c>:LIT" */
425 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
429 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
431 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
432 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
434 i = (huge)strtol(zz[0], NULL, 0);
435 if (i >= max_f_idx) return 1;
438 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
439 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
440 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
441 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
443 /* Mega-hack -- feat supports lighting */
446 /* No lighting support */
448 n1 = f_ptr->x_attr[F_LIT_STANDARD];
449 n2 = f_ptr->x_char[F_LIT_STANDARD];
450 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
452 f_ptr->x_attr[j] = n1;
453 f_ptr->x_char[j] = n2;
457 /* Use default lighting */
459 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
462 /* Use desired lighting */
463 case F_LIT_MAX * 2 + 1:
464 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
466 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
467 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
468 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
469 if (n2) f_ptr->x_char[j] = n2;
476 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
478 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
480 j = (byte)strtol(zz[0], NULL, 0);
481 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
482 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
483 misc_to_attr[j] = n1;
484 misc_to_char[j] = n2;
489 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
491 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
493 j = (huge)strtol(zz[0], NULL, 0);
494 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
495 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
496 for (i = 1; i < max_k_idx; i++)
498 object_kind *k_ptr = &k_info[i];
499 if (k_ptr->tval == j)
501 if (n1) k_ptr->d_attr = n1;
502 if (n2) k_ptr->d_char = n2;
509 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
511 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
513 j = (byte)strtol(zz[0], NULL, 0) % 128;
514 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
515 if (n1) tval_to_attr[j] = n1;
520 /* Process "A:<str>" -- save an "action" for later */
522 text_to_ascii(macro__buf, buf+2);
525 /* Process "P:<str>" -- normal macro */
530 text_to_ascii(tmp, buf+2);
531 macro_add(tmp, macro__buf);
535 /* Process "C:<str>" -- create keymap */
541 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
543 mode = strtol(zz[0], NULL, 0);
544 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
546 text_to_ascii(tmp, zz[1]);
547 if (!tmp[0] || tmp[1]) return 1;
550 string_free(keymap_act[mode][i]);
552 keymap_act[mode][i] = string_make(macro__buf);
557 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
559 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
561 i = (byte)strtol(zz[0], NULL, 0);
562 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
563 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
564 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
565 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
570 /* Process "X:<str>" -- current_world_ptr->game_turn option off */
571 /* Process "Y:<str>" -- current_world_ptr->game_turn option on */
574 for (i = 0; option_info[i].o_desc; i++)
576 if (option_info[i].o_var &&
577 option_info[i].o_text &&
578 streq(option_info[i].o_text, buf + 2))
580 int os = option_info[i].o_set;
581 int ob = option_info[i].o_bit;
583 if ((p_ptr->playing || character_xtra) &&
584 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
586 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);
594 option_flag[os] &= ~(1L << ob);
595 (*option_info[i].o_var) = FALSE;
600 option_flag[os] |= (1L << ob);
601 (*option_info[i].o_var) = TRUE;
607 /* don't know that option. ignore it.*/
608 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);
612 /* Process "Z:<type>:<str>" -- set spell color */
616 char *t = my_strchr(buf + 2, ':');
623 for (i = 0; gf_desc[i].name; i++)
625 /* Match this type */
626 if (streq(gf_desc[i].name, buf + 2))
628 /* Remember this color set */
629 gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
639 /* Initialize macro trigger names and a template */
640 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
641 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
644 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
646 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
651 if (macro_template != NULL)
653 num = strlen(macro_modifier_chr);
655 /* Kill the template string */
656 string_free(macro_template);
657 macro_template = NULL;
659 /* Kill flag characters of modifier keys */
660 string_free(macro_modifier_chr);
662 /* Kill corresponding modifier names */
663 for (i = 0; i < num; i++)
665 string_free(macro_modifier_name[i]);
668 /* Kill trigger name strings */
669 for (i = 0; i < max_macrotrigger; i++)
671 string_free(macro_trigger_name[i]);
672 string_free(macro_trigger_keycode[0][i]);
673 string_free(macro_trigger_keycode[1][i]);
676 max_macrotrigger = 0;
679 if (*zz[0] == '\0') return 0; /* clear template */
681 /* Number of modifier flags */
684 /* Limit the number */
685 num = MIN(MAX_MACRO_MOD, num);
687 /* Stop if number of modifier is not correct */
688 if (2 + num != tok) return 1;
690 /* Get a template string */
691 macro_template = string_make(zz[0]);
693 /* Get flag characters of modifier keys */
694 macro_modifier_chr = string_make(zz[1]);
696 /* Get corresponding modifier names */
697 for (i = 0; i < num; i++)
699 macro_modifier_name[i] = string_make(zz[2+i]);
703 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
709 if (max_macrotrigger >= MAX_MACRO_TRIG)
711 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
714 m = max_macrotrigger;
717 /* Take into account the escape character */
727 /* Get a trigger name */
728 macro_trigger_name[m] = string_make(buf_aux);
730 /* Get the corresponding key code */
731 macro_trigger_keycode[0][m] = string_make(zz[1]);
735 /* Key code of a combination of it with the shift key */
736 macro_trigger_keycode[1][m] = string_make(zz[2]);
740 macro_trigger_keycode[1][m] = string_make(zz[1]);
755 * @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 /
756 * Helper function for "process_pref_file()"
757 * @param sp テキスト文字列の参照ポインタ
758 * @param fp 再帰中のポインタ参照
763 * v: output buffer array
769 concptr process_pref_file_expr(char **sp, char *fp)
786 while (iswspace(*s)) s++;
804 t = process_pref_file_expr(&s, &f);
812 else if (streq(t, "IOR"))
815 while (*s && (f != b2))
817 t = process_pref_file_expr(&s, &f);
818 if (*t && !streq(t, "0")) v = "1";
823 else if (streq(t, "AND"))
826 while (*s && (f != b2))
828 t = process_pref_file_expr(&s, &f);
829 if (*t && streq(t, "0")) v = "0";
834 else if (streq(t, "NOT"))
837 while (*s && (f != b2))
839 t = process_pref_file_expr(&s, &f);
840 if (*t && streq(t, "1")) v = "0";
845 else if (streq(t, "EQU"))
850 t = process_pref_file_expr(&s, &f);
852 while (*s && (f != b2))
854 p = process_pref_file_expr(&s, &f);
855 if (streq(t, p)) v = "1";
860 else if (streq(t, "LEQ"))
865 t = process_pref_file_expr(&s, &f);
867 while (*s && (f != b2))
870 t = process_pref_file_expr(&s, &f);
871 if (*t && atoi(p) > atoi(t)) v = "0";
876 else if (streq(t, "GEQ"))
881 t = process_pref_file_expr(&s, &f);
883 while (*s && (f != b2))
886 t = process_pref_file_expr(&s, &f);
888 /* Compare two numbers instead of string */
889 if (*t && atoi(p) < atoi(t)) v = "0";
895 while (*s && (f != b2))
897 t = process_pref_file_expr(&s, &f);
902 if (f != b2) v = "?x?x?";
904 /* Extract final and Terminate */
905 if ((f = *s) != '\0') *s++ = '\0';
911 /* Accept all printables except spaces and brackets */
913 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
915 if (iskanji(*s)) s++;
919 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
922 /* Extract final and Terminate */
923 if ((f = *s) != '\0') *s++ = '\0';
929 if (streq(b+1, "SYS"))
934 else if (streq(b+1, "KEYBOARD"))
936 v = ANGBAND_KEYBOARD;
940 else if (streq(b+1, "GRAF"))
945 /* Monochrome mode */
946 else if (streq(b+1, "MONOCHROME"))
955 else if (streq(b+1, "RACE"))
965 else if (streq(b+1, "CLASS"))
975 else if (streq(b+1, "PLAYER"))
977 static char tmp_player_name[32];
979 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
989 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
996 else if (streq(b+1, "REALM1"))
999 v = E_realm_names[p_ptr->realm1];
1001 v = realm_names[p_ptr->realm1];
1006 else if (streq(b+1, "REALM2"))
1009 v = E_realm_names[p_ptr->realm2];
1011 v = realm_names[p_ptr->realm2];
1016 else if (streq(b+1, "LEVEL"))
1018 sprintf(tmp, "%02d", p_ptr->lev);
1022 /* Autopick auto-register is in-use or not? */
1023 else if (streq(b+1, "AUTOREGISTER"))
1025 if (p_ptr->autopick_autoregister)
1032 else if (streq(b+1, "MONEY"))
1034 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1053 #define PREF_TYPE_NORMAL 0
1054 #define PREF_TYPE_AUTOPICK 1
1055 #define PREF_TYPE_HISTPREF 2
1058 * @brief process_pref_fileのサブルーチン /
1059 * Open the "user pref file" and parse it.
1060 * @param name 読み込むファイル名
1061 * @param preftype prefファイルのタイプ
1066 * v: output buffer array
1067 * f: final character
1072 static errr process_pref_file_aux(concptr name, int preftype)
1084 bool bypass = FALSE;
1088 fp = my_fopen(name, "r");
1091 if (!fp) return (-1);
1093 /* Process the file */
1094 while (0 == my_fgets(fp, buf, sizeof(buf)))
1099 /* Skip "empty" lines */
1100 if (!buf[0]) continue;
1102 /* Skip "blank" lines */
1104 if (!iskanji(buf[0]))
1106 if (iswspace(buf[0])) continue;
1109 if (buf[0] == '#') continue;
1116 /* Process "?:<expr>" */
1117 if ((buf[0] == '?') && (buf[1] == ':'))
1126 /* Parse the expr */
1127 v = process_pref_file_expr(&s, &f);
1130 bypass = (streq(v, "0") ? TRUE : FALSE);
1134 /* Apply conditionals */
1135 if (bypass) continue;
1138 /* Process "%:<file>" */
1141 static int depth_count = 0;
1143 /* Ignore if deeper than 20 level */
1144 if (depth_count > 20) continue;
1146 /* Count depth level */
1149 /* Process that file if allowed */
1152 case PREF_TYPE_AUTOPICK:
1153 (void)process_autopick_file(buf + 2);
1155 case PREF_TYPE_HISTPREF:
1156 (void)process_histpref_file(buf + 2);
1159 (void)process_pref_file(buf + 2);
1163 /* Set back depth level */
1169 /* Process the line */
1170 err = process_pref_file_command(buf);
1172 /* This is not original pref line... */
1175 if (preftype != PREF_TYPE_AUTOPICK)
1177 err = process_autopick_file_command(buf);
1185 /* Print error message */
1186 /* ToDo: Add better error messages */
1187 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'."),
1188 _(name, err), line, _(err, name));
1189 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1198 * @brief pref設定ファイルを読み込み設定を反映させる /
1199 * Process the "user pref file" with the given name
1200 * @param name 読み込むファイル名
1204 * See the functions above for a list of legal "commands".
1205 * We also accept the special "?" and "%" directives, which
1206 * allow conditional evaluation and filename inclusion.
1209 errr process_pref_file(concptr name)
1215 /* Build the filename */
1216 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1218 /* Process the system pref file */
1219 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1221 /* Stop at parser errors, but not at non-existing file */
1222 if (err1 > 0) return err1;
1225 /* Build the filename */
1226 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1228 /* Process the user pref file */
1229 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1232 /* User file does not exist, but read system pref file */
1233 if (err2 < 0 && !err1)
1236 /* Result of user file processing */
1245 * Operating hours for ANGBAND (defaults to non-work hours)
1247 static char days[7][29] =
1249 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1250 "MON:XXXXXXXX.........XXXXXXX",
1251 "TUE:XXXXXXXX.........XXXXXXX",
1252 "WED:XXXXXXXX.........XXXXXXX",
1253 "THU:XXXXXXXX.........XXXXXXX",
1254 "FRI:XXXXXXXX.........XXXXXXX",
1255 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1259 * Restict usage (defaults to no restrictions)
1261 static bool check_time_flag = FALSE;
1267 * @brief Angbandプレイ禁止時刻をチェック /
1271 errr check_time(void)
1279 /* No restrictions */
1280 if (!check_time_flag) return (0);
1282 /* Check for time violation */
1283 c = time((time_t *)0);
1287 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1297 * @brief Angbandプレイ禁止時刻の初期化 /
1298 * Initialize CHECK_TIME
1301 errr check_time_init(void)
1311 /* Build the filename */
1312 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1315 fp = my_fopen(buf, "r");
1317 /* No file, no restrictions */
1318 if (!fp) return (0);
1320 /* Assume restrictions */
1321 check_time_flag = TRUE;
1323 /* Parse the file */
1324 while (0 == my_fgets(fp, buf, sizeof(buf)))
1326 /* Skip comments and blank lines */
1327 if (!buf[0] || (buf[0] == '#')) continue;
1329 /* Chop the buffer */
1332 /* Extract the info */
1333 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1334 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1335 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1336 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1337 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1338 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1339 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1353 #ifndef MAXHOSTNAMELEN
1354 # define MAXHOSTNAMELEN 64
1357 typedef struct statstime statstime;
1363 unsigned int v_pgpgin;
1364 unsigned int v_pgpgout;
1365 unsigned int v_pswpin;
1366 unsigned int v_pswpout;
1367 unsigned int v_intr;
1373 unsigned int v_swtch;
1375 struct timeval boottime;
1376 struct timeval curtime;
1380 * Maximal load (if any).
1382 static int check_load_value = 0;
1388 * @brief Angbandプレイ禁止ホストのチェック /
1392 errr check_load(void)
1397 struct statstime st;
1399 /* Success if not checking */
1400 if (!check_load_value) return (0);
1402 /* Check the load */
1403 if (0 == rstat("localhost", &st))
1405 long val1 = (long)(st.avenrun[2]);
1406 long val2 = (long)(check_load_value) * FSCALE;
1408 /* Check for violation */
1409 if (val1 >= val2) return (1);
1420 * @brief Angbandプレイ禁止ホストの設定初期化 /
1421 * Initialize CHECK_LOAD
1424 errr check_load_init(void)
1433 char temphost[MAXHOSTNAMELEN+1];
1434 char thishost[MAXHOSTNAMELEN+1];
1437 /* Build the filename */
1438 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1440 /* Open the "load" file */
1441 fp = my_fopen(buf, "r");
1443 /* No file, no restrictions */
1444 if (!fp) return (0);
1447 check_load_value = 100;
1449 /* Get the host name */
1450 (void)gethostname(thishost, (sizeof thishost) - 1);
1453 while (0 == my_fgets(fp, buf, sizeof(buf)))
1457 /* Skip comments and blank lines */
1458 if (!buf[0] || (buf[0] == '#')) continue;
1460 /* Parse, or ignore */
1461 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1463 /* Skip other hosts */
1464 if (!streq(temphost, thishost) &&
1465 !streq(temphost, "localhost")) continue;
1467 /* Use that value */
1468 check_load_value = value;
1481 #define ENTRY_BARE_HAND 0
1482 #define ENTRY_TWO_HANDS 1
1483 #define ENTRY_RIGHT_HAND1 2
1484 #define ENTRY_LEFT_HAND1 3
1485 #define ENTRY_LEFT_HAND2 4
1486 #define ENTRY_RIGHT_HAND2 5
1487 #define ENTRY_POSTURE 6
1488 #define ENTRY_SHOOT_HIT_DAM 7
1489 #define ENTRY_SHOOT_POWER 8
1490 #define ENTRY_SPEED 9
1491 #define ENTRY_BASE_AC 10
1492 #define ENTRY_LEVEL 11
1493 #define ENTRY_CUR_EXP 12
1494 #define ENTRY_MAX_EXP 13
1495 #define ENTRY_EXP_TO_ADV 14
1496 #define ENTRY_GOLD 15
1497 #define ENTRY_DAY 16
1500 #define ENTRY_PLAY_TIME 19
1501 #define ENTRY_SKILL_FIGHT 20
1502 #define ENTRY_SKILL_SHOOT 21
1503 #define ENTRY_SKILL_SAVING 22
1504 #define ENTRY_SKILL_STEALTH 23
1505 #define ENTRY_SKILL_PERCEP 24
1506 #define ENTRY_SKILL_SEARCH 25
1507 #define ENTRY_SKILL_DISARM 26
1508 #define ENTRY_SKILL_DEVICE 27
1509 #define ENTRY_SKILL_DIG 45
1512 #define ENTRY_BLOWS 28
1513 #define ENTRY_SHOTS 29
1514 #define ENTRY_AVG_DMG 30
1515 #define ENTRY_INFRA 31
1517 #define ENTRY_NAME 32
1518 #define ENTRY_SEX 33
1519 #define ENTRY_RACE 34
1520 #define ENTRY_CLASS 35
1521 #define ENTRY_REALM 36
1522 #define ENTRY_PATRON 37
1523 #define ENTRY_AGE 38
1524 #define ENTRY_HEIGHT 39
1525 #define ENTRY_WEIGHT 40
1526 #define ENTRY_SOCIAL 41
1527 #define ENTRY_ALIGN 42
1529 #define ENTRY_EXP_ANDR 43
1530 #define ENTRY_EXP_TO_ADV_ANDR 44
1539 } disp_player_line[]
1542 { 1, 10, 25, "打撃修正(格闘)"},
1543 { 1, 10, 25, "打撃修正(両手)"},
1544 { 1, 10, 25, "打撃修正(右手)"},
1545 { 1, 10, 25, "打撃修正(左手)"},
1546 { 1, 11, 25, "打撃修正(左手)"},
1547 { 1, 11, 25, "打撃修正(右手)"},
1549 { 1, 15, 25, "射撃攻撃修正"},
1550 { 1, 16, 25, "射撃武器倍率"},
1553 {29, 13, 21, "レベル"},
1554 {29, 14, 21, "経験値"},
1555 {29, 15, 21, "最大経験"},
1556 {29, 16, 21, "次レベル"},
1557 {29, 17, 21, "所持金"},
1561 {29, 20, 21, "プレイ時間"},
1562 {53, 10, -1, "打撃命中 :"},
1563 {53, 11, -1, "射撃命中 :"},
1564 {53, 12, -1, "魔法防御 :"},
1565 {53, 13, -1, "隠密行動 :"},
1566 {53, 15, -1, "知覚 :"},
1567 {53, 16, -1, "探索 :"},
1568 {53, 17, -1, "解除 :"},
1569 {53, 18, -1, "魔法道具 :"},
1570 { 1, 12, 25, "打撃回数"},
1571 { 1, 17, 25, "射撃回数"},
1572 { 1, 13, 25, "平均ダメージ"},
1573 {53, 20, -1, "赤外線視力:"},
1574 {26, 1, -1, "名前 : "},
1575 { 1, 3, -1, "性別 : "},
1576 { 1, 4, -1, "種族 : "},
1577 { 1, 5, -1, "職業 : "},
1578 { 1, 6, -1, "魔法 : "},
1579 { 1, 7, -1, "守護魔神 : "},
1583 {29, 6, 21, "社会的地位"},
1585 {29, 14, 21, "強化度"},
1586 {29, 16, 21, "次レベル"},
1587 {53, 19, -1, "掘削 :" },
1591 { 1, 10, 25, "Bare hand"},
1592 { 1, 10, 25, "Two hands"},
1593 { 1, 10, 25, "Right hand"},
1594 { 1, 10, 25, "Left hand"},
1595 { 1, 11, 25, "Left hand"},
1596 { 1, 11, 25, "Right hand"},
1597 { 1, 11, 25, "Posture"},
1598 { 1, 15, 25, "Shooting"},
1599 { 1, 16, 25, "Multiplier"},
1600 { 1, 20, 25, "Speed"},
1602 {29, 13, 21, "Level"},
1603 {29, 14, 21, "Experience"},
1604 {29, 15, 21, "Max Exp"},
1605 {29, 16, 21, "Exp to Adv"},
1606 {29, 17, 21, "Gold"},
1607 {29, 19, 21, "Time"},
1608 {29, 10, 21, "Hit point"},
1609 {29, 11, 21, "SP (Mana)"},
1610 {29, 20, 21, "Play time"},
1611 {53, 10, -1, "Fighting : "},
1612 {53, 11, -1, "Bows/Throw : "},
1613 {53, 12, -1, "SavingThrow: "},
1614 {53, 13, -1, "Stealth : "},
1615 {53, 15, -1, "Perception : "},
1616 {53, 16, -1, "Searching : "},
1617 {53, 17, -1, "Disarming : "},
1618 {53, 18, -1, "MagicDevice: "},
1619 { 1, 12, 25, "Blows/Round"},
1620 { 1, 17, 25, "Shots/Round"},
1621 { 1, 13, 25, "AverageDmg/Rnd"},
1622 {53, 20, -1, "Infra-Vision: "},
1623 {26, 1, -1, "Name : "},
1624 { 1, 3, -1, "Sex : "},
1625 { 1, 4, -1, "Race : "},
1626 { 1, 5, -1, "Class : "},
1627 { 1, 6, -1, "Magic : "},
1628 { 1, 7, -1, "Patron : "},
1630 {29, 4, 21, "Height"},
1631 {29, 5, 21, "Weight"},
1632 {29, 6, 21, "Social Class"},
1633 {29, 7, 21, "Align"},
1634 {29, 14, 21, "Construction"},
1635 {29, 16, 21, "Const to Adv"},
1636 {53, 19, -1, "Digging :" },
1641 * @brief プレイヤーのステータス1種を出力する
1643 * @param val 値を保管した文字列ポインタ
1644 * @param attr 項目表示の色
1647 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1651 int row = disp_player_line[entry].row;
1652 int col = disp_player_line[entry].col;
1653 int len = disp_player_line[entry].len;
1654 concptr head = disp_player_line[entry].header;
1656 int head_len = strlen(head);
1658 Term_putstr(col, row, -1, TERM_WHITE, head);
1665 int val_len = len - head_len;
1666 sprintf(buf, "%*.*s", val_len, val_len, val);
1667 Term_putstr(col + head_len, row, -1, attr, buf);
1671 Term_putstr(col + head_len, row, -1, attr, val);
1678 * @brief プレイヤーの打撃能力修正を表示する
1679 * @param hand 武器の装備部位ID
1680 * @param hand_entry 項目ID
1683 static void display_player_melee_bonus(int hand, int hand_entry)
1686 HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
1687 HIT_POINT show_todam = p_ptr->dis_to_d[hand];
1688 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1690 /* Hack -- add in weapon info if known */
1691 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1692 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1694 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1697 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1699 /* Dump the bonuses to hit/dam */
1700 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
1701 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1702 else if (p_ptr->ryoute)
1703 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1705 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1710 * @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
1711 * Prints the following information on the screen.
1714 static void display_player_middle(void)
1719 HIT_PROB show_tohit = p_ptr->dis_to_h_b;
1720 HIT_POINT show_todam = 0;
1723 object_type *o_ptr = &inventory[INVEN_BOW];
1730 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1733 if (p_ptr->hidarite)
1735 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1737 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
1740 if (p_ptr->special_defense & KAMAE_MASK)
1742 for (i = 0; i < MAX_KAMAE; i++)
1744 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1747 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1750 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1753 /* Apply weapon bonuses */
1754 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1755 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1757 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1758 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1760 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1762 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1765 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1767 if (inventory[INVEN_BOW].k_idx)
1769 tmul = bow_tmul(inventory[INVEN_BOW].sval);
1771 /* Get extra "power" from "extra might" */
1772 if (p_ptr->xtra_might) tmul++;
1774 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1778 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1780 /* Dump the armor class */
1781 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1789 i = p_ptr->pspeed-110;
1791 /* Hack -- Visually "undo" the Search Mode Slowdown */
1792 if (p_ptr->action == ACTION_SEARCH) i += 10;
1797 attr = TERM_L_GREEN;
1811 attr = TERM_L_UMBER;
1818 if (IS_FAST()) tmp_speed += 10;
1819 if (p_ptr->slow) tmp_speed -= 10;
1820 if (p_ptr->lightspeed) tmp_speed = 99;
1824 if (MON_FAST(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed += 10;
1825 if (MON_SLOW(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed -= 10;
1831 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1833 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1843 sprintf(buf, "(%+d)", i);
1845 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1848 display_player_one_line(ENTRY_SPEED, buf, attr);
1851 /* Dump character level */
1852 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1854 /* Dump experience */
1855 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1856 else e = ENTRY_CUR_EXP;
1858 if (p_ptr->exp >= p_ptr->max_exp)
1859 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1861 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1863 /* Dump max experience */
1864 if (p_ptr->prace == RACE_ANDROID)
1867 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1869 /* Dump exp to advance */
1870 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1871 else e = ENTRY_EXP_TO_ADV;
1873 if (p_ptr->lev >= PY_MAX_LEVEL)
1874 display_player_one_line(e, "*****", TERM_L_GREEN);
1875 else if (p_ptr->prace == RACE_ANDROID)
1876 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1878 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1881 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1886 extract_day_hour_min(&day, &hour, &min);
1888 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1889 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1891 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1893 /* Dump hit point */
1894 if (p_ptr->chp >= p_ptr->mhp)
1895 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1896 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1897 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1899 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1901 /* Dump mana power */
1902 if (p_ptr->csp >= p_ptr->msp)
1903 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1904 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1905 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1907 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1909 /* Dump play time */
1910 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", current_world_ptr->play_time/(60*60), (current_world_ptr->play_time/60)%60, current_world_ptr->play_time%60), TERM_L_GREEN);
1915 * Hack -- pass color info around this file
1917 static TERM_COLOR likert_color = TERM_WHITE;
1921 * @brief 技能ランクの表示基準を定める
1922 * Returns a "rating" of x depending on y
1924 * @param y 技能値に対するランク基準比
1927 static concptr likert(int x, int y)
1929 static char dummy[20] = "", dummy2[20] = "";
1930 memset(dummy, 0, strlen(dummy));
1931 memset(dummy2, 0, strlen(dummy2));
1936 if(show_actual_value)
1938 sprintf(dummy, "%3d-", x);
1941 /* Negative value */
1944 likert_color = TERM_L_DARK;
1945 strcat(dummy, _("最低", "Very Bad"));
1950 /* Analyze the value */
1955 likert_color = TERM_RED;
1956 strcat(dummy, _("悪い", "Bad"));
1959 likert_color = TERM_L_RED;
1960 strcat(dummy, _("劣る", "Poor"));
1965 likert_color = TERM_ORANGE;
1966 strcat(dummy, _("普通", "Fair"));
1970 likert_color = TERM_YELLOW;
1971 strcat(dummy, _("良い", "Good"));
1975 likert_color = TERM_YELLOW;
1976 strcat(dummy, _("大変良い", "Very Good"));
1981 likert_color = TERM_L_GREEN;
1982 strcat(dummy, _("卓越", "Excellent"));
1990 likert_color = TERM_GREEN;
1991 strcat(dummy, _("超越", "Superb"));
1998 likert_color = TERM_BLUE;
1999 strcat(dummy, _("英雄的", "Heroic"));
2003 likert_color = TERM_VIOLET;
2004 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2005 (int)((((x / y) - 17) * 5) / 2));
2006 strcat(dummy, dummy2);
2017 * @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
2018 * Prints ratings on certain abilities
2021 * This code is "imitated" elsewhere to "dump" a character sheet.
2023 static void display_player_various(void)
2025 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2026 int xthn, xthb, xfos, xsrh;
2027 int xdis, xdev, xsav, xstl;
2031 BIT_FLAGS flgs[TR_FLAG_SIZE];
2032 int shots, shot_frac;
2037 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2038 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2039 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2040 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2041 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2043 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2045 /* Shooting Skill (with current bow and normal missile) */
2046 o_ptr = &inventory[INVEN_BOW];
2047 tmp = p_ptr->to_h_b + o_ptr->to_h;
2048 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2050 /* If the player is wielding one? */
2053 ENERGY energy_fire = bow_energy(o_ptr->sval);
2055 /* Calculate shots per round */
2056 shots = p_ptr->num_fire * 100;
2057 shot_frac = (shots * 100 / energy_fire) % 100;
2058 shots = shots / energy_fire;
2059 if (o_ptr->name1 == ART_CRIMSON)
2063 if (p_ptr->pclass == CLASS_ARCHER)
2065 /* Extra shot at level 10 */
2066 if (p_ptr->lev >= 10) shots++;
2068 /* Extra shot at level 30 */
2069 if (p_ptr->lev >= 30) shots++;
2071 /* Extra shot at level 45 */
2072 if (p_ptr->lev >= 45) shots++;
2082 for(i = 0; i < 2; i++)
2084 damage[i] = p_ptr->dis_to_d[i] * 100;
2085 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
2087 PLAYER_LEVEL level = p_ptr->lev;
2093 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2094 if (p_ptr->special_defense & KAMAE_BYAKKO)
2095 basedam = monk_ave_damage[level][1];
2096 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2097 basedam = monk_ave_damage[level][2];
2099 basedam = monk_ave_damage[level][0];
2103 o_ptr = &inventory[INVEN_RARM + i];
2105 /* Average damage per round */
2111 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2112 if (object_is_known(o_ptr))
2114 damage[i] += o_ptr->to_d * 100;
2115 to_h[i] += o_ptr->to_h;
2117 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2118 object_flags_known(o_ptr, flgs);
2120 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2121 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2127 else if (have_flag(flgs, TR_VORPAL))
2129 /* vorpal flag only */
2133 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2134 basedam = basedam * 7 / 2;
2138 damage[i] += basedam;
2139 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2140 if (damage[i] < 0) damage[i] = 0;
2142 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2143 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2145 /* Basic abilities */
2147 xdis = p_ptr->skill_dis;
2148 xdev = p_ptr->skill_dev;
2149 xsav = p_ptr->skill_sav;
2150 xstl = p_ptr->skill_stl;
2151 xsrh = p_ptr->skill_srh;
2152 xfos = p_ptr->skill_fos;
2153 xdig = p_ptr->skill_dig;
2156 desc = likert(xthn, 12);
2157 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2159 desc = likert(xthb, 12);
2160 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2162 desc = likert(xsav, 7);
2163 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2165 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2166 desc = likert((xstl > 0) ? xstl : -1, 1);
2167 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2169 desc = likert(xfos, 6);
2170 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2172 desc = likert(xsrh, 6);
2173 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2175 desc = likert(xdis, 8);
2176 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2178 desc = likert(xdev, 6);
2179 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2181 desc = likert(xdev, 6);
2182 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2184 desc = likert(xdig, 4);
2185 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2188 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2190 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2192 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2195 if ((damage[0]+damage[1]) == 0)
2198 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2200 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2202 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2208 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2209 * Prints ratings on certain abilities
2210 * @param flgs フラグを保管する配列
2213 * Obtain the "flags" for the player as if he was an item
2215 * xtra1.c周りと多重実装になっているのを何とかする
2217 static void player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2222 for (i = 0; i < TR_FLAG_SIZE; i++)
2226 switch (p_ptr->pclass)
2229 if (p_ptr->lev > 44)
2230 add_flag(flgs, TR_REGEN);
2232 if (p_ptr->lev > 29)
2233 add_flag(flgs, TR_RES_FEAR);
2236 if (p_ptr->lev > 39)
2237 add_flag(flgs, TR_RES_FEAR);
2239 case CLASS_CHAOS_WARRIOR:
2240 if (p_ptr->lev > 29)
2241 add_flag(flgs, TR_RES_CHAOS);
2242 if (p_ptr->lev > 39)
2243 add_flag(flgs, TR_RES_FEAR);
2246 case CLASS_FORCETRAINER:
2247 if ((p_ptr->lev > 9) && !heavy_armor())
2248 add_flag(flgs, TR_SPEED);
2249 if ((p_ptr->lev>24) && !heavy_armor())
2250 add_flag(flgs, TR_FREE_ACT);
2254 add_flag(flgs, TR_SPEED);
2257 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
2258 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
2259 add_flag(flgs, TR_SPEED);
2261 add_flag(flgs, TR_FREE_ACT);
2263 add_flag(flgs, TR_SLOW_DIGEST);
2264 add_flag(flgs, TR_RES_FEAR);
2265 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2266 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2267 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2269 case CLASS_MINDCRAFTER:
2271 add_flag(flgs, TR_RES_FEAR);
2272 if (p_ptr->lev > 19)
2273 add_flag(flgs, TR_SUST_WIS);
2274 if (p_ptr->lev > 29)
2275 add_flag(flgs, TR_RES_CONF);
2276 if (p_ptr->lev > 39)
2277 add_flag(flgs, TR_TELEPATHY);
2280 add_flag(flgs, TR_RES_SOUND);
2282 case CLASS_BERSERKER:
2283 add_flag(flgs, TR_SUST_STR);
2284 add_flag(flgs, TR_SUST_DEX);
2285 add_flag(flgs, TR_SUST_CON);
2286 add_flag(flgs, TR_REGEN);
2287 add_flag(flgs, TR_FREE_ACT);
2288 add_flag(flgs, TR_SPEED);
2289 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2291 case CLASS_MIRROR_MASTER:
2292 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2295 break; /* Do nothing */
2299 if (p_ptr->mimic_form)
2301 switch(p_ptr->mimic_form)
2304 add_flag(flgs, TR_HOLD_EXP);
2305 add_flag(flgs, TR_RES_CHAOS);
2306 add_flag(flgs, TR_RES_NETHER);
2307 add_flag(flgs, TR_RES_FIRE);
2308 add_flag(flgs, TR_SEE_INVIS);
2309 add_flag(flgs, TR_SPEED);
2311 case MIMIC_DEMON_LORD:
2312 add_flag(flgs, TR_HOLD_EXP);
2313 add_flag(flgs, TR_RES_CHAOS);
2314 add_flag(flgs, TR_RES_NETHER);
2315 add_flag(flgs, TR_RES_FIRE);
2316 add_flag(flgs, TR_RES_COLD);
2317 add_flag(flgs, TR_RES_ELEC);
2318 add_flag(flgs, TR_RES_ACID);
2319 add_flag(flgs, TR_RES_POIS);
2320 add_flag(flgs, TR_RES_CONF);
2321 add_flag(flgs, TR_RES_DISEN);
2322 add_flag(flgs, TR_RES_NEXUS);
2323 add_flag(flgs, TR_RES_FEAR);
2324 add_flag(flgs, TR_IM_FIRE);
2325 add_flag(flgs, TR_SH_FIRE);
2326 add_flag(flgs, TR_SEE_INVIS);
2327 add_flag(flgs, TR_TELEPATHY);
2328 add_flag(flgs, TR_LEVITATION);
2329 add_flag(flgs, TR_SPEED);
2332 add_flag(flgs, TR_HOLD_EXP);
2333 add_flag(flgs, TR_RES_DARK);
2334 add_flag(flgs, TR_RES_NETHER);
2335 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2336 add_flag(flgs, TR_RES_POIS);
2337 add_flag(flgs, TR_RES_COLD);
2338 add_flag(flgs, TR_SEE_INVIS);
2339 add_flag(flgs, TR_SPEED);
2345 switch (p_ptr->prace)
2348 add_flag(flgs, TR_RES_LITE);
2351 add_flag(flgs, TR_HOLD_EXP);
2354 add_flag(flgs, TR_FREE_ACT);
2357 add_flag(flgs, TR_RES_BLIND);
2360 add_flag(flgs, TR_RES_DARK);
2362 case RACE_HALF_TROLL:
2363 add_flag(flgs, TR_SUST_STR);
2364 if (p_ptr->lev > 14)
2366 add_flag(flgs, TR_REGEN);
2367 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2369 add_flag(flgs, TR_SLOW_DIGEST);
2371 * Let's not make Regeneration a disadvantage
2372 * for the poor warriors who can never learn
2373 * a spell that satisfies hunger (actually
2374 * neither can rogues, but half-trolls are not
2375 * supposed to play rogues)
2381 add_flag(flgs, TR_SUST_CON);
2382 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2385 add_flag(flgs, TR_RES_LITE);
2386 add_flag(flgs, TR_SEE_INVIS);
2388 case RACE_BARBARIAN:
2389 add_flag(flgs, TR_RES_FEAR);
2391 case RACE_HALF_OGRE:
2392 add_flag(flgs, TR_SUST_STR);
2393 add_flag(flgs, TR_RES_DARK);
2395 case RACE_HALF_GIANT:
2396 add_flag(flgs, TR_RES_SHARDS);
2397 add_flag(flgs, TR_SUST_STR);
2399 case RACE_HALF_TITAN:
2400 add_flag(flgs, TR_RES_CHAOS);
2403 add_flag(flgs, TR_RES_SOUND);
2406 add_flag(flgs, TR_RES_ACID);
2407 if (p_ptr->lev > 19)
2408 add_flag(flgs, TR_IM_ACID);
2411 add_flag(flgs, TR_RES_CONF);
2412 add_flag(flgs, TR_RES_ACID);
2414 add_flag(flgs, TR_SPEED);
2417 add_flag(flgs, TR_RES_POIS);
2420 add_flag(flgs, TR_RES_DISEN);
2421 add_flag(flgs, TR_RES_DARK);
2424 add_flag(flgs, TR_RES_DARK);
2425 if (p_ptr->lev > 19)
2426 add_flag(flgs, TR_SEE_INVIS);
2428 case RACE_DRACONIAN:
2429 add_flag(flgs, TR_LEVITATION);
2431 add_flag(flgs, TR_RES_FIRE);
2433 add_flag(flgs, TR_RES_COLD);
2434 if (p_ptr->lev > 14)
2435 add_flag(flgs, TR_RES_ACID);
2436 if (p_ptr->lev > 19)
2437 add_flag(flgs, TR_RES_ELEC);
2438 if (p_ptr->lev > 34)
2439 add_flag(flgs, TR_RES_POIS);
2441 case RACE_MIND_FLAYER:
2442 add_flag(flgs, TR_SUST_INT);
2443 add_flag(flgs, TR_SUST_WIS);
2444 if (p_ptr->lev > 14)
2445 add_flag(flgs, TR_SEE_INVIS);
2446 if (p_ptr->lev > 29)
2447 add_flag(flgs, TR_TELEPATHY);
2450 add_flag(flgs, TR_RES_FIRE);
2452 add_flag(flgs, TR_SEE_INVIS);
2455 add_flag(flgs, TR_SEE_INVIS);
2456 add_flag(flgs, TR_FREE_ACT);
2457 add_flag(flgs, TR_RES_POIS);
2458 add_flag(flgs, TR_SLOW_DIGEST);
2459 if (p_ptr->lev > 34)
2460 add_flag(flgs, TR_HOLD_EXP);
2463 add_flag(flgs, TR_SEE_INVIS);
2464 add_flag(flgs, TR_RES_SHARDS);
2465 add_flag(flgs, TR_HOLD_EXP);
2466 add_flag(flgs, TR_RES_POIS);
2468 add_flag(flgs, TR_RES_COLD);
2471 add_flag(flgs, TR_SEE_INVIS);
2472 add_flag(flgs, TR_HOLD_EXP);
2473 add_flag(flgs, TR_RES_NETHER);
2474 add_flag(flgs, TR_RES_POIS);
2475 add_flag(flgs, TR_SLOW_DIGEST);
2477 add_flag(flgs, TR_RES_COLD);
2480 add_flag(flgs, TR_HOLD_EXP);
2481 add_flag(flgs, TR_RES_DARK);
2482 add_flag(flgs, TR_RES_NETHER);
2483 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2484 add_flag(flgs, TR_RES_POIS);
2485 add_flag(flgs, TR_RES_COLD);
2488 add_flag(flgs, TR_LEVITATION);
2489 add_flag(flgs, TR_FREE_ACT);
2490 add_flag(flgs, TR_RES_COLD);
2491 add_flag(flgs, TR_SEE_INVIS);
2492 add_flag(flgs, TR_HOLD_EXP);
2493 add_flag(flgs, TR_RES_NETHER);
2494 add_flag(flgs, TR_RES_POIS);
2495 add_flag(flgs, TR_SLOW_DIGEST);
2497 if (p_ptr->lev > 34)
2498 add_flag(flgs, TR_TELEPATHY);
2501 add_flag(flgs, TR_RES_LITE);
2502 add_flag(flgs, TR_LEVITATION);
2504 add_flag(flgs, TR_SPEED);
2507 add_flag(flgs, TR_RES_SOUND);
2508 add_flag(flgs, TR_RES_CONF);
2511 add_flag(flgs, TR_LEVITATION);
2512 add_flag(flgs, TR_SEE_INVIS);
2515 add_flag(flgs, TR_RES_FIRE);
2516 add_flag(flgs, TR_RES_NETHER);
2517 add_flag(flgs, TR_HOLD_EXP);
2519 add_flag(flgs, TR_SEE_INVIS);
2522 add_flag(flgs, TR_SUST_CON);
2525 add_flag(flgs, TR_LEVITATION);
2528 add_flag(flgs, TR_RES_CONF);
2531 add_flag(flgs, TR_FREE_ACT);
2532 add_flag(flgs, TR_RES_POIS);
2533 add_flag(flgs, TR_SLOW_DIGEST);
2534 add_flag(flgs, TR_HOLD_EXP);
2544 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2546 remove_flag(flgs, TR_REGEN);
2549 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2550 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2551 (p_ptr->muta3 & MUT3_SHORT_LEG))
2553 add_flag(flgs, TR_SPEED);
2556 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2558 add_flag(flgs, TR_SH_ELEC);
2561 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2563 add_flag(flgs, TR_SH_FIRE);
2564 add_flag(flgs, TR_LITE_1);
2567 if (p_ptr->muta3 & MUT3_WINGS)
2569 add_flag(flgs, TR_LEVITATION);
2572 if (p_ptr->muta3 & MUT3_FEARLESS)
2574 add_flag(flgs, TR_RES_FEAR);
2577 if (p_ptr->muta3 & MUT3_REGEN)
2579 add_flag(flgs, TR_REGEN);
2582 if (p_ptr->muta3 & MUT3_ESP)
2584 add_flag(flgs, TR_TELEPATHY);
2587 if (p_ptr->muta3 & MUT3_MOTION)
2589 add_flag(flgs, TR_FREE_ACT);
2593 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2594 add_flag(flgs, TR_AGGRAVATE);
2595 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2596 add_flag(flgs, TR_RES_CONF);
2597 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2599 add_flag(flgs, TR_RES_BLIND);
2600 add_flag(flgs, TR_RES_CONF);
2601 add_flag(flgs, TR_HOLD_EXP);
2602 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2604 add_flag(flgs, TR_SPEED);
2606 if (p_ptr->special_defense & KATA_FUUJIN)
2607 add_flag(flgs, TR_REFLECT);
2608 if (p_ptr->special_defense & KAMAE_GENBU)
2609 add_flag(flgs, TR_REFLECT);
2610 if (p_ptr->special_defense & KAMAE_SUZAKU)
2611 add_flag(flgs, TR_LEVITATION);
2612 if (p_ptr->special_defense & KAMAE_SEIRYU)
2614 add_flag(flgs, TR_RES_FIRE);
2615 add_flag(flgs, TR_RES_COLD);
2616 add_flag(flgs, TR_RES_ACID);
2617 add_flag(flgs, TR_RES_ELEC);
2618 add_flag(flgs, TR_RES_POIS);
2619 add_flag(flgs, TR_LEVITATION);
2620 add_flag(flgs, TR_SH_FIRE);
2621 add_flag(flgs, TR_SH_ELEC);
2622 add_flag(flgs, TR_SH_COLD);
2624 if (p_ptr->special_defense & KATA_MUSOU)
2626 add_flag(flgs, TR_RES_FEAR);
2627 add_flag(flgs, TR_RES_LITE);
2628 add_flag(flgs, TR_RES_DARK);
2629 add_flag(flgs, TR_RES_BLIND);
2630 add_flag(flgs, TR_RES_CONF);
2631 add_flag(flgs, TR_RES_SOUND);
2632 add_flag(flgs, TR_RES_SHARDS);
2633 add_flag(flgs, TR_RES_NETHER);
2634 add_flag(flgs, TR_RES_NEXUS);
2635 add_flag(flgs, TR_RES_CHAOS);
2636 add_flag(flgs, TR_RES_DISEN);
2637 add_flag(flgs, TR_REFLECT);
2638 add_flag(flgs, TR_HOLD_EXP);
2639 add_flag(flgs, TR_FREE_ACT);
2640 add_flag(flgs, TR_SH_FIRE);
2641 add_flag(flgs, TR_SH_ELEC);
2642 add_flag(flgs, TR_SH_COLD);
2643 add_flag(flgs, TR_LEVITATION);
2644 add_flag(flgs, TR_LITE_1);
2645 add_flag(flgs, TR_SEE_INVIS);
2646 add_flag(flgs, TR_TELEPATHY);
2647 add_flag(flgs, TR_SLOW_DIGEST);
2648 add_flag(flgs, TR_REGEN);
2649 add_flag(flgs, TR_SUST_STR);
2650 add_flag(flgs, TR_SUST_INT);
2651 add_flag(flgs, TR_SUST_WIS);
2652 add_flag(flgs, TR_SUST_DEX);
2653 add_flag(flgs, TR_SUST_CON);
2654 add_flag(flgs, TR_SUST_CHR);
2659 * @brief プレイヤーの一時的魔法効果による耐性を返す
2660 * Prints ratings on certain abilities
2661 * @param flgs フラグを保管する配列
2664 * xtra1.c周りと多重実装になっているのを何とかする
2666 static void tim_player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2671 for (i = 0; i < TR_FLAG_SIZE; i++)
2674 if (IS_HERO() || p_ptr->shero)
2675 add_flag(flgs, TR_RES_FEAR);
2676 if (p_ptr->tim_invis)
2677 add_flag(flgs, TR_SEE_INVIS);
2678 if (p_ptr->tim_regen)
2679 add_flag(flgs, TR_REGEN);
2681 add_flag(flgs, TR_TELEPATHY);
2682 if (IS_FAST() || p_ptr->slow)
2683 add_flag(flgs, TR_SPEED);
2685 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(prace_is_(RACE_YEEK) && (p_ptr->lev > 19)))
2686 add_flag(flgs, TR_RES_ACID);
2687 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2688 add_flag(flgs, TR_RES_ELEC);
2689 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2690 add_flag(flgs, TR_RES_FIRE);
2691 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2692 add_flag(flgs, TR_RES_COLD);
2693 if (IS_OPPOSE_POIS())
2694 add_flag(flgs, TR_RES_POIS);
2696 if (p_ptr->special_attack & ATTACK_ACID)
2697 add_flag(flgs, TR_BRAND_ACID);
2698 if (p_ptr->special_attack & ATTACK_ELEC)
2699 add_flag(flgs, TR_BRAND_ELEC);
2700 if (p_ptr->special_attack & ATTACK_FIRE)
2701 add_flag(flgs, TR_BRAND_FIRE);
2702 if (p_ptr->special_attack & ATTACK_COLD)
2703 add_flag(flgs, TR_BRAND_COLD);
2704 if (p_ptr->special_attack & ATTACK_POIS)
2705 add_flag(flgs, TR_BRAND_POIS);
2706 if (p_ptr->special_defense & DEFENSE_ACID)
2707 add_flag(flgs, TR_IM_ACID);
2708 if (p_ptr->special_defense & DEFENSE_ELEC)
2709 add_flag(flgs, TR_IM_ELEC);
2710 if (p_ptr->special_defense & DEFENSE_FIRE)
2711 add_flag(flgs, TR_IM_FIRE);
2712 if (p_ptr->special_defense & DEFENSE_COLD)
2713 add_flag(flgs, TR_IM_COLD);
2714 if (p_ptr->wraith_form)
2715 add_flag(flgs, TR_REFLECT);
2717 if (p_ptr->tim_reflect)
2718 add_flag(flgs, TR_REFLECT);
2720 if (p_ptr->magicdef)
2722 add_flag(flgs, TR_RES_BLIND);
2723 add_flag(flgs, TR_RES_CONF);
2724 add_flag(flgs, TR_REFLECT);
2725 add_flag(flgs, TR_FREE_ACT);
2726 add_flag(flgs, TR_LEVITATION);
2728 if (p_ptr->tim_res_nether)
2730 add_flag(flgs, TR_RES_NETHER);
2732 if (p_ptr->tim_sh_fire)
2734 add_flag(flgs, TR_SH_FIRE);
2738 add_flag(flgs, TR_RES_FEAR);
2739 add_flag(flgs, TR_RES_LITE);
2740 add_flag(flgs, TR_RES_DARK);
2741 add_flag(flgs, TR_RES_BLIND);
2742 add_flag(flgs, TR_RES_CONF);
2743 add_flag(flgs, TR_RES_SOUND);
2744 add_flag(flgs, TR_RES_SHARDS);
2745 add_flag(flgs, TR_RES_NETHER);
2746 add_flag(flgs, TR_RES_NEXUS);
2747 add_flag(flgs, TR_RES_CHAOS);
2748 add_flag(flgs, TR_RES_DISEN);
2749 add_flag(flgs, TR_REFLECT);
2750 add_flag(flgs, TR_HOLD_EXP);
2751 add_flag(flgs, TR_FREE_ACT);
2752 add_flag(flgs, TR_SH_FIRE);
2753 add_flag(flgs, TR_SH_ELEC);
2754 add_flag(flgs, TR_SH_COLD);
2755 add_flag(flgs, TR_LEVITATION);
2756 add_flag(flgs, TR_LITE_1);
2757 add_flag(flgs, TR_SEE_INVIS);
2758 add_flag(flgs, TR_TELEPATHY);
2759 add_flag(flgs, TR_SLOW_DIGEST);
2760 add_flag(flgs, TR_REGEN);
2761 add_flag(flgs, TR_SUST_STR);
2762 add_flag(flgs, TR_SUST_INT);
2763 add_flag(flgs, TR_SUST_WIS);
2764 add_flag(flgs, TR_SUST_DEX);
2765 add_flag(flgs, TR_SUST_CON);
2766 add_flag(flgs, TR_SUST_CHR);
2770 if (p_ptr->realm1 == REALM_HEX)
2772 if (hex_spelling(HEX_DEMON_AURA))
2774 add_flag(flgs, TR_SH_FIRE);
2775 add_flag(flgs, TR_REGEN);
2777 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2778 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2783 /* Mode flags for displaying player flags */
2784 #define DP_CURSE 0x01
2790 * @brief プレイヤーの装備一覧をシンボルで並べる
2792 * @param y 表示するコンソールの行
2793 * @param x 表示するコンソールの列
2797 static void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2806 /* Weapon flags need only two column */
2807 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2808 else max_i = INVEN_TOTAL;
2810 /* Dump equippy chars */
2811 for (i = INVEN_RARM; i < max_i; i++)
2814 o_ptr = &inventory[i];
2816 a = object_attr(o_ptr);
2817 c = object_char(o_ptr);
2819 /* Clear the part of the screen */
2820 if (!equippy_chars || !o_ptr->k_idx)
2827 Term_putch(x + i - INVEN_RARM, y, a, c);
2833 * @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
2836 void print_equippy(void)
2838 display_player_equippy(ROW_EQUIPPY, COL_EQUIPPY, 0);
2842 * @brief プレイヤーの装備による免疫フラグを返す
2843 * @param flgs フラグを保管する配列
2846 * xtra1.c周りと多重実装になっているのを何とかする
2848 static void known_obj_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2853 for (i = 0; i < TR_FLAG_SIZE; i++)
2856 /* Check equipment */
2857 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2859 u32b o_flgs[TR_FLAG_SIZE];
2864 o_ptr = &inventory[i];
2866 if (!o_ptr->k_idx) continue;
2869 object_flags_known(o_ptr, o_flgs);
2871 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2872 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2873 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2874 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2879 * @brief プレイヤーの種族による免疫フラグを返す
2880 * @param flgs フラグを保管する配列
2883 * xtra1.c周りと多重実装になっているのを何とかする
2885 static void player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2890 for (i = 0; i < TR_FLAG_SIZE; i++)
2893 if (prace_is_(RACE_SPECTRE))
2894 add_flag(flgs, TR_RES_NETHER);
2895 if (p_ptr->mimic_form == MIMIC_VAMPIRE || prace_is_(RACE_VAMPIRE))
2896 add_flag(flgs, TR_RES_DARK);
2897 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2898 add_flag(flgs, TR_RES_FIRE);
2899 else if (prace_is_(RACE_YEEK) && p_ptr->lev > 19)
2900 add_flag(flgs, TR_RES_ACID);
2904 * @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
2905 * @param flgs フラグを保管する配列
2908 * xtra1.c周りと多重実装になっているのを何とかする
2910 static void tim_player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2915 for (i = 0; i < TR_FLAG_SIZE; i++)
2918 if (p_ptr->special_defense & DEFENSE_ACID)
2919 add_flag(flgs, TR_RES_ACID);
2920 if (p_ptr->special_defense & DEFENSE_ELEC)
2921 add_flag(flgs, TR_RES_ELEC);
2922 if (p_ptr->special_defense & DEFENSE_FIRE)
2923 add_flag(flgs, TR_RES_FIRE);
2924 if (p_ptr->special_defense & DEFENSE_COLD)
2925 add_flag(flgs, TR_RES_COLD);
2926 if (p_ptr->wraith_form)
2927 add_flag(flgs, TR_RES_DARK);
2931 * @brief プレイヤーの種族による弱点フラグを返す
2932 * @param flgs フラグを保管する配列
2935 * xtra1.c周りと多重実装になっているのを何とかする
2937 static void player_vuln_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2942 for (i = 0; i < TR_FLAG_SIZE; i++)
2945 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2947 add_flag(flgs, TR_RES_ACID);
2948 add_flag(flgs, TR_RES_ELEC);
2949 add_flag(flgs, TR_RES_FIRE);
2950 add_flag(flgs, TR_RES_COLD);
2952 if (prace_is_(RACE_ANDROID))
2953 add_flag(flgs, TR_RES_ELEC);
2954 if (prace_is_(RACE_ENT))
2955 add_flag(flgs, TR_RES_FIRE);
2956 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) ||
2957 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2958 add_flag(flgs, TR_RES_LITE);
2963 * A struct for storing misc. flags
2966 BIT_FLAGS player_flags[TR_FLAG_SIZE];
2967 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
2968 BIT_FLAGS player_imm[TR_FLAG_SIZE];
2969 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
2970 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
2971 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
2976 * @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 /
2977 * Helper function, see below
2978 * @param row コンソール表示位置の左上行
2979 * @param col コンソール表示位置の左上列
2980 * @param header コンソール上で表示する特性名
2981 * @param flag1 参照する特性ID
2982 * @param f プレイヤーの特性情報構造体
2983 * @param mode 表示オプション
2986 static void display_flag_aux(TERM_LEN row, TERM_LEN col, concptr header,
2987 int flag1, all_player_flags *f, u16b mode)
2992 byte header_color = TERM_L_DARK;
2993 int header_col = col;
2995 if (have_flag(f->player_vuln, flag1) &&
2996 !(have_flag(f->known_obj_imm, flag1) ||
2997 have_flag(f->player_imm, flag1) ||
2998 have_flag(f->tim_player_imm, flag1)))
3002 col += strlen(header) + 1;
3004 /* Weapon flags need only two column */
3005 if (mode & DP_WP) max_i = INVEN_LARM + 1;
3006 else max_i = INVEN_TOTAL;
3008 /* Check equipment */
3009 for (i = INVEN_RARM; i < max_i; i++)
3011 BIT_FLAGS flgs[TR_FLAG_SIZE];
3015 o_ptr = &inventory[i];
3018 object_flags_known(o_ptr, flgs);
3021 if (!(mode & DP_IMM))
3022 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3025 if (mode & DP_CURSE)
3027 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3029 c_put_str(TERM_L_DARK, "+", row, col);
3030 header_color = TERM_WHITE;
3032 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3034 c_put_str(TERM_WHITE, "+", row, col);
3035 header_color = TERM_WHITE;
3037 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3039 c_put_str(TERM_WHITE, "*", row, col);
3040 header_color = TERM_WHITE;
3043 else if (flag1 == TR_LITE_1)
3045 if (have_dark_flag(flgs))
3047 c_put_str(TERM_L_DARK, "+", row, col);
3048 header_color = TERM_WHITE;
3050 else if (have_lite_flag(flgs))
3052 c_put_str(TERM_WHITE, "+", row, col);
3053 header_color = TERM_WHITE;
3058 if (have_flag(flgs, flag1))
3060 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3061 (mode & DP_IMM) ? "*" : "+", row, col);
3062 header_color = TERM_WHITE;
3070 /* Assume that player flag is already written */
3073 if (header_color != TERM_L_DARK)
3075 /* Overwrite Header Color */
3076 c_put_str(header_color, header, row, header_col);
3082 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3085 if (have_flag(f->player_flags, flag1))
3087 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3088 header_color = TERM_WHITE;
3091 /* Timed player flags */
3092 if (have_flag(f->tim_player_flags, flag1))
3094 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3095 header_color = TERM_WHITE;
3099 if (have_flag(f->tim_player_imm, flag1))
3101 c_put_str(TERM_YELLOW, "*", row, col);
3102 header_color = TERM_WHITE;
3104 if (have_flag(f->player_imm, flag1))
3106 c_put_str(TERM_WHITE, "*", row, col);
3107 header_color = TERM_WHITE;
3111 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3114 c_put_str(header_color, header, row, header_col);
3119 * @brief プレイヤーの特性フラグ一覧表示1 /
3120 * Special display, part 1
3123 static void display_player_flag_info(void)
3130 /* Extract flags and store */
3131 player_flags(f.player_flags);
3132 tim_player_flags(f.tim_player_flags);
3133 player_immunity(f.player_imm);
3134 tim_player_immunity(f.tim_player_imm);
3135 known_obj_immunity(f.known_obj_imm);
3136 player_vuln_flags(f.player_vuln);
3143 display_player_equippy(row-2, col+8, 0);
3144 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3147 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3148 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3149 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3150 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3151 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3152 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3153 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3154 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3155 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3156 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3157 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3158 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3159 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3160 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3162 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3163 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3164 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3165 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3166 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3167 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3168 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3169 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3170 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3171 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3172 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3173 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3174 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3175 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3184 display_player_equippy(row-2, col+8, 0);
3186 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3189 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3190 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3191 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3192 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3193 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3194 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3195 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3196 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3197 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3198 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3200 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3201 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3202 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3203 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3204 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3205 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3206 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3207 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3208 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3209 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3218 display_player_equippy(row-2, col+12, 0);
3220 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3223 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3224 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3225 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3226 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3227 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3228 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3229 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3230 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3231 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3232 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3234 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3235 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3236 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3237 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3238 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3239 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3240 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3241 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3242 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3243 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3250 * @brief プレイヤーの特性フラグ一覧表示2 /
3251 * Special display, part 2
3254 static void display_player_other_flag_info(void)
3261 /* Extract flags and store */
3262 player_flags(f.player_flags);
3263 tim_player_flags(f.tim_player_flags);
3264 player_immunity(f.player_imm);
3265 tim_player_immunity(f.tim_player_imm);
3266 known_obj_immunity(f.known_obj_imm);
3267 player_vuln_flags(f.player_vuln);
3274 display_player_equippy(row-2, col+12, DP_WP);
3276 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3279 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3280 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3281 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3282 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3283 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3284 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3285 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3286 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3287 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3288 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3289 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3290 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3291 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3292 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3293 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3294 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3295 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3296 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3297 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3298 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3299 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3300 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3301 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3302 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3303 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3304 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3305 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3306 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3308 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3309 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3310 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3311 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3312 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3313 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3314 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3315 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3316 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3317 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3318 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3319 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3320 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3321 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3322 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3323 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3324 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3325 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3326 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3327 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3328 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3329 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3330 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3331 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3332 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3333 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3334 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3335 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3344 display_player_equippy(row-2, col+13, 0);
3345 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3348 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3349 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3350 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3351 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3352 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3353 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3354 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3355 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3356 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3357 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3358 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3359 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3360 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3361 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3362 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3363 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3364 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3365 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3366 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3368 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3369 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3370 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3371 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3372 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3373 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3374 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3375 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3376 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3377 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3378 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3379 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3380 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3381 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3382 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3383 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3384 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3385 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3386 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3393 col = col + 12 + 17;
3395 display_player_equippy(row-2, col+14, 0);
3397 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3400 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3401 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3402 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3403 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3404 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3405 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3407 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3408 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3409 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3410 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3411 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3412 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3414 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3415 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3416 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3417 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3419 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3420 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3421 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3422 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3423 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3424 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3426 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3427 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3428 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3429 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3430 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3431 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3433 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3434 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3435 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3436 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3443 * @brief プレイヤーの特性フラグ一覧表示2a /
3444 * Special display, part 2a
3447 static void display_player_misc_info(void)
3452 /* Display basics */
3454 put_str("名前 :", 1, 26);
3455 put_str("性別 :", 3, 1);
3456 put_str("種族 :", 4, 1);
3457 put_str("職業 :", 5, 1);
3459 put_str("Name :", 1, 26);
3460 put_str("Sex :", 3, 1);
3461 put_str("Race :", 4, 1);
3462 put_str("Class :", 5, 1);
3465 strcpy(tmp,ap_ptr->title);
3472 strcat(tmp,p_ptr->name);
3474 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3475 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3476 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3477 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3479 /* Display extras */
3481 put_str("レベル:", 6, 1);
3482 put_str("HP :", 7, 1);
3483 put_str("MP :", 8, 1);
3485 put_str("Level :", 6, 1);
3486 put_str("Hits :", 7, 1);
3487 put_str("Mana :", 8, 1);
3491 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3492 c_put_str(TERM_L_BLUE, buf, 6, 9);
3493 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3494 c_put_str(TERM_L_BLUE, buf, 7, 9);
3495 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3496 c_put_str(TERM_L_BLUE, buf, 8, 9);
3501 * @brief プレイヤーの特性フラグ一覧表示2b /
3502 * Special display, part 2b
3506 * How to print out the modifications and sustains.
3507 * Positive mods with no sustain will be light green.
3508 * Positive mods with a sustain will be dark green.
3509 * Sustains (with no modification) will be a dark green 's'.
3510 * Negative mods (from a curse) will be red.
3511 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3512 * No mod, no sustain, will be a slate '.'
3515 static void display_player_stat_info(void)
3522 BIT_FLAGS flgs[TR_FLAG_SIZE];
3536 /* Print out the labels for the columns */
3537 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col+1);
3538 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col+7);
3539 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col+13);
3540 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col+28);
3541 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col+35);
3543 /* Display the stats */
3544 for (i = 0; i < A_MAX; i++)
3548 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3549 else r_adj = rp_ptr->r_adj[i];
3551 /* Calculate equipment adjustment */
3554 /* Icky formula to deal with the 18 barrier */
3555 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] > 18))
3556 e_adj = (p_ptr->stat_top[i] - p_ptr->stat_max[i]) / 10;
3557 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3558 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3559 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3560 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3562 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3563 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3565 if (prace_is_(RACE_ENT))
3571 if (p_ptr->lev > 25) r_adj++;
3572 if (p_ptr->lev > 40) r_adj++;
3573 if (p_ptr->lev > 45) r_adj++;
3576 if (p_ptr->lev > 25) r_adj--;
3577 if (p_ptr->lev > 40) r_adj--;
3578 if (p_ptr->lev > 45) r_adj--;
3584 e_adj -= cp_ptr->c_adj[i];
3585 e_adj -= ap_ptr->a_adj[i];
3587 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3588 /* Reduced name of stat */
3589 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3591 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3594 /* Internal "natural" max value. Maxes at 18/100 */
3595 /* This is useful to see if you are maxed out */
3596 cnv_stat(p_ptr->stat_max[i], buf);
3597 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3599 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3601 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3603 /* Race, class, and equipment modifiers */
3604 (void)sprintf(buf, "%3d", r_adj);
3605 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3606 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3607 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3608 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3609 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3610 (void)sprintf(buf, "%3d", (int)e_adj);
3611 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3613 /* Actual maximal modified value */
3614 cnv_stat(p_ptr->stat_top[i], buf);
3615 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3617 /* Only display stat_use if not maximal */
3618 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3620 cnv_stat(p_ptr->stat_use[i], buf);
3621 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3626 col = stat_col + 41;
3628 /* Header and Footer */
3629 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3630 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3632 /* Process equipment */
3633 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3635 o_ptr = &inventory[i];
3637 /* Acquire "known" flags */
3638 object_flags_known(o_ptr, flgs);
3640 /* Initialize color based of sign of pval. */
3641 for (stat = 0; stat < A_MAX; stat++)
3648 if (have_flag(flgs, stat))
3654 if (o_ptr->pval > 0)
3660 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3663 if (have_flag(flgs, stat + TR_SUST_STR))
3665 /* Dark green for sustained stats */
3670 if (o_ptr->pval < 0)
3676 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3681 else if (have_flag(flgs, stat + TR_SUST_STR))
3683 /* Dark green "s" */
3688 /* Dump proper character */
3689 Term_putch(col, row + stat+1, a, c);
3700 for (stat = 0; stat < A_MAX; stat++)
3707 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3713 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3714 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3715 if (p_ptr->tsuyoshi) dummy += 4;
3717 else if (stat == A_WIS || stat == A_INT)
3719 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3720 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3722 else if (stat == A_DEX)
3724 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3725 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3726 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3728 else if (stat == A_CON)
3730 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3731 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3732 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3733 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3734 if (p_ptr->tsuyoshi) dummy += 4;
3736 else if (stat == A_CHR)
3738 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3739 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3740 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3741 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3742 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3743 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3759 if (dummy < 10) c = '0' + dummy;
3769 if (dummy > -10) c = '0' - dummy;
3776 if (have_flag(flgs, stat + TR_SUST_STR))
3778 /* Dark green "s" */
3785 Term_putch(col, row + stat+1, a, c);
3791 * @brief プレイヤーのステータス表示メイン処理
3792 * Display the character on the screen (various modes)
3793 * @param mode 表示モードID
3797 * The top one and bottom two lines are left blank.
3798 * Mode 0 = standard display with skills
3799 * Mode 1 = standard display with history
3800 * Mode 2 = summary of various things
3801 * Mode 3 = summary of various things (part 2)
3802 * Mode 4 = mutations
3805 void display_player(int mode)
3811 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3820 if ((mode == 0) || (mode == 1))
3822 /* Name, Sex, Race, Class */
3824 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", p_ptr->name);
3826 sprintf(tmp, "%s %s", ap_ptr->title, p_ptr->name);
3829 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3830 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3831 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3832 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3837 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3839 strcpy(tmp, realm_names[p_ptr->realm1]);
3840 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3843 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3844 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3846 /* Age, Height, Weight, Social */
3847 /* 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 */
3849 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3850 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3851 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3852 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3854 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3855 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3856 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3857 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3859 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3862 /* Display the stats */
3863 for (i = 0; i < A_MAX; i++)
3865 /* Special treatment of "injured" stats */
3866 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3870 /* Use lowercase stat name */
3871 put_str(stat_names_reduced[i], 3 + i, 53);
3873 /* Get the current stat */
3874 value = p_ptr->stat_use[i];
3876 /* Obtain the current stat (modified) */
3877 cnv_stat(value, buf);
3879 /* Display the current stat (modified) */
3880 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3882 /* Acquire the max stat */
3883 value = p_ptr->stat_top[i];
3885 /* Obtain the maximum stat (modified) */
3886 cnv_stat(value, buf);
3888 /* Display the maximum stat (modified) */
3889 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3892 /* Normal treatment of "normal" stats */
3895 /* Assume uppercase stat name */
3896 put_str(stat_names[i], 3 + i, 53);
3898 /* Obtain the current stat (modified) */
3899 cnv_stat(p_ptr->stat_use[i], buf);
3901 /* Display the current stat (modified) */
3902 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3905 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3907 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3911 /* Display "history" info */
3915 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3917 for (i = 0; i < 4; i++)
3919 put_str(p_ptr->history[i], i + 12, 10);
3926 if (p_ptr->total_winner)
3929 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3931 sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3934 else if (!current_floor_ptr->dun_level)
3937 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3939 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3942 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3944 /* Get the quest text */
3945 /* Bewere that INIT_ASSIGN resets the cur_num. */
3946 init_flags = INIT_NAME_ONLY;
3948 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3951 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);
3953 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
3959 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), (int)current_floor_ptr->dun_level, p_ptr->died_from);
3961 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, current_floor_ptr->dun_level, map_name());
3965 else if (character_dungeon)
3967 if (!current_floor_ptr->dun_level)
3969 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
3971 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3973 /* Clear the text */
3974 /* Must be done before doing INIT_SHOW_TEXT */
3975 for (i = 0; i < 10; i++)
3977 quest_text[i][0] = '\0';
3979 quest_text_line = 0;
3981 /* Get the quest text */
3982 init_flags = INIT_NAME_ONLY;
3984 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3986 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);
3991 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)current_floor_ptr->dun_level);
3993 sprintf(statmsg, "...Now, you are exploring level %d of %s.", current_floor_ptr->dun_level, map_name());
4000 char temp[64*2], *t;
4001 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4003 for(i=0 ; i<2 ; i++)
4009 put_str(t, i + 5 + 12, 10);
4017 /* Display "various" info */
4020 display_player_middle();
4021 display_player_various();
4028 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4031 display_player_misc_info();
4032 display_player_stat_info();
4033 display_player_flag_info();
4039 display_player_other_flag_info();
4044 do_cmd_knowledge_mutations();
4049 * @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
4050 * @param fff ファイルポインタ
4053 static void dump_aux_display_player(FILE *fff)
4062 /* Dump part of the screen */
4063 for (y = 1; y < 22; y++)
4066 for (x = 0; x < 79; x++)
4068 /* Get the attr/char */
4069 (void)(Term_what(x, y, &a, &c));
4075 /* End the string */
4078 /* Kill trailing spaces */
4079 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4082 fprintf(fff, _("%s\n", "%s\n"), buf);
4085 /* Display history */
4088 /* Dump part of the screen */
4089 for (y = 10; y < 19; y++)
4092 for (x = 0; x < 79; x++)
4094 /* Get the attr/char */
4095 (void)(Term_what(x, y, &a, &c));
4101 /* End the string */
4104 /* Kill trailing spaces */
4105 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4108 fprintf(fff, "%s\n", buf);
4113 /* Display flags (part 1) */
4116 /* Dump part of the screen */
4117 for (y = 2; y < 22; y++)
4120 for (x = 0; x < 79; x++)
4122 /* Get the attr/char */
4123 (void)(Term_what(x, y, &a, &c));
4125 /* Dump it (Ignore equippy tile graphic) */
4132 /* End the string */
4135 /* Kill trailing spaces */
4136 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4139 fprintf(fff, "%s\n", buf);
4144 /* Display flags (part 2) */
4147 /* Dump part of the screen */
4148 for (y = 1; y < 22; y++)
4151 for (x = 0; x < 79; x++)
4153 /* Get the attr/char */
4154 (void)(Term_what(x, y, &a, &c));
4156 /* Dump it (Ignore equippy tile graphic) */
4163 /* End the string */
4166 /* Kill trailing spaces */
4167 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4170 fprintf(fff, "%s\n", buf);
4178 * @brief プレイヤーのペット情報をファイルにダンプする
4179 * @param fff ファイルポインタ
4182 static void dump_aux_pet(FILE *fff)
4186 bool pet_settings = FALSE;
4187 GAME_TEXT pet_name[MAX_NLEN];
4189 for (i = m_max - 1; i >= 1; i--)
4191 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
4193 if (!monster_is_valid(m_ptr)) continue;
4194 if (!is_pet(m_ptr)) continue;
4195 pet_settings = TRUE;
4196 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4199 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4202 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4203 fprintf(fff, "%s\n", pet_name);
4208 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4210 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4211 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4213 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4214 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4216 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4217 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4219 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4220 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4222 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4223 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4225 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"),
4226 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4234 * @brief プレイヤーの職業能力情報をファイルにダンプする
4235 * @param fff ファイルポインタ
4238 static void dump_aux_class_special(FILE *fff)
4240 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4247 int spellnum[MAX_MONSPELLS];
4248 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4253 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4255 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4260 set_rf_masks(&f4, &f5, &f6, j);
4263 case MONSPELL_TYPE_BOLT:
4264 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4267 case MONSPELL_TYPE_BALL:
4268 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4271 case MONSPELL_TYPE_BREATH:
4272 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4275 case MONSPELL_TYPE_SUMMON:
4276 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4279 case MONSPELL_TYPE_OTHER:
4280 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4284 for (i = 0, num = 0; i < 32; i++)
4286 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4290 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4294 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4299 strcat(p[col], " ");
4301 for (i = 0; i < num; i++)
4303 if (p_ptr->magic_num2[spellnum[i]])
4306 /* Dump blue magic */
4307 l1 = strlen(p[col]);
4308 l2 = strlen(monster_powers_short[spellnum[i]]);
4309 if ((l1 + l2) >= 75)
4311 strcat(p[col], "\n");
4313 strcat(p[col], " ");
4315 strcat(p[col], monster_powers_short[spellnum[i]]);
4316 strcat(p[col], ", ");
4322 strcat(p[col], _("なし", "None"));
4326 if (p[col][strlen(p[col])-2] == ',')
4328 p[col][strlen(p[col])-2] = '\0';
4332 p[col][strlen(p[col])-10] = '\0';
4336 strcat(p[col], "\n");
4339 for (i=0;i<=col;i++)
4344 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4346 char s[EATER_EXT][MAX_NLEN];
4347 OBJECT_TYPE_VALUE tval = 0;
4349 KIND_OBJECT_IDX k_idx;
4350 OBJECT_SUBTYPE_VALUE i;
4353 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4355 for (ext = 0; ext < 3; ext++)
4359 /* Dump an extent name */
4364 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4368 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4372 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4376 /* Get magic device names that were eaten */
4377 for (i = 0; i < EATER_EXT; i++)
4379 int idx = EATER_EXT * ext + i;
4381 magic_num = p_ptr->magic_num2[idx];
4382 if (!magic_num) continue;
4384 k_idx = lookup_kind(tval, i);
4385 if (!k_idx) continue;
4386 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4390 /* Dump magic devices in this extent */
4393 for (i = 0; i < eat_num; i++)
4396 if (i % 3 < 2) fputs(" ", fff);
4397 else fputs("\n", fff);
4400 if (i % 3 > 0) fputs("\n", fff);
4402 else /* Not found */
4404 fputs(_(" (なし)\n", " (none)\n"), fff);
4408 else if (p_ptr->pclass == CLASS_SMITH)
4410 int i, id[250], n = 0, row;
4412 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4413 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4414 "Essence Num Essence Num Essence Num "));
4415 for (i = 0; essence_name[i]; i++)
4417 if (!essence_name[i][0]) continue;
4424 for (i = 0; i < row; i++)
4427 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4428 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4429 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4439 * @brief クエスト情報をファイルにダンプする
4440 * @param fff ファイルポインタ
4443 static void dump_aux_quest(FILE *fff)
4446 QUEST_IDX *quest_num;
4449 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4451 /* Allocate Memory */
4452 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4454 /* Sort by compete level */
4455 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4456 ang_sort_comp = ang_sort_comp_quest_num;
4457 ang_sort_swap = ang_sort_swap_quest_num;
4458 ang_sort(quest_num, &dummy, max_q_idx);
4460 /* Dump Quest Information */
4462 do_cmd_knowledge_quests_completed(fff, quest_num);
4464 do_cmd_knowledge_quests_failed(fff, quest_num);
4468 C_KILL(quest_num, max_q_idx, QUEST_IDX);
4473 * @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
4474 * @param fff ファイルポインタ
4477 static void dump_aux_last_message(FILE *fff)
4481 if (!p_ptr->total_winner)
4485 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4486 for (i = MIN(message_num(), 30); i >= 0; i--)
4488 fprintf(fff,"> %s\n",message_str((s16b)i));
4493 /* Hack -- *Winning* message */
4494 else if (p_ptr->last_message)
4496 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4497 fprintf(fff," %s\n", p_ptr->last_message);
4504 * @brief 帰還場所情報をファイルにダンプする
4505 * @param fff ファイルポインタ
4508 static void dump_aux_recall(FILE *fff)
4511 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4513 for (y = 1; y < max_d_idx; y++)
4517 if (!d_info[y].maxdepth) continue;
4518 if (!max_dlv[y]) continue;
4519 if (d_info[y].final_guardian)
4521 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4523 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4525 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4526 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4532 * @brief オプション情報をファイルにダンプする
4533 * @param fff ファイルポインタ
4536 static void dump_aux_options(FILE *fff)
4538 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4541 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4544 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4546 if (ironman_small_levels)
4547 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4548 else if (always_small_levels)
4549 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4550 else if (small_levels)
4551 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4553 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4557 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4559 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4563 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4565 if (ironman_downward)
4566 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4569 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4571 if (ironman_nightmare)
4572 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4575 if (ironman_empty_levels)
4576 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4577 else if (empty_levels)
4578 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4580 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4585 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"));
4592 * @brief 闘技場の情報をファイルにダンプする
4593 * @param fff ファイルポインタ
4596 static void dump_aux_arena(FILE *fff)
4598 if (lite_town || vanilla_town) return;
4600 if (p_ptr->arena_number < 0)
4602 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4604 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4609 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4610 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4612 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4613 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4614 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4618 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4620 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4622 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4624 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4629 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4631 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");
4640 * @brief 撃破モンスターの情報をファイルにダンプする
4641 * @param fff ファイルポインタ
4644 static void dump_aux_monsters(FILE *fff)
4646 /* Monsters slain */
4649 long uniq_total = 0;
4650 long norm_total = 0;
4653 /* Sort by monster level */
4656 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4658 /* Allocate the "who" array */
4659 C_MAKE(who, max_r_idx, MONRACE_IDX);
4661 /* Count monster kills */
4662 for (k = 1; k < max_r_idx; k++)
4664 monster_race *r_ptr = &r_info[k];
4666 /* Ignore unused index */
4667 if (!r_ptr->name) continue;
4669 /* Unique monsters */
4670 if (r_ptr->flags1 & RF1_UNIQUE)
4672 bool dead = (r_ptr->max_num == 0);
4677 /* Add a unique monster to the list */
4678 who[uniq_total++] = k;
4682 /* Normal monsters */
4685 if (r_ptr->r_pkills > 0)
4687 norm_total += r_ptr->r_pkills;
4693 /* No monsters is defeated */
4696 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4699 /* Defeated more than one normal monsters */
4700 else if (uniq_total == 0)
4703 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4705 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4709 /* Defeated more than one unique monsters */
4710 else /* if (uniq_total > 0) */
4713 fprintf(fff, "%ld体のユニーク・モンスターを含む、合計%ld体の敵を倒しています。\n", uniq_total, norm_total);
4715 fprintf(fff, "You have defeated %ld %s including %ld unique monster%s in total.\n", norm_total, norm_total == 1 ? "enemy" : "enemies", uniq_total, (uniq_total == 1 ? "" : "s"));
4719 /* Select the sort method */
4720 ang_sort_comp = ang_sort_comp_hook;
4721 ang_sort_swap = ang_sort_swap_hook;
4723 /* Sort the array by dungeon depth of monsters */
4724 ang_sort(who, &why, uniq_total);
4725 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));
4728 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4730 monster_race *r_ptr = &r_info[who[k]];
4731 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4736 /* Free the "who" array */
4737 C_KILL(who, max_r_idx, s16b);
4742 * @brief 元種族情報をファイルにダンプする
4743 * @param fff ファイルポインタ
4746 static void dump_aux_race_history(FILE *fff)
4748 if (p_ptr->old_race1 || p_ptr->old_race2)
4752 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);
4753 for (i = 0; i < MAX_RACES; i++)
4755 if (p_ptr->start_race == i) continue;
4758 if (!(p_ptr->old_race1 & 1L << i)) continue;
4762 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4764 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4773 * @brief 元魔法領域情報をファイルにダンプする
4774 * @param fff ファイルポインタ
4777 static void dump_aux_realm_history(FILE *fff)
4779 if (p_ptr->old_realm)
4784 for (i = 0; i < MAX_MAGIC; i++)
4786 if (!(p_ptr->old_realm & 1L << i)) continue;
4787 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]);
4795 * @brief 徳の情報をファイルにダンプする
4796 * @param fff ファイルポインタ
4799 static void dump_aux_virtues(FILE *fff)
4803 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4805 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4806 (2 * p_ptr->hitdie +
4807 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4810 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4811 else fprintf(fff, "現在の体力ランク : ???\n\n");
4812 fprintf(fff, "能力の最大値\n");
4814 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4815 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4816 fprintf(fff, "Limits of maximum stats\n");
4818 for (v_nr = 0; v_nr < A_MAX; v_nr++)
4820 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);
4821 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4824 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment());
4831 * @brief 突然変異の情報をファイルにダンプする
4832 * @param fff ファイルポインタ
4835 static void dump_aux_mutations(FILE *fff)
4837 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4839 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4840 dump_mutations(fff);
4846 * @brief 所持品の情報をファイルにダンプする
4847 * @param fff ファイルポインタ
4850 static void dump_aux_equipment_inventory(FILE *fff)
4853 GAME_TEXT o_name[MAX_NLEN];
4855 /* Dump the equipment */
4858 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4859 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4861 object_desc(o_name, &inventory[i], 0);
4862 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4863 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4865 fprintf(fff, "%c) %s\n",
4866 index_to_label(i), o_name);
4868 fprintf(fff, "\n\n");
4871 /* Dump the inventory */
4872 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4874 for (i = 0; i < INVEN_PACK; i++)
4876 /* Don't dump the empty slots */
4877 if (!inventory[i].k_idx) break;
4879 /* Dump the inventory slots */
4880 object_desc(o_name, &inventory[i], 0);
4881 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4884 /* Add an empty line */
4885 fprintf(fff, "\n\n");
4890 * @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
4891 * @param fff ファイルポインタ
4894 static void dump_aux_home_museum(FILE *fff)
4896 GAME_TEXT o_name[MAX_NLEN];
4899 /* Do we need it?? */
4900 /* process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x); */
4902 /* Print the home */
4903 st_ptr = &town_info[1].store[STORE_HOME];
4905 /* Home -- if anything there */
4906 if (st_ptr->stock_num)
4911 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4913 /* Dump all available items */
4914 for (i = 0; i < st_ptr->stock_num; i++)
4917 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4918 object_desc(o_name, &st_ptr->stock[i], 0);
4919 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4922 /* Add an empty line */
4923 fprintf(fff, "\n\n");
4927 /* Print the home */
4928 st_ptr = &town_info[1].store[STORE_MUSEUM];
4930 /* Home -- if anything there */
4931 if (st_ptr->stock_num)
4936 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4938 /* Dump all available items */
4939 for (i = 0; i < st_ptr->stock_num; i++)
4942 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4943 object_desc(o_name, &st_ptr->stock[i], 0);
4944 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4946 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4947 object_desc(o_name, &st_ptr->stock[i], 0);
4948 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4953 /* Add an empty line */
4954 fprintf(fff, "\n\n");
4960 * @brief ダンプ出力のメインルーチン
4961 * Output the character dump to a file
4962 * @param fff ファイルポインタ
4965 errr make_character_dump(FILE *fff)
4968 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4969 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4971 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4972 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4977 dump_aux_display_player(fff);
4978 dump_aux_last_message(fff);
4979 dump_aux_options(fff);
4980 dump_aux_recall(fff);
4981 dump_aux_quest(fff);
4982 dump_aux_arena(fff);
4983 dump_aux_monsters(fff);
4984 dump_aux_virtues(fff);
4985 dump_aux_race_history(fff);
4986 dump_aux_realm_history(fff);
4987 dump_aux_class_special(fff);
4988 dump_aux_mutations(fff);
4991 dump_aux_equipment_inventory(fff);
4992 dump_aux_home_museum(fff);
4994 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
4999 * @brief プレイヤーステータスをファイルダンプ出力する
5000 * Hack -- Dump a character description file
5001 * @param name 出力ファイル名
5004 * Allow the "full" flag to dump additional info,
5005 * and trigger its usage from various places in the code.
5007 errr file_character(concptr name)
5013 /* Build the filename */
5014 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5016 /* File type is "TEXT" */
5017 FILE_TYPE(FILE_TYPE_TEXT);
5019 /* Check for existing file */
5020 fd = fd_open(buf, O_RDONLY);
5029 (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);
5032 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5035 /* Open the non-existing file */
5036 if (fd < 0) fff = my_fopen(buf, "w");
5041 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);
5049 (void)make_character_dump(fff);
5053 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."));
5062 * @brief ファイル内容の一行をコンソールに出力する
5063 * Display single line of on-line help file
5064 * @param str 出力する文字列
5070 * You can insert some special color tag to change text color.
5072 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5073 * A colored segment is between "[[[[y|" and the last "|".
5074 * You can use any single character in place of the "|".
5077 static void show_file_aux_line(concptr str, int cy, concptr shower)
5079 static const char tag_str[] = "[[[[";
5080 byte color = TERM_WHITE;
5088 /* Make a lower case version of str for searching */
5093 /* Initial cursor position */
5094 Term_gotoxy(cx, cy);
5096 for (i = 0; str[i];)
5098 int len = strlen(&str[i]);
5099 int showercol = len + 1;
5100 int bracketcol = len + 1;
5104 /* Search for a shower string in the line */
5107 ptr = my_strstr(&lcstr[i], shower);
5108 if (ptr) showercol = ptr - &lcstr[i];
5111 /* Search for a color segment tag */
5112 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5113 if (ptr) bracketcol = ptr - &str[i];
5115 /* A color tag is found */
5116 if (bracketcol < endcol) endcol = bracketcol;
5118 /* The shower string is found before the color tag */
5119 if (showercol < endcol) endcol = showercol;
5121 /* Print a segment of the line */
5122 Term_addstr(endcol, color, &str[i]);
5126 /* Shower string? */
5127 if (endcol == showercol)
5129 int showerlen = strlen(shower);
5131 /* Print the shower string in yellow */
5132 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5137 /* Colored segment? */
5138 else if (endcol == bracketcol)
5142 /* Found the end of colored segment */
5145 /* Now looking for an another tag_str */
5148 /* Set back to the default color */
5153 /* Found a tag_str, and get a tag color */
5154 i += sizeof(tag_str)-1;
5157 color = color_char_to_attr(str[i]);
5159 /* Illegal color tag */
5160 if (color == 255 || str[i+1] == '\0')
5162 /* Illegal color tag */
5165 /* Print the broken tag as a string */
5166 Term_addstr(-1, TERM_WHITE, tag_str);
5167 cx += sizeof(tag_str)-1;
5171 /* Skip the color tag */
5174 /* Now looking for a close tag */
5177 /* Skip the close-tag-indicator */
5183 } /* for (i = 0; str[i];) */
5185 /* Clear rest of line */
5186 Term_erase(cx, cy, 255);
5191 * @brief ファイル内容をコンソールに出力する
5192 * Recursive file perusal.
5193 * @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
5194 * @param name ファイル名の文字列
5195 * @param what 内容キャプションの文字列
5196 * @param line 表示の現在行
5201 * Process various special text in the input file, including
5202 * the "menu" structures used by the "help file" system.
5203 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5206 bool show_file(bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
5210 /* Number of "real" lines passed by */
5213 /* Number of "real" lines in the file */
5216 /* Backup value for "line" */
5219 /* This screen has sub-screens */
5222 /* Current help file */
5225 /* Find this string (if any) */
5226 concptr find = NULL;
5228 /* Jump to this tag */
5231 /* Hold strings to find/show */
5232 char finder_str[81];
5233 char shower_str[81];
5236 /* String to show */
5237 concptr shower = NULL;
5240 char filename[1024];
5242 /* Describe this thing */
5248 /* General buffer */
5251 /* Sub-menu information */
5254 bool reverse = (line < 0);
5258 Term_get_size(&wid, &hgt);
5262 strcpy(finder_str, "");
5265 strcpy(shower_str, "");
5268 strcpy(caption, "");
5270 /* Wipe the hooks */
5271 for (i = 0; i < 68; i++)
5276 /* Copy the filename */
5277 strcpy(filename, name);
5279 n = strlen(filename);
5281 /* Extract the tag from the filename */
5282 for (i = 0; i < n; i++)
5284 if (filename[i] == '#')
5287 tag = filename + i + 1;
5292 /* Redirect the name */
5299 strcpy(caption, what);
5301 /* Access the "file" */
5305 fff = my_fopen(path, "r");
5308 /* Look in "help" */
5312 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5314 /* Build the filename */
5315 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5318 fff = my_fopen(path, "r");
5321 /* Look in "info" */
5325 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5327 /* Build the filename */
5328 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5331 fff = my_fopen(path, "r");
5334 /* Look in "info" */
5337 /* Build the filename */
5338 path_build(path, sizeof(path), ANGBAND_DIR, name);
5340 for (i = 0; path[i]; i++)
5341 if ('\\' == path[i])
5342 path[i] = PATH_SEP[0];
5345 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5348 fff = my_fopen(path, "r");
5353 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5360 /* Pre-Parse the file */
5365 /* Read a line or stop */
5366 if (my_fgets(fff, buf, sizeof(buf))) break;
5368 /* XXX Parse "menu" items */
5369 if (prefix(str, "***** "))
5371 /* Notice "menu" requests */
5372 if ((str[6] == '[') && isalpha(str[7]))
5374 /* Extract the menu item */
5375 int k = str[7] - 'A';
5377 /* This is a menu file */
5380 if ((str[8] == ']') && (str[9] == ' '))
5382 /* Extract the menu item */
5383 strncpy(hook[k], str + 10, 31);
5385 /* Make sure it's null-terminated */
5389 /* Notice "tag" requests */
5390 else if (str[6] == '<')
5392 size_t len = strlen(str);
5394 if (str[len - 1] == '>')
5396 str[len - 1] = '\0';
5397 if (tag && streq(str + 7, tag)) line = next;
5405 /* Count the "real" lines */
5409 /* Save the number of "real" lines */
5412 /* start from bottom when reverse mode */
5413 if (line == -1) line = ((size-1)/rows)*rows;
5416 /* Display the file */
5419 /* Restart when necessary */
5420 if (line >= size - rows) line = size - rows;
5421 if (line < 0) line = 0;
5423 /* Re-open the file if needed */
5428 /* Hack -- Re-Open the file */
5429 fff = my_fopen(path, "r");
5431 if (!fff) return (FALSE);
5433 /* File has been restarted */
5437 /* Goto the selected line */
5441 if (my_fgets(fff, buf, sizeof(buf))) break;
5443 /* Skip tags/links */
5444 if (prefix(buf, "***** ")) continue;
5446 /* Count the lines */
5450 /* Dump the next 20, or rows, lines of the file */
5451 for (i = 0; i < rows; )
5455 /* Hack -- track the "first" line */
5456 if (!i) line = next;
5458 /* Get a line of the file or stop */
5459 if (my_fgets(fff, buf, sizeof(buf))) break;
5461 /* Hack -- skip "special" lines */
5462 if (prefix(buf, "***** ")) continue;
5464 /* Count the "real" lines */
5467 /* Hack -- keep searching */
5472 /* Make a lower case version of str for searching */
5473 strcpy(lc_buf, str);
5474 str_tolower(lc_buf);
5476 if (!my_strstr(lc_buf, find)) continue;
5479 /* Hack -- stop searching */
5483 show_file_aux_line(str, i + 2, shower);
5485 /* Count the printed lines */
5491 /* Clear rest of line */
5492 Term_erase(0, i + 2, 255);
5497 /* Hack -- failed search */
5507 /* Show a general "title" */
5510 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5511 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5512 caption, line, size), 0, 0);
5516 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5517 caption, line, size), 0, 0);
5520 /* Prompt -- small files */
5524 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5527 /* Prompt -- large files */
5532 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5534 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5536 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5540 /* Get a special key code */
5541 skey = inkey_special(TRUE);
5545 /* Show the help for the help */
5547 /* Hack - prevent silly recursion */
5548 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5549 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5552 /* Hack -- try showing */
5555 prt(_("強調: ", "Show: "), hgt - 1, 0);
5557 strcpy(back_str, shower_str);
5558 if (askfor(shower_str, 80))
5562 /* Make it lowercase */
5563 str_tolower(shower_str);
5566 shower = shower_str;
5568 else shower = NULL; /* Stop showing */
5570 else strcpy(shower_str, back_str);
5573 /* Hack -- try finding */
5577 prt(_("検索: ", "Find: "), hgt - 1, 0);
5579 strcpy(back_str, finder_str);
5580 if (askfor(finder_str, 80))
5589 /* Make finder lowercase */
5590 str_tolower(finder_str);
5593 shower = finder_str;
5595 else shower = NULL; /* Stop showing */
5597 else strcpy(finder_str, back_str);
5600 /* Hack -- go to a specific line */
5604 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5607 if (askfor(tmp, 80)) line = atoi(tmp);
5611 /* Hack -- go to the top line */
5616 /* Hack -- go to the bottom line */
5618 line = ((size - 1) / rows) * rows;
5621 /* Hack -- go to a specific file */
5625 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5626 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5628 if (askfor(tmp, 80))
5630 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5635 /* Allow backing up */
5637 line = line + (reverse ? rows : -rows);
5638 if (line < 0) line = 0;
5644 if (line < 0) line = 0;
5647 /* Advance a single line */
5650 line = line + (reverse ? -1 : 1);
5651 if (line < 0) line = 0;
5654 /* Move up / down */
5658 if (line < 0) line = 0;
5666 /* Advance one page */
5668 line = line + (reverse ? -rows : rows);
5669 if (line < 0) line = 0;
5678 /* Recurse on numbers */
5683 if (!(skey & SKEY_MASK) && isalpha(skey))
5686 if ((key > -1) && hook[key][0])
5688 /* Recurse on that file */
5689 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5694 /* Hack, dump to file */
5703 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5706 /* Build the filename */
5707 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5709 /* Hack -- Re-Open the file */
5710 fff = my_fopen(path, "r");
5712 ffp = my_fopen(buff, "w");
5716 msg_print(_("ファイルを開けません。", "Failed to open file."));
5721 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5722 my_fputs(ffp, xtmp, 80);
5723 my_fputs(ffp, "\n", 80);
5725 while (!my_fgets(fff, buff, sizeof(buff)))
5726 my_fputs(ffp, buff, 80);
5730 /* Hack -- Re-Open the file */
5731 fff = my_fopen(path, "r");
5734 /* Return to last screen */
5735 if ((skey == ESCAPE) || (skey == '<')) break;
5737 /* Exit on the ^q */
5738 if (skey == KTRL('q')) skey = 'q';
5740 /* Exit on the q key */
5741 if (skey == 'q') break;
5746 if (skey == 'q') return (FALSE);
5754 * @brief ヘルプを表示するコマンドのメインルーチン
5755 * Peruse the On-Line-Help
5759 void do_cmd_help(void)
5763 /* Peruse the main help file */
5764 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5770 * @brief プレイヤーの名前をチェックして修正する
5771 * Process the player name.
5772 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5775 * Extract a clean "base name".
5776 * Build the savefile name if needed.
5778 void process_player_name(bool sf)
5781 char old_player_base[32] = "";
5783 if (character_generated) strcpy(old_player_base, player_base);
5785 /* Cannot be too long */
5786 #if defined(MACINTOSH) || defined(ACORN)
5787 if (strlen(p_ptr->name) > 15)
5790 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5794 /* Cannot contain "icky" characters */
5795 for (i = 0; p_ptr->name[i]; i++)
5797 /* No control characters */
5799 if (iskanji(p_ptr->name[i])){i++;continue;}
5800 if (iscntrl( (unsigned char)p_ptr->name[i]))
5802 if (iscntrl(p_ptr->name[i]))
5806 /* Illegal characters */
5807 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);
5814 /* Extract "useful" letters */
5815 for (i = 0; p_ptr->name[i]; i++)
5818 unsigned char c = p_ptr->name[i];
5820 char c = p_ptr->name[i];
5824 /* Convert "dot" to "underscore" */
5825 if (c == '.') c = '_';
5827 /* Accept all the letters */
5828 player_base[k++] = c;
5833 /* Extract "useful" letters */
5834 for (i = 0; p_ptr->name[i]; i++)
5837 unsigned char c = p_ptr->name[i];
5839 char c = p_ptr->name[i];
5842 /* Accept some letters */
5845 if(k + 2 >= sizeof(player_base) || !p_ptr->name[i+1]) break;
5846 player_base[k++] = c;
5848 player_base[k++] = p_ptr->name[i];
5851 else if (iskana(c)) player_base[k++] = c;
5855 /* Convert path separator to underscore */
5856 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5857 player_base[k++] = '_';
5858 i += strlen(PATH_SEP);
5860 /* Convert some characters to underscore */
5861 #if defined(WINDOWS)
5862 else if (my_strchr("\"*,/:;<>?\\|", c)) player_base[k++] = '_';
5864 else if (isprint(c)) player_base[k++] = c;
5870 player_base[k] = '\0';
5872 /* Require a "base" name */
5873 if (!player_base[0]) strcpy(player_base, "PLAYER");
5876 #ifdef SAVEFILE_MUTABLE
5882 if (!savefile_base[0] && savefile[0])
5889 t = my_strstr(s, PATH_SEP);
5894 strcpy(savefile_base, s);
5897 if (!savefile_base[0] || !savefile[0])
5900 /* Change the savefile name */
5905 strcpy(savefile_base, player_base);
5907 #ifdef SAVEFILE_USE_UID
5908 /* Rename the savefile, using the player_uid and player_base */
5909 (void)sprintf(temp, "%d.%s", player_uid, player_base);
5911 /* Rename the savefile, using the player_base */
5912 (void)sprintf(temp, "%s", player_base);
5915 /* Build the filename */
5916 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5919 /* Load an autopick preference file */
5920 if (character_generated)
5922 if (!streq(old_player_base, player_base)) autopick_load_pref(FALSE);
5928 * @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
5929 * Gets a name for the character, reacting to name changes.
5933 * Assumes that "display_player(0)" has just been called
5934 * Perhaps we should NOT ask for a name (at "birth()") on
5935 * Unix machines? XXX XXX
5936 * What a horrible name for a global function.
5943 /* Save the player name */
5944 strcpy(tmp, p_ptr->name);
5946 /* Prompt for a new name */
5947 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))
5950 strcpy(p_ptr->name, tmp);
5953 if (0 == strlen(p_ptr->name))
5955 /* Use default name */
5956 strcpy(p_ptr->name, "PLAYER");
5959 strcpy(tmp,ap_ptr->title);
5966 strcat(tmp,p_ptr->name);
5968 /* Re-Draw the name (in light blue) */
5969 Term_erase(34, 1, 255);
5970 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5972 /* Erase the prompt, etc */
5979 * @brief 自殺するコマンドのメインルーチン
5980 * Hack -- commit suicide
5984 void do_cmd_suicide(void)
5991 /* Verify Retirement */
5992 if (p_ptr->total_winner)
5995 if (!get_check_strict(_("引退しますか? ", "Do you want to retire? "), CHECK_NO_HISTORY)) return;
5998 /* Verify Suicide */
6002 if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return;
6006 if (!p_ptr->noscore)
6008 /* Special Verification for suicide */
6009 prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
6014 if (i != '@') return;
6016 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
6019 /* Initialize "last message" buffer */
6020 if (p_ptr->last_message) string_free(p_ptr->last_message);
6021 p_ptr->last_message = NULL;
6023 /* Hack -- Note *winning* message */
6024 if (p_ptr->total_winner && last_words)
6026 char buf[1024] = "";
6027 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_WINNER);
6030 while (!get_string(_("*勝利*メッセージ: ", "*Winning* message: "), buf, sizeof buf)) ;
6032 while (!get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
6036 p_ptr->last_message = string_make(buf);
6037 msg_print(p_ptr->last_message);
6042 p_ptr->playing = FALSE;
6044 /* Kill the player */
6045 p_ptr->is_dead = TRUE;
6046 p_ptr->leaving = TRUE;
6048 if (!p_ptr->total_winner)
6050 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."));
6051 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
6052 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
6055 /* Cause of death */
6056 (void)strcpy(p_ptr->died_from, _("途中終了", "Quitting"));
6061 * @brief セーブするコマンドのメインルーチン
6063 * @param is_autosave オートセーブ中の処理ならばTRUE
6067 void do_cmd_save_game(int is_autosave)
6069 /* Autosaves do not disturb */
6072 msg_print(_("自動セーブ中", "Autosaving the game..."));
6076 disturb(TRUE, TRUE);
6079 /* Clear messages */
6083 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
6087 /* The player is not dead */
6088 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
6090 /* Forbid suspend */
6091 signals_ignore_tstp();
6093 /* Save the player */
6096 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6099 /* Save failed (oops) */
6102 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6105 /* Allow suspend again */
6106 signals_handle_tstp();
6110 /* Note that the player is not dead */
6111 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6113 /* HACK -- don't get sanity blast on updating view */
6114 is_loading_now = FALSE;
6116 update_creature(p_ptr);
6118 /* Initialize monster process */
6121 /* HACK -- reset the hackish flag */
6122 is_loading_now = TRUE;
6127 * @brief セーブ後にゲーム中断フラグを立てる/
6128 * Save the game and exit
6132 void do_cmd_save_and_exit(void)
6134 p_ptr->playing = FALSE;
6135 p_ptr->leaving = TRUE;
6136 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6142 * Hack -- Calculates the total number of points earned -JWT-
6146 long total_points(void)
6150 u32b point, point_h, point_l;
6151 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
6153 if (!preserve_mode) mult += 10;
6154 if (!autoroller) mult += 10;
6155 if (!smart_learn) mult -= 20;
6156 if (smart_cheat) mult += 30;
6157 if (ironman_shops) mult += 50;
6158 if (ironman_small_levels) mult += 10;
6159 if (ironman_empty_levels) mult += 20;
6160 if (!powerup_home) mult += 50;
6161 if (ironman_rooms) mult += 100;
6162 if (ironman_nightmare) mult += 100;
6164 if (mult < 5) mult = 5;
6166 for (i = 0; i < max_d_idx; i++)
6167 if(max_dlv[i] > max_dl)
6168 max_dl = max_dlv[i];
6170 point_l = (p_ptr->max_max_exp + (100 * max_dl));
6171 point_h = point_l / 0x10000L;
6172 point_l = point_l % 0x10000L;
6175 point_h += point_l / 0x10000L;
6176 point_l %= 0x10000L;
6178 point_l += ((point_h % 100) << 16);
6182 point = (point_h << 16) + (point_l);
6183 if (p_ptr->arena_number >= 0)
6184 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
6186 if (ironman_downward) point *= 2;
6187 if (p_ptr->pclass == CLASS_BERSERKER)
6189 if ( p_ptr->prace == RACE_SPECTRE )
6193 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
6196 if (p_ptr->total_winner) point = 2;
6198 if (easy_band) point = (0 - point);
6204 #define GRAVE_LINE_WIDTH 31
6207 * @brief 墓石の真ん中に文字列を書き込む /
6208 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6212 static void center_string(char *buf, concptr str)
6219 /* Necessary border */
6220 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6223 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6230 * Save a "bones" file for a dead character
6233 * Note that we will not use these files until Angband 2.8.0, and
6234 * then we will only use the name and level on which death occured.
6235 * Should probably attempt some form of locking...
6238 static void make_bones(void)
6245 /* Ignore wizards and borgs */
6246 if (!(p_ptr->noscore & 0x00FF))
6248 /* Ignore people who die in town */
6249 if (current_floor_ptr->dun_level)
6254 sprintf(tmp, "bone.%03d", current_floor_ptr->dun_level);
6256 /* Build the filename */
6257 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6259 /* Attempt to open the bones file */
6260 fp = my_fopen(str, "r");
6262 /* Close it right away */
6263 if (fp) my_fclose(fp);
6265 /* Do not over-write a previous ghost */
6268 /* File type is "TEXT" */
6269 FILE_TYPE(FILE_TYPE_TEXT);
6271 /* Grab permissions */
6274 /* Try to write a new "Bones File" */
6275 fp = my_fopen(str, "w");
6277 /* Drop permissions */
6280 /* Not allowed to write it? Weird. */
6284 fprintf(fp, "%s\n", p_ptr->name);
6285 fprintf(fp, "%d\n", p_ptr->mhp);
6286 fprintf(fp, "%d\n", p_ptr->prace);
6287 fprintf(fp, "%d\n", p_ptr->pclass);
6289 /* Close and save the Bones file */
6298 * Redefinable "print_tombstone" action
6300 bool (*tombstone_aux)(void) = NULL;
6304 * @brief 墓石のアスキーアート表示 /
6305 * Display a "tomb-stone"
6308 static void print_tomb(void)
6312 /* Do we use a special tombstone ? */
6315 /* Use tombstone hook */
6316 done = (*tombstone_aux)();
6319 /* Print the text-tombstone */
6328 time_t ct = time((time_t)0);
6334 /* Build the filename */
6335 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6337 /* Open the News file */
6338 fp = my_fopen(buf, "r");
6345 /* Dump the file to the screen */
6346 while (0 == my_fgets(fp, buf, sizeof(buf)))
6348 /* Display and advance */
6349 put_str(buf, i++, 0);
6357 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6370 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6373 center_string(buf, p_ptr->name);
6374 put_str(buf, 6, 11);
6377 center_string(buf, "the");
6378 put_str(buf, 7, 11);
6381 center_string(buf, p);
6382 put_str(buf, 8, 11);
6384 center_string(buf, cp_ptr->title);
6385 put_str(buf, 10, 11);
6387 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6388 center_string(buf, tmp);
6389 put_str(buf, 11, 11);
6391 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6392 center_string(buf, tmp);
6393 put_str(buf, 12, 11);
6395 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6396 center_string(buf, tmp);
6397 put_str(buf, 13, 11);
6400 /* 墓に刻む言葉をオリジナルより細かく表示 */
6401 if (streq(p_ptr->died_from, "途中終了"))
6403 strcpy(tmp, "<自殺>");
6405 else if (streq(p_ptr->died_from, "ripe"))
6407 strcpy(tmp, "引退後に天寿を全う");
6409 else if (streq(p_ptr->died_from, "Seppuku"))
6411 strcpy(tmp, "勝利の後、切腹");
6415 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6416 t = tmp + strlen(tmp) + 1;
6419 strcpy(dummy, t); /* 2nd line */
6420 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6422 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6425 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6428 char *name_head = my_strstr(tmp, "『");
6429 sprintf(dummy2, "%s%s", name_head, dummy);
6430 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6432 strcpy(dummy, dummy2);
6436 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6439 char *name_head = my_strstr(tmp, "「");
6440 sprintf(dummy2, "%s%s", name_head, dummy);
6441 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6443 strcpy(dummy, dummy2);
6447 center_string(buf, dummy);
6448 put_str(buf, 15, 11);
6452 center_string(buf, tmp);
6453 put_str(buf, 14, 11);
6455 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6457 if (current_floor_ptr->dun_level == 0)
6459 concptr field_name = p_ptr->town_num ? "街" : "荒野";
6460 if (streq(p_ptr->died_from, "途中終了"))
6462 sprintf(tmp, "%sで死んだ", field_name);
6466 sprintf(tmp, "に%sで殺された", field_name);
6471 if (streq(p_ptr->died_from, "途中終了"))
6473 sprintf(tmp, "地下 %d 階で死んだ", (int)current_floor_ptr->dun_level);
6477 sprintf(tmp, "に地下 %d 階で殺された", (int)current_floor_ptr->dun_level);
6480 center_string(buf, tmp);
6481 put_str(buf, 15 + extra_line, 11);
6484 (void)sprintf(tmp, "Killed on Level %d", current_floor_ptr->dun_level);
6485 center_string(buf, tmp);
6486 put_str(buf, 14, 11);
6488 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6489 center_string(buf, tmp);
6490 put_str(buf, 15, 11);
6491 t = tmp + strlen(tmp) + 1;
6494 strcpy(dummy, t); /* 2nd line */
6495 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6497 int dummy_len = strlen(dummy);
6498 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6500 center_string(buf, dummy);
6501 put_str(buf, 16, 11);
6505 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6506 center_string(buf, tmp);
6507 put_str(buf, 17, 11);
6508 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6514 * @brief 死亡、引退時の簡易ステータス表示 /
6515 * Display some character info
6518 static void show_info(void)
6524 /* Hack -- Know everything in the inven/equip */
6525 for (i = 0; i < INVEN_TOTAL; i++)
6527 o_ptr = &inventory[i];
6529 /* Skip non-objects */
6530 if (!o_ptr->k_idx) continue;
6532 /* Aware and Known */
6533 object_aware(o_ptr);
6534 object_known(o_ptr);
6537 for (i = 1; i < max_towns; i++)
6539 st_ptr = &town_info[i].store[STORE_HOME];
6541 /* Hack -- Know everything in the home */
6542 for (j = 0; j < st_ptr->stock_num; j++)
6544 o_ptr = &st_ptr->stock[j];
6546 /* Skip non-objects */
6547 if (!o_ptr->k_idx) continue;
6549 /* Aware and Known */
6550 object_aware(o_ptr);
6551 object_known(o_ptr);
6555 /* Hack -- Recalculate bonuses */
6556 p_ptr->update |= (PU_BONUS);
6559 /* Flush all input keys */
6565 /* Describe options */
6566 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);
6567 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);
6569 /* Dump character records as requested */
6575 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6578 strcpy(out_val, "");
6580 /* Ask for filename (or abort) */
6581 if (!askfor(out_val, 60)) return;
6583 /* Return means "show on screen" */
6584 if (!out_val[0]) break;
6587 /* Dump a character file */
6588 (void)file_character(out_val);
6595 /* Prompt for inventory */
6596 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);
6598 /* Allow abort at this point */
6599 if (inkey() == ESCAPE) return;
6602 /* Show equipment and inventory */
6604 /* Equipment -- if any */
6608 (void)show_equip(0, USE_FULL);
6609 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6611 if (inkey() == ESCAPE) return;
6614 /* Inventory -- if any */
6618 (void)show_inven(0, USE_FULL);
6619 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6621 if (inkey() == ESCAPE) return;
6624 /* Homes in the different towns */
6625 for (l = 1; l < max_towns; l++)
6627 st_ptr = &town_info[l].store[STORE_HOME];
6629 /* Home -- if anything there */
6630 if (st_ptr->stock_num)
6632 /* Display contents of the home */
6633 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6638 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6640 GAME_TEXT o_name[MAX_NLEN];
6644 o_ptr = &st_ptr->stock[i];
6646 /* Print header, clear line */
6647 sprintf(tmp_val, "%c) ", I2A(j));
6648 prt(tmp_val, j+2, 4);
6650 /* Display object description */
6651 object_desc(o_name, o_ptr, 0);
6652 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6656 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);
6659 if (inkey() == ESCAPE) return;
6667 * Display some character info
6670 static bool check_score(void)
6675 if (highscore_fd < 0)
6677 msg_print(_("スコア・ファイルが使用できません。", "Score file unavailable."));
6682 #ifndef SCORE_WIZARDS
6683 /* Wizard-mode pre-empts scoring */
6684 if (p_ptr->noscore & 0x000F)
6686 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."));
6693 /* Borg-mode pre-empts scoring */
6694 if (p_ptr->noscore & 0x00F0)
6696 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."));
6702 #ifndef SCORE_CHEATERS
6703 /* Cheaters are not scored */
6704 if (p_ptr->noscore & 0xFF00)
6706 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."));
6713 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("強制終了", "Interrupting")))
6715 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."));
6721 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("途中終了", "Quitting")))
6723 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."));
6732 * Close up the current game (player may or may not be dead)
6736 * This function is called only from "main.c" and "signals.c".
6739 void close_game(void)
6742 bool do_send = TRUE;
6744 /* concptr 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]"; */
6747 /* Flush the messages */
6750 /* Flush the input */
6754 /* No suspending now */
6755 signals_ignore_tstp();
6758 /* Hack -- Character is now "icky" */
6759 character_icky = TRUE;
6762 /* Build the filename */
6763 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6765 /* Grab permissions */
6768 /* Open the high score file, for reading/writing */
6769 highscore_fd = fd_open(buf, O_RDWR);
6771 /* Drop permissions */
6777 /* Handle retirement */
6778 if (p_ptr->total_winner) kingly();
6781 if (!cheat_save || get_check(_("死んだデータをセーブしますか? ", "Save death? ")))
6783 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
6785 else do_send = FALSE;
6792 /* Show more info */
6798 if ((!send_world_score(do_send)))
6800 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? "),
6801 (CHECK_NO_ESCAPE | CHECK_NO_HISTORY)))
6803 p_ptr->wait_report_score = TRUE;
6804 p_ptr->is_dead = FALSE;
6805 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
6808 if (!p_ptr->wait_report_score)
6811 else if (highscore_fd >= 0)
6813 display_scores_aux(0, 10, -1, NULL);
6816 /* Dump bones file */
6825 do_cmd_save_game(FALSE);
6827 /* Prompt for scores */
6828 prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
6829 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
6831 /* Predict score (or ESCAPE) */
6832 if (inkey() != ESCAPE) predict_score();
6836 /* Shut the high score file */
6837 (void)fd_close(highscore_fd);
6839 /* Forget the high score fd */
6842 /* Kill all temporal files */
6843 clear_saved_floor_files();
6845 /* Allow suspending now */
6846 signals_handle_tstp();
6851 * @brief 異常発生時のゲーム緊急終了処理 /
6852 * Handle abrupt death of the visual system
6856 * This routine is called only in very rare situations, and only
6857 * by certain visual systems, when they experience fatal errors.
6858 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6859 * save file so that player can see tombstone when restart.
6862 void exit_game_panic(void)
6864 /* If nothing important has happened, just quit */
6865 if (!character_generated || character_saved) quit(_("緊急事態", "panic"));
6867 /* Mega-Hack -- see "msg_print()" */
6870 /* Clear the top line */
6873 /* Hack -- current_world_ptr->game_turn off some things */
6874 disturb(TRUE, TRUE);
6876 /* Mega-Hack -- Delay death */
6877 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6879 /* Hardcode panic save */
6880 p_ptr->panic_save = 1;
6882 /* Forbid suspend */
6883 signals_ignore_tstp();
6885 /* Indicate panic save */
6886 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6888 /* Panic save, or get worried */
6889 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6891 /* Successful panic save */
6892 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6897 * @brief ファイルからランダムに行を一つ取得する /
6898 * Get a random line from a file
6899 * @param file_name ファイル名
6900 * @param entry 特定条件時のN:タグヘッダID
6901 * @param output 出力先の文字列参照ポインタ
6905 * Based on the monster speech patch by Matt Graham,
6908 errr get_rnd_line(concptr file_name, int entry, char *output)
6916 /* Build the filename */
6917 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6920 fp = my_fopen(buf, "r");
6925 /* Find the entry of the monster */
6928 /* Get a line from the file */
6929 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6931 /* Count the lines */
6934 /* Look for lines starting with 'N:' */
6935 if ((buf[0] == 'N') && (buf[1] == ':'))
6937 /* Allow default lines */
6943 else if (buf[2] == 'M')
6945 if (r_info[entry].flags1 & RF1_MALE) break;
6947 else if (buf[2] == 'F')
6949 if (r_info[entry].flags1 & RF1_FEMALE) break;
6951 /* Get the monster number */
6952 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6954 /* Is it the right number? */
6955 if (test == entry) break;
6959 /* Error while converting the number */
6960 msg_format("Error in line %d of %s!", line_num, file_name);
6968 /* Reached end of file */
6974 /* Get the random line */
6975 for (counter = 0; ; counter++)
6979 test = my_fgets(fp, buf, sizeof(buf));
6981 /* Count the lines */
6982 /* line_num++; No more needed */
6986 /* Ignore lines starting with 'N:' */
6987 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6989 if (buf[0] != '#') break;
6998 if (one_in_(counter + 1)) strcpy(output, buf);
7003 return counter ? 0 : -1;
7009 * @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) /
7010 * @param file_name ファイル名
7011 * @param entry 特定条件時のN:タグヘッダID
7012 * @param output 出力先の文字列参照ポインタ
7017 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
7022 for (i = 0; i < count; i++)
7024 result = get_rnd_line(file_name, entry, output);
7027 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
7035 * @brief 自動拾いファイルを読み込む /
7039 errr process_autopick_file(concptr name)
7045 /* Build the filename */
7046 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
7048 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
7054 * @brief プレイヤーの生い立ちファイルを読み込む /
7055 * Process file for player's history editor.
7060 errr process_histpref_file(concptr name)
7064 bool old_character_xtra = character_xtra;
7066 /* Build the filename */
7067 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
7069 /* Hack -- prevent modification birth options in this file */
7070 character_xtra = TRUE;
7072 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
7074 character_xtra = old_character_xtra;
7079 * @brief ファイル位置をシーク /
7080 * @param fd ファイルディスクリプタ
7081 * @param where ファイルバイト位置
7082 * @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
7086 static errr counts_seek(int fd, u32b where, bool flag)
7089 char temp1[128], temp2[128];
7090 u32b zero_header[3] = {0L, 0L, 0L};
7093 #ifdef SAVEFILE_USE_UID
7094 (void)sprintf(temp1, "%d.%s.%d%d%d", player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
7096 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
7098 for (i = 0; temp1[i]; i++)
7099 temp1[i] ^= (i+1) * 63;
7104 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
7106 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
7111 fd_seek(fd, seekpoint);
7112 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
7113 fd_write(fd, (char*)(temp1), sizeof(temp1));
7117 if (strcmp(temp1, temp2) == 0)
7120 seekpoint += 128 + 3 * sizeof(u32b);
7123 return fd_seek(fd, seekpoint + where * sizeof(u32b));
7127 * @brief ファイル位置を読み込む
7128 * @param where ファイルバイト位置
7132 u32b counts_read(int where)
7138 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
7139 fd = fd_open(buf, O_RDONLY);
7141 if (counts_seek(fd, where, FALSE) ||
7142 fd_read(fd, (char*)(&count), sizeof(u32b)))
7151 * @brief ファイル位置に書き込む /
7152 * @param where ファイルバイト位置
7153 * @param count 書き込む値
7157 errr counts_write(int where, u32b count)
7163 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
7165 /* Grab permissions */
7168 fd = fd_open(buf, O_RDWR);
7170 /* Drop permissions */
7175 /* File type is "DATA" */
7176 FILE_TYPE(FILE_TYPE_DATA);
7178 /* Grab permissions */
7181 /* Create a new high score file */
7182 fd = fd_make(buf, 0644);
7184 /* Drop permissions */
7188 /* Grab permissions */
7191 err = fd_lock(fd, F_WRLCK);
7193 /* Drop permissions */
7198 counts_seek(fd, where, TRUE);
7199 fd_write(fd, (char*)(&count), sizeof(u32b));
7201 /* Grab permissions */
7204 err = fd_lock(fd, F_UNLCK);
7206 /* Drop permissions */
7217 #ifdef HANDLE_SIGNALS
7224 * @brief OSからのシグナルを受けてサスペンド状態に入る /
7225 * Handle signals -- suspend
7226 * @param sig 受け取ったシグナル
7228 * Actually suspend the game, and then resume cleanly
7230 static void handle_signal_suspend(int sig)
7232 /* Disable handler */
7233 (void)signal(sig, SIG_IGN);
7240 /* Suspend the "Term" */
7241 Term_xtra(TERM_XTRA_ALIVE, 0);
7243 /* Suspend ourself */
7244 (void)kill(0, SIGSTOP);
7246 /* Resume the "Term" */
7247 Term_xtra(TERM_XTRA_ALIVE, 1);
7249 /* Redraw the term */
7252 /* Flush the term */
7257 /* Restore handler */
7258 (void)signal(sig, handle_signal_suspend);
7263 * @brief OSからのシグナルを受けて中断、終了する /
7264 * Handle signals -- simple (interrupt and quit)
7265 * @param sig 受け取ったシグナル
7268 * This function was causing a *huge* number of problems, so it has
7269 * been simplified greatly. We keep a global variable which counts
7270 * the number of times the user attempts to kill the process, and
7271 * we commit suicide if the user does this a certain number of times.
7272 * We attempt to give "feedback" to the user as he approaches the
7273 * suicide thresh-hold, but without penalizing accidental keypresses.
7274 * To prevent messy accidents, we should reset this global variable
7275 * whenever the user enters a keypress, or something like that.
7278 static void handle_signal_simple(int sig)
7280 /* Disable handler */
7281 (void)signal(sig, SIG_IGN);
7284 /* Nothing to save, just quit */
7285 if (!character_generated || character_saved) quit(NULL);
7288 /* Count the signals */
7292 /* Terminate dead characters */
7295 /* Mark the savefile */
7296 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
7306 quit(_("強制終了", "interrupt"));
7309 /* Allow suicide (after 5) */
7310 else if (signal_count >= 5)
7312 /* Cause of "death" */
7313 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
7320 p_ptr->playing = FALSE;
7323 p_ptr->is_dead = TRUE;
7324 p_ptr->leaving = TRUE;
7330 quit(_("強制終了", "interrupt"));
7333 /* Give warning (after 4) */
7334 else if (signal_count >= 4)
7337 Term_xtra(TERM_XTRA_NOISE, 0);
7339 /* Clear the top line */
7340 Term_erase(0, 0, 255);
7342 /* Display the cause */
7343 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7348 /* Give warning (after 2) */
7349 else if (signal_count >= 2)
7352 Term_xtra(TERM_XTRA_NOISE, 0);
7355 /* Restore handler */
7356 (void)signal(sig, handle_signal_simple);
7361 * @brief OSからのシグナルを受けて強制終了する /
7362 * Handle signal -- abort, kill, etc
7363 * @param sig 受け取ったシグナル
7367 * This function was causing a *huge* number of problems, so it has
7368 * been simplified greatly. We keep a global variable which counts
7369 * the number of times the user attempts to kill the process, and
7370 * we commit suicide if the user does this a certain number of times.
7371 * We attempt to give "feedback" to the user as he approaches the
7372 * suicide thresh-hold, but without penalizing accidental keypresses.
7373 * To prevent messy accidents, we should reset this global variable
7374 * whenever the user enters a keypress, or something like that.
7377 static void handle_signal_abort(int sig)
7381 Term_get_size(&wid, &hgt);
7383 /* Disable handler */
7384 (void)signal(sig, SIG_IGN);
7387 /* Nothing to save, just quit */
7388 if (!character_generated || character_saved) quit(NULL);
7395 /* Clear the bottom line */
7396 Term_erase(0, hgt - 1, 255);
7398 /* Give a warning */
7399 Term_putstr(0, hgt - 1, -1, TERM_RED,
7400 _("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!"));
7403 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7405 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7411 p_ptr->panic_save = 1;
7414 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7416 /* Forbid suspend */
7417 signals_ignore_tstp();
7419 /* Attempt to save */
7422 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7428 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7435 quit(_("ソフトのバグ", "software bug"));
7439 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7440 * Ignore SIGTSTP signals (keyboard suspend)
7444 void signals_ignore_tstp(void)
7448 (void)signal(SIGTSTP, SIG_IGN);
7454 * @brief OSからのSIGTSTPシグナルハンドラ /
7455 * Handle SIGTSTP signals (keyboard suspend)
7459 void signals_handle_tstp(void)
7463 (void)signal(SIGTSTP, handle_signal_suspend);
7470 * @brief OSからのシグナルハンドルを初期化する /
7471 * Prepare to handle the relevant signals
7475 void signals_init(void)
7479 (void)signal(SIGHUP, SIG_IGN);
7484 (void)signal(SIGTSTP, handle_signal_suspend);
7489 (void)signal(SIGINT, handle_signal_simple);
7493 (void)signal(SIGQUIT, handle_signal_simple);
7498 (void)signal(SIGFPE, handle_signal_abort);
7502 (void)signal(SIGILL, handle_signal_abort);
7506 (void)signal(SIGTRAP, handle_signal_abort);
7510 (void)signal(SIGIOT, handle_signal_abort);
7514 (void)signal(SIGKILL, handle_signal_abort);
7518 (void)signal(SIGBUS, handle_signal_abort);
7522 (void)signal(SIGSEGV, handle_signal_abort);
7526 (void)signal(SIGTERM, handle_signal_abort);
7530 (void)signal(SIGPIPE, handle_signal_abort);
7534 (void)signal(SIGEMT, handle_signal_abort);
7538 (void)signal(SIGDANGER, handle_signal_abort);
7542 (void)signal(SIGSYS, handle_signal_abort);
7546 (void)signal(SIGXCPU, handle_signal_abort);
7550 (void)signal(SIGPWR, handle_signal_abort);
7556 #else /* HANDLE_SIGNALS */
7563 void signals_ignore_tstp(void)
7571 void signals_handle_tstp(void)
7579 void signals_init(void)
7582 #endif /* HANDLE_SIGNALS */