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[Refactor] #38997 display_player() 内変数参照修正 / Fixed variable references in display_pla...
[hengband/hengband.git] / src / files.c
1 /*!
2  * @file files.c
3  * @brief ファイル入出力管理 / Purpose: code dealing with files (and death)
4  * @date 2014/01/28
5  * @author
6  * <pre>
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
12  * </pre>
13  */
14
15 #include "angband.h"
16 #include "util.h"
17 #include "files.h"
18 #include "core.h"
19
20 #include "birth.h"
21 #include "files.h"
22
23 #include "bldg.h"
24
25 #include "cmd-magiceat.h"
26 #include "cmd-dump.h"
27 #include "world.h"
28 #include "player-inventory.h"
29 #include "player-race.h"
30 #include "player-status.h"
31 #include "player-move.h"
32 #include "player-class.h"
33 #include "player-skill.h"
34 #include "player-personality.h"
35 #include "player-sex.h"
36 #include "player-effects.h"
37 #include "sort.h"
38 #include "mutation.h"
39 #include "quest.h"
40 #include "store.h"
41 #include "artifact.h"
42 #include "avatar.h"
43 #include "shoot.h"
44 #include "patron.h"
45 #include "monster.h"
46 #include "monster-process.h"
47 #include "monster-status.h"
48 #include "object-flavor.h"
49 #include "object-hook.h"
50 #include "realm.h"
51 #include "realm-hex.h"
52 #include "cmd-pet.h"
53 #include "spells.h"
54 #include "term.h"
55 #include "view-mainwindow.h"
56 #include "floor-events.h"
57 #include "floor-town.h"
58 #include "dungeon-file.h"
59 #include "init.h"
60 #include "monster-spell.h"
61 #include "floor.h"
62 #include "dungeon.h"
63 #include "melee.h"
64 #include "objectkind.h"
65 #include "autopick.h"
66 #include "save.h"
67 #include "realm-song.h"
68
69 concptr ANGBAND_DIR; //!< Path name: The main "lib" directory This variable is not actually used anywhere in the code
70 concptr ANGBAND_DIR_APEX; //!< High score files (binary) These files may be portable between platforms
71 concptr ANGBAND_DIR_BONE; //!< Bone files for player ghosts (ascii) These files are portable between platforms
72 concptr ANGBAND_DIR_DATA; //!< Binary image files for the "*_info" arrays (binary) These files are not portable between platforms
73 concptr ANGBAND_DIR_EDIT; //!< Textual template files for the "*_info" arrays (ascii) These files are portable between platforms
74 concptr ANGBAND_DIR_SCRIPT; //!< Script files These files are portable between platforms.
75 concptr ANGBAND_DIR_FILE; //!< Various extra files (ascii) These files may be portable between platforms
76 concptr ANGBAND_DIR_HELP; //!< Help files (normal) for the online help (ascii) These files are portable between platforms
77 concptr ANGBAND_DIR_INFO; //!< Help files (spoilers) for the online help (ascii) These files are portable between platforms
78 concptr ANGBAND_DIR_PREF; //!< Default user "preference" files (ascii) These files are rarely portable between platforms
79 concptr ANGBAND_DIR_SAVE; //!< Savefiles for current characters (binary)
80 concptr ANGBAND_DIR_USER; //!< User "preference" files (ascii) These files are rarely portable between platforms
81 concptr ANGBAND_DIR_XTRA; //!< Various extra files (binary) These files are rarely portable between platforms
82
83 s16b signal_count;              /* Hack -- Count interupts */
84
85 /*
86  * Buffer to hold the current savefile name
87  * 'savefile' holds full path name. 'savefile_base' holds only base name.
88  */
89 char savefile[1024];
90 char savefile_base[40];
91
92
93
94 /*
95  * You may or may not want to use the following "#undef".
96  */
97 /* #undef _POSIX_SAVED_IDS */
98
99
100 /*!
101  * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
102  */
103 void safe_setuid_drop(void)
104 {
105
106 #ifdef SET_UID
107
108 # ifdef SAFE_SETUID
109
110 #  ifdef SAFE_SETUID_POSIX
111
112         if (setuid(getuid()) != 0)
113         {
114                 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
115         }
116         if (setgid(getgid()) != 0)
117         {
118                 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
119         }
120
121 #  else
122
123         if (setreuid(geteuid(), getuid()) != 0)
124         {
125                 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
126         }
127         if (setregid(getegid(), getgid()) != 0)
128         {
129                 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
130         }
131
132 #  endif
133
134 # endif
135
136 #endif
137
138 }
139
140
141 /*!
142  * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
143  */
144 void safe_setuid_grab(void)
145 {
146
147 #ifdef SET_UID
148
149 # ifdef SAFE_SETUID
150
151 #  ifdef SAFE_SETUID_POSIX
152
153         if (setuid(p_ptr->player_egid) != 0)
154         {
155                 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
156         }
157         if (setgid(p_ptr->player_egid) != 0)
158         {
159                 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
160         }
161
162 #  else
163
164         if (setreuid(geteuid(), getuid()) != 0)
165         {
166                 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
167         }
168         if (setregid(getegid(), getgid()) != 0)
169         {
170                 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
171         }
172
173 #  endif /* SAFE_SETUID_POSIX */
174
175 # endif /* SAFE_SETUID */
176
177 #endif /* SET_UID */
178
179 }
180
181
182 /*!
183  * @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
184  * @param buf データテキストの参照ポインタ
185  * @param num トークンの数
186  * @param tokens トークンを保管する文字列参照ポインタ配列
187  * @param mode オプション
188  * @return 解釈した文字列数
189  * @details
190  * <pre>
191  * This function uses "colon" and "slash" as the delimeter characters.
192  * We never extract more than "num" tokens.  The "last" token may include
193  * "delimeter" characters, allowing the buffer to include a "string" token.
194  * We save pointers to the tokens in "tokens", and return the number found.
195  * Hack -- Attempt to handle the 'c' character formalism
196  * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
197  * Hack -- We will always extract at least one token
198  * </pre>
199  */
200 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
201 {
202         s16b i = 0;
203
204         char *s = buf;
205
206
207         /* Process */
208         while (i < num - 1)
209         {
210                 char *t;
211
212                 /* Scan the string */
213                 for (t = s; *t; t++)
214                 {
215                         /* Found a delimiter */
216                         if ((*t == ':') || (*t == '/')) break;
217
218                         /* Handle single quotes */
219                         if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
220                         {
221                                 /* Advance */
222                                 t++;
223
224                                 /* Handle backslash */
225                                 if (*t == '\\') t++;
226
227                                 /* Require a character */
228                                 if (!*t) break;
229
230                                 /* Advance */
231                                 t++;
232
233                                 /* Hack -- Require a close quote */
234                                 if (*t != '\'') *t = '\'';
235                         }
236
237                         /* Handle back-slash */
238                         if (*t == '\\') t++;
239                 }
240
241                 /* Nothing left */
242                 if (!*t) break;
243
244                 /* Nuke and advance */
245                 *t++ = '\0';
246
247                 /* Save the token */
248                 tokens[i++] = s;
249
250                 /* Advance */
251                 s = t;
252         }
253
254         /* Save the token */
255         tokens[i++] = s;
256
257         /* Number found */
258         return (i);
259 }
260
261
262 /* A number with a name */
263 typedef struct named_num named_num;
264
265 struct named_num
266 {
267         concptr name;           /* The name of this thing */
268         int num;                        /* A number associated with it */
269 };
270
271
272 /* Index of spell type names */
273 static named_num gf_desc[] =
274 {
275         {"GF_ELEC",                             GF_ELEC                         },
276         {"GF_POIS",                             GF_POIS                         },
277         {"GF_ACID",                             GF_ACID                         },
278         {"GF_COLD",                             GF_COLD                         },
279         {"GF_FIRE",                                     GF_FIRE                         },
280         {"GF_PSY_SPEAR",                        GF_PSY_SPEAR            },
281         {"GF_MISSILE",                          GF_MISSILE                      },
282         {"GF_ARROW",                            GF_ARROW                        },
283         {"GF_PLASMA",                           GF_PLASMA                       },
284         {"GF_WATER",                            GF_WATER                        },
285         {"GF_LITE",                                     GF_LITE                         },
286         {"GF_DARK",                                     GF_DARK                         },
287         {"GF_LITE_WEAK",                        GF_LITE_WEAK            },
288         {"GF_DARK_WEAK",                        GF_DARK_WEAK            },
289         {"GF_SHARDS",                           GF_SHARDS                       },
290         {"GF_SOUND",                            GF_SOUND                        },
291         {"GF_CONFUSION",                        GF_CONFUSION            },
292         {"GF_FORCE",                            GF_FORCE                        },
293         {"GF_INERTIA",                          GF_INERTIAL                     },
294         {"GF_MANA",                                     GF_MANA                         },
295         {"GF_METEOR",                           GF_METEOR                       },
296         {"GF_ICE",                                      GF_ICE                          },
297         {"GF_CHAOS",                            GF_CHAOS                        },
298         {"GF_NETHER",                           GF_NETHER                       },
299         {"GF_DISENCHANT",                       GF_DISENCHANT           },
300         {"GF_NEXUS",                            GF_NEXUS                        },
301         {"GF_TIME",                                     GF_TIME                         },
302         {"GF_GRAVITY",                          GF_GRAVITY                      },
303         {"GF_KILL_WALL",                        GF_KILL_WALL            },
304         {"GF_KILL_DOOR",                        GF_KILL_DOOR            },
305         {"GF_KILL_TRAP",                        GF_KILL_TRAP            },
306         {"GF_MAKE_WALL",                        GF_MAKE_WALL            },
307         {"GF_MAKE_DOOR",                        GF_MAKE_DOOR            },
308         {"GF_MAKE_TRAP",                        GF_MAKE_TRAP            },
309         {"GF_MAKE_TREE",                        GF_MAKE_TREE            },
310         {"GF_OLD_CLONE",                        GF_OLD_CLONE            },
311         {"GF_OLD_POLY",                         GF_OLD_POLY                     },
312         {"GF_OLD_HEAL",                         GF_OLD_HEAL                     },
313         {"GF_OLD_SPEED",                        GF_OLD_SPEED            },
314         {"GF_OLD_SLOW",                         GF_OLD_SLOW                     },
315         {"GF_OLD_CONF",                         GF_OLD_CONF                     },
316         {"GF_OLD_SLEEP",                        GF_OLD_SLEEP            },
317         {"GF_HYPODYNAMIA",                      GF_HYPODYNAMIA          },
318         {"GF_AWAY_UNDEAD",                      GF_AWAY_UNDEAD          },
319         {"GF_AWAY_EVIL",                        GF_AWAY_EVIL            },
320         {"GF_AWAY_ALL",                         GF_AWAY_ALL                     },
321         {"GF_TURN_UNDEAD",                      GF_TURN_UNDEAD          },
322         {"GF_TURN_EVIL",                        GF_TURN_EVIL            },
323         {"GF_TURN_ALL",                         GF_TURN_ALL                     },
324         {"GF_DISP_UNDEAD",                      GF_DISP_UNDEAD          },
325         {"GF_DISP_EVIL",                        GF_DISP_EVIL            },
326         {"GF_DISP_ALL",                         GF_DISP_ALL                     },
327         {"GF_DISP_DEMON",                       GF_DISP_DEMON           },
328         {"GF_DISP_LIVING",                      GF_DISP_LIVING          },
329         {"GF_ROCKET",                           GF_ROCKET                       },
330         {"GF_NUKE",                                     GF_NUKE                         },
331         {"GF_MAKE_GLYPH",                       GF_MAKE_GLYPH           },
332         {"GF_STASIS",                           GF_STASIS                       },
333         {"GF_STONE_WALL",                       GF_STONE_WALL           },
334         {"GF_DEATH_RAY",                        GF_DEATH_RAY            },
335         {"GF_STUN",                                     GF_STUN                         },
336         {"GF_HOLY_FIRE",                        GF_HOLY_FIRE            },
337         {"GF_HELL_FIRE",                        GF_HELL_FIRE            },
338         {"GF_DISINTEGRATE",                     GF_DISINTEGRATE         },
339         {"GF_CHARM",                            GF_CHARM                        },
340         {"GF_CONTROL_UNDEAD",           GF_CONTROL_UNDEAD       },
341         {"GF_CONTROL_ANIMAL",           GF_CONTROL_ANIMAL       },
342         {"GF_PSI",                                      GF_PSI                          },
343         {"GF_PSI_DRAIN",                        GF_PSI_DRAIN            },
344         {"GF_TELEKINESIS",                      GF_TELEKINESIS          },
345         {"GF_JAM_DOOR",                         GF_JAM_DOOR                     },
346         {"GF_DOMINATION",                       GF_DOMINATION           },
347         {"GF_DISP_GOOD",                        GF_DISP_GOOD            },
348         {"GF_DRAIN_MANA",                       GF_DRAIN_MANA           },
349         {"GF_MIND_BLAST",                       GF_MIND_BLAST           },
350         {"GF_BRAIN_SMASH",                      GF_BRAIN_SMASH          },
351         {"GF_CAUSE_1",                          GF_CAUSE_1                      },
352         {"GF_CAUSE_2",                          GF_CAUSE_2                      },
353         {"GF_CAUSE_3",                          GF_CAUSE_3                      },
354         {"GF_CAUSE_4",                          GF_CAUSE_4                      },
355         {"GF_HAND_DOOM",                        GF_HAND_DOOM            },
356         {"GF_CAPTURE",                          GF_CAPTURE                      },
357         {"GF_ANIM_DEAD",                        GF_ANIM_DEAD            },
358         {"GF_CHARM_LIVING",                     GF_CHARM_LIVING         },
359         {"GF_IDENTIFY",                         GF_IDENTIFY                     },
360         {"GF_ATTACK",                           GF_ATTACK                       },
361         {"GF_ENGETSU",                          GF_ENGETSU                      },
362         {"GF_GENOCIDE",                         GF_GENOCIDE                     },
363         {"GF_PHOTO",                            GF_PHOTO                        },
364         {"GF_CONTROL_DEMON",            GF_CONTROL_DEMON        },
365         {"GF_LAVA_FLOW",                        GF_LAVA_FLOW            },
366         {"GF_BLOOD_CURSE",                      GF_BLOOD_CURSE          },
367         {"GF_SEEKER",                           GF_SEEKER                       },
368         {"GF_SUPER_RAY",                        GF_SUPER_RAY            },
369         {"GF_STAR_HEAL",                        GF_STAR_HEAL            },
370         {"GF_WATER_FLOW",                       GF_WATER_FLOW           },
371         {"GF_CRUSADE",                          GF_CRUSADE                      },
372         {"GF_STASIS_EVIL",                      GF_STASIS_EVIL          },
373         {"GF_WOUNDS",                           GF_WOUNDS                       },
374         {NULL,                                          0                                       }
375 };
376
377
378 /*!
379  * @brief 設定ファイルの各行から各種テキスト情報を取得する /
380  * Parse a sub-file of the "extra info" (format shown below)
381  * @param creature_ptr プレーヤーへの参照ポインタ
382  * @param buf データテキストの参照ポインタ
383  * @return エラーコード
384  * @details
385  * <pre>
386  * Each "action" line has an "action symbol" in the first column,
387  * followed by a colon, followed by some command specific info,
388  * usually in the form of "tokens" separated by colons or slashes.
389  * Blank lines, lines starting with white space, and lines starting
390  * with pound signs ("#") are ignored (as comments).
391  * Note the use of "tokenize()" to allow the use of both colons and
392  * slashes as delimeters, while still allowing final tokens which
393  * may contain any characters including "delimiters".
394  * Note the use of "strtol()" to allow all "integers" to be encoded
395  * in decimal, hexidecimal, or octal form.
396  * Note that "monster zero" is used for the "player" attr/char, "object
397  * zero" will be used for the "stack" attr/char, and "feature zero" is
398  * used for the "nothing" attr/char.
399  * Parse another file recursively, see below for details
400  *   %:\<filename\>
401  * Specify the attr/char values for "monsters" by race index
402  *   R:\<num\>:\<a\>:\<c\>
403  * Specify the attr/char values for "objects" by kind index
404  *   K:\<num\>:\<a\>:\<c\>
405  * Specify the attr/char values for "features" by feature index
406  *   F:\<num\>:\<a\>:\<c\>
407  * Specify the attr/char values for unaware "objects" by kind tval
408  *   U:\<tv\>:\<a\>:\<c\>
409  * Specify the attr/char values for inventory "objects" by kind tval
410  *   E:\<tv\>:\<a\>:\<c\>
411  * Define a macro action, given an encoded macro action
412  *   A:\<str\>
413  * Create a normal macro, given an encoded macro trigger
414  *   P:\<str\>
415  * Create a command macro, given an encoded macro trigger
416  *   C:\<str\>
417  * Create a keyset mapping
418  *   S:\<key\>:\<key\>:\<dir\>
419  * Turn an option off, given its name
420  *   X:\<str\>
421  * Turn an option on, given its name
422  *   Y:\<str\>
423  * Specify visual information, given an index, and some data
424  *   V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
425  * Specify the set of colors to use when drawing a zapped spell
426  *   Z:\<type\>:\<str\>
427  * Specify a macro trigger template and macro trigger names.
428  *   T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
429  *   T:\<trigger\>:\<keycode\>:\<shift-keycode\>
430  * </pre>
431  */
432 errr process_pref_file_command(player_type *creature_ptr, char *buf)
433 {
434         int i, j;
435         TERM_COLOR n1;
436         SYMBOL_CODE n2;
437
438
439         char *zz[16];
440
441
442         /* Require "?:*" format */
443         if (buf[1] != ':') return 1;
444
445
446         switch (buf[0])
447         {
448                 /* Mega-Hack -- read external player's history file */
449                 /* Process "H:<history>" */
450                 case 'H':
451                         add_history_from_pref_line(buf + 2);
452                         return 0;
453
454                 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
455                 case 'R':
456                         if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
457                         {
458                                 monster_race *r_ptr;
459                                 i = (huge)strtol(zz[0], NULL, 0);
460                                 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
461                                 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
462                                 if (i >= max_r_idx) return 1;
463                                 r_ptr = &r_info[i];
464                                 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
465                                 if (n2) r_ptr->x_char = n2;
466                                 return 0;
467                         }
468                         break;
469
470                 /* Process "K:<num>:<a>/<c>"  -- attr/char for object kinds */
471                 case 'K':
472                         if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
473                         {
474                                 object_kind *k_ptr;
475                                 i = (huge)strtol(zz[0], NULL, 0);
476                                 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
477                                 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
478                                 if (i >= max_k_idx) return 1;
479                                 k_ptr = &k_info[i];
480                                 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
481                                 if (n2) k_ptr->x_char = n2;
482                                 return 0;
483                         }
484                         break;
485
486                 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
487                 /* "F:<num>:<a>/<c>" */
488                 /* "F:<num>:<a>/<c>:LIT" */
489                 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
490                 case 'F':
491                         {
492                                 feature_type *f_ptr;
493                                 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
494
495                                 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
496                                 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
497
498                                 i = (huge)strtol(zz[0], NULL, 0);
499                                 if (i >= max_f_idx) return 1;
500                                 f_ptr = &f_info[i];
501
502                                 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
503                                 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
504                                 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
505                                 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
506
507                                 /* Mega-hack -- feat supports lighting */
508                                 switch (num)
509                                 {
510                                 /* No lighting support */
511                                 case 3:
512                                         n1 = f_ptr->x_attr[F_LIT_STANDARD];
513                                         n2 = f_ptr->x_char[F_LIT_STANDARD];
514                                         for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
515                                         {
516                                                 f_ptr->x_attr[j] = n1;
517                                                 f_ptr->x_char[j] = n2;
518                                         }
519                                         break;
520
521                                 /* Use default lighting */
522                                 case 4:
523                                         apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
524                                         break;
525
526                                 /* Use desired lighting */
527                                 case F_LIT_MAX * 2 + 1:
528                                         for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
529                                         {
530                                                 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
531                                                 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
532                                                 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
533                                                 if (n2) f_ptr->x_char[j] = n2;
534                                         }
535                                         break;
536                                 }
537                         }
538                         return 0;
539
540                 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
541                 case 'S':
542                         if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
543                         {
544                                 j = (byte)strtol(zz[0], NULL, 0);
545                                 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
546                                 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
547                                 misc_to_attr[j] = n1;
548                                 misc_to_char[j] = n2;
549                                 return 0;
550                         }
551                         break;
552
553                 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
554                 case 'U':
555                         if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
556                         {
557                                 j = (huge)strtol(zz[0], NULL, 0);
558                                 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
559                                 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
560                                 for (i = 1; i < max_k_idx; i++)
561                                 {
562                                         object_kind *k_ptr = &k_info[i];
563                                         if (k_ptr->tval == j)
564                                         {
565                                                 if (n1) k_ptr->d_attr = n1;
566                                                 if (n2) k_ptr->d_char = n2;
567                                         }
568                                 }
569                                 return 0;
570                         }
571                         break;
572
573                 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
574                 case 'E':
575                         if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
576                         {
577                                 j = (byte)strtol(zz[0], NULL, 0) % 128;
578                                 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
579                                 if (n1) tval_to_attr[j] = n1;
580                                 return 0;
581                         }
582                         break;
583
584                 /* Process "A:<str>" -- save an "action" for later */
585                 case 'A':
586                         text_to_ascii(macro__buf, buf+2);
587                         return 0;
588
589                 /* Process "P:<str>" -- normal macro */
590                 case 'P':
591                 {
592                         char tmp[1024];
593
594                         text_to_ascii(tmp, buf+2);
595                         macro_add(tmp, macro__buf);
596                         return 0;
597                 }
598
599                 /* Process "C:<str>" -- create keymap */
600                 case 'C':
601                 {
602                         int mode;
603                         char tmp[1024];
604
605                         if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
606
607                         mode = strtol(zz[0], NULL, 0);
608                         if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
609
610                         text_to_ascii(tmp, zz[1]);
611                         if (!tmp[0] || tmp[1]) return 1;
612                         i = (byte)(tmp[0]);
613
614                         string_free(keymap_act[mode][i]);
615
616                         keymap_act[mode][i] = string_make(macro__buf);
617
618                         return 0;
619                 }
620
621                 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
622                 case 'V':
623                         if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
624                         {
625                                 i = (byte)strtol(zz[0], NULL, 0);
626                                 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
627                                 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
628                                 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
629                                 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
630                                 return 0;
631                         }
632                         break;
633
634                 /* Process "X:<str>" -- turn option off */
635                 /* Process "Y:<str>" -- turn option on */
636                 case 'X':
637                 case 'Y':
638                         for (i = 0; option_info[i].o_desc; i++)
639                         {
640                                 if (option_info[i].o_var &&
641                                         option_info[i].o_text &&
642                                         streq(option_info[i].o_text, buf + 2))
643                                 {
644                                         int os = option_info[i].o_set;
645                                         int ob = option_info[i].o_bit;
646
647                                         if ((creature_ptr->playing || current_world_ptr->character_xtra) &&
648                                                 (OPT_PAGE_BIRTH == option_info[i].o_page) && !current_world_ptr->wizard)
649                                         {
650                                                 msg_format(_("初期オプションは変更できません! '%s'", "Birth options can not changed! '%s'"), buf);
651                                                 msg_print(NULL);
652                                                 return 0;
653                                         }
654
655                                         if (buf[0] == 'X')
656                                         {
657                                                 option_flag[os] &= ~(1L << ob);
658                                                 (*option_info[i].o_var) = FALSE;
659                                         }
660                                         else
661                                         {
662                                                 /* Set */
663                                                 option_flag[os] |= (1L << ob);
664                                                 (*option_info[i].o_var) = TRUE;
665                                         }
666                                         return 0;
667                                 }
668                         }
669
670                         /* don't know that option. ignore it.*/
671                         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);
672                         msg_print(NULL);
673                         return 0;
674
675                 /* Process "Z:<type>:<str>" -- set spell color */
676                 case 'Z':
677                 {
678                         /* Find the colon */
679                         char *t = my_strchr(buf + 2, ':');
680
681                         if (!t) return 1;
682
683                         /* Nuke the colon */
684                         *(t++) = '\0';
685
686                         for (i = 0; gf_desc[i].name; i++)
687                         {
688                                 /* Match this type */
689                                 if (streq(gf_desc[i].name, buf + 2))
690                                 {
691                                         /* Remember this color set */
692                                         gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
693
694                                         /* Success */
695                                         return 0;
696                                 }
697                         }
698
699                         break;
700                 }
701
702                 /* Initialize macro trigger names and a template */
703                 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
704                 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
705                 case 'T':
706                 {
707                         int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
708
709                         /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
710                         if (tok >= 4)
711                         {
712                                 int num;
713
714                                 if (macro_template != NULL)
715                                 {
716                                         num = strlen(macro_modifier_chr);
717
718                                         /* Kill the template string */
719                                         string_free(macro_template);
720                                         macro_template = NULL;
721
722                                         /* Kill flag characters of modifier keys */
723                                         string_free(macro_modifier_chr);
724
725                                         /* Kill corresponding modifier names */
726                                         for (i = 0; i < num; i++)
727                                         {
728                                                 string_free(macro_modifier_name[i]);
729                                         }
730
731                                         /* Kill trigger name strings */
732                                         for (i = 0; i < max_macrotrigger; i++)
733                                         {
734                                                 string_free(macro_trigger_name[i]);
735                                                 string_free(macro_trigger_keycode[0][i]);
736                                                 string_free(macro_trigger_keycode[1][i]);
737                                         }
738
739                                         max_macrotrigger = 0;
740                                 }
741
742                                 if (*zz[0] == '\0') return 0; /* clear template */
743
744                                 /* Number of modifier flags */
745                                 num = strlen(zz[1]);
746
747                                 /* Limit the number */
748                                 num = MIN(MAX_MACRO_MOD, num);
749
750                                 /* Stop if number of modifier is not correct */
751                                 if (2 + num != tok) return 1;
752
753                                 /* Get a template string */
754                                 macro_template = string_make(zz[0]);
755
756                                 /* Get flag characters of modifier keys */
757                                 macro_modifier_chr = string_make(zz[1]);
758
759                                 /* Get corresponding modifier names */
760                                 for (i = 0; i < num; i++)
761                                 {
762                                         macro_modifier_name[i] = string_make(zz[2+i]);
763                                 }
764                         }
765
766                         /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
767                         else if (tok >= 2)
768                         {
769                                 char buf_aux[1024];
770                                 int m;
771                                 char *t, *s;
772                                 if (max_macrotrigger >= MAX_MACRO_TRIG)
773                                 {
774                                         msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
775                                         return 1;
776                                 }
777                                 m = max_macrotrigger;
778                                 max_macrotrigger++;
779
780                                 /* Take into account the escape character  */
781                                 t = buf_aux;
782                                 s = zz[0];
783                                 while (*s)
784                                 {
785                                         if ('\\' == *s) s++;
786                                         *t++ = *s++;
787                                 }
788                                 *t = '\0';
789
790                                 /* Get a trigger name */
791                                 macro_trigger_name[m] = string_make(buf_aux);
792
793                                 /* Get the corresponding key code */
794                                 macro_trigger_keycode[0][m] = string_make(zz[1]);
795
796                                 if (tok == 3)
797                                 {
798                                         /* Key code of a combination of it with the shift key */
799                                         macro_trigger_keycode[1][m] = string_make(zz[2]);
800                                 }
801                                 else
802                                 {
803                                         macro_trigger_keycode[1][m] = string_make(zz[1]);
804                                 }
805                         }
806
807                         /* No error */
808                         return 0;
809                 }
810         }
811
812         /* Failure */
813         return 1;
814 }
815
816
817 /*!
818  * @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 /
819  * Helper function for "process_pref_file()"
820  * @param creature_ptr プレーヤーへの参照ポインタ
821  * @param sp テキスト文字列の参照ポインタ
822  * @param fp 再帰中のポインタ参照
823  * @return
824  * @details
825  * <pre>
826  * Input:
827  *   v: output buffer array
828  *   f: final character
829  * Output:
830  *   result
831  * </pre>
832  */
833 concptr process_pref_file_expr(player_type *creature_ptr, char **sp, char *fp)
834 {
835         concptr v;
836
837         char *b;
838         char *s;
839
840         char b1 = '[';
841         char b2 = ']';
842
843         char f = ' ';
844         static char tmp[16];
845
846         /* Initial */
847         s = (*sp);
848
849         /* Skip spaces */
850         while (iswspace(*s)) s++;
851
852         /* Save start */
853         b = s;
854
855         /* Default */
856         v = "?o?o?";
857
858         /* Analyze */
859         if (*s == b1)
860         {
861                 concptr p;
862                 concptr t;
863
864                 /* Skip b1 */
865                 s++;
866
867                 /* First */
868                 t = process_pref_file_expr(creature_ptr, &s, &f);
869
870                 if (!*t)
871                 {
872                         /* Nothing */
873                 }
874
875                 /* Function: IOR */
876                 else if (streq(t, "IOR"))
877                 {
878                         v = "0";
879                         while (*s && (f != b2))
880                         {
881                                 t = process_pref_file_expr(creature_ptr, &s, &f);
882                                 if (*t && !streq(t, "0")) v = "1";
883                         }
884                 }
885
886                 /* Function: AND */
887                 else if (streq(t, "AND"))
888                 {
889                         v = "1";
890                         while (*s && (f != b2))
891                         {
892                                 t = process_pref_file_expr(creature_ptr, &s, &f);
893                                 if (*t && streq(t, "0")) v = "0";
894                         }
895                 }
896
897                 /* Function: NOT */
898                 else if (streq(t, "NOT"))
899                 {
900                         v = "1";
901                         while (*s && (f != b2))
902                         {
903                                 t = process_pref_file_expr(creature_ptr, &s, &f);
904                                 if (*t && streq(t, "1")) v = "0";
905                         }
906                 }
907
908                 /* Function: EQU */
909                 else if (streq(t, "EQU"))
910                 {
911                         v = "0";
912                         if (*s && (f != b2))
913                         {
914                                 t = process_pref_file_expr(creature_ptr, &s, &f);
915                         }
916                         while (*s && (f != b2))
917                         {
918                                 p = process_pref_file_expr(creature_ptr, &s, &f);
919                                 if (streq(t, p)) v = "1";
920                         }
921                 }
922
923                 /* Function: LEQ */
924                 else if (streq(t, "LEQ"))
925                 {
926                         v = "1";
927                         if (*s && (f != b2))
928                         {
929                                 t = process_pref_file_expr(creature_ptr, &s, &f);
930                         }
931                         while (*s && (f != b2))
932                         {
933                                 p = t;
934                                 t = process_pref_file_expr(creature_ptr, &s, &f);
935                                 if (*t && atoi(p) > atoi(t)) v = "0";
936                         }
937                 }
938
939                 /* Function: GEQ */
940                 else if (streq(t, "GEQ"))
941                 {
942                         v = "1";
943                         if (*s && (f != b2))
944                         {
945                                 t = process_pref_file_expr(creature_ptr, &s, &f);
946                         }
947                         while (*s && (f != b2))
948                         {
949                                 p = t;
950                                 t = process_pref_file_expr(creature_ptr, &s, &f);
951
952                                 /* Compare two numbers instead of string */
953                                 if (*t && atoi(p) < atoi(t)) v = "0";
954                         }
955                 }
956
957                 else
958                 {
959                         while (*s && (f != b2))
960                         {
961                                 t = process_pref_file_expr(creature_ptr, &s, &f);
962                         }
963                 }
964
965                 /* Verify ending */
966                 if (f != b2) v = "?x?x?";
967
968                 /* Extract final and Terminate */
969                 if ((f = *s) != '\0') *s++ = '\0';
970         }
971
972         /* Other */
973         else
974         {
975                 /* Accept all printables except spaces and brackets */
976 #ifdef JP
977                 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
978                 {
979                         if (iskanji(*s)) s++;
980                         s++;
981                 }
982 #else
983                 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
984 #endif
985
986                 /* Extract final and Terminate */
987                 if ((f = *s) != '\0') *s++ = '\0';
988
989                 /* Variable */
990                 if (*b == '$')
991                 {
992                         /* System */
993                         if (streq(b+1, "SYS"))
994                         {
995                                 v = ANGBAND_SYS;
996                         }
997
998                         else if (streq(b+1, "KEYBOARD"))
999                         {
1000                                 v = ANGBAND_KEYBOARD;
1001                         }
1002
1003                         /* Graphics */
1004                         else if (streq(b+1, "GRAF"))
1005                         {
1006                                 v = ANGBAND_GRAF;
1007                         }
1008
1009                         /* Monochrome mode */
1010                         else if (streq(b+1, "MONOCHROME"))
1011                         {
1012                                 if (arg_monochrome)
1013                                         v = "ON";
1014                                 else
1015                                         v = "OFF";
1016                         }
1017
1018                         /* Race */
1019                         else if (streq(b+1, "RACE"))
1020                         {
1021 #ifdef JP
1022                                 v = rp_ptr->E_title;
1023 #else
1024                                 v = rp_ptr->title;
1025 #endif
1026                         }
1027
1028                         /* Class */
1029                         else if (streq(b+1, "CLASS"))
1030                         {
1031 #ifdef JP
1032                                 v = cp_ptr->E_title;
1033 #else
1034                                 v = cp_ptr->title;
1035 #endif
1036                         }
1037
1038                         /* Player */
1039                         else if (streq(b+1, "PLAYER"))
1040                         {
1041                                 static char tmp_player_name[32];
1042                                 char *pn, *tpn;
1043                                 for (pn = creature_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
1044                                 {
1045 #ifdef JP
1046                                         if (iskanji(*pn))
1047                                         {
1048                                                 *(tpn++) = *(pn++);
1049                                                 *tpn = *pn;
1050                                                 continue;
1051                                         }
1052 #endif
1053                                         *tpn = my_strchr(" []", *pn) ? '_' : *pn;
1054                                 }
1055                                 *tpn = '\0';
1056                                 v = tmp_player_name;
1057                         }
1058
1059                         /* First realm */
1060                         else if (streq(b+1, "REALM1"))
1061                         {
1062 #ifdef JP
1063                                 v = E_realm_names[creature_ptr->realm1];
1064 #else
1065                                 v = realm_names[creature_ptr->realm1];
1066 #endif
1067                         }
1068
1069                         /* Second realm */
1070                         else if (streq(b+1, "REALM2"))
1071                         {
1072 #ifdef JP
1073                                 v = E_realm_names[creature_ptr->realm2];
1074 #else
1075                                 v = realm_names[creature_ptr->realm2];
1076 #endif
1077                         }
1078
1079                         /* Level */
1080                         else if (streq(b+1, "LEVEL"))
1081                         {
1082                                 sprintf(tmp, "%02d", creature_ptr->lev);
1083                                 v = tmp;
1084                         }
1085
1086                         /* Autopick auto-register is in-use or not? */
1087                         else if (streq(b+1, "AUTOREGISTER"))
1088                         {
1089                                 if (creature_ptr->autopick_autoregister)
1090                                         v = "1";
1091                                 else
1092                                         v = "0";
1093                         }
1094
1095                         /* Money */
1096                         else if (streq(b+1, "MONEY"))
1097                         {
1098                                 sprintf(tmp, "%09ld", (long int)creature_ptr->au);
1099                                 v = tmp;
1100                         }
1101                 }
1102
1103                 /* Constant */
1104                 else
1105                 {
1106                         v = b;
1107                 }
1108         }
1109
1110         /* Save */
1111         (*fp) = f;
1112         (*sp) = s;
1113         return (v);
1114 }
1115
1116
1117 #define PREF_TYPE_NORMAL   0
1118 #define PREF_TYPE_AUTOPICK 1
1119 #define PREF_TYPE_HISTPREF 2
1120
1121 /*!
1122  * @brief process_pref_fileのサブルーチン /
1123  * Open the "user pref file" and parse it.
1124  * @param creature_ptr プレーヤーへの参照ポインタ
1125  * @param name 読み込むファイル名
1126  * @param preftype prefファイルのタイプ
1127  * @return エラーコード
1128  * @details
1129  * <pre>
1130  * Input:
1131  *   v: output buffer array
1132  *   f: final character
1133  * Output:
1134  *   result
1135  * </pre>
1136  */
1137 static errr process_pref_file_aux(player_type *creature_ptr, concptr name, int preftype)
1138 {
1139         FILE *fp;
1140
1141         char buf[1024];
1142
1143         char old[1024];
1144
1145         int line = -1;
1146
1147         errr err = 0;
1148
1149         bool bypass = FALSE;
1150
1151         fp = my_fopen(name, "r");
1152
1153         /* No such file */
1154         if (!fp) return (-1);
1155
1156         /* Process the file */
1157         while (0 == my_fgets(fp, buf, sizeof(buf)))
1158         {
1159                 /* Count lines */
1160                 line++;
1161
1162                 /* Skip "empty" lines */
1163                 if (!buf[0]) continue;
1164
1165                 /* Skip "blank" lines */
1166 #ifdef JP
1167                 if (!iskanji(buf[0]))
1168 #endif
1169                 if (iswspace(buf[0])) continue;
1170
1171                 /* Skip comments */
1172                 if (buf[0] == '#') continue;
1173
1174
1175                 /* Save a copy */
1176                 strcpy(old, buf);
1177
1178
1179                 /* Process "?:<expr>" */
1180                 if ((buf[0] == '?') && (buf[1] == ':'))
1181                 {
1182                         char f;
1183                         concptr v;
1184                         char *s;
1185
1186                         /* Start */
1187                         s = buf + 2;
1188
1189                         /* Parse the expr */
1190                         v = process_pref_file_expr(creature_ptr, &s, &f);
1191
1192                         /* Set flag */
1193                         bypass = (streq(v, "0") ? TRUE : FALSE);
1194                         continue;
1195                 }
1196
1197                 /* Apply conditionals */
1198                 if (bypass) continue;
1199
1200
1201                 /* Process "%:<file>" */
1202                 if (buf[0] == '%')
1203                 {
1204                         static int depth_count = 0;
1205
1206                         /* Ignore if deeper than 20 level */
1207                         if (depth_count > 20) continue;
1208
1209                         /* Count depth level */
1210                         depth_count++;
1211
1212                         /* Process that file if allowed */
1213                         switch (preftype)
1214                         {
1215                         case PREF_TYPE_AUTOPICK:
1216                                 (void)process_autopick_file(creature_ptr, buf + 2);
1217                                 break;
1218                         case PREF_TYPE_HISTPREF:
1219                                 (void)process_histpref_file(creature_ptr, buf + 2);
1220                                 break;
1221                         default:
1222                                 (void)process_pref_file(creature_ptr, buf + 2);
1223                                 break;
1224                         }
1225
1226                         /* Set back depth level */
1227                         depth_count--;
1228                         continue;
1229                 }
1230
1231
1232                 /* Process the line */
1233                 err = process_pref_file_command(creature_ptr, buf);
1234
1235                 /* This is not original pref line... */
1236                 if (err)
1237                 {
1238                         if (preftype != PREF_TYPE_AUTOPICK)
1239                                 break;
1240                         err = process_autopick_file_command(buf);
1241                 }
1242         }
1243
1244
1245         /* Error */
1246         if (err)
1247         {
1248                 /* Print error message */
1249                 /* ToDo: Add better error messages */
1250                 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'."), 
1251                                         _(name, err), line, _(err, name));
1252                 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1253                 msg_print(NULL);
1254         }
1255         my_fclose(fp);
1256         return (err);
1257 }
1258
1259
1260 /*!
1261  * @brief pref設定ファイルを読み込み設定を反映させる /
1262  * Process the "user pref file" with the given name
1263  * @param creature_ptr プレーヤーへの参照ポインタ
1264  * @param name 読み込むファイル名
1265  * @return エラーコード
1266  * @details
1267  * <pre>
1268  * See the functions above for a list of legal "commands".
1269  * We also accept the special "?" and "%" directives, which
1270  * allow conditional evaluation and filename inclusion.
1271  * </pre>
1272  */
1273 errr process_pref_file(player_type *creature_ptr, concptr name)
1274 {
1275         char buf[1024];
1276
1277         errr err1, err2;
1278         path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1279
1280         /* Process the system pref file */
1281         err1 = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_NORMAL);
1282
1283         /* Stop at parser errors, but not at non-existing file */
1284         if (err1 > 0) return err1;
1285
1286         path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1287         
1288         /* Process the user pref file */
1289         err2 = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_NORMAL);
1290
1291
1292         /* User file does not exist, but read system pref file */
1293         if (err2 < 0 && !err1)
1294                 return -2;
1295
1296         /* Result of user file processing */
1297         return err2;
1298 }
1299
1300
1301
1302 #ifdef CHECK_TIME
1303
1304 /*
1305  * Operating hours for ANGBAND (defaults to non-work hours)
1306  */
1307 static char days[7][29] =
1308 {
1309         "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1310         "MON:XXXXXXXX.........XXXXXXX",
1311         "TUE:XXXXXXXX.........XXXXXXX",
1312         "WED:XXXXXXXX.........XXXXXXX",
1313         "THU:XXXXXXXX.........XXXXXXX",
1314         "FRI:XXXXXXXX.........XXXXXXX",
1315         "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1316 };
1317
1318 /*
1319  * Restict usage (defaults to no restrictions)
1320  */
1321 static bool check_time_flag = FALSE;
1322
1323 #endif
1324
1325
1326 /*!
1327  * @brief Angbandプレイ禁止時刻をチェック /
1328  * Handle CHECK_TIME
1329  * @return エラーコード
1330  */
1331 errr check_time(void)
1332 {
1333
1334 #ifdef CHECK_TIME
1335
1336         time_t      c;
1337         struct tm   *tp;
1338
1339         /* No restrictions */
1340         if (!check_time_flag) return (0);
1341
1342         /* Check for time violation */
1343         c = time((time_t *)0);
1344         tp = localtime(&c);
1345
1346         /* Violation */
1347         if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1348
1349 #endif
1350
1351         /* Success */
1352         return (0);
1353 }
1354
1355
1356 /*!
1357  * @brief Angbandプレイ禁止時刻の初期化 /
1358  * Initialize CHECK_TIME
1359  * @return エラーコード
1360  */
1361 errr check_time_init(void)
1362 {
1363
1364 #ifdef CHECK_TIME
1365
1366         FILE        *fp;
1367
1368         char    buf[1024];
1369
1370         path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1371         fp = my_fopen(buf, "r");
1372
1373         /* No file, no restrictions */
1374         if (!fp) return (0);
1375
1376         /* Assume restrictions */
1377         check_time_flag = TRUE;
1378
1379         /* Parse the file */
1380         while (0 == my_fgets(fp, buf, sizeof(buf)))
1381         {
1382                 /* Skip comments and blank lines */
1383                 if (!buf[0] || (buf[0] == '#')) continue;
1384
1385                 /* Chop the buffer */
1386                 buf[29] = '\0';
1387
1388                 /* Extract the info */
1389                 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1390                 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1391                 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1392                 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1393                 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1394                 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1395                 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1396         }
1397         my_fclose(fp);
1398
1399 #endif
1400
1401         /* Success */
1402         return (0);
1403 }
1404
1405
1406
1407 #ifdef CHECK_LOAD
1408
1409 #ifndef MAXHOSTNAMELEN
1410 # define MAXHOSTNAMELEN  64
1411 #endif
1412
1413 typedef struct statstime statstime;
1414
1415 struct statstime
1416 {
1417         int                 cp_time[4];
1418         int                 dk_xfer[4];
1419         unsigned int        v_pgpgin;
1420         unsigned int        v_pgpgout;
1421         unsigned int        v_pswpin;
1422         unsigned int        v_pswpout;
1423         unsigned int        v_intr;
1424         int                 if_ipackets;
1425         int                 if_ierrors;
1426         int                 if_opackets;
1427         int                 if_oerrors;
1428         int                 if_collisions;
1429         unsigned int        v_swtch;
1430         long                avenrun[3];
1431         struct timeval      boottime;
1432         struct timeval      curtime;
1433 };
1434
1435 /*
1436  * Maximal load (if any).
1437  */
1438 static int check_load_value = 0;
1439
1440 #endif
1441
1442
1443 /*!
1444  * @brief Angbandプレイ禁止ホストのチェック /
1445  * Handle CHECK_LOAD
1446  * @return エラーコード
1447  */
1448 errr check_load(void)
1449 {
1450
1451 #ifdef CHECK_LOAD
1452
1453         struct statstime    st;
1454
1455         /* Success if not checking */
1456         if (!check_load_value) return (0);
1457
1458         /* Check the load */
1459         if (0 == rstat("localhost", &st))
1460         {
1461                 long val1 = (long)(st.avenrun[2]);
1462                 long val2 = (long)(check_load_value) * FSCALE;
1463
1464                 /* Check for violation */
1465                 if (val1 >= val2) return (1);
1466         }
1467
1468 #endif
1469
1470         /* Success */
1471         return (0);
1472 }
1473
1474
1475 /*!
1476  * @brief Angbandプレイ禁止ホストの設定初期化 /
1477  * Initialize CHECK_LOAD
1478  * @return エラーコード
1479  */
1480 errr check_load_init(void)
1481 {
1482
1483 #ifdef CHECK_LOAD
1484
1485         FILE        *fp;
1486
1487         char    buf[1024];
1488
1489         char    temphost[MAXHOSTNAMELEN+1];
1490         char    thishost[MAXHOSTNAMELEN+1];
1491
1492         path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1493
1494         /* Open the "load" file */
1495         fp = my_fopen(buf, "r");
1496
1497         /* No file, no restrictions */
1498         if (!fp) return (0);
1499
1500         /* Default load */
1501         check_load_value = 100;
1502
1503         /* Get the host name */
1504         (void)gethostname(thishost, (sizeof thishost) - 1);
1505
1506         /* Parse it */
1507         while (0 == my_fgets(fp, buf, sizeof(buf)))
1508         {
1509                 int value;
1510
1511                 /* Skip comments and blank lines */
1512                 if (!buf[0] || (buf[0] == '#')) continue;
1513
1514                 /* Parse, or ignore */
1515                 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1516
1517                 /* Skip other hosts */
1518                 if (!streq(temphost, thishost) &&
1519                     !streq(temphost, "localhost")) continue;
1520
1521                 /* Use that value */
1522                 check_load_value = value;
1523
1524                 break;
1525         }
1526         my_fclose(fp);
1527
1528 #endif
1529
1530         /* Success */
1531         return (0);
1532 }
1533
1534
1535 #define ENTRY_BARE_HAND 0
1536 #define ENTRY_TWO_HANDS 1
1537 #define ENTRY_RIGHT_HAND1 2
1538 #define ENTRY_LEFT_HAND1 3
1539 #define ENTRY_LEFT_HAND2 4
1540 #define ENTRY_RIGHT_HAND2 5
1541 #define ENTRY_POSTURE 6
1542 #define ENTRY_SHOOT_HIT_DAM 7
1543 #define ENTRY_SHOOT_POWER 8
1544 #define ENTRY_SPEED 9
1545 #define ENTRY_BASE_AC 10
1546 #define ENTRY_LEVEL 11
1547 #define ENTRY_CUR_EXP 12
1548 #define ENTRY_MAX_EXP 13
1549 #define ENTRY_EXP_TO_ADV 14
1550 #define ENTRY_GOLD 15
1551 #define ENTRY_DAY 16
1552 #define ENTRY_HP 17
1553 #define ENTRY_SP 18
1554 #define ENTRY_PLAY_TIME 19
1555 #define ENTRY_SKILL_FIGHT 20
1556 #define ENTRY_SKILL_SHOOT 21
1557 #define ENTRY_SKILL_SAVING 22
1558 #define ENTRY_SKILL_STEALTH 23
1559 #define ENTRY_SKILL_PERCEP 24
1560 #define ENTRY_SKILL_SEARCH 25
1561 #define ENTRY_SKILL_DISARM 26
1562 #define ENTRY_SKILL_DEVICE 27
1563 #define ENTRY_SKILL_DIG 45
1564
1565
1566 #define ENTRY_BLOWS 28
1567 #define ENTRY_SHOTS 29
1568 #define ENTRY_AVG_DMG 30
1569 #define ENTRY_INFRA 31
1570
1571 #define ENTRY_NAME 32
1572 #define ENTRY_SEX 33
1573 #define ENTRY_RACE 34
1574 #define ENTRY_CLASS 35
1575 #define ENTRY_REALM 36
1576 #define ENTRY_PATRON 37
1577 #define ENTRY_AGE 38
1578 #define ENTRY_HEIGHT 39
1579 #define ENTRY_WEIGHT 40
1580 #define ENTRY_SOCIAL 41
1581 #define ENTRY_ALIGN 42
1582
1583 #define ENTRY_EXP_ANDR 43
1584 #define ENTRY_EXP_TO_ADV_ANDR 44
1585
1586
1587 static struct
1588 {
1589         int col;
1590         int row;
1591         int len;
1592         char header[20];
1593 } disp_player_line[]
1594 #ifdef JP
1595 = {
1596         { 1, 10, 25, "打撃修正(格闘)"},
1597         { 1, 10, 25, "打撃修正(両手)"},
1598         { 1, 10, 25, "打撃修正(右手)"},
1599         { 1, 10, 25, "打撃修正(左手)"},
1600         { 1, 11, 25, "打撃修正(左手)"},
1601         { 1, 11, 25, "打撃修正(右手)"},
1602         { 1, 11, 25, ""},
1603         { 1, 15, 25, "射撃攻撃修正"},
1604         { 1, 16, 25, "射撃武器倍率"},
1605         { 1, 20, 25, "加速"},
1606         { 1, 19, 25, "AC"},
1607         {29, 13, 21, "レベル"},
1608         {29, 14, 21, "経験値"},
1609         {29, 15, 21, "最大経験"},
1610         {29, 16, 21, "次レベル"},
1611         {29, 17, 21, "所持金"},
1612         {29, 19, 21, "日付"},
1613         {29, 10, 21, "HP"},
1614         {29, 11, 21, "MP"},
1615         {29, 20, 21, "プレイ時間"},
1616         {53, 10, -1, "打撃命中  :"},
1617         {53, 11, -1, "射撃命中  :"},
1618         {53, 12, -1, "魔法防御  :"},
1619         {53, 13, -1, "隠密行動  :"},
1620         {53, 15, -1, "知覚      :"},
1621         {53, 16, -1, "探索      :"},
1622         {53, 17, -1, "解除      :"},
1623         {53, 18, -1, "魔法道具  :"},
1624         { 1, 12, 25, "打撃回数"},
1625         { 1, 17, 25, "射撃回数"},
1626         { 1, 13, 25, "平均ダメージ"},
1627         {53, 20, -1, "赤外線視力:"},
1628         {26,  1, -1, "名前  : "},
1629         { 1,  3, -1, "性別     : "},
1630         { 1,  4, -1, "種族     : "},
1631         { 1,  5, -1, "職業     : "},
1632         { 1,  6, -1, "魔法     : "},
1633         { 1,  7, -1, "守護魔神 : "},
1634         {29,  3, 21, "年齢"},
1635         {29,  4, 21, "身長"},
1636         {29,  5, 21, "体重"},
1637         {29,  6, 21, "社会的地位"},
1638         {29,  7, 21, "属性"},
1639         {29, 14, 21, "強化度"},
1640         {29, 16, 21, "次レベル"},
1641         {53, 19, -1, "掘削      :" },
1642 };
1643 #else
1644 = {
1645         { 1, 10, 25, "Bare hand"},
1646         { 1, 10, 25, "Two hands"},
1647         { 1, 10, 25, "Right hand"},
1648         { 1, 10, 25, "Left hand"},
1649         { 1, 11, 25, "Left hand"},
1650         { 1, 11, 25, "Right hand"},
1651         { 1, 11, 25, "Posture"},
1652         { 1, 15, 25, "Shooting"},
1653         { 1, 16, 25, "Multiplier"},
1654         { 1, 20, 25, "Speed"},
1655         { 1, 19, 25, "AC"},
1656         {29, 13, 21, "Level"},
1657         {29, 14, 21, "Experience"},
1658         {29, 15, 21, "Max Exp"},
1659         {29, 16, 21, "Exp to Adv"},
1660         {29, 17, 21, "Gold"},
1661         {29, 19, 21, "Time"},
1662         {29, 10, 21, "Hit point"},
1663         {29, 11, 21, "SP (Mana)"},
1664         {29, 20, 21, "Play time"},
1665         {53, 10, -1, "Fighting   : "},
1666         {53, 11, -1, "Bows/Throw : "},
1667         {53, 12, -1, "SavingThrow: "},
1668         {53, 13, -1, "Stealth    : "},
1669         {53, 15, -1, "Perception : "},
1670         {53, 16, -1, "Searching  : "},
1671         {53, 17, -1, "Disarming  : "},
1672         {53, 18, -1, "MagicDevice: "},
1673         { 1, 12, 25, "Blows/Round"},
1674         { 1, 17, 25, "Shots/Round"},
1675         { 1, 13, 25, "AverageDmg/Rnd"},
1676         {53, 20, -1, "Infra-Vision: "},
1677         {26,  1, -1, "Name  : "},
1678         { 1,  3, -1, "Sex      : "},
1679         { 1,  4, -1, "Race     : "},
1680         { 1,  5, -1, "Class    : "},
1681         { 1,  6, -1, "Magic    : "},
1682         { 1,  7, -1, "Patron   : "},
1683         {29,  3, 21, "Age"},
1684         {29,  4, 21, "Height"},
1685         {29,  5, 21, "Weight"},
1686         {29,  6, 21, "Social Class"},
1687         {29,  7, 21, "Align"},
1688         {29, 14, 21, "Construction"},
1689         {29, 16, 21, "Const to Adv"},
1690         {53, 19, -1, "Digging    :" },
1691 };
1692 #endif
1693
1694 /*!
1695  * @brief プレイヤーのステータス1種を出力する
1696  * @param entry 項目ID
1697  * @param val 値を保管した文字列ポインタ
1698  * @param attr 項目表示の色
1699  * @return なし
1700  */
1701 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1702 {
1703         char buf[40];
1704
1705         int row = disp_player_line[entry].row;
1706         int col = disp_player_line[entry].col;
1707         int len = disp_player_line[entry].len;
1708         concptr head = disp_player_line[entry].header;
1709
1710         int head_len = strlen(head);
1711
1712         Term_putstr(col, row, -1, TERM_WHITE, head);
1713
1714         if (!val)
1715                 return;
1716
1717         if (len > 0)
1718         {
1719                 int val_len = len - head_len;
1720                 sprintf(buf, "%*.*s", val_len, val_len, val);
1721                 Term_putstr(col + head_len, row, -1, attr, buf);
1722         }
1723         else
1724         {
1725                 Term_putstr(col + head_len, row, -1, attr, val);
1726         }
1727
1728         return;
1729 }
1730
1731 /*!
1732  * @brief プレイヤーの打撃能力修正を表示する
1733  * @param creature_ptr プレーヤーへの参照ポインタ
1734  * @param hand 武器の装備部位ID
1735  * @param hand_entry 項目ID
1736  * @return なし
1737  */
1738 static void display_player_melee_bonus(player_type *creature_ptr, int hand, int hand_entry)
1739 {
1740         char buf[160];
1741         HIT_PROB show_tohit = creature_ptr->dis_to_h[hand];
1742         HIT_POINT show_todam = creature_ptr->dis_to_d[hand];
1743         object_type *o_ptr = &creature_ptr->inventory_list[INVEN_RARM + hand];
1744
1745         /* Hack -- add in weapon info if known */
1746         if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1747         if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1748         
1749         show_tohit += creature_ptr->skill_thn / BTH_PLUS_ADJ;
1750         
1751         /* Melee attacks */
1752         sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1753
1754         /* Dump the bonuses to hit/dam */
1755         if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
1756                 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1757         else if (creature_ptr->ryoute)
1758                 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1759         else
1760                 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1761 }
1762
1763
1764 /*!
1765  * @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
1766  * Prints the following information on the screen.
1767  * @return なし
1768  */
1769 static void display_player_middle(player_type *creature_ptr)
1770 {
1771         char buf[160];
1772
1773         /* Base skill */
1774         HIT_PROB show_tohit = creature_ptr->dis_to_h_b;
1775         HIT_POINT show_todam = 0;
1776
1777         /* Range weapon */
1778         object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
1779
1780         int tmul = 0;
1781         int e;
1782
1783         if (creature_ptr->migite)
1784         {
1785                 display_player_melee_bonus(creature_ptr, 0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1786         }
1787
1788         if (creature_ptr->hidarite)
1789         {
1790                 display_player_melee_bonus(creature_ptr, 1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1791         }
1792         else if ((creature_ptr->pclass == CLASS_MONK) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
1793         {
1794                 int i;
1795                 if (creature_ptr->special_defense & KAMAE_MASK)
1796                 {
1797                         for (i = 0; i < MAX_KAMAE; i++)
1798                         {
1799                                 if ((creature_ptr->special_defense >> i) & KAMAE_GENBU) break;
1800                         }
1801                         if (i < MAX_KAMAE)
1802                                 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1803                 }
1804                 else
1805                                 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1806         }
1807
1808         /* Apply weapon bonuses */
1809         if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1810         if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1811
1812         if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1813                 show_tohit += creature_ptr->weapon_exp[0][o_ptr->sval] / 400;
1814         else
1815                 show_tohit += (creature_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1816         
1817         show_tohit += creature_ptr->skill_thb / BTH_PLUS_ADJ;
1818         
1819         /* Range attacks */
1820         display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1821
1822         if (creature_ptr->inventory_list[INVEN_BOW].k_idx)
1823         {
1824                 tmul = bow_tmul(creature_ptr->inventory_list[INVEN_BOW].sval);
1825
1826                 /* Get extra "power" from "extra might" */
1827                 if (creature_ptr->xtra_might) tmul++;
1828
1829                 tmul = tmul * (100 + (int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
1830         }
1831
1832         /* shoot power */
1833         display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1834
1835         /* Dump the armor class */
1836         display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", creature_ptr->dis_ac, creature_ptr->dis_to_a), TERM_L_BLUE);
1837
1838         /* Dump speed */
1839         {
1840                 int tmp_speed = 0;
1841                 TERM_COLOR attr;
1842                 int i;
1843
1844                 i = creature_ptr->pspeed-110;
1845
1846                 /* Hack -- Visually "undo" the Search Mode Slowdown */
1847                 if (creature_ptr->action == ACTION_SEARCH) i += 10;
1848
1849                 if (i > 0)
1850                 {
1851                         if (!creature_ptr->riding)
1852                                 attr = TERM_L_GREEN;
1853                         else
1854                                 attr = TERM_GREEN;
1855                 }
1856                 else if (i == 0)
1857                 {
1858                         if (!creature_ptr->riding)
1859                                 attr = TERM_L_BLUE;
1860                         else
1861                                 attr = TERM_GREEN;
1862                 }
1863                 else
1864                 {
1865                         if (!creature_ptr->riding)
1866                                 attr = TERM_L_UMBER;
1867                         else
1868                                 attr = TERM_RED;
1869                 }
1870
1871                 if (!creature_ptr->riding)
1872                 {
1873                         if (IS_FAST(creature_ptr)) tmp_speed += 10;
1874                         if (creature_ptr->slow) tmp_speed -= 10;
1875                         if (creature_ptr->lightspeed) tmp_speed = 99;
1876                 }
1877                 else
1878                 {
1879                         if (MON_FAST(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed += 10;
1880                         if (MON_SLOW(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed -= 10;
1881                 }
1882
1883                 if (tmp_speed)
1884                 {
1885                         if (!creature_ptr->riding)
1886                                 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1887                         else
1888                                 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1889
1890                         if (tmp_speed > 0)
1891                                 attr = TERM_YELLOW;
1892                         else
1893                                 attr = TERM_VIOLET;
1894                 }
1895                 else
1896                 {
1897                         if (!creature_ptr->riding)
1898                                 sprintf(buf, "(%+d)", i);
1899                         else
1900                                 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1901                 }
1902         
1903                 display_player_one_line(ENTRY_SPEED, buf, attr);
1904         }
1905
1906         /* Dump character level */
1907         display_player_one_line(ENTRY_LEVEL, format("%d", creature_ptr->lev), TERM_L_GREEN);
1908
1909         /* Dump experience */
1910         if (creature_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1911         else e = ENTRY_CUR_EXP;
1912
1913         if (creature_ptr->exp >= creature_ptr->max_exp)
1914                 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_L_GREEN);
1915         else
1916                 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_YELLOW);
1917
1918         /* Dump max experience */
1919         if (creature_ptr->prace == RACE_ANDROID)
1920                 /* Nothing */;
1921         else
1922                 display_player_one_line(ENTRY_MAX_EXP, format("%ld", creature_ptr->max_exp), TERM_L_GREEN);
1923
1924         /* Dump exp to advance */
1925         if (creature_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1926         else e = ENTRY_EXP_TO_ADV;
1927
1928         if (creature_ptr->lev >= PY_MAX_LEVEL)
1929                 display_player_one_line(e, "*****", TERM_L_GREEN);
1930         else if (creature_ptr->prace == RACE_ANDROID)
1931                 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1932         else
1933                 display_player_one_line(e, format("%ld", (s32b)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1934
1935         /* Dump gold */
1936         display_player_one_line(ENTRY_GOLD, format("%ld", creature_ptr->au), TERM_L_GREEN);
1937
1938         /* Dump Day */
1939         {
1940                 int day, hour, min;
1941                 extract_day_hour_min(&day, &hour, &min);
1942
1943                 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1944                 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1945         }
1946         display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1947
1948         /* Dump hit point */
1949         if (creature_ptr->chp >= creature_ptr->mhp) 
1950                 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp , creature_ptr->mhp), TERM_L_GREEN);
1951         else if (creature_ptr->chp > (creature_ptr->mhp * hitpoint_warn) / 10) 
1952                 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp , creature_ptr->mhp), TERM_YELLOW);
1953         else
1954                 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp , creature_ptr->mhp), TERM_RED);
1955
1956         /* Dump mana power */
1957         if (creature_ptr->csp >= creature_ptr->msp) 
1958                 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp , creature_ptr->msp), TERM_L_GREEN);
1959         else if (creature_ptr->csp > (creature_ptr->msp * mana_warn) / 10) 
1960                 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp , creature_ptr->msp), TERM_YELLOW);
1961         else
1962                 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp , creature_ptr->msp), TERM_RED);
1963
1964         /* Dump play time */
1965         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);
1966 }
1967
1968
1969 /*
1970  * Hack -- pass color info around this file
1971  */
1972 static TERM_COLOR likert_color = TERM_WHITE;
1973
1974
1975 /*!
1976  * @brief 技能ランクの表示基準を定める
1977  * Returns a "rating" of x depending on y
1978  * @param x 技能値
1979  * @param y 技能値に対するランク基準比
1980  * @return なし
1981  */
1982 static concptr likert(int x, int y)
1983 {
1984         static char dummy[20] = "", dummy2[20] = "";
1985         memset(dummy, 0, strlen(dummy));
1986         memset(dummy2, 0, strlen(dummy2));
1987         if (y <= 0) y = 1;
1988
1989         if(show_actual_value)
1990         {
1991                 sprintf(dummy, "%3d-", x);
1992         }
1993
1994         /* Negative value */
1995         if (x < 0)
1996         {
1997                 likert_color = TERM_L_DARK;
1998                 strcat(dummy, _("最低", "Very Bad"));
1999         }
2000         else
2001         {
2002
2003                 /* Analyze the value */
2004                 switch ((x / y))
2005                 {
2006                 case 0:
2007                 case 1:
2008                         likert_color = TERM_RED;
2009                         strcat(dummy, _("悪い", "Bad"));
2010                         break;
2011                 case 2:
2012                         likert_color = TERM_L_RED;
2013                         strcat(dummy, _("劣る", "Poor"));
2014                         break;
2015
2016                 case 3:
2017                 case 4:
2018                         likert_color = TERM_ORANGE;
2019                         strcat(dummy, _("普通", "Fair"));
2020                         break;
2021
2022                 case 5:
2023                         likert_color = TERM_YELLOW;
2024                         strcat(dummy, _("良い", "Good"));
2025                         break;
2026
2027                 case 6:
2028                         likert_color = TERM_YELLOW;
2029                         strcat(dummy, _("大変良い", "Very Good"));
2030                         break;
2031
2032                 case 7:
2033                 case 8:
2034                         likert_color = TERM_L_GREEN;
2035                         strcat(dummy, _("卓越", "Excellent"));
2036                         break;
2037
2038                 case 9:
2039                 case 10:
2040                 case 11:
2041                 case 12:
2042                 case 13:
2043                         likert_color = TERM_GREEN;
2044                         strcat(dummy, _("超越", "Superb"));
2045                         break;
2046
2047                 case 14:
2048                 case 15:
2049                 case 16:
2050                 case 17:
2051                         likert_color = TERM_BLUE;
2052                         strcat(dummy, _("英雄的", "Heroic"));
2053                         break;
2054
2055                 default:
2056                         likert_color = TERM_VIOLET;
2057                         sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2058                                 (int)((((x / y) - 17) * 5) / 2));
2059                         strcat(dummy, dummy2);
2060
2061                         break;
2062                 }
2063         }
2064         return dummy;
2065
2066 }
2067
2068
2069 /*!
2070  * @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
2071  * Prints ratings on certain abilities
2072  * @return なし
2073  * @details
2074  * This code is "imitated" elsewhere to "dump" a character sheet.
2075  */
2076 static void display_player_various(player_type *creature_ptr)
2077 {
2078         int         tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2079         int                     xthn, xthb, xfos, xsrh;
2080         int                     xdis, xdev, xsav, xstl;
2081         int                     xdig;
2082         concptr         desc;
2083         int         muta_att = 0;
2084         BIT_FLAGS flgs[TR_FLAG_SIZE];
2085         int             shots, shot_frac;
2086         bool dokubari;
2087
2088         object_type *o_ptr;
2089
2090         if (creature_ptr->muta2 & MUT2_HORNS)     muta_att++;
2091         if (creature_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2092         if (creature_ptr->muta2 & MUT2_BEAK)      muta_att++;
2093         if (creature_ptr->muta2 & MUT2_TRUNK)     muta_att++;
2094         if (creature_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2095
2096         xthn = creature_ptr->skill_thn + (creature_ptr->to_h_m * BTH_PLUS_ADJ);
2097
2098         /* Shooting Skill (with current bow and normal missile) */
2099         o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
2100         tmp = creature_ptr->to_h_b + o_ptr->to_h;
2101         xthb = creature_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2102
2103         /* If the player is wielding one? */
2104         if (o_ptr->k_idx)
2105         {
2106                 ENERGY energy_fire = bow_energy(o_ptr->sval);
2107
2108                 /* Calculate shots per round */
2109                 shots = creature_ptr->num_fire * 100;
2110                 shot_frac = (shots * 100 / energy_fire) % 100;
2111                 shots = shots / energy_fire;
2112                 if (o_ptr->name1 == ART_CRIMSON)
2113                 {
2114                         shots = 1;
2115                         shot_frac = 0;
2116                         if (creature_ptr->pclass == CLASS_ARCHER)
2117                         {
2118                                 /* Extra shot at level 10 */
2119                                 if (creature_ptr->lev >= 10) shots++;
2120
2121                                 /* Extra shot at level 30 */
2122                                 if (creature_ptr->lev >= 30) shots++;
2123
2124                                 /* Extra shot at level 45 */
2125                                 if (creature_ptr->lev >= 45) shots++;
2126                         }
2127                 }
2128         }
2129         else
2130         {
2131                 shots = 0;
2132                 shot_frac = 0;
2133         }
2134
2135         for(i = 0; i < 2; i++)
2136         {
2137                 damage[i] = creature_ptr->dis_to_d[i] * 100;
2138                 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
2139                 {
2140                         PLAYER_LEVEL level = creature_ptr->lev;
2141                         if (i)
2142                         {
2143                                 damage[i] = 0;
2144                                 break;
2145                         }
2146                         if (creature_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2147                         if (creature_ptr->special_defense & KAMAE_BYAKKO)
2148                                 basedam = monk_ave_damage[level][1];
2149                         else if (creature_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2150                                 basedam = monk_ave_damage[level][2];
2151                         else
2152                                 basedam = monk_ave_damage[level][0];
2153                 }
2154                 else
2155                 {
2156                         o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
2157
2158                         /* Average damage per round */
2159                         if (o_ptr->k_idx)
2160                         {
2161                                 to_h[i] = 0;
2162                                 dokubari = FALSE;                               
2163                                 
2164                                 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2165                                 if (object_is_known(o_ptr))
2166                                 { 
2167                                         damage[i] += o_ptr->to_d * 100;
2168                                         to_h[i] += o_ptr->to_h;
2169                                 }
2170                                 basedam = ((o_ptr->dd + creature_ptr->to_dd[i]) * (o_ptr->ds + creature_ptr->to_ds[i] + 1)) * 50;
2171                                 object_flags_known(o_ptr, flgs);
2172                                                                 
2173                                 basedam = calc_expect_crit(creature_ptr, o_ptr->weight, to_h[i], basedam, creature_ptr->dis_to_h[i], dokubari);
2174                                 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2175                                 {
2176                                         /* vorpal blade */
2177                                         basedam *= 5;
2178                                         basedam /= 3;
2179                                 }
2180                                 else if (have_flag(flgs, TR_VORPAL))
2181                                 {
2182                                         /* vorpal flag only */
2183                                         basedam *= 11;
2184                                         basedam /= 9;
2185                                 }
2186                                 if ((creature_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (creature_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2187                                         basedam = basedam * 7 / 2;
2188                         }
2189                         else basedam = 0;
2190                 }
2191                 damage[i] += basedam;
2192                 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2193                 if (damage[i] < 0) damage[i] = 0;
2194         }
2195         blows1 = creature_ptr->migite ? creature_ptr->num_blow[0]: 0;
2196         blows2 = creature_ptr->hidarite ? creature_ptr->num_blow[1] : 0;
2197
2198         /* Basic abilities */
2199
2200         xdis = creature_ptr->skill_dis;
2201         xdev = creature_ptr->skill_dev;
2202         xsav = creature_ptr->skill_sav;
2203         xstl = creature_ptr->skill_stl;
2204         xsrh = creature_ptr->skill_srh;
2205         xfos = creature_ptr->skill_fos;
2206         xdig = creature_ptr->skill_dig;
2207
2208
2209         desc = likert(xthn, 12);
2210         display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2211
2212         desc = likert(xthb, 12);
2213         display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2214
2215         desc = likert(xsav, 7);
2216         display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2217
2218         /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2219         desc = likert((xstl > 0) ? xstl : -1, 1);
2220         display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2221
2222         desc = likert(xfos, 6);
2223         display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2224
2225         desc = likert(xsrh, 6);
2226         display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2227
2228         desc = likert(xdis, 8);
2229         display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2230
2231         desc = likert(xdev, 6);
2232         display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2233
2234         desc = likert(xdev, 6);
2235         display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2236
2237         desc = likert(xdig, 4);
2238         display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2239
2240         if (!muta_att)
2241                 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2242         else
2243                 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2244
2245         display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2246
2247
2248         if ((damage[0]+damage[1]) == 0)
2249                 desc = "nil!";
2250         else
2251                 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2252
2253         display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2254
2255         display_player_one_line(ENTRY_INFRA, format("%d feet", creature_ptr->see_infra * 10), TERM_WHITE);
2256 }
2257
2258
2259
2260 /*!
2261  * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2262  * Prints ratings on certain abilities
2263  * @param creature_ptr 参照元クリーチャーポインタ
2264  * @param flgs フラグを保管する配列
2265  * @return なし
2266  * @details
2267  * Obtain the "flags" for the player as if he was an item
2268  * @todo
2269  * xtra1.c周りと多重実装になっているのを何とかする
2270  */
2271 static void player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2272 {
2273         int i;
2274         for (i = 0; i < TR_FLAG_SIZE; i++)
2275                 flgs[i] = 0L;
2276
2277         /* Classes */
2278         switch (creature_ptr->pclass)
2279         {
2280         case CLASS_WARRIOR:
2281                 if (creature_ptr->lev > 44)
2282                         add_flag(flgs, TR_REGEN);
2283         case CLASS_SAMURAI:
2284                 if (creature_ptr->lev > 29)
2285                         add_flag(flgs, TR_RES_FEAR);
2286                 break;
2287         case CLASS_PALADIN:
2288                 if (creature_ptr->lev > 39)
2289                         add_flag(flgs, TR_RES_FEAR);
2290                 break;
2291         case CLASS_CHAOS_WARRIOR:
2292                 if (creature_ptr->lev > 29)
2293                         add_flag(flgs, TR_RES_CHAOS);
2294                 if (creature_ptr->lev > 39)
2295                         add_flag(flgs, TR_RES_FEAR);
2296                 break;
2297         case CLASS_MONK:
2298         case CLASS_FORCETRAINER:
2299                 if ((creature_ptr->lev > 9) && !heavy_armor(creature_ptr))
2300                         add_flag(flgs, TR_SPEED);
2301                 if ((creature_ptr->lev>24) && !heavy_armor(creature_ptr))
2302                         add_flag(flgs, TR_FREE_ACT);
2303                 break;
2304         case CLASS_NINJA:
2305                 if (heavy_armor(creature_ptr))
2306                         add_flag(flgs, TR_SPEED);
2307                 else
2308                 {
2309                         if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
2310                             (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
2311                                 add_flag(flgs, TR_SPEED);
2312                         if (creature_ptr->lev>24)
2313                                 add_flag(flgs, TR_FREE_ACT);
2314                 }
2315                 add_flag(flgs, TR_SLOW_DIGEST);
2316                 add_flag(flgs, TR_RES_FEAR);
2317                 if (creature_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2318                 if (creature_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2319                 if (creature_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2320                 break;
2321         case CLASS_MINDCRAFTER:
2322                 if (creature_ptr->lev > 9)
2323                         add_flag(flgs, TR_RES_FEAR);
2324                 if (creature_ptr->lev > 19)
2325                         add_flag(flgs, TR_SUST_WIS);
2326                 if (creature_ptr->lev > 29)
2327                         add_flag(flgs, TR_RES_CONF);
2328                 if (creature_ptr->lev > 39)
2329                         add_flag(flgs, TR_TELEPATHY);
2330                 break;
2331         case CLASS_BARD:
2332                 add_flag(flgs, TR_RES_SOUND);
2333                 break;
2334         case CLASS_BERSERKER:
2335                 add_flag(flgs, TR_SUST_STR);
2336                 add_flag(flgs, TR_SUST_DEX);
2337                 add_flag(flgs, TR_SUST_CON);
2338                 add_flag(flgs, TR_REGEN);
2339                 add_flag(flgs, TR_FREE_ACT);
2340                 add_flag(flgs, TR_SPEED);
2341                 if (creature_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2342                 break;
2343         case CLASS_MIRROR_MASTER:
2344                 if(creature_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2345                 break;
2346         default:
2347                 break; /* Do nothing */
2348         }
2349
2350         /* Races */
2351         if (creature_ptr->mimic_form)
2352         {
2353                 switch(creature_ptr->mimic_form)
2354                 {
2355                 case MIMIC_DEMON:
2356                         add_flag(flgs, TR_HOLD_EXP);
2357                         add_flag(flgs, TR_RES_CHAOS);
2358                         add_flag(flgs, TR_RES_NETHER);
2359                         add_flag(flgs, TR_RES_FIRE);
2360                         add_flag(flgs, TR_SEE_INVIS);
2361                         add_flag(flgs, TR_SPEED);
2362                         break;
2363                 case MIMIC_DEMON_LORD:
2364                         add_flag(flgs, TR_HOLD_EXP);
2365                         add_flag(flgs, TR_RES_CHAOS);
2366                         add_flag(flgs, TR_RES_NETHER);
2367                         add_flag(flgs, TR_RES_FIRE);
2368                         add_flag(flgs, TR_RES_COLD);
2369                         add_flag(flgs, TR_RES_ELEC);
2370                         add_flag(flgs, TR_RES_ACID);
2371                         add_flag(flgs, TR_RES_POIS);
2372                         add_flag(flgs, TR_RES_CONF);
2373                         add_flag(flgs, TR_RES_DISEN);
2374                         add_flag(flgs, TR_RES_NEXUS);
2375                         add_flag(flgs, TR_RES_FEAR);
2376                         add_flag(flgs, TR_IM_FIRE);
2377                         add_flag(flgs, TR_SH_FIRE);
2378                         add_flag(flgs, TR_SEE_INVIS);
2379                         add_flag(flgs, TR_TELEPATHY);
2380                         add_flag(flgs, TR_LEVITATION);
2381                         add_flag(flgs, TR_SPEED);
2382                         break;
2383                 case MIMIC_VAMPIRE:
2384                         add_flag(flgs, TR_HOLD_EXP);
2385                         add_flag(flgs, TR_RES_DARK);
2386                         add_flag(flgs, TR_RES_NETHER);
2387                         if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2388                         add_flag(flgs, TR_RES_POIS);
2389                         add_flag(flgs, TR_RES_COLD);
2390                         add_flag(flgs, TR_SEE_INVIS);
2391                         add_flag(flgs, TR_SPEED);
2392                         break;
2393                 }
2394         }
2395         else
2396         {
2397         switch (creature_ptr->prace)
2398         {
2399         case RACE_ELF:
2400                 add_flag(flgs, TR_RES_LITE);
2401                 break;
2402         case RACE_HOBBIT:
2403                 add_flag(flgs, TR_HOLD_EXP);
2404                 break;
2405         case RACE_GNOME:
2406                 add_flag(flgs, TR_FREE_ACT);
2407                 break;
2408         case RACE_DWARF:
2409                 add_flag(flgs, TR_RES_BLIND);
2410                 break;
2411         case RACE_HALF_ORC:
2412                 add_flag(flgs, TR_RES_DARK);
2413                 break;
2414         case RACE_HALF_TROLL:
2415                 add_flag(flgs, TR_SUST_STR);
2416                 if (creature_ptr->lev > 14)
2417                 {
2418                         add_flag(flgs, TR_REGEN);
2419                         if ((creature_ptr->pclass == CLASS_WARRIOR) || (creature_ptr->pclass == CLASS_BERSERKER))
2420                         {
2421                                 add_flag(flgs, TR_SLOW_DIGEST);
2422                                 /*
2423                                  * Let's not make Regeneration a disadvantage
2424                                  * for the poor warriors who can never learn
2425                                  * a spell that satisfies hunger (actually
2426                                  * neither can rogues, but half-trolls are not
2427                                  * supposed to play rogues)
2428                                  */
2429                         }
2430                 }
2431                 break;
2432         case RACE_AMBERITE:
2433                 add_flag(flgs, TR_SUST_CON);
2434                 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2435                 break;
2436         case RACE_HIGH_ELF:
2437                 add_flag(flgs, TR_RES_LITE);
2438                 add_flag(flgs, TR_SEE_INVIS);
2439                 break;
2440         case RACE_BARBARIAN:
2441                 add_flag(flgs, TR_RES_FEAR);
2442                 break;
2443         case RACE_HALF_OGRE:
2444                 add_flag(flgs, TR_SUST_STR);
2445                 add_flag(flgs, TR_RES_DARK);
2446                 break;
2447         case RACE_HALF_GIANT:
2448                 add_flag(flgs, TR_RES_SHARDS);
2449                 add_flag(flgs, TR_SUST_STR);
2450                 break;
2451         case RACE_HALF_TITAN:
2452                 add_flag(flgs, TR_RES_CHAOS);
2453                 break;
2454         case RACE_CYCLOPS:
2455                 add_flag(flgs, TR_RES_SOUND);
2456                 break;
2457         case RACE_YEEK:
2458                 add_flag(flgs, TR_RES_ACID);
2459                 if (creature_ptr->lev > 19)
2460                         add_flag(flgs, TR_IM_ACID);
2461                 break;
2462         case RACE_KLACKON:
2463                 add_flag(flgs, TR_RES_CONF);
2464                 add_flag(flgs, TR_RES_ACID);
2465                 if (creature_ptr->lev > 9)
2466                         add_flag(flgs, TR_SPEED);
2467                 break;
2468         case RACE_KOBOLD:
2469                 add_flag(flgs, TR_RES_POIS);
2470                 break;
2471         case RACE_NIBELUNG:
2472                 add_flag(flgs, TR_RES_DISEN);
2473                 add_flag(flgs, TR_RES_DARK);
2474                 break;
2475         case RACE_DARK_ELF:
2476                 add_flag(flgs, TR_RES_DARK);
2477                 if (creature_ptr->lev > 19)
2478                         add_flag(flgs, TR_SEE_INVIS);
2479                 break;
2480         case RACE_DRACONIAN:
2481                 add_flag(flgs, TR_LEVITATION);
2482                 if (creature_ptr->lev > 4)
2483                         add_flag(flgs, TR_RES_FIRE);
2484                 if (creature_ptr->lev > 9)
2485                         add_flag(flgs, TR_RES_COLD);
2486                 if (creature_ptr->lev > 14)
2487                         add_flag(flgs, TR_RES_ACID);
2488                 if (creature_ptr->lev > 19)
2489                         add_flag(flgs, TR_RES_ELEC);
2490                 if (creature_ptr->lev > 34)
2491                         add_flag(flgs, TR_RES_POIS);
2492                 break;
2493         case RACE_MIND_FLAYER:
2494                 add_flag(flgs, TR_SUST_INT);
2495                 add_flag(flgs, TR_SUST_WIS);
2496                 if (creature_ptr->lev > 14)
2497                         add_flag(flgs, TR_SEE_INVIS);
2498                 if (creature_ptr->lev > 29)
2499                         add_flag(flgs, TR_TELEPATHY);
2500                 break;
2501         case RACE_IMP:
2502                 add_flag(flgs, TR_RES_FIRE);
2503                 if (creature_ptr->lev > 9)
2504                         add_flag(flgs, TR_SEE_INVIS);
2505                 break;
2506         case RACE_GOLEM:
2507                 add_flag(flgs, TR_SEE_INVIS);
2508                 add_flag(flgs, TR_FREE_ACT);
2509                 add_flag(flgs, TR_RES_POIS);
2510                 add_flag(flgs, TR_SLOW_DIGEST);
2511                 if (creature_ptr->lev > 34)
2512                         add_flag(flgs, TR_HOLD_EXP);
2513                 break;
2514         case RACE_SKELETON:
2515                 add_flag(flgs, TR_SEE_INVIS);
2516                 add_flag(flgs, TR_RES_SHARDS);
2517                 add_flag(flgs, TR_HOLD_EXP);
2518                 add_flag(flgs, TR_RES_POIS);
2519                 if (creature_ptr->lev > 9)
2520                         add_flag(flgs, TR_RES_COLD);
2521                 break;
2522         case RACE_ZOMBIE:
2523                 add_flag(flgs, TR_SEE_INVIS);
2524                 add_flag(flgs, TR_HOLD_EXP);
2525                 add_flag(flgs, TR_RES_NETHER);
2526                 add_flag(flgs, TR_RES_POIS);
2527                 add_flag(flgs, TR_SLOW_DIGEST);
2528                 if (creature_ptr->lev > 4)
2529                         add_flag(flgs, TR_RES_COLD);
2530                 break;
2531         case RACE_VAMPIRE:
2532                 add_flag(flgs, TR_HOLD_EXP);
2533                 add_flag(flgs, TR_RES_DARK);
2534                 add_flag(flgs, TR_RES_NETHER);
2535                 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2536                 add_flag(flgs, TR_RES_POIS);
2537                 add_flag(flgs, TR_RES_COLD);
2538                 break;
2539         case RACE_SPECTRE:
2540                 add_flag(flgs, TR_LEVITATION);
2541                 add_flag(flgs, TR_FREE_ACT);
2542                 add_flag(flgs, TR_RES_COLD);
2543                 add_flag(flgs, TR_SEE_INVIS);
2544                 add_flag(flgs, TR_HOLD_EXP);
2545                 add_flag(flgs, TR_RES_NETHER);
2546                 add_flag(flgs, TR_RES_POIS);
2547                 add_flag(flgs, TR_SLOW_DIGEST);
2548                 /* XXX pass_wall */
2549                 if (creature_ptr->lev > 34)
2550                         add_flag(flgs, TR_TELEPATHY);
2551                 break;
2552         case RACE_SPRITE:
2553                 add_flag(flgs, TR_RES_LITE);
2554                 add_flag(flgs, TR_LEVITATION);
2555                 if (creature_ptr->lev > 9)
2556                         add_flag(flgs, TR_SPEED);
2557                 break;
2558         case RACE_BEASTMAN:
2559                 add_flag(flgs, TR_RES_SOUND);
2560                 add_flag(flgs, TR_RES_CONF);
2561                 break;
2562         case RACE_ANGEL:
2563                 add_flag(flgs, TR_LEVITATION);
2564                 add_flag(flgs, TR_SEE_INVIS);
2565                 break;
2566         case RACE_DEMON:
2567                 add_flag(flgs, TR_RES_FIRE);
2568                 add_flag(flgs, TR_RES_NETHER);
2569                 add_flag(flgs, TR_HOLD_EXP);
2570                 if (creature_ptr->lev > 9)
2571                         add_flag(flgs, TR_SEE_INVIS);
2572                 break;
2573         case RACE_DUNADAN:
2574                 add_flag(flgs, TR_SUST_CON);
2575                 break;
2576         case RACE_S_FAIRY:
2577                 add_flag(flgs, TR_LEVITATION);
2578                 break;
2579         case RACE_KUTAR:
2580                 add_flag(flgs, TR_RES_CONF);
2581                 break;
2582         case RACE_ANDROID:
2583                 add_flag(flgs, TR_FREE_ACT);
2584                 add_flag(flgs, TR_RES_POIS);
2585                 add_flag(flgs, TR_SLOW_DIGEST);
2586                 add_flag(flgs, TR_HOLD_EXP);
2587                 break;
2588         default:
2589                 ; /* Do nothing */
2590         }
2591         }
2592
2593         /* Mutations */
2594         if (creature_ptr->muta3)
2595         {
2596                 if (creature_ptr->muta3 & MUT3_FLESH_ROT)
2597                 {
2598                         remove_flag(flgs, TR_REGEN);
2599                 }
2600
2601                 if ((creature_ptr->muta3 & MUT3_XTRA_FAT) ||
2602                         (creature_ptr->muta3 & MUT3_XTRA_LEGS) ||
2603                         (creature_ptr->muta3 & MUT3_SHORT_LEG))
2604                 {
2605                         add_flag(flgs, TR_SPEED);
2606                 }
2607
2608                 if (creature_ptr->muta3  & MUT3_ELEC_TOUC)
2609                 {
2610                         add_flag(flgs, TR_SH_ELEC);
2611                 }
2612
2613                 if (creature_ptr->muta3 & MUT3_FIRE_BODY)
2614                 {
2615                         add_flag(flgs, TR_SH_FIRE);
2616                         add_flag(flgs, TR_LITE_1);
2617                 }
2618
2619                 if (creature_ptr->muta3 & MUT3_WINGS)
2620                 {
2621                         add_flag(flgs, TR_LEVITATION);
2622                 }
2623
2624                 if (creature_ptr->muta3 & MUT3_FEARLESS)
2625                 {
2626                         add_flag(flgs, TR_RES_FEAR);
2627                 }
2628
2629                 if (creature_ptr->muta3 & MUT3_REGEN)
2630                 {
2631                         add_flag(flgs, TR_REGEN);
2632                 }
2633
2634                 if (creature_ptr->muta3 & MUT3_ESP)
2635                 {
2636                         add_flag(flgs, TR_TELEPATHY);
2637                 }
2638
2639                 if (creature_ptr->muta3 & MUT3_MOTION)
2640                 {
2641                         add_flag(flgs, TR_FREE_ACT);
2642                 }
2643         }
2644
2645         if (creature_ptr->pseikaku == SEIKAKU_SEXY)
2646                 add_flag(flgs, TR_AGGRAVATE);
2647         if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2648                 add_flag(flgs, TR_RES_CONF);
2649         if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2650         {
2651                 add_flag(flgs, TR_RES_BLIND);
2652                 add_flag(flgs, TR_RES_CONF);
2653                 add_flag(flgs, TR_HOLD_EXP);
2654                 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2655                 if (creature_ptr->lev > 9)
2656                         add_flag(flgs, TR_SPEED);
2657         }
2658         if (creature_ptr->special_defense & KATA_FUUJIN)
2659                 add_flag(flgs, TR_REFLECT);
2660         if (creature_ptr->special_defense & KAMAE_GENBU)
2661                 add_flag(flgs, TR_REFLECT);
2662         if (creature_ptr->special_defense & KAMAE_SUZAKU)
2663                 add_flag(flgs, TR_LEVITATION);
2664         if (creature_ptr->special_defense & KAMAE_SEIRYU)
2665         {
2666                 add_flag(flgs, TR_RES_FIRE);
2667                 add_flag(flgs, TR_RES_COLD);
2668                 add_flag(flgs, TR_RES_ACID);
2669                 add_flag(flgs, TR_RES_ELEC);
2670                 add_flag(flgs, TR_RES_POIS);
2671                 add_flag(flgs, TR_LEVITATION);
2672                 add_flag(flgs, TR_SH_FIRE);
2673                 add_flag(flgs, TR_SH_ELEC);
2674                 add_flag(flgs, TR_SH_COLD);
2675         }
2676         if (creature_ptr->special_defense & KATA_MUSOU)
2677         {
2678                 add_flag(flgs, TR_RES_FEAR);
2679                 add_flag(flgs, TR_RES_LITE);
2680                 add_flag(flgs, TR_RES_DARK);
2681                 add_flag(flgs, TR_RES_BLIND);
2682                 add_flag(flgs, TR_RES_CONF);
2683                 add_flag(flgs, TR_RES_SOUND);
2684                 add_flag(flgs, TR_RES_SHARDS);
2685                 add_flag(flgs, TR_RES_NETHER);
2686                 add_flag(flgs, TR_RES_NEXUS);
2687                 add_flag(flgs, TR_RES_CHAOS);
2688                 add_flag(flgs, TR_RES_DISEN);
2689                 add_flag(flgs, TR_REFLECT);
2690                 add_flag(flgs, TR_HOLD_EXP);
2691                 add_flag(flgs, TR_FREE_ACT);
2692                 add_flag(flgs, TR_SH_FIRE);
2693                 add_flag(flgs, TR_SH_ELEC);
2694                 add_flag(flgs, TR_SH_COLD);
2695                 add_flag(flgs, TR_LEVITATION);
2696                 add_flag(flgs, TR_LITE_1);
2697                 add_flag(flgs, TR_SEE_INVIS);
2698                 add_flag(flgs, TR_TELEPATHY);
2699                 add_flag(flgs, TR_SLOW_DIGEST);
2700                 add_flag(flgs, TR_REGEN);
2701                 add_flag(flgs, TR_SUST_STR);
2702                 add_flag(flgs, TR_SUST_INT);
2703                 add_flag(flgs, TR_SUST_WIS);
2704                 add_flag(flgs, TR_SUST_DEX);
2705                 add_flag(flgs, TR_SUST_CON);
2706                 add_flag(flgs, TR_SUST_CHR);
2707         }
2708 }
2709
2710 /*!
2711  * @brief プレイヤーの一時的魔法効果による耐性を返す
2712  * Prints ratings on certain abilities
2713  * @param flgs フラグを保管する配列
2714  * @return なし
2715  * @todo
2716  * xtra1.c周りと多重実装になっているのを何とかする
2717  */
2718 static void tim_player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2719 {
2720         int i;
2721         for (i = 0; i < TR_FLAG_SIZE; i++)
2722                 flgs[i] = 0L;
2723
2724         if (IS_HERO(creature_ptr) || creature_ptr->shero)
2725                 add_flag(flgs, TR_RES_FEAR);
2726         if (creature_ptr->tim_invis)
2727                 add_flag(flgs, TR_SEE_INVIS);
2728         if (creature_ptr->tim_regen)
2729                 add_flag(flgs, TR_REGEN);
2730         if (is_time_limit_esp(creature_ptr))
2731                 add_flag(flgs, TR_TELEPATHY);
2732         if (IS_FAST(creature_ptr) || creature_ptr->slow)
2733                 add_flag(flgs, TR_SPEED);
2734
2735         if (is_oppose_acid(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_ACID) && !(PRACE_IS_(creature_ptr, RACE_YEEK) && (creature_ptr->lev > 19)))
2736                 add_flag(flgs, TR_RES_ACID);
2737         if (is_oppose_elec(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_ELEC))
2738                 add_flag(flgs, TR_RES_ELEC);
2739         if (is_oppose_fire(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_FIRE))
2740                 add_flag(flgs, TR_RES_FIRE);
2741         if (is_oppose_cold(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_COLD))
2742                 add_flag(flgs, TR_RES_COLD);
2743         if (is_oppose_pois(creature_ptr))
2744                 add_flag(flgs, TR_RES_POIS);
2745
2746         if (creature_ptr->special_attack & ATTACK_ACID)
2747                 add_flag(flgs, TR_BRAND_ACID);
2748         if (creature_ptr->special_attack & ATTACK_ELEC)
2749                 add_flag(flgs, TR_BRAND_ELEC);
2750         if (creature_ptr->special_attack & ATTACK_FIRE)
2751                 add_flag(flgs, TR_BRAND_FIRE);
2752         if (creature_ptr->special_attack & ATTACK_COLD)
2753                 add_flag(flgs, TR_BRAND_COLD);
2754         if (creature_ptr->special_attack & ATTACK_POIS)
2755                 add_flag(flgs, TR_BRAND_POIS);
2756         if (creature_ptr->special_defense & DEFENSE_ACID)
2757                 add_flag(flgs, TR_IM_ACID);
2758         if (creature_ptr->special_defense & DEFENSE_ELEC)
2759                 add_flag(flgs, TR_IM_ELEC);
2760         if (creature_ptr->special_defense & DEFENSE_FIRE)
2761                 add_flag(flgs, TR_IM_FIRE);
2762         if (creature_ptr->special_defense & DEFENSE_COLD)
2763                 add_flag(flgs, TR_IM_COLD);
2764         if (creature_ptr->wraith_form)
2765                 add_flag(flgs, TR_REFLECT);
2766         /* by henkma */
2767         if (creature_ptr->tim_reflect)
2768                 add_flag(flgs, TR_REFLECT);
2769
2770         if (creature_ptr->magicdef)
2771         {
2772                 add_flag(flgs, TR_RES_BLIND);
2773                 add_flag(flgs, TR_RES_CONF);
2774                 add_flag(flgs, TR_REFLECT);
2775                 add_flag(flgs, TR_FREE_ACT);
2776                 add_flag(flgs, TR_LEVITATION);
2777         }
2778         if (creature_ptr->tim_res_nether)
2779         {
2780                 add_flag(flgs, TR_RES_NETHER);
2781         }
2782         if (creature_ptr->tim_sh_fire)
2783         {
2784                 add_flag(flgs, TR_SH_FIRE);
2785         }
2786         if (creature_ptr->ult_res)
2787         {
2788                 add_flag(flgs, TR_RES_FEAR);
2789                 add_flag(flgs, TR_RES_LITE);
2790                 add_flag(flgs, TR_RES_DARK);
2791                 add_flag(flgs, TR_RES_BLIND);
2792                 add_flag(flgs, TR_RES_CONF);
2793                 add_flag(flgs, TR_RES_SOUND);
2794                 add_flag(flgs, TR_RES_SHARDS);
2795                 add_flag(flgs, TR_RES_NETHER);
2796                 add_flag(flgs, TR_RES_NEXUS);
2797                 add_flag(flgs, TR_RES_CHAOS);
2798                 add_flag(flgs, TR_RES_DISEN);
2799                 add_flag(flgs, TR_REFLECT);
2800                 add_flag(flgs, TR_HOLD_EXP);
2801                 add_flag(flgs, TR_FREE_ACT);
2802                 add_flag(flgs, TR_SH_FIRE);
2803                 add_flag(flgs, TR_SH_ELEC);
2804                 add_flag(flgs, TR_SH_COLD);
2805                 add_flag(flgs, TR_LEVITATION);
2806                 add_flag(flgs, TR_LITE_1);
2807                 add_flag(flgs, TR_SEE_INVIS);
2808                 add_flag(flgs, TR_TELEPATHY);
2809                 add_flag(flgs, TR_SLOW_DIGEST);
2810                 add_flag(flgs, TR_REGEN);
2811                 add_flag(flgs, TR_SUST_STR);
2812                 add_flag(flgs, TR_SUST_INT);
2813                 add_flag(flgs, TR_SUST_WIS);
2814                 add_flag(flgs, TR_SUST_DEX);
2815                 add_flag(flgs, TR_SUST_CON);
2816                 add_flag(flgs, TR_SUST_CHR);
2817         }
2818
2819         /* Hex bonuses */
2820         if (creature_ptr->realm1 == REALM_HEX)
2821         {
2822                 if (hex_spelling(HEX_DEMON_AURA))
2823                 {
2824                         add_flag(flgs, TR_SH_FIRE);
2825                         add_flag(flgs, TR_REGEN);
2826                 }
2827                 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2828                 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2829         }
2830 }
2831
2832
2833 /* Mode flags for displaying player flags */
2834 #define DP_CURSE   0x01
2835 #define DP_IMM     0x02
2836 #define DP_WP      0x08
2837
2838
2839 /*!
2840  * @brief プレイヤーの装備一覧をシンボルで並べる
2841  * Equippy chars
2842  * @param y 表示するコンソールの行
2843  * @param x 表示するコンソールの列
2844  * @param mode オプション
2845  * @return なし
2846  */
2847 void display_player_equippy(player_type *creature_ptr, TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2848 {
2849         int i, max_i;
2850
2851         TERM_COLOR a;
2852         char c;
2853
2854         object_type *o_ptr;
2855
2856         /* Weapon flags need only two column */
2857         if (mode & DP_WP) max_i = INVEN_LARM + 1;
2858         else max_i = INVEN_TOTAL;
2859
2860         /* Dump equippy chars */
2861         for (i = INVEN_RARM; i < max_i; i++)
2862         {
2863                 /* Object */
2864                 o_ptr = &creature_ptr->inventory_list[i];
2865
2866                 a = object_attr(o_ptr);
2867                 c = object_char(o_ptr);
2868
2869                 /* Clear the part of the screen */
2870                 if (!equippy_chars || !o_ptr->k_idx)
2871                 {
2872                         c = ' ';
2873                         a = TERM_DARK;
2874                 }
2875
2876                 /* Dump */
2877                 Term_putch(x + i - INVEN_RARM, y, a, c);
2878         }
2879 }
2880
2881
2882 /*!
2883  * @brief プレイヤーの装備による免疫フラグを返す
2884  * @param flgs フラグを保管する配列
2885  * @return なし
2886  * @todo
2887  * xtra1.c周りと多重実装になっているのを何とかする
2888  */
2889 static void known_obj_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2890 {
2891         int i;
2892         for (i = 0; i < TR_FLAG_SIZE; i++)
2893                 flgs[i] = 0L;
2894
2895         /* Check equipment */
2896         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2897         {
2898                 u32b o_flgs[TR_FLAG_SIZE];
2899
2900                 object_type *o_ptr;
2901
2902                 /* Object */
2903                 o_ptr = &creature_ptr->inventory_list[i];
2904
2905                 if (!o_ptr->k_idx) continue;
2906
2907                 /* Known flags */
2908                 object_flags_known(o_ptr, o_flgs);
2909
2910                 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2911                 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2912                 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2913                 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2914         }
2915 }
2916
2917 /*!
2918  * @brief プレイヤーの種族による免疫フラグを返す
2919  * @param flgs フラグを保管する配列
2920  * @return なし
2921  * @todo
2922  * xtra1.c周りと多重実装になっているのを何とかする
2923  */
2924 static void player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2925 {
2926         int i;
2927         for (i = 0; i < TR_FLAG_SIZE; i++)
2928                 flgs[i] = 0L;
2929
2930         if (PRACE_IS_(creature_ptr, RACE_SPECTRE))
2931                 add_flag(flgs, TR_RES_NETHER);
2932         if (creature_ptr->mimic_form == MIMIC_VAMPIRE || PRACE_IS_(creature_ptr, RACE_VAMPIRE))
2933                 add_flag(flgs, TR_RES_DARK);
2934         if (creature_ptr->mimic_form == MIMIC_DEMON_LORD)
2935                 add_flag(flgs, TR_RES_FIRE);
2936         else if (PRACE_IS_(creature_ptr, RACE_YEEK) && creature_ptr->lev > 19)
2937                 add_flag(flgs, TR_RES_ACID);
2938 }
2939
2940 /*!
2941  * @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
2942  * @param flgs フラグを保管する配列
2943  * @return なし
2944  * @todo
2945  * xtra1.c周りと多重実装になっているのを何とかする
2946  */
2947 static void tim_player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2948 {
2949         int i;
2950         for (i = 0; i < TR_FLAG_SIZE; i++)
2951                 flgs[i] = 0L;
2952
2953         if (creature_ptr->special_defense & DEFENSE_ACID)
2954                 add_flag(flgs, TR_RES_ACID);
2955         if (creature_ptr->special_defense & DEFENSE_ELEC)
2956                 add_flag(flgs, TR_RES_ELEC);
2957         if (creature_ptr->special_defense & DEFENSE_FIRE)
2958                 add_flag(flgs, TR_RES_FIRE);
2959         if (creature_ptr->special_defense & DEFENSE_COLD)
2960                 add_flag(flgs, TR_RES_COLD);
2961         if (creature_ptr->wraith_form)
2962                 add_flag(flgs, TR_RES_DARK);
2963 }
2964
2965 /*!
2966  * @brief プレイヤーの種族による弱点フラグを返す
2967  * @param flgs フラグを保管する配列
2968  * @return なし
2969  * @todo
2970  * xtra1.c周りと多重実装になっているのを何とかする
2971  */
2972 static void player_vuln_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2973 {
2974         int i;
2975         for (i = 0; i < TR_FLAG_SIZE; i++)
2976                 flgs[i] = 0L;
2977
2978         if ((creature_ptr->muta3 & MUT3_VULN_ELEM) || (creature_ptr->special_defense & KATA_KOUKIJIN))
2979         {
2980                 add_flag(flgs, TR_RES_ACID);
2981                 add_flag(flgs, TR_RES_ELEC);
2982                 add_flag(flgs, TR_RES_FIRE);
2983                 add_flag(flgs, TR_RES_COLD);
2984         }
2985         if (PRACE_IS_(creature_ptr, RACE_ANDROID))
2986                 add_flag(flgs, TR_RES_ELEC);
2987         if (PRACE_IS_(creature_ptr, RACE_ENT))
2988                 add_flag(flgs, TR_RES_FIRE);
2989         if (PRACE_IS_(creature_ptr, RACE_VAMPIRE) || PRACE_IS_(creature_ptr, RACE_S_FAIRY) ||
2990             (creature_ptr->mimic_form == MIMIC_VAMPIRE))
2991                 add_flag(flgs, TR_RES_LITE);
2992 }
2993
2994
2995 /*
2996  * A struct for storing misc. flags
2997  */
2998 typedef struct {
2999         BIT_FLAGS player_flags[TR_FLAG_SIZE];
3000         BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
3001         BIT_FLAGS player_imm[TR_FLAG_SIZE];
3002         BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
3003         BIT_FLAGS player_vuln[TR_FLAG_SIZE];
3004         BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
3005 } all_player_flags;
3006
3007
3008 /*!
3009  * @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 /
3010  * Helper function, see below
3011  * @param creature_ptr プレーヤーへの参照ポインタ
3012  * @param row コンソール表示位置の左上行
3013  * @param col コンソール表示位置の左上列
3014  * @param header コンソール上で表示する特性名
3015  * @param flag1 参照する特性ID
3016  * @param f プレイヤーの特性情報構造体
3017  * @param mode 表示オプション
3018  * @return なし
3019  */
3020 static void display_flag_aux(player_type *creature_ptr, TERM_LEN row, TERM_LEN col, concptr header, int flag1, all_player_flags *f, u16b mode)
3021 {
3022         int     i;
3023         bool    vuln = FALSE;
3024         int max_i;
3025         byte header_color = TERM_L_DARK;
3026         int header_col = col;
3027
3028         if (have_flag(f->player_vuln, flag1) &&
3029             !(have_flag(f->known_obj_imm, flag1) ||
3030               have_flag(f->player_imm, flag1) ||
3031               have_flag(f->tim_player_imm, flag1)))
3032                 vuln = TRUE;
3033
3034         /* Advance */
3035         col += strlen(header) + 1;
3036
3037         /* Weapon flags need only two column */
3038         if (mode & DP_WP) max_i = INVEN_LARM + 1;
3039         else max_i = INVEN_TOTAL;
3040
3041         /* Check equipment */
3042         for (i = INVEN_RARM; i < max_i; i++)
3043         {
3044                 BIT_FLAGS flgs[TR_FLAG_SIZE];
3045                 object_type *o_ptr;
3046
3047                 /* Object */
3048                 o_ptr = &creature_ptr->inventory_list[i];
3049
3050                 /* Known flags */
3051                 object_flags_known(o_ptr, flgs);
3052
3053                 /* Default */
3054                 if (!(mode & DP_IMM))
3055                         c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3056
3057                 /* Check flags */
3058                 if (mode & DP_CURSE)
3059                 {
3060                         if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3061                         {
3062                                 c_put_str(TERM_L_DARK, "+", row, col);
3063                                 header_color = TERM_WHITE;
3064                         }
3065                         if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3066                         {
3067                                 c_put_str(TERM_WHITE, "+", row, col);
3068                                 header_color = TERM_WHITE;
3069                         }
3070                         if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3071                         {
3072                                 c_put_str(TERM_WHITE, "*", row, col);
3073                                 header_color = TERM_WHITE;
3074                         }
3075                 }
3076                 else if (flag1 == TR_LITE_1)
3077                 {
3078                         if (HAVE_DARK_FLAG(flgs))
3079                         {
3080                                 c_put_str(TERM_L_DARK, "+", row, col);
3081                                 header_color = TERM_WHITE;
3082                         }
3083                         else if (HAVE_LITE_FLAG(flgs))
3084                         {
3085                                 c_put_str(TERM_WHITE, "+", row, col);
3086                                 header_color = TERM_WHITE;
3087                         }
3088                 }
3089                 else
3090                 {
3091                         if (have_flag(flgs, flag1))
3092                         {
3093                                 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3094                                           (mode & DP_IMM) ? "*" : "+", row, col);
3095                                 header_color = TERM_WHITE;
3096                         }
3097                 }
3098
3099                 /* Advance */
3100                 col++;
3101         }
3102
3103         /* Assume that player flag is already written */
3104         if (mode & DP_IMM)
3105         {
3106                 if (header_color != TERM_L_DARK)
3107                 {
3108                         /* Overwrite Header Color */
3109                         c_put_str(header_color, header, row, header_col);
3110                 }
3111                 return;
3112         }
3113
3114         /* Default */
3115         c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3116
3117         /* Player flags */
3118         if (have_flag(f->player_flags, flag1))
3119         {
3120                 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3121                 header_color = TERM_WHITE;
3122         }
3123
3124         /* Timed player flags */
3125         if (have_flag(f->tim_player_flags, flag1))
3126         {
3127                 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3128                 header_color = TERM_WHITE;
3129         }
3130
3131         /* Immunity */
3132         if (have_flag(f->tim_player_imm, flag1))
3133         {
3134                 c_put_str(TERM_YELLOW, "*", row, col);
3135                 header_color = TERM_WHITE;
3136         }
3137         if (have_flag(f->player_imm, flag1))
3138         {
3139                 c_put_str(TERM_WHITE, "*", row, col);
3140                 header_color = TERM_WHITE;
3141         }
3142
3143         /* Vulnerability */
3144         if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3145
3146         /* Header */
3147         c_put_str(header_color, header, row, header_col);
3148 }
3149
3150
3151 /*!
3152  * @brief プレイヤーの特性フラグ一覧表示1 /
3153  * Special display, part 1
3154  * @return なし
3155  */
3156 static void display_player_flag_info(player_type *creature_ptr)
3157 {
3158         TERM_LEN row;
3159         TERM_LEN col;
3160
3161         all_player_flags f;
3162
3163         /* Extract flags and store */
3164         player_flags(creature_ptr, f.player_flags);
3165         tim_player_flags(creature_ptr, f.tim_player_flags);
3166         player_immunity(creature_ptr, f.player_imm);
3167         tim_player_immunity(creature_ptr, f.tim_player_imm);
3168         known_obj_immunity(creature_ptr, f.known_obj_imm);
3169         player_vuln_flags(creature_ptr, f.player_vuln);
3170
3171         /*** Set 1 ***/
3172
3173         row = 12;
3174         col = 1;
3175
3176         display_player_equippy(creature_ptr, row-2, col+8, 0);
3177         c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3178
3179 #ifdef JP
3180         display_flag_aux(creature_ptr, row+0, col, "耐酸  :", TR_RES_ACID, &f, 0);
3181         display_flag_aux(creature_ptr, row+0, col, "耐酸  :", TR_IM_ACID, &f, DP_IMM);
3182         display_flag_aux(creature_ptr, row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3183         display_flag_aux(creature_ptr, row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3184         display_flag_aux(creature_ptr, row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3185         display_flag_aux(creature_ptr, row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3186         display_flag_aux(creature_ptr, row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3187         display_flag_aux(creature_ptr, row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3188         display_flag_aux(creature_ptr, row+4, col, "耐毒  :", TR_RES_POIS, &f, 0);
3189         display_flag_aux(creature_ptr, row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3190         display_flag_aux(creature_ptr, row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3191         display_flag_aux(creature_ptr, row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3192         display_flag_aux(creature_ptr, row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3193         display_flag_aux(creature_ptr, row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3194 #else
3195         display_flag_aux(creature_ptr, row+0, col, "Acid  :", TR_RES_ACID, &f, 0);
3196         display_flag_aux(creature_ptr, row+0, col, "Acid  :", TR_IM_ACID, &f, DP_IMM);
3197         display_flag_aux(creature_ptr, row+1, col, "Elec  :", TR_RES_ELEC, &f, 0);
3198         display_flag_aux(creature_ptr, row+1, col, "Elec  :", TR_IM_ELEC, &f, DP_IMM);
3199         display_flag_aux(creature_ptr, row+2, col, "Fire  :", TR_RES_FIRE, &f, 0);
3200         display_flag_aux(creature_ptr, row+2, col, "Fire  :", TR_IM_FIRE, &f, DP_IMM);
3201         display_flag_aux(creature_ptr, row+3, col, "Cold  :", TR_RES_COLD, &f, 0);
3202         display_flag_aux(creature_ptr, row+3, col, "Cold  :", TR_IM_COLD, &f, DP_IMM);
3203         display_flag_aux(creature_ptr, row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3204         display_flag_aux(creature_ptr, row+5, col, "Light :", TR_RES_LITE, &f, 0);
3205         display_flag_aux(creature_ptr, row+6, col, "Dark  :", TR_RES_DARK, &f, 0);
3206         display_flag_aux(creature_ptr, row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3207         display_flag_aux(creature_ptr, row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3208         display_flag_aux(creature_ptr, row+9, col, "Conf  :", TR_RES_CONF, &f, 0);
3209 #endif
3210
3211
3212         /*** Set 2 ***/
3213
3214         row = 12;
3215         col = 26;
3216
3217         display_player_equippy(creature_ptr, row-2, col+8, 0);
3218
3219         c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3220
3221 #ifdef JP
3222         display_flag_aux(creature_ptr, row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3223         display_flag_aux(creature_ptr, row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3224         display_flag_aux(creature_ptr, row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3225         display_flag_aux(creature_ptr, row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3226         display_flag_aux(creature_ptr, row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3227         display_flag_aux(creature_ptr, row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3228         display_flag_aux(creature_ptr, row+6, col, "反射  :", TR_REFLECT, &f, 0);
3229         display_flag_aux(creature_ptr, row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3230         display_flag_aux(creature_ptr, row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3231         display_flag_aux(creature_ptr, row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3232 #else
3233         display_flag_aux(creature_ptr, row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3234         display_flag_aux(creature_ptr, row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3235         display_flag_aux(creature_ptr, row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3236         display_flag_aux(creature_ptr, row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3237         display_flag_aux(creature_ptr, row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3238         display_flag_aux(creature_ptr, row+5, col, "Fear  :", TR_RES_FEAR, &f, 0);
3239         display_flag_aux(creature_ptr, row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3240         display_flag_aux(creature_ptr, row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3241         display_flag_aux(creature_ptr, row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3242         display_flag_aux(creature_ptr, row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3243 #endif
3244
3245
3246         /*** Set 3 ***/
3247
3248         row = 12;
3249         col = 51;
3250
3251         display_player_equippy(creature_ptr, row-2, col+12, 0);
3252
3253         c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3254
3255 #ifdef JP
3256         display_flag_aux(creature_ptr, row+0, col, "加速      :", TR_SPEED, &f, 0);
3257         display_flag_aux(creature_ptr, row+1, col, "耐麻痺    :", TR_FREE_ACT, &f, 0);
3258         display_flag_aux(creature_ptr, row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3259         display_flag_aux(creature_ptr, row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3260         display_flag_aux(creature_ptr, row+4, col, "警告      :", TR_WARNING, &f, 0);
3261         display_flag_aux(creature_ptr, row+5, col, "遅消化    :", TR_SLOW_DIGEST, &f, 0);
3262         display_flag_aux(creature_ptr, row+6, col, "急回復    :", TR_REGEN, &f, 0);
3263         display_flag_aux(creature_ptr, row+7, col, "浮遊      :", TR_LEVITATION, &f, 0);
3264         display_flag_aux(creature_ptr, row+8, col, "永遠光源  :", TR_LITE_1, &f, 0);
3265         display_flag_aux(creature_ptr, row+9, col, "呪い      :", 0, &f, DP_CURSE);
3266 #else
3267         display_flag_aux(creature_ptr, row+0, col, "Speed     :", TR_SPEED, &f, 0);
3268         display_flag_aux(creature_ptr, row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3269         display_flag_aux(creature_ptr, row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3270         display_flag_aux(creature_ptr, row+3, col, "Hold Exp  :", TR_HOLD_EXP, &f, 0);
3271         display_flag_aux(creature_ptr, row+4, col, "Warning   :", TR_WARNING, &f, 0);
3272         display_flag_aux(creature_ptr, row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3273         display_flag_aux(creature_ptr, row+6, col, "Regene.   :", TR_REGEN, &f, 0);
3274         display_flag_aux(creature_ptr, row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3275         display_flag_aux(creature_ptr, row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3276         display_flag_aux(creature_ptr, row+9, col, "Cursed    :", 0, &f, DP_CURSE);
3277 #endif
3278
3279 }
3280
3281
3282 /*!
3283  * @brief プレイヤーの特性フラグ一覧表示2 /
3284  * Special display, part 2
3285  * @return なし
3286  */
3287 static void display_player_other_flag_info(player_type *creature_ptr)
3288 {
3289         TERM_LEN row;
3290         TERM_LEN col;
3291
3292         all_player_flags f;
3293
3294         /* Extract flags and store */
3295         player_flags(creature_ptr, f.player_flags);
3296         tim_player_flags(creature_ptr, f.tim_player_flags);
3297         player_immunity(creature_ptr, f.player_imm);
3298         tim_player_immunity(creature_ptr, f.tim_player_imm);
3299         known_obj_immunity(creature_ptr, f.known_obj_imm);
3300         player_vuln_flags(creature_ptr, f.player_vuln);
3301
3302         /*** Set 1 ***/
3303
3304         row = 3;
3305         col = 1;
3306
3307         display_player_equippy(creature_ptr, row-2, col+12, DP_WP);
3308
3309         c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3310
3311 #ifdef JP
3312         display_flag_aux(creature_ptr, row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3313         display_flag_aux(creature_ptr, row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3314         display_flag_aux(creature_ptr, row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3315         display_flag_aux(creature_ptr, row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3316         display_flag_aux(creature_ptr, row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3317         display_flag_aux(creature_ptr, row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3318         display_flag_aux(creature_ptr, row+ 3, col, "龍 倍打   :", TR_SLAY_DRAGON, &f, DP_WP);
3319         display_flag_aux(creature_ptr, row+ 3, col, "龍 倍打   :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3320         display_flag_aux(creature_ptr, row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3321         display_flag_aux(creature_ptr, row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3322         display_flag_aux(creature_ptr, row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3323         display_flag_aux(creature_ptr, row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3324         display_flag_aux(creature_ptr, row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3325         display_flag_aux(creature_ptr, row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3326         display_flag_aux(creature_ptr, row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3327         display_flag_aux(creature_ptr, row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3328         display_flag_aux(creature_ptr, row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3329         display_flag_aux(creature_ptr, row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3330         display_flag_aux(creature_ptr, row+ 9, col, "溶解      :", TR_BRAND_ACID, &f, DP_WP);
3331         display_flag_aux(creature_ptr, row+10, col, "電撃      :", TR_BRAND_ELEC, &f, DP_WP);
3332         display_flag_aux(creature_ptr, row+11, col, "焼棄      :", TR_BRAND_FIRE, &f, DP_WP);
3333         display_flag_aux(creature_ptr, row+12, col, "凍結      :", TR_BRAND_COLD, &f, DP_WP);
3334         display_flag_aux(creature_ptr, row+13, col, "毒殺      :", TR_BRAND_POIS, &f, DP_WP);
3335         display_flag_aux(creature_ptr, row+14, col, "切れ味    :", TR_VORPAL, &f, DP_WP);
3336         display_flag_aux(creature_ptr, row+15, col, "地震      :", TR_IMPACT, &f, DP_WP);
3337         display_flag_aux(creature_ptr, row+16, col, "吸血      :", TR_VAMPIRIC, &f, DP_WP);
3338         display_flag_aux(creature_ptr, row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3339         display_flag_aux(creature_ptr, row+18, col, "理力      :", TR_FORCE_WEAPON, &f, DP_WP);
3340 #else
3341         display_flag_aux(creature_ptr, row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3342         display_flag_aux(creature_ptr, row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3343         display_flag_aux(creature_ptr, row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3344         display_flag_aux(creature_ptr, row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3345         display_flag_aux(creature_ptr, row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3346         display_flag_aux(creature_ptr, row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3347         display_flag_aux(creature_ptr, row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3348         display_flag_aux(creature_ptr, row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3349         display_flag_aux(creature_ptr, row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3350         display_flag_aux(creature_ptr, row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3351         display_flag_aux(creature_ptr, row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3352         display_flag_aux(creature_ptr, row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3353         display_flag_aux(creature_ptr, row+ 6, col, "Slay Orc  :", TR_SLAY_ORC, &f, DP_WP);
3354         display_flag_aux(creature_ptr, row+ 6, col, "Slay Orc  :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3355         display_flag_aux(creature_ptr, row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3356         display_flag_aux(creature_ptr, row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3357         display_flag_aux(creature_ptr, row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3358         display_flag_aux(creature_ptr, row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3359         display_flag_aux(creature_ptr, row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3360         display_flag_aux(creature_ptr, row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3361         display_flag_aux(creature_ptr, row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3362         display_flag_aux(creature_ptr, row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3363         display_flag_aux(creature_ptr, row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3364         display_flag_aux(creature_ptr, row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3365         display_flag_aux(creature_ptr, row+15, col, "Quake     :", TR_IMPACT, &f, DP_WP);
3366         display_flag_aux(creature_ptr, row+16, col, "Vampiric  :", TR_VAMPIRIC, &f, DP_WP);
3367         display_flag_aux(creature_ptr, row+17, col, "Chaotic   :", TR_CHAOTIC, &f, DP_WP);
3368         display_flag_aux(creature_ptr, row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3369 #endif
3370
3371
3372         /*** Set 2 ***/
3373
3374         row = 3;
3375         col = col + 12 + 7;
3376
3377         display_player_equippy(creature_ptr, row-2, col+13, 0);
3378         c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3379
3380 #ifdef JP
3381         display_flag_aux(creature_ptr, row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3382         display_flag_aux(creature_ptr, row+ 1, col, "邪悪ESP    :", TR_ESP_EVIL, &f, 0);
3383         display_flag_aux(creature_ptr, row+ 2, col, "無生物ESP  :", TR_ESP_NONLIVING, &f, 0);
3384         display_flag_aux(creature_ptr, row+ 3, col, "善良ESP    :", TR_ESP_GOOD, &f, 0);
3385         display_flag_aux(creature_ptr, row+ 4, col, "不死ESP    :", TR_ESP_UNDEAD, &f, 0);
3386         display_flag_aux(creature_ptr, row+ 5, col, "悪魔ESP    :", TR_ESP_DEMON, &f, 0);
3387         display_flag_aux(creature_ptr, row+ 6, col, "龍ESP      :", TR_ESP_DRAGON, &f, 0);
3388         display_flag_aux(creature_ptr, row+ 7, col, "人間ESP    :", TR_ESP_HUMAN, &f, 0);
3389         display_flag_aux(creature_ptr, row+ 8, col, "動物ESP    :", TR_ESP_ANIMAL, &f, 0);
3390         display_flag_aux(creature_ptr, row+ 9, col, "オークESP  :", TR_ESP_ORC, &f, 0);
3391         display_flag_aux(creature_ptr, row+10, col, "トロルESP  :", TR_ESP_TROLL, &f, 0);
3392         display_flag_aux(creature_ptr, row+11, col, "巨人ESP    :", TR_ESP_GIANT, &f, 0);
3393         display_flag_aux(creature_ptr, row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3394         display_flag_aux(creature_ptr, row+13, col, "腕力維持   :", TR_SUST_STR, &f, 0);
3395         display_flag_aux(creature_ptr, row+14, col, "知力維持   :", TR_SUST_INT, &f, 0);
3396         display_flag_aux(creature_ptr, row+15, col, "賢さ維持   :", TR_SUST_WIS, &f, 0);
3397         display_flag_aux(creature_ptr, row+16, col, "器用維持   :", TR_SUST_DEX, &f, 0);
3398         display_flag_aux(creature_ptr, row+17, col, "耐久維持   :", TR_SUST_CON, &f, 0);
3399         display_flag_aux(creature_ptr, row+18, col, "魅力維持   :", TR_SUST_CHR, &f, 0);
3400 #else
3401         display_flag_aux(creature_ptr, row+ 0, col, "Telepathy  :", TR_TELEPATHY, &f, 0);
3402         display_flag_aux(creature_ptr, row+ 1, col, "ESP Evil   :", TR_ESP_EVIL, &f, 0);
3403         display_flag_aux(creature_ptr, row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3404         display_flag_aux(creature_ptr, row+ 3, col, "ESP Good   :", TR_ESP_GOOD, &f, 0);
3405         display_flag_aux(creature_ptr, row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3406         display_flag_aux(creature_ptr, row+ 5, col, "ESP Demon  :", TR_ESP_DEMON, &f, 0);
3407         display_flag_aux(creature_ptr, row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3408         display_flag_aux(creature_ptr, row+ 7, col, "ESP Human  :", TR_ESP_HUMAN, &f, 0);
3409         display_flag_aux(creature_ptr, row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3410         display_flag_aux(creature_ptr, row+ 9, col, "ESP Orc    :", TR_ESP_ORC, &f, 0);
3411         display_flag_aux(creature_ptr, row+10, col, "ESP Troll  :", TR_ESP_TROLL, &f, 0);
3412         display_flag_aux(creature_ptr, row+11, col, "ESP Giant  :", TR_ESP_GIANT, &f, 0);
3413         display_flag_aux(creature_ptr, row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3414         display_flag_aux(creature_ptr, row+13, col, "Sust Str   :", TR_SUST_STR, &f, 0);
3415         display_flag_aux(creature_ptr, row+14, col, "Sust Int   :", TR_SUST_INT, &f, 0);
3416         display_flag_aux(creature_ptr, row+15, col, "Sust Wis   :", TR_SUST_WIS, &f, 0);
3417         display_flag_aux(creature_ptr, row+16, col, "Sust Dex   :", TR_SUST_DEX, &f, 0);
3418         display_flag_aux(creature_ptr, row+17, col, "Sust Con   :", TR_SUST_CON, &f, 0);
3419         display_flag_aux(creature_ptr, row+18, col, "Sust Chr   :", TR_SUST_CHR, &f, 0);
3420 #endif
3421
3422
3423         /*** Set 3 ***/
3424
3425         row = 3;
3426         col = col + 12 + 17;
3427
3428         display_player_equippy(creature_ptr, row-2, col+14, 0);
3429
3430         c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3431
3432 #ifdef JP
3433         display_flag_aux(creature_ptr, row+ 0, col, "追加攻撃    :", TR_BLOWS, &f, 0);
3434         display_flag_aux(creature_ptr, row+ 1, col, "採掘        :", TR_TUNNEL, &f, 0);
3435         display_flag_aux(creature_ptr, row+ 2, col, "赤外線視力  :", TR_INFRA, &f, 0);
3436         display_flag_aux(creature_ptr, row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3437         display_flag_aux(creature_ptr, row+ 4, col, "隠密        :", TR_STEALTH, &f, 0);
3438         display_flag_aux(creature_ptr, row+ 5, col, "探索        :", TR_SEARCH, &f, 0);
3439
3440         display_flag_aux(creature_ptr, row+ 7, col, "乗馬        :", TR_RIDING, &f, 0);
3441         display_flag_aux(creature_ptr, row+ 8, col, "投擲        :", TR_THROW, &f, 0);
3442         display_flag_aux(creature_ptr, row+ 9, col, "祝福        :", TR_BLESSED, &f, 0);
3443         display_flag_aux(creature_ptr, row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3444         display_flag_aux(creature_ptr, row+11, col, "反魔法      :", TR_NO_MAGIC, &f, 0);
3445         display_flag_aux(creature_ptr, row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3446
3447         display_flag_aux(creature_ptr, row+14, col, "経験値減少  :", TR_DRAIN_EXP, &f, 0);
3448         display_flag_aux(creature_ptr, row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3449         display_flag_aux(creature_ptr, row+16, col, "反感        :", TR_AGGRAVATE, &f, 0);
3450         display_flag_aux(creature_ptr, row+17, col, "太古の怨念  :", TR_TY_CURSE, &f, 0);
3451 #else
3452         display_flag_aux(creature_ptr, row+ 0, col, "Add Blows   :", TR_BLOWS, &f, 0);
3453         display_flag_aux(creature_ptr, row+ 1, col, "Add Tunnel  :", TR_TUNNEL, &f, 0);
3454         display_flag_aux(creature_ptr, row+ 2, col, "Add Infra   :", TR_INFRA, &f, 0);
3455         display_flag_aux(creature_ptr, row+ 3, col, "Add Device  :", TR_MAGIC_MASTERY, &f, 0);
3456         display_flag_aux(creature_ptr, row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3457         display_flag_aux(creature_ptr, row+ 5, col, "Add Search  :", TR_SEARCH, &f, 0);
3458
3459         display_flag_aux(creature_ptr, row+ 7, col, "Riding      :", TR_RIDING, &f, 0);
3460         display_flag_aux(creature_ptr, row+ 8, col, "Throw       :", TR_THROW, &f, 0);
3461         display_flag_aux(creature_ptr, row+ 9, col, "Blessed     :", TR_BLESSED, &f, 0);
3462         display_flag_aux(creature_ptr, row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3463         display_flag_aux(creature_ptr, row+11, col, "Anti Magic  :", TR_NO_MAGIC, &f, 0);
3464         display_flag_aux(creature_ptr, row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3465
3466         display_flag_aux(creature_ptr, row+14, col, "Drain Exp   :", TR_DRAIN_EXP, &f, 0);
3467         display_flag_aux(creature_ptr, row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3468         display_flag_aux(creature_ptr, row+16, col, "Aggravate   :", TR_AGGRAVATE, &f, 0);
3469         display_flag_aux(creature_ptr, row+17, col, "TY Curse    :", TR_TY_CURSE, &f, 0);
3470 #endif
3471
3472 }
3473
3474
3475 /*!
3476  * @brief プレイヤーの特性フラグ一覧表示2a /
3477  * Special display, part 2a
3478  * @return なし
3479  */
3480 static void display_player_misc_info(player_type *creature_ptr)
3481 {
3482         char    buf[80];
3483         char    tmp[80];
3484
3485         /* Display basics */
3486 #ifdef JP
3487 put_str("名前  :", 1, 26);
3488 put_str("性別  :", 3, 1);
3489 put_str("種族  :", 4, 1);
3490 put_str("職業  :", 5, 1);
3491 #else
3492         put_str("Name  :", 1, 26);
3493         put_str("Sex   :", 3, 1);
3494         put_str("Race  :", 4, 1);
3495         put_str("Class :", 5, 1);
3496 #endif
3497
3498         strcpy(tmp,ap_ptr->title);
3499 #ifdef JP
3500         if(ap_ptr->no == 1)
3501                 strcat(tmp,"の");
3502 #else
3503                 strcat(tmp," ");
3504 #endif
3505         strcat(tmp,creature_ptr->name);
3506
3507         c_put_str(TERM_L_BLUE, tmp, 1, 34);
3508         c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3509         c_put_str(TERM_L_BLUE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3510         c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3511
3512         /* Display extras */
3513 #ifdef JP
3514 put_str("レベル:", 6, 1);
3515 put_str("HP  :", 7, 1);
3516 put_str("MP  :", 8, 1);
3517 #else
3518         put_str("Level :", 6, 1);
3519         put_str("Hits  :", 7, 1);
3520         put_str("Mana  :", 8, 1);
3521 #endif
3522
3523
3524         (void)sprintf(buf, "%d", (int)creature_ptr->lev);
3525         c_put_str(TERM_L_BLUE, buf, 6, 9);
3526         (void)sprintf(buf, "%d/%d", (int)creature_ptr->chp, (int)creature_ptr->mhp);
3527         c_put_str(TERM_L_BLUE, buf, 7, 9);
3528         (void)sprintf(buf, "%d/%d", (int)creature_ptr->csp, (int)creature_ptr->msp);
3529         c_put_str(TERM_L_BLUE, buf, 8, 9);
3530 }
3531
3532
3533 /*!
3534  * @brief プレイヤーの特性フラグ一覧表示2b /
3535  * Special display, part 2b
3536  * @return なし
3537  * @details
3538  * <pre>
3539  * How to print out the modifications and sustains.
3540  * Positive mods with no sustain will be light green.
3541  * Positive mods with a sustain will be dark green.
3542  * Sustains (with no modification) will be a dark green 's'.
3543  * Negative mods (from a curse) will be red.
3544  * Huge mods (>9), like from MICoMorgoth, will be a '*'
3545  * No mod, no sustain, will be a slate '.'
3546  * </pre>
3547  */
3548 static void display_player_stat_info(player_type *creature_ptr)
3549 {
3550         int i, e_adj;
3551         int stat_col, stat;
3552         int row, col;
3553
3554         object_type *o_ptr;
3555         BIT_FLAGS flgs[TR_FLAG_SIZE];
3556
3557         byte a;
3558         char c;
3559
3560         char buf[80];
3561
3562
3563         /* Column */
3564         stat_col = 22;
3565
3566         /* Row */
3567         row = 3;
3568
3569         /* Print out the labels for the columns */
3570         c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col+1);
3571         c_put_str(TERM_BLUE, _("  基本", "  Base"), row, stat_col+7);
3572         c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col+13);
3573         c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col+28);
3574         c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col+35);
3575
3576         /* Display the stats */
3577         for (i = 0; i < A_MAX; i++)
3578         {
3579                 int r_adj;
3580
3581                 if (creature_ptr->mimic_form) r_adj = mimic_info[creature_ptr->mimic_form].r_adj[i];
3582                 else r_adj = rp_ptr->r_adj[i];
3583
3584                 /* Calculate equipment adjustment */
3585                 e_adj = 0;
3586
3587                 /* Icky formula to deal with the 18 barrier */
3588                 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] > 18))
3589                         e_adj = (creature_ptr->stat_top[i] - creature_ptr->stat_max[i]) / 10;
3590                 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] <= 18))
3591                         e_adj = creature_ptr->stat_top[i] - creature_ptr->stat_max[i];
3592                 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] > 18))
3593                         e_adj = (creature_ptr->stat_top[i] - 18) / 10 - creature_ptr->stat_max[i] + 18;
3594
3595                 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] <= 18))
3596                         e_adj = creature_ptr->stat_top[i] - (creature_ptr->stat_max[i] - 19) / 10 - 19;
3597
3598                 if (PRACE_IS_(creature_ptr, RACE_ENT))
3599                 {
3600                         switch (i)
3601                         {
3602                                 case A_STR:
3603                                 case A_CON:
3604                                         if (creature_ptr->lev > 25) r_adj++;
3605                                         if (creature_ptr->lev > 40) r_adj++;
3606                                         if (creature_ptr->lev > 45) r_adj++;
3607                                         break;
3608                                 case A_DEX:
3609                                         if (creature_ptr->lev > 25) r_adj--;
3610                                         if (creature_ptr->lev > 40) r_adj--;
3611                                         if (creature_ptr->lev > 45) r_adj--;
3612                                         break;
3613                         }
3614                 }
3615
3616                 e_adj -= r_adj;
3617                 e_adj -= cp_ptr->c_adj[i];
3618                 e_adj -= ap_ptr->a_adj[i];
3619
3620                 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
3621                         /* Reduced name of stat */
3622                         c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3623                 else
3624                         c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3625
3626
3627                 /* Internal "natural" max value.  Maxes at 18/100 */
3628                 /* This is useful to see if you are maxed out */
3629                 cnv_stat(creature_ptr->stat_max[i], buf);
3630                 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
3631                 {
3632                         c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3633                 }
3634                 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3635
3636                 /* Race, class, and equipment modifiers */
3637                 (void)sprintf(buf, "%3d", r_adj);
3638                 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3639                 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3640                 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3641                 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3642                 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3643                 (void)sprintf(buf, "%3d", (int)e_adj);
3644                 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3645
3646                 /* Actual maximal modified value */
3647                 cnv_stat(creature_ptr->stat_top[i], buf);
3648                 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3649
3650                 /* Only display stat_use if not maximal */
3651                 if (creature_ptr->stat_use[i] < creature_ptr->stat_top[i])
3652                 {
3653                         cnv_stat(creature_ptr->stat_use[i], buf);
3654                         c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3655                 }
3656         }
3657
3658         /* Column */
3659         col = stat_col + 41;
3660
3661         /* Header and Footer */
3662         c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3663         c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3664
3665         /* Process equipment */
3666         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3667         {
3668                 o_ptr = &creature_ptr->inventory_list[i];
3669
3670                 /* Acquire "known" flags */
3671                 object_flags_known(o_ptr, flgs);
3672
3673                 /* Initialize color based of sign of pval. */
3674                 for (stat = 0; stat < A_MAX; stat++)
3675                 {
3676                         /* Default */
3677                         a = TERM_SLATE;
3678                         c = '.';
3679
3680                         /* Boost */
3681                         if (have_flag(flgs, stat))
3682                         {
3683                                 /* Default */
3684                                 c = '*';
3685
3686                                 /* Good */
3687                                 if (o_ptr->pval > 0)
3688                                 {
3689                                         /* Good */
3690                                         a = TERM_L_GREEN;
3691
3692                                         /* Label boost */
3693                                         if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3694                                 }
3695
3696                                 if (have_flag(flgs, stat + TR_SUST_STR))
3697                                 {
3698                                         /* Dark green for sustained stats */
3699                                         a = TERM_GREEN;
3700                                 }
3701
3702                                 /* Bad */
3703                                 if (o_ptr->pval < 0)
3704                                 {
3705                                         /* Bad */
3706                                         a = TERM_RED;
3707
3708                                         /* Label boost */
3709                                         if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3710                                 }
3711                         }
3712
3713                         /* Sustain */
3714                         else if (have_flag(flgs, stat + TR_SUST_STR))
3715                         {
3716                                 /* Dark green "s" */
3717                                 a = TERM_GREEN;
3718                                 c = 's';
3719                         }
3720
3721                         /* Dump proper character */
3722                         Term_putch(col, row + stat+1, a, c);
3723                 }
3724
3725                 /* Advance */
3726                 col++;
3727         }
3728
3729         /* Player flags */
3730         player_flags(creature_ptr, flgs);
3731
3732         /* Check stats */
3733         for (stat = 0; stat < A_MAX; stat++)
3734         {
3735                 /* Default */
3736                 a = TERM_SLATE;
3737                 c = '.';
3738
3739                 /* Mutations ... */
3740                 if (creature_ptr->muta3 || creature_ptr->tsuyoshi)
3741                 {
3742                         int dummy = 0;
3743
3744                         if (stat == A_STR)
3745                         {
3746                                 if (creature_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3747                                 if (creature_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3748                                 if (creature_ptr->tsuyoshi) dummy += 4;
3749                         }
3750                         else if (stat == A_WIS || stat == A_INT)
3751                         {
3752                                 if (creature_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3753                                 if (creature_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3754                         }
3755                         else if (stat == A_DEX)
3756                         {
3757                                 if (creature_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3758                                 if (creature_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3759                                 if (creature_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3760                         }
3761                         else if (stat == A_CON)
3762                         {
3763                                 if (creature_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3764                                 if (creature_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3765                                 if (creature_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3766                                 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3767                                 if (creature_ptr->tsuyoshi) dummy += 4;
3768                         }
3769                         else if (stat == A_CHR)
3770                         {
3771                                 if (creature_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3772                                 if (creature_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3773                                 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3774                                 if (creature_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3775                                 if (creature_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3776                                 if (creature_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3777                         }
3778
3779                         /* Boost */
3780                         if (dummy)
3781                         {
3782                                 /* Default */
3783                                 c = '*';
3784
3785                                 /* Good */
3786                                 if (dummy > 0)
3787                                 {
3788                                         /* Good */
3789                                         a = TERM_L_GREEN;
3790
3791                                         /* Label boost */
3792                                         if (dummy < 10) c = '0' + dummy;
3793                                 }
3794
3795                                 /* Bad */
3796                                 if (dummy < 0)
3797                                 {
3798                                         /* Bad */
3799                                         a = TERM_RED;
3800
3801                                         /* Label boost */
3802                                         if (dummy > -10) c = '0' - dummy;
3803                                 }
3804                         }
3805                 }
3806
3807
3808                 /* Sustain */
3809                 if (have_flag(flgs, stat + TR_SUST_STR))
3810                 {
3811                         /* Dark green "s" */
3812                         a = TERM_GREEN;
3813                         c = 's';
3814                 }
3815
3816
3817                 /* Dump */
3818                 Term_putch(col, row + stat+1, a, c);
3819         }
3820 }
3821
3822
3823 /*!
3824  * @brief プレイヤーのステータス表示メイン処理
3825  * Display the character on the screen (various modes)
3826  * @param mode 表示モードID
3827  * @return なし
3828  * @details
3829  * <pre>
3830  * The top one and bottom two lines are left blank.
3831  * Mode 0 = standard display with skills
3832  * Mode 1 = standard display with history
3833  * Mode 2 = summary of various things
3834  * Mode 3 = summary of various things (part 2)
3835  * Mode 4 = mutations
3836  * </pre>
3837  */
3838 void display_player(player_type *creature_ptr, int mode)
3839 {
3840         int i;
3841         char buf[80];
3842         char tmp[64];
3843
3844         if ((creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3) && display_mutations)
3845                 mode = (mode % 5);
3846         else
3847                 mode = (mode % 4);
3848
3849         /* Erase screen */
3850         clear_from(0);
3851
3852         /* Standard */
3853         if ((mode == 0) || (mode == 1))
3854         {
3855                 /* Name, Sex, Race, Class */
3856 #ifdef JP
3857                 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", creature_ptr->name);
3858 #else
3859                 sprintf(tmp, "%s %s", ap_ptr->title, creature_ptr->name);
3860 #endif
3861
3862                 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3863                 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3864                 display_player_one_line(ENTRY_RACE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3865                 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3866
3867                 if (creature_ptr->realm1)
3868                 {
3869                         if (creature_ptr->realm2)
3870                                 sprintf(tmp, "%s, %s", realm_names[creature_ptr->realm1], realm_names[creature_ptr->realm2]);
3871                         else
3872                                 strcpy(tmp, realm_names[creature_ptr->realm1]);
3873                         display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3874                 }
3875
3876                 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
3877                         display_player_one_line(ENTRY_PATRON, chaos_patrons[creature_ptr->chaos_patron], TERM_L_BLUE);
3878
3879                 /* Age, Height, Weight, Social */
3880                 /* 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 */
3881 #ifdef JP
3882                 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)creature_ptr->age), TERM_L_BLUE);
3883                 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((creature_ptr->ht*254)/100)), TERM_L_BLUE);
3884                 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((creature_ptr->wt*4536)/10000)), TERM_L_BLUE);
3885                 display_player_one_line(ENTRY_SOCIAL, format("%d  " ,(int)creature_ptr->sc), TERM_L_BLUE);
3886 #else
3887                 display_player_one_line(ENTRY_AGE, format("%d" ,(int)creature_ptr->age), TERM_L_BLUE);
3888                 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)creature_ptr->ht), TERM_L_BLUE);
3889                 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)creature_ptr->wt), TERM_L_BLUE);
3890                 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)creature_ptr->sc), TERM_L_BLUE);
3891 #endif
3892                 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment(creature_ptr)), TERM_L_BLUE);
3893
3894
3895                 /* Display the stats */
3896                 for (i = 0; i < A_MAX; i++)
3897                 {
3898                         /* Special treatment of "injured" stats */
3899                         if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
3900                         {
3901                                 int value;
3902
3903                                 /* Use lowercase stat name */
3904                                 put_str(stat_names_reduced[i], 3 + i, 53);
3905
3906                                 /* Get the current stat */
3907                                 value = creature_ptr->stat_use[i];
3908
3909                                 /* Obtain the current stat (modified) */
3910                                 cnv_stat(value, buf);
3911
3912                                 /* Display the current stat (modified) */
3913                                 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3914
3915                                 /* Acquire the max stat */
3916                                 value = creature_ptr->stat_top[i];
3917
3918                                 /* Obtain the maximum stat (modified) */
3919                                 cnv_stat(value, buf);
3920
3921                                 /* Display the maximum stat (modified) */
3922                                 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3923                         }
3924
3925                         /* Normal treatment of "normal" stats */
3926                         else
3927                         {
3928                                 /* Assume uppercase stat name */
3929                                 put_str(stat_names[i], 3 + i, 53);
3930
3931                                 /* Obtain the current stat (modified) */
3932                                 cnv_stat(creature_ptr->stat_use[i], buf);
3933
3934                                 /* Display the current stat (modified) */
3935                                 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3936                         }
3937
3938                         if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
3939                         {
3940                                 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3941                         }
3942                 }
3943
3944                 /* Display "history" info */
3945                 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3946                 if (mode == 1)
3947                 {
3948                         char statmsg[1000];
3949                         put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3950
3951                         for (i = 0; i < 4; i++)
3952                         {
3953                                 put_str(creature_ptr->history[i], i + 12, 10);
3954                         }
3955
3956                         *statmsg = '\0';
3957
3958                         if (creature_ptr->is_dead)
3959                         {
3960                                 if (current_world_ptr->total_winner)
3961                                 {
3962 #ifdef JP
3963                                         sprintf(statmsg, "…あなたは勝利の後%sした。", streq(creature_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3964 #else
3965                                         sprintf(statmsg, "...You %s after the winning.", streq(creature_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3966 #endif
3967                                 }
3968                                 else if (!floor_ptr->dun_level)
3969                                 {
3970 #ifdef JP
3971                                         sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), creature_ptr->died_from);
3972 #else
3973                                         sprintf(statmsg, "...You were killed by %s in %s.", creature_ptr->died_from, map_name());
3974 #endif
3975                                 }
3976                                 else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
3977                                 {
3978                                         /* Get the quest text */
3979                                         /* Bewere that INIT_ASSIGN resets the cur_num. */
3980                                         init_flags = INIT_NAME_ONLY;
3981
3982                                         process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
3983
3984 #ifdef JP
3985                                         sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[floor_ptr->inside_quest].name, creature_ptr->died_from);
3986 #else
3987                                         sprintf(statmsg, "...You were killed by %s in the quest '%s'.", creature_ptr->died_from, quest[floor_ptr->inside_quest].name);
3988 #endif
3989                                 }
3990                                 else
3991                                 {
3992 #ifdef JP
3993                                         sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), (int)floor_ptr->dun_level, creature_ptr->died_from);
3994 #else
3995                                         sprintf(statmsg, "...You were killed by %s on level %d of %s.", creature_ptr->died_from, floor_ptr->dun_level, map_name());
3996 #endif
3997                                 }
3998                         }
3999                         else if (current_world_ptr->character_dungeon)
4000                         {
4001                                 if (!floor_ptr->dun_level)
4002                                 {
4003                                         sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
4004                                 }
4005                                 else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
4006                                 {
4007                                         /* Clear the text */
4008                                         /* Must be done before doing INIT_SHOW_TEXT */
4009                                         for (i = 0; i < 10; i++)
4010                                         {
4011                                                 quest_text[i][0] = '\0';
4012                                         }
4013                                         quest_text_line = 0;
4014
4015                                         /* Get the quest text */
4016                                         init_flags = INIT_NAME_ONLY;
4017
4018                                         process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
4019
4020                                         sprintf(statmsg, _("…あなたは現在、 クエスト「%s」を遂行中だ。", "...Now, you are in the quest '%s'."), quest[floor_ptr->inside_quest].name);
4021                                 }
4022                                 else
4023                                 {
4024 #ifdef JP
4025                                         sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)floor_ptr->dun_level);
4026 #else
4027                                         sprintf(statmsg, "...Now, you are exploring level %d of %s.", floor_ptr->dun_level, map_name());
4028 #endif
4029                                 }
4030                         }
4031
4032                         if (*statmsg)
4033                         {
4034                                 char temp[64*2], *t;
4035                                 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4036                                 t = temp;
4037                                 for(i=0 ; i<2 ; i++)
4038                                 {
4039                                         if(t[0]==0)
4040                                                 break; 
4041                                         else
4042                                         {
4043                                                 put_str(t, i + 5 + 12, 10);
4044                                                 t += strlen(t)+1;
4045                                         }
4046                                 }
4047                         }
4048
4049                 }
4050
4051                 /* Display "various" info */
4052                 else
4053                 {
4054                         display_player_middle(creature_ptr);
4055                         display_player_various(creature_ptr);
4056                 }
4057         }
4058
4059         /* Special */
4060         else if (mode == 2)
4061         {
4062                 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4063
4064                 /* Dump the info */
4065                 display_player_misc_info(creature_ptr);
4066                 display_player_stat_info(creature_ptr);
4067                 display_player_flag_info(creature_ptr);
4068         }
4069
4070         /* Special */
4071         else if (mode == 3)
4072         {
4073                 display_player_other_flag_info(creature_ptr);
4074         }
4075
4076         else if (mode == 4)
4077         {
4078                 do_cmd_knowledge_mutations(creature_ptr);
4079         }
4080 }
4081
4082 /*!
4083  * @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
4084  * @param fff ファイルポインタ
4085  * @return なし
4086  */
4087 static void dump_aux_display_player(player_type *creature_ptr, FILE *fff)
4088 {
4089         TERM_LEN x, y;
4090         TERM_COLOR a;
4091         char c;
4092         char buf[1024];
4093
4094         display_player(creature_ptr, 0);
4095
4096         /* Dump part of the screen */
4097         for (y = 1; y < 22; y++)
4098         {
4099                 /* Dump each row */
4100                 for (x = 0; x < 79; x++)
4101                 {
4102                         /* Get the attr/char */
4103                         (void)(Term_what(x, y, &a, &c));
4104
4105                         /* Dump it */
4106                         buf[x] = c;
4107                 }
4108
4109                 /* End the string */
4110                 buf[x] = '\0';
4111
4112                 /* Kill trailing spaces */
4113                 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4114
4115                 /* End the row */
4116                 fprintf(fff, _("%s\n", "%s\n"), buf);
4117         }
4118
4119         /* Display history */
4120         display_player(creature_ptr, 1);
4121
4122         /* Dump part of the screen */
4123         for (y = 10; y < 19; y++)
4124         {
4125                 /* Dump each row */
4126                 for (x = 0; x < 79; x++)
4127                 {
4128                         /* Get the attr/char */
4129                         (void)(Term_what(x, y, &a, &c));
4130
4131                         /* Dump it */
4132                         buf[x] = c;
4133                 }
4134
4135                 /* End the string */
4136                 buf[x] = '\0';
4137
4138                 /* Kill trailing spaces */
4139                 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4140
4141                 /* End the row */
4142                 fprintf(fff, "%s\n", buf);
4143         }
4144
4145         fprintf(fff, "\n");
4146
4147         /* Display flags (part 1) */
4148         display_player(creature_ptr, 2);
4149
4150         /* Dump part of the screen */
4151         for (y = 2; y < 22; y++)
4152         {
4153                 /* Dump each row */
4154                 for (x = 0; x < 79; x++)
4155                 {
4156                         /* Get the attr/char */
4157                         (void)(Term_what(x, y, &a, &c));
4158
4159                         /* Dump it (Ignore equippy tile graphic) */
4160                         if (a < 128)
4161                                 buf[x] = c;
4162                         else
4163                                 buf[x] = ' ';
4164                 }
4165
4166                 /* End the string */
4167                 buf[x] = '\0';
4168
4169                 /* Kill trailing spaces */
4170                 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4171
4172                 /* End the row */
4173                 fprintf(fff, "%s\n", buf);
4174         }
4175
4176         fprintf(fff, "\n");
4177
4178         /* Display flags (part 2) */
4179         display_player(creature_ptr, 3);
4180
4181         /* Dump part of the screen */
4182         for (y = 1; y < 22; y++)
4183         {
4184                 /* Dump each row */
4185                 for (x = 0; x < 79; x++)
4186                 {
4187                         /* Get the attr/char */
4188                         (void)(Term_what(x, y, &a, &c));
4189
4190                         /* Dump it (Ignore equippy tile graphic) */
4191                         if (a < 128)
4192                                 buf[x] = c;
4193                         else
4194                                 buf[x] = ' ';
4195                 }
4196
4197                 /* End the string */
4198                 buf[x] = '\0';
4199
4200                 /* Kill trailing spaces */
4201                 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4202
4203                 /* End the row */
4204                 fprintf(fff, "%s\n", buf);
4205         }
4206
4207         fprintf(fff, "\n");
4208 }
4209
4210
4211 /*!
4212  * @brief プレイヤーのペット情報をファイルにダンプする
4213  * @param fff ファイルポインタ
4214  * @return なし
4215  */
4216 static void dump_aux_pet(player_type *master_ptr, FILE *fff)
4217 {
4218         int i;
4219         bool pet = FALSE;
4220         bool pet_settings = FALSE;
4221         GAME_TEXT pet_name[MAX_NLEN];
4222
4223         for (i = master_ptr->current_floor_ptr->m_max - 1; i >= 1; i--)
4224         {
4225                 monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[i];
4226
4227                 if (!monster_is_valid(m_ptr)) continue;
4228                 if (!is_pet(m_ptr)) continue;
4229                 pet_settings = TRUE;
4230                 if (!m_ptr->nickname && (master_ptr->riding != i)) continue;
4231                 if (!pet)
4232                 {
4233                         fprintf(fff, _("\n\n  [主なペット]\n\n", "\n\n  [Leading Pets]\n\n"));
4234                         pet = TRUE;
4235                 }
4236                 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4237                 fprintf(fff, "%s\n", pet_name);
4238         }
4239
4240         if (pet_settings)
4241         {
4242                 fprintf(fff, _("\n\n  [ペットへの命令]\n", "\n\n  [Command for Pets]\n"));
4243
4244                 fprintf(fff, _("\n ドアを開ける:                       %s", "\n Pets open doors:                    %s"), 
4245                                         (master_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4246
4247                 fprintf(fff, _("\n アイテムを拾う:                     %s", "\n Pets pick up items:                 %s"),
4248                                         (master_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4249
4250                 fprintf(fff, _("\n テレポート系魔法を使う:             %s", "\n Allow teleport:                     %s"),
4251                                         (master_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4252
4253                 fprintf(fff, _("\n 攻撃魔法を使う:                     %s", "\n Allow cast attack spell:            %s"),
4254                                         (master_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4255
4256                 fprintf(fff, _("\n 召喚魔法を使う:                     %s", "\n Allow cast summon spell:            %s"),
4257                                         (master_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4258
4259                 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"),
4260                                         (master_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4261
4262                 fputc('\n', fff);
4263         }
4264 }
4265
4266
4267 /*!
4268  * @brief プレイヤーの職業能力情報をファイルにダンプする
4269  * @param fff ファイルポインタ
4270  * @return なし
4271  */
4272 static void dump_aux_class_special(FILE *fff)
4273 {
4274         if (p_ptr->pclass == CLASS_BLUE_MAGE)
4275         {
4276                 int i = 0;
4277                 int j = 0;
4278                 int l1 = 0;
4279                 int l2 = 0;
4280                 int num = 0;
4281                 int spellnum[MAX_MONSPELLS];
4282                 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4283                 char p[60][80];
4284                 int col = 0;
4285                 bool pcol = FALSE;
4286
4287                 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4288
4289                 strcat(p[col], _("\n\n  [学習済みの青魔法]\n", "\n\n  [Learned Blue Magic]\n"));
4290
4291                 for (j=1;j<6;j++)
4292                 {
4293                         col++;
4294                         set_rf_masks(&f4, &f5, &f6, j);
4295                         switch(j)
4296                         {
4297                                 case MONSPELL_TYPE_BOLT:
4298                                         strcat(p[col], _("\n     [ボルト型]\n", "\n     [Bolt  Type]\n"));
4299                                         break;
4300
4301                                 case MONSPELL_TYPE_BALL:
4302                                         strcat(p[col], _("\n     [ボール型]\n", "\n     [Ball  Type]\n"));
4303                                         break;
4304
4305                                 case MONSPELL_TYPE_BREATH:
4306                                         strcat(p[col], _("\n     [ブレス型]\n", "\n     [  Breath  ]\n"));
4307                                         break;
4308
4309                                 case MONSPELL_TYPE_SUMMON:
4310                                         strcat(p[col], _("\n     [召喚魔法]\n", "\n     [Summonning]\n"));
4311                                         break;
4312
4313                                 case MONSPELL_TYPE_OTHER:
4314                                         strcat(p[col], _("\n     [ その他 ]\n", "\n     [Other Type]\n"));
4315                                         break;
4316                         }
4317
4318                         for (i = 0, num = 0; i < 32; i++)
4319                         {
4320                                 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4321                         }
4322                         for (; i < 64; i++)
4323                         {
4324                                 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4325                         }
4326                         for (; i < 96; i++)
4327                         {
4328                                 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4329                         }
4330
4331                         col++;
4332                         pcol = FALSE;
4333                         strcat(p[col], "       ");
4334
4335                         for (i = 0; i < num; i++)
4336                         {
4337                                 if (p_ptr->magic_num2[spellnum[i]])
4338                                 {
4339                                         pcol = TRUE;
4340                                         /* Dump blue magic */
4341                                         l1 = strlen(p[col]);
4342                                         l2 = strlen(monster_powers_short[spellnum[i]]);
4343                                         if ((l1 + l2) >= 75)
4344                                         {
4345                                                 strcat(p[col], "\n");
4346                                                 col++;
4347                                                 strcat(p[col], "       ");
4348                                         }
4349                                         strcat(p[col], monster_powers_short[spellnum[i]]);
4350                                         strcat(p[col], ", ");
4351                                 }
4352                         }
4353                         
4354                         if (!pcol)
4355                         {
4356                                 strcat(p[col], _("なし", "None"));
4357                         }
4358                         else
4359                         {
4360                                 if (p[col][strlen(p[col])-2] == ',')
4361                                 {
4362                                         p[col][strlen(p[col])-2] = '\0';
4363                                 }
4364                                 else
4365                                 {
4366                                         p[col][strlen(p[col])-10] = '\0';
4367                                 }
4368                         }
4369                         
4370                         strcat(p[col], "\n");
4371                 }
4372
4373                 for (i=0;i<=col;i++)
4374                 {
4375                         fputs(p[i], fff);
4376                 }
4377         }
4378         else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4379         {
4380                 char s[EATER_EXT][MAX_NLEN];
4381                 OBJECT_TYPE_VALUE tval = 0;
4382                 int ext;
4383                 KIND_OBJECT_IDX k_idx;
4384                 OBJECT_SUBTYPE_VALUE i;
4385                 int magic_num;
4386
4387                 fprintf(fff, _("\n\n  [取り込んだ魔法道具]\n", "\n\n  [Magic devices eaten]\n"));
4388
4389                 for (ext = 0; ext < 3; ext++)
4390                 {
4391                         int eat_num = 0;
4392
4393                         /* Dump an extent name */
4394                         switch (ext)
4395                         {
4396                         case 0:
4397                                 tval = TV_STAFF;
4398                                 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4399                                 break;
4400                         case 1:
4401                                 tval = TV_WAND;
4402                                 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4403                                 break;
4404                         case 2:
4405                                 tval = TV_ROD;
4406                                 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4407                                 break;
4408                         }
4409
4410                         /* Get magic device names that were eaten */
4411                         for (i = 0; i < EATER_EXT; i++)
4412                         {
4413                                 int idx = EATER_EXT * ext + i;
4414
4415                                 magic_num = p_ptr->magic_num2[idx];
4416                                 if (!magic_num) continue;
4417
4418                                 k_idx = lookup_kind(tval, i);
4419                                 if (!k_idx) continue;
4420                                 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4421                                 eat_num++;
4422                         }
4423
4424                         /* Dump magic devices in this extent */
4425                         if (eat_num > 0)
4426                         {
4427                                 for (i = 0; i < eat_num; i++)
4428                                 {
4429                                         fputs(s[i], fff);
4430                                         if (i % 3 < 2) fputs("    ", fff);
4431                                         else fputs("\n", fff);
4432                                 }
4433
4434                                 if (i % 3 > 0) fputs("\n", fff);
4435                         }
4436                         else /* Not found */
4437                         {
4438                                 fputs(_("  (なし)\n", "  (none)\n"), fff);
4439                         }
4440                 }
4441         }
4442         else if (p_ptr->pclass == CLASS_SMITH)
4443         {
4444                 int i, id[250], n = 0, row;
4445
4446                 fprintf(fff, _("\n\n  [手に入れたエッセンス]\n\n", "\n\n  [Get Essence]\n\n"));
4447                 fprintf(fff, _("エッセンス   個数     エッセンス   個数     エッセンス   個数", 
4448                                            "Essence      Num      Essence      Num      Essence      Num "));
4449                 for (i = 0; essence_name[i]; i++)
4450                 {
4451                         if (!essence_name[i][0]) continue;
4452                         id[n] = i;
4453                         n++;
4454                 }
4455
4456                 row = n / 3 + 1;
4457
4458                 for (i = 0; i < row; i++)
4459                 {
4460                         fprintf(fff, "\n");
4461                         fprintf(fff, "%-11s %5d     ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4462                         if(i + row < n) fprintf(fff, "%-11s %5d     ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4463                         if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4464                 }
4465
4466                 fputs("\n", fff);
4467
4468         }
4469 }
4470
4471
4472 /*!
4473  * @brief クエスト情報をファイルにダンプする
4474  * @param creature_ptr プレーヤーへの参照ポインタ
4475  * @param fff ファイルポインタ
4476  * @return なし
4477  */
4478 static void dump_aux_quest(player_type *creature_ptr, FILE *fff)
4479 {
4480         QUEST_IDX i;
4481         QUEST_IDX *quest_num;
4482         int dummy;
4483
4484         fprintf(fff, _("\n\n  [クエスト情報]\n", "\n\n  [Quest Information]\n"));
4485
4486         /* Allocate Memory */
4487         C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4488
4489         /* Sort by compete level */
4490         for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4491         ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
4492
4493         /* Dump Quest Information */
4494         fputc('\n', fff);
4495         do_cmd_knowledge_quests_completed(creature_ptr, fff, quest_num);
4496         fputc('\n', fff);
4497         do_cmd_knowledge_quests_failed(creature_ptr, fff, quest_num);
4498         fputc('\n', fff);
4499
4500         /* Free Memory */
4501         C_KILL(quest_num, max_q_idx, QUEST_IDX);
4502 }
4503
4504
4505 /*!
4506  * @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
4507  * @param fff ファイルポインタ
4508  * @return なし
4509  */
4510 static void dump_aux_last_message(FILE *fff)
4511 {
4512         if (p_ptr->is_dead)
4513         {
4514                 if (!current_world_ptr->total_winner)
4515                 {
4516                         int i;
4517
4518                         fprintf(fff, _("\n  [死ぬ直前のメッセージ]\n\n", "\n  [Last Messages]\n\n"));
4519                         for (i = MIN(message_num(), 30); i >= 0; i--)
4520                         {
4521                                 fprintf(fff,"> %s\n",message_str((s16b)i));
4522                         }
4523                         fputc('\n', fff);
4524                 }
4525
4526                 /* Hack -- *Winning* message */
4527                 else if (p_ptr->last_message)
4528                 {
4529                         fprintf(fff, _("\n  [*勝利*メッセージ]\n\n", "\n  [*Winning* Message]\n\n"));
4530                         fprintf(fff,"  %s\n", p_ptr->last_message);
4531                         fputc('\n', fff);
4532                 }
4533         }
4534 }
4535
4536 /*!
4537  * @brief 帰還場所情報をファイルにダンプする
4538  * @param fff ファイルポインタ
4539  * @return なし
4540  */
4541 static void dump_aux_recall(FILE *fff)
4542 {
4543         int y;
4544         fprintf(fff, _("\n  [帰還場所]\n\n", "\n  [Recall Depth]\n\n"));
4545
4546         for (y = 1; y < current_world_ptr->max_d_idx; y++)
4547         {
4548                 bool seiha = FALSE;
4549
4550                 if (!d_info[y].maxdepth) continue;
4551                 if (!max_dlv[y]) continue;
4552                 if (d_info[y].final_guardian)
4553                 {
4554                         if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4555                 }
4556                 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4557
4558                 fprintf(fff, _("   %c%-12s: %3d 階\n", "   %c%-16s: level %3d\n"),
4559                         seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4560         }
4561 }
4562
4563
4564 /*!
4565  * @brief オプション情報をファイルにダンプする
4566  * @param fff ファイルポインタ
4567  * @return なし
4568  */
4569 static void dump_aux_options(FILE *fff)
4570 {
4571         fprintf(fff, _("\n  [オプション設定]\n", "\n  [Option Settings]\n"));
4572
4573         if (preserve_mode)
4574                 fprintf(fff, _("\n 保存モード:         ON", "\n Preserve Mode:      ON"));
4575
4576         else
4577                 fprintf(fff, _("\n 保存モード:         OFF", "\n Preserve Mode:      OFF"));
4578
4579         if (ironman_small_levels)
4580                 fprintf(fff, _("\n 小さいダンジョン:   ALWAYS", "\n Small Levels:       ALWAYS"));
4581         else if (always_small_levels)
4582                 fprintf(fff, _("\n 小さいダンジョン:   ON", "\n Small Levels:       ON"));
4583         else if (small_levels)
4584                 fprintf(fff, _("\n 小さいダンジョン:   ENABLED", "\n Small Levels:       ENABLED"));
4585         else
4586                 fprintf(fff, _("\n 小さいダンジョン:   OFF", "\n Small Levels:       OFF"));
4587
4588
4589         if (vanilla_town)
4590                 fprintf(fff, _("\n 元祖の町のみ:       ON", "\n Vanilla Town:       ON"));
4591         else if (lite_town)
4592                 fprintf(fff, _("\n 小規模な町:         ON", "\n Lite Town:          ON"));
4593
4594
4595         if (ironman_shops)
4596                 fprintf(fff, _("\n 店なし:             ON", "\n No Shops:           ON"));
4597
4598         if (ironman_downward)
4599                 fprintf(fff, _("\n 階段を上がれない:   ON", "\n Diving Only:        ON"));
4600
4601         if (ironman_rooms)
4602                 fprintf(fff, _("\n 普通でない部屋:     ON", "\n Unusual Rooms:      ON"));
4603
4604         if (ironman_nightmare)
4605                 fprintf(fff, _("\n 悪夢モード:         ON", "\n Nightmare Mode:     ON"));
4606
4607
4608         if (ironman_empty_levels)
4609                 fprintf(fff, _("\n アリーナ:           ALWAYS", "\n Arena Levels:       ALWAYS"));
4610         else if (empty_levels)
4611                 fprintf(fff, _("\n アリーナ:           ENABLED", "\n Arena Levels:       ENABLED"));
4612         else
4613                 fprintf(fff, _("\n アリーナ:           OFF", "\n Arena Levels:       OFF"));
4614
4615         fputc('\n', fff);
4616
4617         if (current_world_ptr->noscore)
4618                 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"));
4619
4620         fputc('\n', fff);
4621 }
4622
4623
4624 /*!
4625  * @brief 闘技場の情報をファイルにダンプする
4626  * @param fff ファイルポインタ
4627  * @return なし
4628  */
4629 static void dump_aux_arena(player_type *creature_ptr, FILE *fff)
4630 {
4631         if (lite_town || vanilla_town) return;
4632
4633         if (creature_ptr->arena_number < 0)
4634         {
4635                 if (creature_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4636                 {
4637                         fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4638                 }
4639                 else
4640                 {
4641 #ifdef JP
4642                         fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -creature_ptr->arena_number,
4643                                 r_name + r_info[arena_info[-1 - creature_ptr->arena_number].r_idx].name);
4644 #else
4645                         fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4646                                 r_name + r_info[arena_info[-1 - creature_ptr->arena_number].r_idx].name,
4647                                 -creature_ptr->arena_number, get_ordinal_number_suffix(-creature_ptr->arena_number));
4648 #endif
4649                 }
4650         }
4651         else if (creature_ptr->arena_number > MAX_ARENA_MONS + 2)
4652         {
4653                 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4654         }
4655         else if (creature_ptr->arena_number > MAX_ARENA_MONS - 1)
4656         {
4657                 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4658         }
4659         else
4660         {
4661 #ifdef JP
4662                 fprintf(fff, "\n 闘技場: %2d勝\n", (creature_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : creature_ptr->arena_number));
4663 #else
4664                 fprintf(fff, "\n Arena: %2d Victor%s\n", (creature_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : creature_ptr->arena_number), (creature_ptr->arena_number > 1) ? "ies" : "y");
4665 #endif
4666         }
4667
4668         fprintf(fff, "\n");
4669 }
4670
4671
4672 /*!
4673  * @brief 撃破モンスターの情報をファイルにダンプする
4674  * @param fff ファイルポインタ
4675  * @return なし
4676  */
4677 static void dump_aux_monsters(FILE *fff)
4678 {
4679         /* Monsters slain */
4680
4681         IDX k;
4682         long uniq_total = 0;
4683         long norm_total = 0;
4684         MONRACE_IDX *who;
4685
4686         /* Sort by monster level */
4687         u16b why = 2;
4688
4689         fprintf(fff, _("\n  [倒したモンスター]\n\n", "\n  [Defeated Monsters]\n\n"));
4690
4691         /* Allocate the "who" array */
4692         C_MAKE(who, max_r_idx, MONRACE_IDX);
4693
4694         /* Count monster kills */
4695         for (k = 1; k < max_r_idx; k++)
4696         {
4697                 monster_race *r_ptr = &r_info[k];
4698
4699                 /* Ignore unused index */
4700                 if (!r_ptr->name) continue;
4701
4702                 if (r_ptr->flags1 & RF1_UNIQUE)
4703                 {
4704                         bool dead = (r_ptr->max_num == 0);
4705                         if (dead)
4706                         {
4707                                 norm_total++;
4708
4709                                 /* Add a unique monster to the list */
4710                                 who[uniq_total++] = k;
4711                         }
4712                 }
4713                 else
4714                 {
4715                         if (r_ptr->r_pkills > 0)
4716                         {
4717                                 norm_total += r_ptr->r_pkills;
4718                         }
4719                 }
4720         }
4721
4722
4723         /* No monsters is defeated */
4724         if (norm_total < 1)
4725         {
4726                 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4727         }
4728
4729         /* Defeated more than one normal monsters */
4730         else if (uniq_total == 0)
4731         {
4732 #ifdef JP
4733                 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4734 #else
4735                 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4736 #endif
4737         }
4738
4739         /* Defeated more than one unique monsters */
4740         else /* if (uniq_total > 0) */
4741         {
4742 #ifdef JP
4743                 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); 
4744 #else
4745                 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"));
4746 #endif
4747
4748                 /* Sort the array by dungeon depth of monsters */
4749                 ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
4750                 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));
4751
4752                 /* Print top 10 */
4753                 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4754                 {
4755                         monster_race *r_ptr = &r_info[who[k]];
4756                         fprintf(fff, _("  %-40s (レベル%3d)\n", "  %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4757                 }
4758
4759         }
4760
4761         /* Free the "who" array */
4762         C_KILL(who, max_r_idx, s16b);
4763 }
4764
4765
4766 /*!
4767  * @brief 元種族情報をファイルにダンプする
4768  * @param fff ファイルポインタ
4769  * @return なし
4770  */
4771 static void dump_aux_race_history(player_type *creature_ptr, FILE *fff)
4772 {
4773         if (creature_ptr->old_race1 || creature_ptr->old_race2)
4774         {
4775                 int i;
4776
4777                 fprintf(fff, _("\n\n あなたは%sとして生まれた。", "\n\n You were born as %s."), race_info[creature_ptr->start_race].title);
4778                 for (i = 0; i < MAX_RACES; i++)
4779                 {
4780                         if (creature_ptr->start_race == i) continue;
4781                         if (i < 32)
4782                         {
4783                                 if (!(creature_ptr->old_race1 & 1L << i)) continue;
4784                         }
4785                         else
4786                         {
4787                                 if (!(creature_ptr->old_race2 & 1L << (i-32))) continue;
4788                         }
4789                         fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4790                 }
4791
4792                 fputc('\n', fff);
4793         }
4794 }
4795
4796
4797 /*!
4798  * @brief 元魔法領域情報をファイルにダンプする
4799  * @param fff ファイルポインタ
4800  * @return なし
4801  */
4802 static void dump_aux_realm_history(FILE *fff)
4803 {
4804         if (p_ptr->old_realm)
4805         {
4806                 int i;
4807
4808                 fputc('\n', fff);
4809                 for (i = 0; i < MAX_MAGIC; i++)
4810                 {
4811                         if (!(p_ptr->old_realm & 1L << i)) continue;
4812                         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]);
4813                 }
4814                 fputc('\n', fff);
4815         }
4816 }
4817
4818
4819 /*!
4820  * @brief 徳の情報をファイルにダンプする
4821  * @param fff ファイルポインタ
4822  * @return なし
4823  */
4824 static void dump_aux_virtues(FILE *fff)
4825 {
4826         int v_nr, percent;
4827
4828         fprintf(fff, _("\n\n  [自分に関する情報]\n\n", "\n\n  [HP-rate & Max stat & Virtues]\n\n"));
4829
4830         percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4831                 (2 * p_ptr->hitdie +
4832                 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4833
4834 #ifdef JP
4835                 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4836                 else fprintf(fff, "現在の体力ランク : ???\n\n");
4837                 fprintf(fff, "能力の最大値\n");
4838 #else
4839                 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4840                 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4841                 fprintf(fff, "Limits of maximum stats\n");
4842 #endif
4843                 for (v_nr = 0; v_nr < A_MAX; v_nr++)
4844                 {
4845                         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);
4846                         else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4847                 }
4848
4849         fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment(p_ptr));
4850         fprintf(fff, "\n");
4851         dump_virtues(p_ptr, fff);
4852 }
4853
4854
4855 /*!
4856  * @brief 突然変異の情報をファイルにダンプする
4857  * @param fff ファイルポインタ
4858  * @return なし
4859  */
4860 static void dump_aux_mutations(FILE *fff)
4861 {
4862         if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4863         {
4864                 fprintf(fff, _("\n\n  [突然変異]\n\n", "\n\n  [Mutations]\n\n"));
4865                 dump_mutations(p_ptr, fff);
4866         }
4867 }
4868
4869
4870 /*!
4871  * @brief 所持品の情報をファイルにダンプする
4872  * @param fff ファイルポインタ
4873  * @return なし
4874  */
4875 static void dump_aux_equipment_inventory(FILE *fff)
4876 {
4877         int i;
4878         GAME_TEXT o_name[MAX_NLEN];
4879
4880         /* Dump the equipment */
4881         if (p_ptr->equip_cnt)
4882         {
4883                 fprintf(fff, _("  [キャラクタの装備]\n\n", "  [Character Equipment]\n\n"));
4884                 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4885                 {
4886                         object_desc(o_name, &p_ptr->inventory_list[i], 0);
4887                         if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4888                                 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4889
4890                         fprintf(fff, "%c) %s\n",
4891                                 index_to_label(i), o_name);
4892                 }
4893                 fprintf(fff, "\n\n");
4894         }
4895
4896         fprintf(fff, _("  [キャラクタの持ち物]\n\n", "  [Character Inventory]\n\n"));
4897
4898         for (i = 0; i < INVEN_PACK; i++)
4899         {
4900                 /* Don't dump the empty slots */
4901                 if (!p_ptr->inventory_list[i].k_idx) break;
4902
4903                 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4904                 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4905         }
4906
4907         /* Add an empty line */
4908         fprintf(fff, "\n\n");
4909 }
4910
4911
4912 /*!
4913  * @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
4914  * @param fff ファイルポインタ
4915  * @return なし
4916  */
4917 static void dump_aux_home_museum(FILE *fff)
4918 {
4919         GAME_TEXT o_name[MAX_NLEN];
4920         store_type  *st_ptr;
4921
4922         /* Do we need it?? */
4923         /* process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x); */
4924
4925         /* Print the home */
4926         st_ptr = &town_info[1].store[STORE_HOME];
4927
4928         /* Home -- if anything there */
4929         if (st_ptr->stock_num)
4930         {
4931                 int i;
4932                 TERM_LEN x = 1;
4933
4934                 fprintf(fff, _("  [我が家のアイテム]\n", "  [Home Inventory]\n"));
4935
4936                 /* Dump all available items */
4937                 for (i = 0; i < st_ptr->stock_num; i++)
4938                 {
4939                         if ((i % 12) == 0)
4940                                 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4941                         object_desc(o_name, &st_ptr->stock[i], 0);
4942                         fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4943                 }
4944
4945                 /* Add an empty line */
4946                 fprintf(fff, "\n\n");
4947         }
4948
4949
4950         /* Print the home */
4951         st_ptr = &town_info[1].store[STORE_MUSEUM];
4952
4953         /* Home -- if anything there */
4954         if (st_ptr->stock_num)
4955         {
4956                 int i;
4957                 TERM_LEN x = 1;
4958
4959                 fprintf(fff, _("  [博物館のアイテム]\n", "  [Museum]\n"));
4960
4961                 /* Dump all available items */
4962                 for (i = 0; i < st_ptr->stock_num; i++)
4963                 {
4964 #ifdef JP
4965                 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4966                         object_desc(o_name, &st_ptr->stock[i], 0);
4967                         fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4968 #else
4969                 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4970                         object_desc(o_name, &st_ptr->stock[i], 0);
4971                         fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4972 #endif
4973
4974                 }
4975
4976                 /* Add an empty line */
4977                 fprintf(fff, "\n\n");
4978         }
4979 }
4980
4981
4982 /*!
4983  * @brief ダンプ出力のメインルーチン
4984  * Output the character dump to a file
4985  * @param creature_ptr プレーヤーへの参照ポインタ
4986  * @param fff ファイルポインタ
4987  * @return エラーコード
4988  */
4989 errr make_character_dump(player_type *creature_ptr, FILE *fff)
4990 {
4991 #ifdef JP
4992         fprintf(fff, "  [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4993                 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4994 #else
4995         fprintf(fff, "  [Hengband %d.%d.%d Character Dump]\n\n",
4996                 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4997 #endif
4998
4999         update_playtime();
5000
5001         dump_aux_display_player(p_ptr, fff);
5002         dump_aux_last_message(fff);
5003         dump_aux_options(fff);
5004         dump_aux_recall(fff);
5005         dump_aux_quest(creature_ptr, fff);
5006         dump_aux_arena(p_ptr, fff);
5007         dump_aux_monsters(fff);
5008         dump_aux_virtues(fff);
5009         dump_aux_race_history(p_ptr, fff);
5010         dump_aux_realm_history(fff);
5011         dump_aux_class_special(fff);
5012         dump_aux_mutations(fff);
5013         dump_aux_pet(p_ptr, fff);
5014         fputs("\n\n", fff);
5015         dump_aux_equipment_inventory(fff);
5016         dump_aux_home_museum(fff);
5017
5018         fprintf(fff, _("  [チェックサム: \"%s\"]\n\n", "  [Check Sum: \"%s\"]\n\n"), get_check_sum());
5019         return 0;
5020 }
5021
5022 /*!
5023  * @brief プレイヤーステータスをファイルダンプ出力する
5024  * Hack -- Dump a character description file
5025  * @param creature_ptr プレーヤーへの参照ポインタ
5026  * @param name 出力ファイル名
5027  * @return エラーコード
5028  * @details
5029  * Allow the "full" flag to dump additional info,
5030  * and trigger its usage from various places in the code.
5031  */
5032 errr file_character(player_type *creature_ptr, concptr name)
5033 {
5034         int             fd = -1;
5035         FILE            *fff = NULL;
5036         char            buf[1024];
5037         path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5038
5039         /* File type is "TEXT" */
5040         FILE_TYPE(FILE_TYPE_TEXT);
5041
5042         /* Check for existing file */
5043         fd = fd_open(buf, O_RDONLY);
5044
5045         /* Existing file */
5046         if (fd >= 0)
5047         {
5048                 char out_val[160];
5049                 (void)fd_close(fd);
5050
5051                 /* Build query */
5052                 (void)sprintf(out_val, _("現存するファイル %s に上書きしますか? ", "Replace existing file %s? "), buf);
5053
5054                 /* Ask */
5055                 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5056         }
5057
5058         /* Open the non-existing file */
5059         if (fd < 0) fff = my_fopen(buf, "w");
5060
5061         /* Invalid file */
5062         if (!fff)
5063         {
5064                 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);
5065
5066                 (void)inkey();
5067
5068                 /* Error */
5069                 return (-1);
5070         }
5071
5072         (void)make_character_dump(creature_ptr, fff);
5073         my_fclose(fff);
5074
5075
5076         msg_print(_("キャラクタ情報のファイルへの書き出しに成功しました。", "Character dump successful."));
5077         msg_print(NULL);
5078
5079         /* Success */
5080         return (0);
5081 }
5082
5083
5084 /*!
5085  * @brief ファイル内容の一行をコンソールに出力する
5086  * Display single line of on-line help file
5087  * @param str 出力する文字列
5088  * @param cy コンソールの行
5089  * @param shower 確認中
5090  * @return なし
5091  * @details
5092  * <pre>
5093  * You can insert some special color tag to change text color.
5094  * Such as...
5095  * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5096  * A colored segment is between "[[[[y|" and the last "|".
5097  * You can use any single character in place of the "|".
5098  * </pre>
5099  */
5100 static void show_file_aux_line(concptr str, int cy, concptr shower)
5101 {
5102         static const char tag_str[] = "[[[[";
5103         byte color = TERM_WHITE;
5104         char in_tag = '\0';
5105         int cx = 0;
5106         int i;
5107         char lcstr[1024];
5108
5109         if (shower)
5110         {
5111                 /* Make a lower case version of str for searching */
5112                 strcpy(lcstr, str);
5113                 str_tolower(lcstr);
5114         }
5115
5116         /* Initial cursor position */
5117         Term_gotoxy(cx, cy);
5118
5119         for (i = 0; str[i];)
5120         {
5121                 int len = strlen(&str[i]);
5122                 int showercol = len + 1;
5123                 int bracketcol = len + 1;
5124                 int endcol = len;
5125                 concptr ptr;
5126
5127                 /* Search for a shower string in the line */
5128                 if (shower)
5129                 {
5130                         ptr = my_strstr(&lcstr[i], shower);
5131                         if (ptr) showercol = ptr - &lcstr[i];
5132                 }
5133
5134                 /* Search for a color segment tag */
5135                 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5136                 if (ptr) bracketcol = ptr - &str[i];
5137
5138                 /* A color tag is found */
5139                 if (bracketcol < endcol) endcol = bracketcol;
5140
5141                 /* The shower string is found before the color tag */
5142                 if (showercol < endcol) endcol = showercol;
5143
5144                 /* Print a segment of the line */
5145                 Term_addstr(endcol, color, &str[i]);
5146                 cx += endcol;
5147                 i += endcol;
5148
5149                 /* Shower string? */
5150                 if (endcol == showercol)
5151                 {
5152                         int showerlen = strlen(shower);
5153
5154                         /* Print the shower string in yellow */
5155                         Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5156                         cx += showerlen;
5157                         i += showerlen;
5158                 }
5159
5160                 /* Colored segment? */
5161                 else if (endcol == bracketcol)
5162                 {
5163                         if (in_tag)
5164                         {
5165                                 /* Found the end of colored segment */
5166                                 i++;
5167
5168                                 /* Now looking for an another tag_str */
5169                                 in_tag = '\0';
5170
5171                                 /* Set back to the default color */
5172                                 color = TERM_WHITE;
5173                         }
5174                         else
5175                         {
5176                                 /* Found a tag_str, and get a tag color */
5177                                 i += sizeof(tag_str)-1;
5178
5179                                 /* Get tag color */
5180                                 color = color_char_to_attr(str[i]);
5181
5182                                 /* Illegal color tag */
5183                                 if (color == 255 || str[i+1] == '\0')
5184                                 {
5185                                         /* Illegal color tag */
5186                                         color = TERM_WHITE;
5187
5188                                         /* Print the broken tag as a string */
5189                                         Term_addstr(-1, TERM_WHITE, tag_str);
5190                                         cx += sizeof(tag_str)-1;
5191                                 }
5192                                 else
5193                                 {
5194                                         /* Skip the color tag */
5195                                         i++;
5196
5197                                         /* Now looking for a close tag */
5198                                         in_tag = str[i];
5199
5200                                         /* Skip the close-tag-indicator */
5201                                         i++;
5202                                 }
5203                         }
5204                 }
5205
5206         } /* for (i = 0; str[i];) */
5207
5208         /* Clear rest of line */
5209         Term_erase(cx, cy, 255);
5210 }
5211
5212
5213 /*!
5214  * @brief ファイル内容をコンソールに出力する
5215  * Recursive file perusal.
5216  * @param show_version TRUEならばコンソール上にゲームのバージョンを表示する
5217  * @param name ファイル名の文字列
5218  * @param what 内容キャプションの文字列
5219  * @param line 表示の現在行
5220  * @param mode オプション
5221  * @return なし
5222  * @details
5223  * <pre>
5224  * Process various special text in the input file, including
5225  * the "menu" structures used by the "help file" system.
5226  * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5227  * </pre>
5228  */
5229 bool show_file(bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
5230 {
5231         int i, n, skey;
5232
5233         /* Number of "real" lines passed by */
5234         int next = 0;
5235
5236         /* Number of "real" lines in the file */
5237         int size = 0;
5238
5239         /* Backup value for "line" */
5240         int back = 0;
5241
5242         /* This screen has sub-screens */
5243         bool menu = FALSE;
5244
5245         /* Current help file */
5246         FILE *fff = NULL;
5247
5248         /* Find this string (if any) */
5249         concptr find = NULL;
5250
5251         /* Jump to this tag */
5252         concptr tag = NULL;
5253
5254         /* Hold strings to find/show */
5255         char finder_str[81];
5256         char shower_str[81];
5257         char back_str[81];
5258
5259         /* String to show */
5260         concptr shower = NULL;
5261
5262         /* Filename */
5263         char filename[1024];
5264
5265         /* Describe this thing */
5266         char caption[128];
5267
5268         /* Path buffer */
5269         char path[1024];
5270
5271         /* General buffer */
5272         char buf[1024];
5273
5274         /* Sub-menu information */
5275         char hook[68][32];
5276
5277         bool reverse = (line < 0);
5278
5279         int wid, hgt, rows;
5280
5281         Term_get_size(&wid, &hgt);
5282         rows = hgt - 4;
5283
5284         strcpy(finder_str, "");
5285         strcpy(shower_str, "");
5286         strcpy(caption, "");
5287         for (i = 0; i < 68; i++)
5288         {
5289                 hook[i][0] = '\0';
5290         }
5291
5292         strcpy(filename, name);
5293
5294         n = strlen(filename);
5295
5296         /* Extract the tag from the filename */
5297         for (i = 0; i < n; i++)
5298         {
5299                 if (filename[i] == '#')
5300                 {
5301                         filename[i] = '\0';
5302                         tag = filename + i + 1;
5303                         break;
5304                 }
5305         }
5306
5307         /* Redirect the name */
5308         name = filename;
5309
5310         if (what)
5311         {
5312                 strcpy(caption, what);
5313                 strcpy(path, name);
5314                 fff = my_fopen(path, "r");
5315         }
5316
5317         /* Look in "help" */
5318         if (!fff)
5319         {
5320                 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5321                 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5322                 fff = my_fopen(path, "r");
5323         }
5324
5325         /* Look in "info" */
5326         if (!fff)
5327         {
5328                 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5329                 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5330                 fff = my_fopen(path, "r");
5331         }
5332
5333         /* Look in "info" */
5334         if (!fff)
5335         {
5336                 path_build(path, sizeof(path), ANGBAND_DIR, name);
5337
5338                 for (i = 0; path[i]; i++)
5339                         if ('\\' == path[i])
5340                                 path[i] = PATH_SEP[0];
5341
5342                 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5343                 fff = my_fopen(path, "r");
5344         }
5345
5346         if (!fff)
5347         {
5348                 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5349                 msg_print(NULL);
5350
5351                 return TRUE;
5352         }
5353
5354
5355         /* Pre-Parse the file */
5356         while (TRUE)
5357         {
5358                 char *str = buf;
5359
5360                 /* Read a line or stop */
5361                 if (my_fgets(fff, buf, sizeof(buf))) break;
5362
5363                 /* XXX Parse "menu" items */
5364                 if (prefix(str, "***** "))
5365                 {
5366                         /* Notice "menu" requests */
5367                         if ((str[6] == '[') && isalpha(str[7]))
5368                         {
5369                                 /* Extract the menu item */
5370                                 int k = str[7] - 'A';
5371
5372                                 /* This is a menu file */
5373                                 menu = TRUE;
5374
5375                                 if ((str[8] == ']') && (str[9] == ' '))
5376                                 {
5377                                         /* Extract the menu item */
5378                                         strncpy(hook[k], str + 10, 31);
5379
5380                                         /* Make sure it's null-terminated */
5381                                         hook[k][31] = '\0';
5382                                 }
5383                         }
5384                         /* Notice "tag" requests */
5385                         else if (str[6] == '<')
5386                         {
5387                                 size_t len = strlen(str);
5388
5389                                 if (str[len - 1] == '>')
5390                                 {
5391                                         str[len - 1] = '\0';
5392                                         if (tag && streq(str + 7, tag)) line = next;
5393                                 }
5394                         }
5395
5396                         /* Skip this */
5397                         continue;
5398                 }
5399
5400                 /* Count the "real" lines */
5401                 next++;
5402         }
5403
5404         /* Save the number of "real" lines */
5405         size = next;
5406
5407         /* start from bottom when reverse mode */
5408         if (line == -1) line = ((size-1)/rows)*rows;
5409         Term_clear();
5410
5411         /* Display the file */
5412         while (TRUE)
5413         {
5414                 /* Restart when necessary */
5415                 if (line >= size - rows) line = size - rows;
5416                 if (line < 0) line = 0;
5417
5418                 /* Re-open the file if needed */
5419                 if (next > line)
5420                 {
5421                         my_fclose(fff);
5422
5423                         /* Hack -- Re-Open the file */
5424                         fff = my_fopen(path, "r");
5425
5426                         if (!fff) return FALSE;
5427
5428                         /* File has been restarted */
5429                         next = 0;
5430                 }
5431
5432                 /* Goto the selected line */
5433                 while (next < line)
5434                 {
5435                         /* Get a line */
5436                         if (my_fgets(fff, buf, sizeof(buf))) break;
5437
5438                         /* Skip tags/links */
5439                         if (prefix(buf, "***** ")) continue;
5440
5441                         /* Count the lines */
5442                         next++;
5443                 }
5444
5445                 /* Dump the next 20, or rows, lines of the file */
5446                 for (i = 0; i < rows; )
5447                 {
5448                         concptr str = buf;
5449
5450                         /* Hack -- track the "first" line */
5451                         if (!i) line = next;
5452
5453                         /* Get a line of the file or stop */
5454                         if (my_fgets(fff, buf, sizeof(buf))) break;
5455
5456                         /* Hack -- skip "special" lines */
5457                         if (prefix(buf, "***** ")) continue;
5458
5459                         /* Count the "real" lines */
5460                         next++;
5461
5462                         /* Hack -- keep searching */
5463                         if (find && !i)
5464                         {
5465                                 char lc_buf[1024];
5466
5467                                 /* Make a lower case version of str for searching */
5468                                 strcpy(lc_buf, str);
5469                                 str_tolower(lc_buf);
5470
5471                                 if (!my_strstr(lc_buf, find)) continue;
5472                         }
5473
5474                         /* Hack -- stop searching */
5475                         find = NULL;
5476
5477                         /* Dump the line */
5478                         show_file_aux_line(str, i + 2, shower);
5479
5480                         /* Count the printed lines */
5481                         i++;
5482                 }
5483
5484                 while (i < rows)
5485                 {
5486                         /* Clear rest of line */
5487                         Term_erase(0, i + 2, 255);
5488
5489                         i++;
5490                 }
5491
5492                 /* Hack -- failed search */
5493                 if (find)
5494                 {
5495                         bell();
5496                         line = back;
5497                         find = NULL;
5498                         continue;
5499                 }
5500
5501
5502                 /* Show a general "title" */
5503                 if (show_version)
5504                 {
5505                         prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5506                            FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5507                            caption, line, size), 0, 0);
5508                 }
5509                 else
5510                 {
5511                         prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5512                                 caption, line, size), 0, 0);
5513                 }
5514
5515                 /* Prompt -- small files */
5516                 if (size <= rows)
5517                 {
5518                         /* Wait for it */
5519                         prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5520                 }
5521
5522                 /* Prompt -- large files */
5523                 else
5524                 {
5525 #ifdef JP
5526                         if(reverse)
5527                                 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5528                         else
5529                                 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5530 #else
5531                         prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5532 #endif
5533                 }
5534
5535                 /* Get a special key code */
5536                 skey = inkey_special(TRUE);
5537
5538                 switch (skey)
5539                 {
5540                 /* Show the help for the help */
5541                 case '?':
5542                         /* Hack - prevent silly recursion */
5543                         if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5544                                 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5545                         break;
5546
5547                 /* Hack -- try showing */
5548                 case '=':
5549                         /* Get "shower" */
5550                         prt(_("強調: ", "Show: "), hgt - 1, 0);
5551
5552                         strcpy(back_str, shower_str);
5553                         if (askfor(shower_str, 80))
5554                         {
5555                                 if (shower_str[0])
5556                                 {
5557                                         /* Make it lowercase */
5558                                         str_tolower(shower_str);
5559
5560                                         /* Show it */
5561                                         shower = shower_str;
5562                                 }
5563                                 else shower = NULL; /* Stop showing */
5564                         }
5565                         else strcpy(shower_str, back_str);
5566                         break;
5567
5568                 /* Hack -- try finding */
5569                 case '/':
5570                 case KTRL('s'):
5571                         /* Get "finder" */
5572                         prt(_("検索: ", "Find: "), hgt - 1, 0);
5573
5574                         strcpy(back_str, finder_str);
5575                         if (askfor(finder_str, 80))
5576                         {
5577                                 if (finder_str[0])
5578                                 {
5579                                         /* Find it */
5580                                         find = finder_str;
5581                                         back = line;
5582                                         line = line + 1;
5583
5584                                         /* Make finder lowercase */
5585                                         str_tolower(finder_str);
5586
5587                                         /* Show it */
5588                                         shower = finder_str;
5589                                 }
5590                                 else shower = NULL; /* Stop showing */
5591                         }
5592                         else strcpy(finder_str, back_str);
5593                         break;
5594
5595                 /* Hack -- go to a specific line */
5596                 case '#':
5597                         {
5598                                 char tmp[81];
5599                                 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5600                                 strcpy(tmp, "0");
5601
5602                                 if (askfor(tmp, 80)) line = atoi(tmp);
5603                         }
5604                         break;
5605
5606                 /* Hack -- go to the top line */
5607                 case SKEY_TOP:
5608                         line = 0;
5609                         break;
5610
5611                 /* Hack -- go to the bottom line */
5612                 case SKEY_BOTTOM:
5613                         line = ((size - 1) / rows) * rows;
5614                         break;
5615
5616                 /* Hack -- go to a specific file */
5617                 case '%':
5618                         {
5619                                 char tmp[81];
5620                                 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5621                                 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5622
5623                                 if (askfor(tmp, 80))
5624                                 {
5625                                         if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5626                                 }
5627                         }
5628                         break;
5629
5630                 /* Allow backing up */
5631                 case '-':
5632                         line = line + (reverse ? rows : -rows);
5633                         if (line < 0) line = 0;
5634                         break;
5635
5636                 /* One page up */
5637                 case SKEY_PGUP:
5638                         line = line - rows;
5639                         if (line < 0) line = 0;
5640                         break;
5641
5642                 /* Advance a single line */
5643                 case '\n':
5644                 case '\r':
5645                         line = line + (reverse ? -1 : 1);
5646                         if (line < 0) line = 0;
5647                         break;
5648
5649                 /* Move up / down */
5650                 case '8':
5651                 case SKEY_UP:
5652                         line--;
5653                         if (line < 0) line = 0;
5654                         break;
5655
5656                 case '2':
5657                 case SKEY_DOWN:
5658                         line++;
5659                         break;
5660
5661                 /* Advance one page */
5662                 case ' ':
5663                         line = line + (reverse ? -rows : rows);
5664                         if (line < 0) line = 0;
5665                         break;
5666
5667                 /* One page down */
5668                 case SKEY_PGDOWN:
5669                         line = line + rows;
5670                         break;
5671                 }
5672
5673                 /* Recurse on numbers */
5674                 if (menu)
5675                 {
5676                         int key = -1;
5677
5678                         if (!(skey & SKEY_MASK) && isalpha(skey))
5679                                 key = skey - 'A';
5680
5681                         if ((key > -1) && hook[key][0])
5682                         {
5683                                 /* Recurse on that file */
5684                                 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5685                                         skey = 'q';
5686                         }
5687                 }
5688
5689                 /* Hack, dump to file */
5690                 if (skey == '|')
5691                 {
5692                         FILE *ffp;
5693                         char buff[1024];
5694                         char xtmp[82];
5695
5696                         strcpy (xtmp, "");
5697
5698                         if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5699                         my_fclose(fff);
5700                         path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5701
5702                         /* Hack -- Re-Open the file */
5703                         fff = my_fopen(path, "r");
5704
5705                         ffp = my_fopen(buff, "w");
5706
5707                         if (!(fff && ffp))
5708                         {
5709                                 msg_print(_("ファイルを開けません。", "Failed to open file."));
5710                                 skey = ESCAPE;
5711                                 break;
5712                         }
5713
5714                         sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5715                         my_fputs(ffp, xtmp, 80);
5716                         my_fputs(ffp, "\n", 80);
5717
5718                         while (!my_fgets(fff, buff, sizeof(buff)))
5719                                 my_fputs(ffp, buff, 80);
5720                         my_fclose(fff);
5721                         my_fclose(ffp);
5722
5723                         /* Hack -- Re-Open the file */
5724                         fff = my_fopen(path, "r");
5725                 }
5726
5727                 /* Return to last screen */
5728                 if ((skey == ESCAPE) || (skey == '<')) break;
5729
5730                 /* Exit on the ^q */
5731                 if (skey == KTRL('q')) skey = 'q';
5732
5733                 /* Exit on the q key */
5734                 if (skey == 'q') break;
5735         }
5736         my_fclose(fff);
5737
5738         /* Escape */
5739         if (skey == 'q') return FALSE;
5740
5741         /* Normal return */
5742         return TRUE;
5743 }
5744
5745
5746 /*!
5747  * @brief ヘルプを表示するコマンドのメインルーチン
5748  * Peruse the On-Line-Help
5749  * @return なし
5750  * @details
5751  */
5752 void do_cmd_help(void)
5753 {
5754         screen_save();
5755
5756         /* Peruse the main help file */
5757         (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5758         screen_load();
5759 }
5760
5761
5762 /*!
5763  * @brief プレイヤーの名前をチェックして修正する
5764  * Process the player name.
5765  * @param player_ptr プレーヤーへの参照ポインタ
5766  * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5767  * @return なし
5768  * @details
5769  * Extract a clean "base name".
5770  * Build the savefile name if needed.
5771  */
5772 void process_player_name(player_type *creature_ptr, bool sf)
5773 {
5774         int i, k = 0;
5775         char old_player_base[32] = "";
5776
5777         if (current_world_ptr->character_generated) strcpy(old_player_base, p_ptr->base_name);
5778
5779         /* Cannot be too long */
5780 #if defined(MACINTOSH) || defined(ACORN)
5781         if (strlen(p_ptr->name) > 15)
5782         {
5783                 /* Name too long */
5784                 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5785         }
5786 #endif
5787
5788         /* Cannot contain "icky" characters */
5789         for (i = 0; p_ptr->name[i]; i++)
5790         {
5791                 /* No control characters */
5792 #ifdef JP
5793                 if (iskanji(p_ptr->name[i])){i++;continue;}
5794                 if (iscntrl( (unsigned char)p_ptr->name[i]))
5795 #else
5796                 if (iscntrl(p_ptr->name[i]))
5797 #endif
5798
5799                 {
5800                         /* Illegal characters */
5801                         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);
5802                 }
5803         }
5804
5805
5806 #ifdef MACINTOSH
5807
5808         /* Extract "useful" letters */
5809         for (i = 0; p_ptr->name[i]; i++)
5810         {
5811 #ifdef JP
5812                 unsigned char c = p_ptr->name[i];
5813 #else
5814                 char c = p_ptr->name[i];
5815 #endif
5816
5817
5818                 /* Convert "dot" to "underscore" */
5819                 if (c == '.') c = '_';
5820
5821                 /* Accept all the letters */
5822                 p_ptr->base_name[k++] = c;
5823         }
5824
5825 #else
5826
5827         /* Extract "useful" letters */
5828         for (i = 0; p_ptr->name[i]; i++)
5829         {
5830 #ifdef JP
5831                 unsigned char c = p_ptr->name[i];
5832 #else
5833                 char c = p_ptr->name[i];
5834 #endif
5835
5836                 /* Accept some letters */
5837 #ifdef JP
5838                 if(iskanji(c)){
5839                   if(k + 2 >= sizeof(p_ptr->base_name) || !p_ptr->name[i+1]) break;
5840                   p_ptr->base_name[k++] = c;
5841                   i++;
5842                   p_ptr->base_name[k++] = p_ptr->name[i];
5843                 }
5844 #ifdef SJIS
5845                 else if (iskana(c)) p_ptr->base_name[k++] = c;
5846 #endif
5847                 else
5848 #endif
5849                 /* Convert path separator to underscore */
5850                 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5851                         p_ptr->base_name[k++] = '_';
5852                         i += strlen(PATH_SEP);
5853                 }
5854                 /* Convert some characters to underscore */
5855 #if defined(WINDOWS)
5856                 else if (my_strchr("\"*,/:;<>?\\|", c)) p_ptr->base_name[k++] = '_';
5857 #endif
5858                 else if (isprint(c)) p_ptr->base_name[k++] = c;
5859         }
5860
5861 #endif
5862
5863         /* Terminate */
5864         p_ptr->base_name[k] = '\0';
5865
5866         /* Require a "base" name */
5867         if (!p_ptr->base_name[0]) strcpy(p_ptr->base_name, "PLAYER");
5868
5869
5870 #ifdef SAVEFILE_MUTABLE
5871
5872         /* Accept */
5873         sf = TRUE;
5874
5875 #endif
5876         if (!savefile_base[0] && savefile[0])
5877         {
5878                 concptr s;
5879                 s = savefile;
5880                 while (TRUE)
5881                 {
5882                         concptr t;
5883                         t = my_strstr(s, PATH_SEP);
5884                         if (!t)
5885                                 break;
5886                         s = t+1;
5887                 }
5888                 strcpy(savefile_base, s);
5889         }
5890
5891         if (!savefile_base[0] || !savefile[0])
5892                 sf = TRUE;
5893
5894         /* Change the savefile name */
5895         if (sf)
5896         {
5897                 char temp[128];
5898
5899                 strcpy(savefile_base, p_ptr->base_name);
5900
5901 #ifdef SAVEFILE_USE_UID
5902                 /* Rename the savefile, using the p_ptr->player_uid and p_ptr->base_name */
5903                 (void)sprintf(temp, "%d.%s", p_ptr->player_uid, p_ptr->base_name);
5904 #else
5905                 /* Rename the savefile, using the p_ptr->base_name */
5906                 (void)sprintf(temp, "%s", p_ptr->base_name);
5907 #endif
5908                 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5909         }
5910
5911         /* Load an autopick preference file */
5912         if (current_world_ptr->character_generated)
5913         {
5914                 if (!streq(old_player_base, p_ptr->base_name)) autopick_load_pref(creature_ptr, FALSE);
5915         }
5916 }
5917
5918
5919 /*!
5920  * @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
5921  * Gets a name for the character, reacting to name changes.
5922  * @return なし
5923  * @details
5924  * <pre>
5925  * Assumes that "display_player()" has just been called
5926  * Perhaps we should NOT ask for a name (at "birth()") on
5927  * Unix machines?  XXX XXX
5928  * What a horrible name for a global function.  
5929  * </pre>
5930  */
5931 void get_name(player_type *creature_ptr)
5932 {
5933         char tmp[64];
5934
5935         /* Save the player name */
5936         strcpy(tmp, creature_ptr->name);
5937
5938         /* Prompt for a new name */
5939         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))
5940         {
5941                 /* Use the name */
5942                 strcpy(creature_ptr->name, tmp);
5943         }
5944
5945         if (0 == strlen(creature_ptr->name))
5946         {
5947                 /* Use default name */
5948                 strcpy(creature_ptr->name, "PLAYER");
5949         }
5950
5951         strcpy(tmp,ap_ptr->title);
5952 #ifdef JP
5953         if(ap_ptr->no == 1)
5954                 strcat(tmp,"の");
5955 #else
5956         strcat(tmp, " ");
5957 #endif
5958         strcat(tmp,creature_ptr->name);
5959
5960         /* Re-Draw the name (in light blue) */
5961         Term_erase(34, 1, 255);
5962         c_put_str(TERM_L_BLUE, tmp, 1, 34);
5963
5964         /* Erase the prompt, etc */
5965         clear_from(22);
5966 }
5967
5968
5969
5970 /*!
5971  * @brief セーブするコマンドのメインルーチン
5972  * Save the game
5973  * @param creature_ptr プレーヤーへの参照ポインタ
5974  * @param is_autosave オートセーブ中の処理ならばTRUE
5975  * @return なし
5976  * @details
5977  */
5978 void do_cmd_save_game(player_type *creature_ptr, int is_autosave)
5979 {
5980         /* Autosaves do not disturb */
5981         if (is_autosave)
5982         {
5983                 msg_print(_("自動セーブ中", "Autosaving the game..."));
5984         }
5985         else
5986         {
5987                 disturb(p_ptr, TRUE, TRUE);
5988         }
5989
5990         /* Clear messages */
5991         msg_print(NULL);
5992         handle_stuff(creature_ptr);
5993
5994         prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
5995
5996         Term_fresh();
5997
5998         /* The player is not dead */
5999         (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
6000
6001         /* Forbid suspend */
6002         signals_ignore_tstp();
6003
6004         /* Save the player */
6005         if (save_player(creature_ptr))
6006         {
6007                 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6008         }
6009
6010         /* Save failed (oops) */
6011         else
6012         {
6013                 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6014         }
6015
6016         /* Allow suspend again */
6017         signals_handle_tstp();
6018
6019         Term_fresh();
6020
6021         /* Note that the player is not dead */
6022         (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6023
6024         /* HACK -- don't get sanity blast on updating view */
6025         current_world_ptr->is_loading_now = FALSE;
6026
6027         update_creature(p_ptr);
6028
6029         /* Initialize monster process */
6030         mproc_init();
6031
6032         /* HACK -- reset the hackish flag */
6033         current_world_ptr->is_loading_now = TRUE;
6034 }
6035
6036
6037 /*!
6038  * @brief セーブ後にゲーム中断フラグを立てる/
6039  * Save the game and exit
6040  * @return なし
6041  * @details
6042  */
6043 void do_cmd_save_and_exit(void)
6044 {
6045         p_ptr->playing = FALSE;
6046         p_ptr->leaving = TRUE;
6047         exe_write_diary(p_ptr, NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6048 }
6049
6050
6051 #define GRAVE_LINE_WIDTH 31
6052
6053 /*!
6054  * @brief 墓石の真ん中に文字列を書き込む /
6055  * Centers a string within a GRAVE_LINE_WIDTH character string          -JWT-
6056  * @return なし
6057  * @details
6058  */
6059 static void center_string(char *buf, concptr str)
6060 {
6061         int i, j;
6062
6063         /* Total length */
6064         i = strlen(str);
6065
6066         /* Necessary border */
6067         j = GRAVE_LINE_WIDTH / 2 - i / 2;
6068
6069         /* Mega-Hack */
6070         (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6071 }
6072
6073
6074 #if 0
6075 /*!
6076  * @brief 骨ファイル出力 /
6077  * Save a "bones" file for a dead character
6078  * @details
6079  * <pre>
6080  * Note that we will not use these files until Angband 2.8.0, and
6081  * then we will only use the name and level on which death occured.
6082  * Should probably attempt some form of locking...
6083  * </pre>
6084  */
6085 static void make_bones(void)
6086 {
6087         FILE                *fp;
6088
6089         char                str[1024];
6090
6091
6092         /* Ignore wizards and borgs */
6093         if (!(current_world_ptr->noscore & 0x00FF))
6094         {
6095                 /* Ignore people who die in town */
6096                 if (p_ptr->current_floor_ptr->dun_level)
6097                 {
6098                         char tmp[128];
6099
6100                         /* "Bones" name */
6101                         sprintf(tmp, "bone.%03d", p_ptr->current_floor_ptr->dun_level);
6102                         path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6103
6104                         /* Attempt to open the bones file */
6105                         fp = my_fopen(str, "r");
6106
6107                         /* Close it right away */
6108                         if (fp) my_fclose(fp);
6109
6110                         /* Do not over-write a previous ghost */
6111                         if (fp) return;
6112
6113                         /* File type is "TEXT" */
6114                         FILE_TYPE(FILE_TYPE_TEXT);
6115
6116                         /* Grab permissions */
6117                         safe_setuid_grab();
6118
6119                         /* Try to write a new "Bones File" */
6120                         fp = my_fopen(str, "w");
6121
6122                         /* Drop permissions */
6123                         safe_setuid_drop();
6124
6125                         /* Not allowed to write it?  Weird. */
6126                         if (!fp) return;
6127
6128                         /* Save the info */
6129                         fprintf(fp, "%s\n", p_ptr->name);
6130                         fprintf(fp, "%d\n", p_ptr->mhp);
6131                         fprintf(fp, "%d\n", p_ptr->prace);
6132                         fprintf(fp, "%d\n", p_ptr->pclass);
6133
6134                         /* Close and save the Bones file */
6135                         my_fclose(fp);
6136                 }
6137         }
6138 }
6139 #endif
6140
6141
6142 /*
6143  * Redefinable "print_tombstone" action
6144  */
6145 bool (*tombstone_aux)(void) = NULL;
6146
6147
6148 /*!
6149  * @brief 墓石のアスキーアート表示 /
6150  * Display a "tomb-stone"
6151  * @return なし
6152  */
6153 void print_tomb(player_type *dead_ptr)
6154 {
6155         bool done = FALSE;
6156
6157         /* Do we use a special tombstone ? */
6158         if (tombstone_aux)
6159         {
6160                 /* Use tombstone hook */
6161                 done = (*tombstone_aux)();
6162         }
6163
6164         /* Print the text-tombstone */
6165         if (!done)
6166         {
6167                 concptr   p;
6168                 char   tmp[160];
6169                 char   buf[1024];
6170                 char   dummy[80];
6171                 char   *t;
6172                 FILE   *fp;
6173                 time_t ct = time((time_t)0);
6174 #ifdef JP
6175                 int    extra_line = 0;
6176 #endif
6177                 Term_clear();
6178                 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6179
6180                 /* Open the News file */
6181                 fp = my_fopen(buf, "r");
6182
6183                 /* Dump */
6184                 if (fp)
6185                 {
6186                         int i = 0;
6187
6188                         /* Dump the file to the screen */
6189                         while (0 == my_fgets(fp, buf, sizeof(buf)))
6190                         {
6191                                 /* Display and advance */
6192                                 put_str(buf, i++, 0);
6193                         }
6194
6195                         /* Close */
6196                         my_fclose(fp);
6197                 }
6198
6199                 /* King or Queen */
6200                 if (current_world_ptr->total_winner || (dead_ptr->lev > PY_MAX_LEVEL))
6201                 {
6202 #ifdef JP
6203                         /* 英日切り替え */
6204                         p= "偉大なる者";
6205 #else
6206                         p = "Magnificent";
6207 #endif
6208                 }
6209
6210                 /* Normal */
6211                 else
6212                 {
6213                         p =  player_title[dead_ptr->pclass][(dead_ptr->lev - 1) / 5];
6214                 }
6215
6216                 center_string(buf, dead_ptr->name);
6217                 put_str(buf, 6, 11);
6218
6219 #ifndef JP
6220                 center_string(buf, "the");
6221                 put_str(buf, 7, 11);
6222 #endif
6223
6224                 center_string(buf, p);
6225                 put_str(buf, 8, 11);
6226
6227                 center_string(buf, cp_ptr->title);
6228                 put_str(buf, 10, 11);
6229
6230                 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)dead_ptr->lev);
6231                 center_string(buf, tmp);
6232                 put_str(buf, 11, 11);
6233
6234                 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)dead_ptr->exp);
6235                 center_string(buf, tmp);
6236                 put_str(buf, 12, 11);
6237
6238                 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)dead_ptr->au);
6239                 center_string(buf, tmp);
6240                 put_str(buf, 13, 11);
6241
6242 #ifdef JP
6243                 /* 墓に刻む言葉をオリジナルより細かく表示 */
6244                 if (streq(dead_ptr->died_from, "途中終了"))
6245                 {
6246                         strcpy(tmp, "<自殺>");
6247                 }
6248                 else if (streq(dead_ptr->died_from, "ripe"))
6249                 {
6250                         strcpy(tmp, "引退後に天寿を全う");
6251                 }
6252                 else if (streq(dead_ptr->died_from, "Seppuku"))
6253                 {
6254                         strcpy(tmp, "勝利の後、切腹");
6255                 }
6256                 else
6257                 {
6258                         roff_to_buf(dead_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6259                         t = tmp + strlen(tmp) + 1;
6260                         if (*t)
6261                         {
6262                                 strcpy(dummy, t); /* 2nd line */
6263                                 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6264                                 {
6265                                         for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6266                                         strcpy(t, "…");
6267                                 }
6268                                 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6269                                 {
6270                                         char dummy2[80];
6271                                         char *name_head = my_strstr(tmp, "『");
6272                                         sprintf(dummy2, "%s%s", name_head, dummy);
6273                                         if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6274                                         {
6275                                                 strcpy(dummy, dummy2);
6276                                                 *name_head = '\0';
6277                                         }
6278                                 }
6279                                 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6280                                 {
6281                                         char dummy2[80];
6282                                         char *name_head = my_strstr(tmp, "「");
6283                                         sprintf(dummy2, "%s%s", name_head, dummy);
6284                                         if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6285                                         {
6286                                                 strcpy(dummy, dummy2);
6287                                                 *name_head = '\0';
6288                                         }
6289                                 }
6290                                 center_string(buf, dummy);
6291                                 put_str(buf, 15, 11);
6292                                 extra_line = 1;
6293                         }
6294                 }
6295                 center_string(buf, tmp);
6296                 put_str(buf, 14, 11);
6297
6298                 if (!streq(dead_ptr->died_from, "ripe") && !streq(dead_ptr->died_from, "Seppuku"))
6299                 {
6300                         if (dead_ptr->current_floor_ptr->dun_level == 0)
6301                         {
6302                                 concptr field_name = dead_ptr->town_num ? "街" : "荒野";
6303                                 if (streq(dead_ptr->died_from, "途中終了"))
6304                                 {
6305                                         sprintf(tmp, "%sで死んだ", field_name);
6306                                 }
6307                                 else
6308                                 {
6309                                         sprintf(tmp, "に%sで殺された", field_name);
6310                                 }
6311                         }
6312                         else
6313                         {
6314                                 if (streq(dead_ptr->died_from, "途中終了"))
6315                                 {
6316                                         sprintf(tmp, "地下 %d 階で死んだ", (int)dead_ptr->current_floor_ptr->dun_level);
6317                                 }
6318                                 else
6319                                 {
6320                                         sprintf(tmp, "に地下 %d 階で殺された", (int)dead_ptr->current_floor_ptr->dun_level);
6321                                 }
6322                         }
6323                         center_string(buf, tmp);
6324                         put_str(buf, 15 + extra_line, 11);
6325                 }
6326 #else
6327                 (void)sprintf(tmp, "Killed on Level %d", dead_ptr->current_floor_ptr->dun_level);
6328                 center_string(buf, tmp);
6329                 put_str(buf, 14, 11);
6330
6331                 roff_to_buf(format("by %s.", dead_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6332                 center_string(buf, tmp);
6333                 put_str(buf, 15, 11);
6334                 t = tmp + strlen(tmp) + 1;
6335                 if (*t)
6336                 {
6337                         strcpy(dummy, t); /* 2nd line */
6338                         if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6339                         {
6340                                 int dummy_len = strlen(dummy);
6341                                 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6342                         }
6343                         center_string(buf, dummy);
6344                         put_str(buf, 16, 11);
6345                 }
6346 #endif
6347
6348                 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6349                 center_string(buf, tmp);
6350                 put_str(buf, 17, 11);
6351                 msg_format(_("さようなら、%s!", "Goodbye, %s!"), dead_ptr->name);
6352         }
6353 }
6354
6355
6356 /*!
6357  * @brief 死亡、引退時の簡易ステータス表示 /
6358  * Display some character info
6359  * @param creature_ptr プレーヤーへの参照ポインタ
6360  * @return なし
6361  */
6362 void show_info(player_type *creature_ptr)
6363 {
6364         int             i, j, k, l;
6365         object_type *o_ptr;
6366         store_type              *st_ptr;
6367
6368         /* Hack -- Know everything in the inven/equip */
6369         for (i = 0; i < INVEN_TOTAL; i++)
6370         {
6371                 o_ptr = &creature_ptr->inventory_list[i];
6372                 if (!o_ptr->k_idx) continue;
6373
6374                 /* Aware and Known */
6375                 object_aware(creature_ptr, o_ptr);
6376                 object_known(o_ptr);
6377         }
6378
6379         for (i = 1; i < max_towns; i++)
6380         {
6381                 st_ptr = &town_info[i].store[STORE_HOME];
6382
6383                 /* Hack -- Know everything in the home */
6384                 for (j = 0; j < st_ptr->stock_num; j++)
6385                 {
6386                         o_ptr = &st_ptr->stock[j];
6387                         if (!o_ptr->k_idx) continue;
6388
6389                         /* Aware and Known */
6390                         object_aware(creature_ptr, o_ptr);
6391                         object_known(o_ptr);
6392                 }
6393         }
6394
6395         /* Hack -- Recalculate bonuses */
6396         creature_ptr->update |= (PU_BONUS);
6397         handle_stuff(creature_ptr);
6398
6399         /* Flush all input keys */
6400         flush();
6401
6402         msg_erase();
6403
6404
6405         /* Describe options */
6406         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);
6407         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);
6408
6409         /* Dump character records as requested */
6410         while (TRUE)
6411         {
6412                 char out_val[160];
6413
6414                 /* Prompt */
6415                 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6416
6417                 /* Default */
6418                 strcpy(out_val, "");
6419
6420                 /* Ask for filename (or abort) */
6421                 if (!askfor(out_val, 60)) return;
6422
6423                 /* Return means "show on screen" */
6424                 if (!out_val[0]) break;
6425                 screen_save();
6426
6427                 /* Dump a character file */
6428                 (void)file_character(creature_ptr, out_val);
6429                 screen_load();
6430         }
6431
6432         update_playtime();
6433         display_player(creature_ptr, 0);
6434
6435         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);
6436
6437         /* Allow abort at this point */
6438         if (inkey() == ESCAPE) return;
6439
6440         /* Equipment -- if any */
6441         if (creature_ptr->equip_cnt)
6442         {
6443                 Term_clear();
6444                 (void)show_equip(creature_ptr, 0, USE_FULL, 0);
6445                 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6446
6447                 if (inkey() == ESCAPE) return;
6448         }
6449
6450         /* Inventory -- if any */
6451         if (creature_ptr->inven_cnt)
6452         {
6453                 Term_clear();
6454                 (void)show_inven(creature_ptr, 0, USE_FULL, 0);
6455                 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6456
6457                 if (inkey() == ESCAPE) return;
6458         }
6459
6460         /* Homes in the different towns */
6461         for (l = 1; l < max_towns; l++)
6462         {
6463                 st_ptr = &town_info[l].store[STORE_HOME];
6464
6465                 /* Home -- if anything there */
6466                 if (st_ptr->stock_num)
6467                 {
6468                         /* Display contents of the home */
6469                         for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6470                         {
6471                                 Term_clear();
6472
6473                                 /* Show 12 items */
6474                                 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6475                                 {
6476                                         GAME_TEXT o_name[MAX_NLEN];
6477                                         char tmp_val[80];
6478
6479                                         /* Acquire item */
6480                                         o_ptr = &st_ptr->stock[i];
6481
6482                                         /* Print header, clear line */
6483                                         sprintf(tmp_val, "%c) ", I2A(j));
6484                                         prt(tmp_val, j+2, 4);
6485
6486                                         /* Display object description */
6487                                         object_desc(o_name, o_ptr, 0);
6488                                         c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6489                                 }
6490
6491                                 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);
6492
6493                                 /* Wait for it */
6494                                 if (inkey() == ESCAPE) return;
6495                         }
6496                 }
6497         }
6498 }
6499
6500
6501 /*!
6502  * @brief 異常発生時のゲーム緊急終了処理 /
6503  * Handle abrupt death of the visual system
6504  * @param creature_ptr プレーヤーへの参照ポインタ
6505  * @return なし
6506  * @details
6507  * <pre>
6508  * This routine is called only in very rare situations, and only
6509  * by certain visual systems, when they experience fatal errors.
6510  * XXX XXX Hack -- clear the death flag when creating a HANGUP
6511  * save file so that player can see tombstone when restart.
6512  * </pre>
6513  */
6514 void exit_game_panic(player_type *creature_ptr)
6515 {
6516         /* If nothing important has happened, just quit */
6517         if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(_("緊急事態", "panic"));
6518
6519         /* Mega-Hack -- see "msg_print()" */
6520         msg_flag = FALSE;
6521
6522         /* Clear the top line */
6523         prt("", 0, 0);
6524
6525         /* Hack -- turn off some things */
6526         disturb(p_ptr, TRUE, TRUE);
6527
6528         /* Mega-Hack -- Delay death */
6529         if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6530
6531         /* Hardcode panic save */
6532         p_ptr->panic_save = 1;
6533
6534         /* Forbid suspend */
6535         signals_ignore_tstp();
6536
6537         /* Indicate panic save */
6538         (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6539
6540         /* Panic save, or get worried */
6541         if (!save_player(creature_ptr)) quit(_("緊急セーブ失敗!", "panic save failed!"));
6542
6543         /* Successful panic save */
6544         quit(_("緊急セーブ成功!", "panic save succeeded!"));
6545 }
6546
6547
6548 /*!
6549  * @brief ファイルからランダムに行を一つ取得する /
6550  * Get a random line from a file
6551  * @param file_name ファイル名
6552  * @param entry 特定条件時のN:タグヘッダID
6553  * @param output 出力先の文字列参照ポインタ
6554  * @return エラーコード
6555  * @details
6556  * <pre>
6557  * Based on the monster speech patch by Matt Graham,
6558  * </pre>
6559  */
6560 errr get_rnd_line(concptr file_name, int entry, char *output)
6561 {
6562         FILE    *fp;
6563         char    buf[1024];
6564         int     counter, test;
6565         int     line_num = 0;
6566
6567         path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6568         fp = my_fopen(buf, "r");
6569
6570         /* Failed */
6571         if (!fp) return -1;
6572
6573         /* Find the entry of the monster */
6574         while (TRUE)
6575         {
6576                 /* Get a line from the file */
6577                 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6578                 {
6579                         /* Count the lines */
6580                         line_num++;
6581
6582                         /* Look for lines starting with 'N:' */
6583                         if ((buf[0] == 'N') && (buf[1] == ':'))
6584                         {
6585                                 /* Allow default lines */
6586                                 if (buf[2] == '*')
6587                                 {
6588                                         /* Default lines */
6589                                         break;
6590                                 }
6591                                 else if (buf[2] == 'M')
6592                                 {
6593                                         if (r_info[entry].flags1 & RF1_MALE) break;
6594                                 }
6595                                 else if (buf[2] == 'F')
6596                                 {
6597                                         if (r_info[entry].flags1 & RF1_FEMALE) break;
6598                                 }
6599                                 /* Get the monster number */
6600                                 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6601                                 {
6602                                         /* Is it the right number? */
6603                                         if (test == entry) break;
6604                                 }
6605                                 else
6606                                 {
6607                                         /* Error while converting the number */
6608                                         msg_format("Error in line %d of %s!", line_num, file_name);
6609                                         my_fclose(fp);
6610                                         return -1;
6611                                 }
6612                         }
6613                 }
6614                 else
6615                 {
6616                         /* Reached end of file */
6617                         my_fclose(fp);
6618                         return -1;
6619                 }
6620         }
6621
6622         /* Get the random line */
6623         for (counter = 0; ; counter++)
6624         {
6625                 while (TRUE)
6626                 {
6627                         test = my_fgets(fp, buf, sizeof(buf));
6628
6629                         /* Count the lines */
6630                         /* line_num++; No more needed */
6631
6632                         if (!test)
6633                         {
6634                                 /* Ignore lines starting with 'N:' */
6635                                 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6636
6637                                 if (buf[0] != '#') break;
6638                         }
6639                         else break;
6640                 }
6641
6642                 /* Abort */
6643                 if (!buf[0]) break;
6644
6645                 /* Copy the line */
6646                 if (one_in_(counter + 1)) strcpy(output, buf);
6647         }
6648         my_fclose(fp);
6649
6650         /* Success */
6651         return counter ? 0 : -1;
6652 }
6653
6654
6655 #ifdef JP
6656 /*!
6657  * @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) /
6658  * @param file_name ファイル名
6659  * @param entry 特定条件時のN:タグヘッダID
6660  * @param output 出力先の文字列参照ポインタ
6661  * @param count 試行回数
6662  * @return エラーコード
6663  * @details
6664  */
6665 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
6666 {
6667         int  i, j, kanji;
6668         errr result = 1;
6669
6670         for (i = 0; i < count; i++)
6671         {
6672                 result = get_rnd_line(file_name, entry, output);
6673                 if (result) break;
6674                 kanji = 0;
6675                 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
6676                 if (kanji) break;
6677         }
6678         return result;
6679 }
6680 #endif
6681
6682 /*!
6683  * @brief 自動拾いファイルを読み込む /
6684  * @param creature_ptr プレーヤーへの参照ポインタ
6685  * @param name ファイル名
6686  * @details
6687  */
6688 errr process_autopick_file(player_type *creature_ptr, concptr name)
6689 {
6690         char buf[1024];
6691
6692         errr err = 0;
6693         path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6694
6695         err = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_AUTOPICK);
6696         return (err);
6697 }
6698
6699
6700 /*!
6701  * @brief プレイヤーの生い立ちファイルを読み込む /
6702  * Process file for player's history editor.
6703  * @param creature_ptr プレーヤーへの参照ポインタ
6704  * @param name ファイル名
6705  * @return エラーコード
6706  * @details
6707  */
6708 errr process_histpref_file(player_type *creature_ptr, concptr name)
6709 {
6710         char buf[1024];
6711         errr err = 0;
6712         bool old_character_xtra = current_world_ptr->character_xtra;
6713         path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6714
6715         /* Hack -- prevent modification birth options in this file */
6716         current_world_ptr->character_xtra = TRUE;
6717
6718         err = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_HISTPREF);
6719
6720         current_world_ptr->character_xtra = old_character_xtra;
6721         return (err);
6722 }
6723
6724 /*!
6725  * @brief ファイル位置をシーク /
6726  * @param fd ファイルディスクリプタ
6727  * @param where ファイルバイト位置
6728  * @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
6729  * @return エラーコード
6730  * @details
6731  */
6732 static errr counts_seek(int fd, u32b where, bool flag)
6733 {
6734         huge seekpoint;
6735         char temp1[128], temp2[128];
6736         u32b zero_header[3] = {0L, 0L, 0L};
6737         int i;
6738
6739 #ifdef SAVEFILE_USE_UID
6740         (void)sprintf(temp1, "%d.%s.%d%d%d", p_ptr->player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6741 #else
6742         (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6743 #endif
6744         for (i = 0; temp1[i]; i++)
6745                 temp1[i] ^= (i+1) * 63;
6746
6747         seekpoint = 0;
6748         while (TRUE)
6749         {
6750                 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
6751                         return 1;
6752                 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
6753                 {
6754                         if (!flag)
6755                                 return 1;
6756                         /* add new name */
6757                         fd_seek(fd, seekpoint);
6758                         fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
6759                         fd_write(fd, (char*)(temp1), sizeof(temp1));
6760                         break;
6761                 }
6762
6763                 if (strcmp(temp1, temp2) == 0)
6764                         break;
6765
6766                 seekpoint += 128 + 3 * sizeof(u32b);
6767         }
6768
6769         return fd_seek(fd, seekpoint + where * sizeof(u32b));
6770 }
6771
6772 /*!
6773  * @brief ファイル位置を読み込む
6774  * @param where ファイルバイト位置
6775  * @return エラーコード
6776  * @details
6777  */
6778 u32b counts_read(int where)
6779 {
6780         int fd;
6781         u32b count = 0;
6782         char buf[1024];
6783
6784         path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6785         fd = fd_open(buf, O_RDONLY);
6786
6787         if (counts_seek(fd, where, FALSE) ||
6788             fd_read(fd, (char*)(&count), sizeof(u32b)))
6789                 count = 0;
6790
6791         (void)fd_close(fd);
6792
6793         return count;
6794 }
6795
6796 /*!
6797  * @brief ファイル位置に書き込む /
6798  * @param where ファイルバイト位置
6799  * @param count 書き込む値
6800  * @return エラーコード
6801  * @details
6802  */
6803 errr counts_write(int where, u32b count)
6804 {
6805         int fd;
6806         char buf[1024];
6807         errr err;
6808
6809         path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6810
6811         /* Grab permissions */
6812         safe_setuid_grab();
6813
6814         fd = fd_open(buf, O_RDWR);
6815
6816         /* Drop permissions */
6817         safe_setuid_drop();
6818
6819         if (fd < 0)
6820         {
6821                 /* File type is "DATA" */
6822                 FILE_TYPE(FILE_TYPE_DATA);
6823
6824                 /* Grab permissions */
6825                 safe_setuid_grab();
6826
6827                 /* Create a new high score file */
6828                 fd = fd_make(buf, 0644);
6829
6830                 /* Drop permissions */
6831                 safe_setuid_drop();
6832         }
6833
6834         /* Grab permissions */
6835         safe_setuid_grab();
6836
6837         err = fd_lock(fd, F_WRLCK);
6838
6839         /* Drop permissions */
6840         safe_setuid_drop();
6841
6842         if (err) return 1;
6843
6844         counts_seek(fd, where, TRUE);
6845         fd_write(fd, (char*)(&count), sizeof(u32b));
6846
6847         /* Grab permissions */
6848         safe_setuid_grab();
6849
6850         err = fd_lock(fd, F_UNLCK);
6851
6852         /* Drop permissions */
6853         safe_setuid_drop();
6854
6855         if (err) return 1;
6856
6857         (void)fd_close(fd);
6858
6859         return 0;
6860 }
6861
6862
6863 #ifdef HANDLE_SIGNALS
6864
6865
6866 #include <signal.h>
6867
6868
6869 /*!
6870  * @brief OSからのシグナルを受けてサスペンド状態に入る /
6871  * Handle signals -- suspend
6872  * @param sig 受け取ったシグナル
6873  * @details
6874  * Actually suspend the game, and then resume cleanly
6875  */
6876 static void handle_signal_suspend(int sig)
6877 {
6878         /* Disable handler */
6879         (void)signal(sig, SIG_IGN);
6880
6881 #ifdef SIGSTOP
6882
6883         /* Flush output */
6884         Term_fresh();
6885
6886         /* Suspend the "Term" */
6887         Term_xtra(TERM_XTRA_ALIVE, 0);
6888
6889         /* Suspend ourself */
6890         (void)kill(0, SIGSTOP);
6891
6892         /* Resume the "Term" */
6893         Term_xtra(TERM_XTRA_ALIVE, 1);
6894
6895         /* Redraw the term */
6896         Term_redraw();
6897
6898         /* Flush the term */
6899         Term_fresh();
6900
6901 #endif
6902
6903         /* Restore handler */
6904         (void)signal(sig, handle_signal_suspend);
6905 }
6906
6907
6908 /*!
6909  * @brief OSからのシグナルを受けて中断、終了する /
6910  * Handle signals -- simple (interrupt and quit)
6911  * @param sig 受け取ったシグナル
6912  * @details
6913  * <pre>
6914  * This function was causing a *huge* number of problems, so it has
6915  * been simplified greatly.  We keep a global variable which counts
6916  * the number of times the user attempts to kill the process, and
6917  * we commit suicide if the user does this a certain number of times.
6918  * We attempt to give "feedback" to the user as he approaches the
6919  * suicide thresh-hold, but without penalizing accidental keypresses.
6920  * To prevent messy accidents, we should reset this global variable
6921  * whenever the user enters a keypress, or something like that.
6922  * </pre>
6923  */
6924 static void handle_signal_simple(int sig)
6925 {
6926         /* Disable handler */
6927         (void)signal(sig, SIG_IGN);
6928
6929
6930         /* Nothing to save, just quit */
6931         if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(NULL);
6932
6933
6934         /* Count the signals */
6935         signal_count++;
6936
6937
6938         /* Terminate dead characters */
6939         if (p_ptr->is_dead)
6940         {
6941                 /* Mark the savefile */
6942                 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
6943
6944                 forget_lite(p_ptr->current_floor_ptr);
6945                 forget_view(p_ptr->current_floor_ptr);
6946                 clear_mon_lite(p_ptr->current_floor_ptr);
6947
6948                 /* Close stuff */
6949                 close_game(p_ptr);
6950
6951                 /* Quit */
6952                 quit(_("強制終了", "interrupt"));
6953         }
6954
6955         /* Allow suicide (after 5) */
6956         else if (signal_count >= 5)
6957         {
6958                 /* Cause of "death" */
6959                 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
6960
6961                 forget_lite(p_ptr->current_floor_ptr);
6962                 forget_view(p_ptr->current_floor_ptr);
6963                 clear_mon_lite(p_ptr->current_floor_ptr);
6964
6965                 /* Stop playing */
6966                 p_ptr->playing = FALSE;
6967
6968                 /* Suicide */
6969                 p_ptr->is_dead = TRUE;
6970                 p_ptr->leaving = TRUE;
6971
6972                 /* Close stuff */
6973                 close_game(p_ptr);
6974
6975                 /* Quit */
6976                 quit(_("強制終了", "interrupt"));
6977         }
6978
6979         /* Give warning (after 4) */
6980         else if (signal_count >= 4)
6981         {
6982                 /* Make a noise */
6983                 Term_xtra(TERM_XTRA_NOISE, 0);
6984
6985                 /* Clear the top line */
6986                 Term_erase(0, 0, 255);
6987
6988                 /* Display the cause */
6989                 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
6990
6991                 Term_fresh();
6992         }
6993
6994         /* Give warning (after 2) */
6995         else if (signal_count >= 2)
6996         {
6997                 /* Make a noise */
6998                 Term_xtra(TERM_XTRA_NOISE, 0);
6999         }
7000
7001         /* Restore handler */
7002         (void)signal(sig, handle_signal_simple);
7003 }
7004
7005
7006 /*!
7007  * @brief OSからのシグナルを受けて強制終了する /
7008  * Handle signal -- abort, kill, etc
7009  * @param sig 受け取ったシグナル
7010  * @return なし
7011  * @details
7012  * <pre>
7013  * This function was causing a *huge* number of problems, so it has
7014  * been simplified greatly.  We keep a global variable which counts
7015  * the number of times the user attempts to kill the process, and
7016  * we commit suicide if the user does this a certain number of times.
7017  * We attempt to give "feedback" to the user as he approaches the
7018  * suicide thresh-hold, but without penalizing accidental keypresses.
7019  * To prevent messy accidents, we should reset this global variable
7020  * whenever the user enters a keypress, or something like that.
7021  * </pre>
7022  */
7023 static void handle_signal_abort(int sig)
7024 {
7025         int wid, hgt;
7026
7027         Term_get_size(&wid, &hgt);
7028
7029         /* Disable handler */
7030         (void)signal(sig, SIG_IGN);
7031
7032
7033         /* Nothing to save, just quit */
7034         if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(NULL);
7035
7036
7037         forget_lite(p_ptr->current_floor_ptr);
7038         forget_view(p_ptr->current_floor_ptr);
7039         clear_mon_lite(p_ptr->current_floor_ptr);
7040
7041         /* Clear the bottom line */
7042         Term_erase(0, hgt - 1, 255);
7043
7044         /* Give a warning */
7045         Term_putstr(0, hgt - 1, -1, TERM_RED,
7046         _("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!"));
7047
7048
7049         Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7050
7051         exe_write_diary(p_ptr, NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7052
7053         /* Flush output */
7054         Term_fresh();
7055
7056         /* Panic Save */
7057         p_ptr->panic_save = 1;
7058
7059         /* Panic save */
7060         (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7061
7062         /* Forbid suspend */
7063         signals_ignore_tstp();
7064
7065         /* Attempt to save */
7066         if (save_player(p_ptr))
7067         {
7068                 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7069         }
7070
7071         /* Save failed */
7072         else
7073         {
7074                 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7075         }
7076
7077         /* Flush output */
7078         Term_fresh();
7079
7080         /* Quit */
7081         quit(_("ソフトのバグ", "software bug"));
7082 }
7083
7084 /*!
7085  * @brief OSからのSIGTSTPシグナルを無視する関数 /
7086  * Ignore SIGTSTP signals (keyboard suspend)
7087  * @return なし
7088  * @details
7089  */
7090 void signals_ignore_tstp(void)
7091 {
7092
7093 #ifdef SIGTSTP
7094         (void)signal(SIGTSTP, SIG_IGN);
7095 #endif
7096
7097 }
7098
7099 /*!
7100  * @brief OSからのSIGTSTPシグナルハンドラ /
7101  * Handle SIGTSTP signals (keyboard suspend)
7102  * @return なし
7103  * @details
7104  */
7105 void signals_handle_tstp(void)
7106 {
7107
7108 #ifdef SIGTSTP
7109         (void)signal(SIGTSTP, handle_signal_suspend);
7110 #endif
7111
7112 }
7113
7114
7115 /*!
7116  * @brief OSからのシグナルハンドルを初期化する /
7117  * Prepare to handle the relevant signals
7118  * @return なし
7119  * @details
7120  */
7121 void signals_init(void)
7122 {
7123
7124 #ifdef SIGHUP
7125         (void)signal(SIGHUP, SIG_IGN);
7126 #endif
7127
7128
7129 #ifdef SIGTSTP
7130         (void)signal(SIGTSTP, handle_signal_suspend);
7131 #endif
7132
7133
7134 #ifdef SIGINT
7135         (void)signal(SIGINT, handle_signal_simple);
7136 #endif
7137
7138 #ifdef SIGQUIT
7139         (void)signal(SIGQUIT, handle_signal_simple);
7140 #endif
7141
7142
7143 #ifdef SIGFPE
7144         (void)signal(SIGFPE, handle_signal_abort);
7145 #endif
7146
7147 #ifdef SIGILL
7148         (void)signal(SIGILL, handle_signal_abort);
7149 #endif
7150
7151 #ifdef SIGTRAP
7152         (void)signal(SIGTRAP, handle_signal_abort);
7153 #endif
7154
7155 #ifdef SIGIOT
7156         (void)signal(SIGIOT, handle_signal_abort);
7157 #endif
7158
7159 #ifdef SIGKILL
7160         (void)signal(SIGKILL, handle_signal_abort);
7161 #endif
7162
7163 #ifdef SIGBUS
7164         (void)signal(SIGBUS, handle_signal_abort);
7165 #endif
7166
7167 #ifdef SIGSEGV
7168         (void)signal(SIGSEGV, handle_signal_abort);
7169 #endif
7170
7171 #ifdef SIGTERM
7172         (void)signal(SIGTERM, handle_signal_abort);
7173 #endif
7174
7175 #ifdef SIGPIPE
7176         (void)signal(SIGPIPE, handle_signal_abort);
7177 #endif
7178
7179 #ifdef SIGEMT
7180         (void)signal(SIGEMT, handle_signal_abort);
7181 #endif
7182
7183 #ifdef SIGDANGER
7184         (void)signal(SIGDANGER, handle_signal_abort);
7185 #endif
7186
7187 #ifdef SIGSYS
7188         (void)signal(SIGSYS, handle_signal_abort);
7189 #endif
7190
7191 #ifdef SIGXCPU
7192         (void)signal(SIGXCPU, handle_signal_abort);
7193 #endif
7194
7195 #ifdef SIGPWR
7196         (void)signal(SIGPWR, handle_signal_abort);
7197 #endif
7198
7199 }
7200
7201
7202 #else   /* HANDLE_SIGNALS */
7203
7204
7205 /*!
7206  * @brief ダミー /
7207  * Do nothing
7208  */
7209 void signals_ignore_tstp(void)
7210 {
7211 }
7212
7213 /*!
7214  * @brief ダミー /
7215  * Do nothing
7216  */
7217 void signals_handle_tstp(void)
7218 {
7219 }
7220
7221 /*!
7222  * @brief ダミー /
7223  * Do nothing
7224  */
7225 void signals_init(void)
7226 {
7227 }
7228 #endif  /* HANDLE_SIGNALS */