3 * @brief ファイル入出力管理 / Purpose: code dealing with files (and death)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
11 * 2014 Deskull rearranged comment for Doxygen.\n
20 * You may or may not want to use the following "#undef".
22 /* #undef _POSIX_SAVED_IDS */
26 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
28 void safe_setuid_drop(void)
35 # ifdef SAFE_SETUID_POSIX
37 if (setuid(getuid()) != 0)
39 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
41 if (setgid(getgid()) != 0)
43 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
48 if (setreuid(geteuid(), getuid()) != 0)
50 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
52 if (setregid(getegid(), getgid()) != 0)
54 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
67 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
69 void safe_setuid_grab(void)
76 # ifdef SAFE_SETUID_POSIX
78 if (setuid(player_euid) != 0)
80 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
82 if (setgid(player_egid) != 0)
84 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
89 if (setreuid(geteuid(), getuid()) != 0)
91 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
93 if (setregid(getegid(), getgid()) != 0)
95 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
98 # endif /* SAFE_SETUID_POSIX */
100 # endif /* SAFE_SETUID */
108 * @brief 各種データテキストをトークン単位に分解する / Extract the first few "tokens" from a buffer
109 * @param buf データテキストの参照ポインタ
111 * @param tokens トークンを保管する文字列参照ポインタ配列
116 * This function uses "colon" and "slash" as the delimeter characters.
117 * We never extract more than "num" tokens. The "last" token may include
118 * "delimeter" characters, allowing the buffer to include a "string" token.
119 * We save pointers to the tokens in "tokens", and return the number found.
120 * Hack -- Attempt to handle the 'c' character formalism
121 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
122 * Hack -- We will always extract at least one token
125 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
137 /* Scan the string */
140 /* Found a delimiter */
141 if ((*t == ':') || (*t == '/')) break;
143 /* Handle single quotes */
144 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
149 /* Handle backslash */
152 /* Require a character */
158 /* Hack -- Require a close quote */
159 if (*t != '\'') *t = '\'';
162 /* Handle back-slash */
169 /* Nuke and advance */
187 /* A number with a name */
188 typedef struct named_num named_num;
192 cptr name; /* The name of this thing */
193 int num; /* A number associated with it */
197 /* Index of spell type names */
198 static named_num gf_desc[] =
200 {"GF_ELEC", GF_ELEC },
201 {"GF_POIS", GF_POIS },
202 {"GF_ACID", GF_ACID },
203 {"GF_COLD", GF_COLD },
204 {"GF_FIRE", GF_FIRE },
205 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
206 {"GF_MISSILE", GF_MISSILE },
207 {"GF_ARROW", GF_ARROW },
208 {"GF_PLASMA", GF_PLASMA },
209 {"GF_WATER", GF_WATER },
210 {"GF_LITE", GF_LITE },
211 {"GF_DARK", GF_DARK },
212 {"GF_LITE_WEAK", GF_LITE_WEAK },
213 {"GF_DARK_WEAK", GF_DARK_WEAK },
214 {"GF_SHARDS", GF_SHARDS },
215 {"GF_SOUND", GF_SOUND },
216 {"GF_CONFUSION", GF_CONFUSION },
217 {"GF_FORCE", GF_FORCE },
218 {"GF_INERTIA", GF_INERTIAL },
219 {"GF_MANA", GF_MANA },
220 {"GF_METEOR", GF_METEOR },
222 {"GF_CHAOS", GF_CHAOS },
223 {"GF_NETHER", GF_NETHER },
224 {"GF_DISENCHANT", GF_DISENCHANT },
225 {"GF_NEXUS", GF_NEXUS },
226 {"GF_TIME", GF_TIME },
227 {"GF_GRAVITY", GF_GRAVITY },
228 {"GF_KILL_WALL", GF_KILL_WALL },
229 {"GF_KILL_DOOR", GF_KILL_DOOR },
230 {"GF_KILL_TRAP", GF_KILL_TRAP },
231 {"GF_MAKE_WALL", GF_MAKE_WALL },
232 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
233 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
234 {"GF_MAKE_TREE", GF_MAKE_TREE },
235 {"GF_OLD_CLONE", GF_OLD_CLONE },
236 {"GF_OLD_POLY", GF_OLD_POLY },
237 {"GF_OLD_HEAL", GF_OLD_HEAL },
238 {"GF_OLD_SPEED", GF_OLD_SPEED },
239 {"GF_OLD_SLOW", GF_OLD_SLOW },
240 {"GF_OLD_CONF", GF_OLD_CONF },
241 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
242 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
243 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
244 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
245 {"GF_AWAY_ALL", GF_AWAY_ALL },
246 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
247 {"GF_TURN_EVIL", GF_TURN_EVIL },
248 {"GF_TURN_ALL", GF_TURN_ALL },
249 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
250 {"GF_DISP_EVIL", GF_DISP_EVIL },
251 {"GF_DISP_ALL", GF_DISP_ALL },
252 {"GF_DISP_DEMON", GF_DISP_DEMON },
253 {"GF_DISP_LIVING", GF_DISP_LIVING },
254 {"GF_ROCKET", GF_ROCKET },
255 {"GF_NUKE", GF_NUKE },
256 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
257 {"GF_STASIS", GF_STASIS },
258 {"GF_STONE_WALL", GF_STONE_WALL },
259 {"GF_DEATH_RAY", GF_DEATH_RAY },
260 {"GF_STUN", GF_STUN },
261 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
262 {"GF_HELL_FIRE", GF_HELL_FIRE },
263 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
264 {"GF_CHARM", GF_CHARM },
265 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
266 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
268 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
269 {"GF_TELEKINESIS", GF_TELEKINESIS },
270 {"GF_JAM_DOOR", GF_JAM_DOOR },
271 {"GF_DOMINATION", GF_DOMINATION },
272 {"GF_DISP_GOOD", GF_DISP_GOOD },
273 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
274 {"GF_MIND_BLAST", GF_MIND_BLAST },
275 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
276 {"GF_CAUSE_1", GF_CAUSE_1 },
277 {"GF_CAUSE_2", GF_CAUSE_2 },
278 {"GF_CAUSE_3", GF_CAUSE_3 },
279 {"GF_CAUSE_4", GF_CAUSE_4 },
280 {"GF_HAND_DOOM", GF_HAND_DOOM },
281 {"GF_CAPTURE", GF_CAPTURE },
282 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
283 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
284 {"GF_IDENTIFY", GF_IDENTIFY },
285 {"GF_ATTACK", GF_ATTACK },
286 {"GF_ENGETSU", GF_ENGETSU },
287 {"GF_GENOCIDE", GF_GENOCIDE },
288 {"GF_PHOTO", GF_PHOTO },
289 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
290 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
291 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
292 {"GF_SEEKER", GF_SEEKER },
293 {"GF_SUPER_RAY", GF_SUPER_RAY },
294 {"GF_STAR_HEAL", GF_STAR_HEAL },
295 {"GF_WATER_FLOW", GF_WATER_FLOW },
296 {"GF_CRUSADE", GF_CRUSADE },
297 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
298 {"GF_WOUNDS", GF_WOUNDS },
304 * @brief 設定ファイルの各行から各種テキスト情報を取得する /
305 * Parse a sub-file of the "extra info" (format shown below)
306 * @param buf データテキストの参照ポインタ
310 * Each "action" line has an "action symbol" in the first column,
311 * followed by a colon, followed by some command specific info,
312 * usually in the form of "tokens" separated by colons or slashes.
313 * Blank lines, lines starting with white space, and lines starting
314 * with pound signs ("#") are ignored (as comments).
315 * Note the use of "tokenize()" to allow the use of both colons and
316 * slashes as delimeters, while still allowing final tokens which
317 * may contain any characters including "delimiters".
318 * Note the use of "strtol()" to allow all "integers" to be encoded
319 * in decimal, hexidecimal, or octal form.
320 * Note that "monster zero" is used for the "player" attr/char, "object
321 * zero" will be used for the "stack" attr/char, and "feature zero" is
322 * used for the "nothing" attr/char.
323 * Parse another file recursively, see below for details
325 * Specify the attr/char values for "monsters" by race index
326 * R:\<num\>:\<a\>:\<c\>
327 * Specify the attr/char values for "objects" by kind index
328 * K:\<num\>:\<a\>:\<c\>
329 * Specify the attr/char values for "features" by feature index
330 * F:\<num\>:\<a\>:\<c\>
331 * Specify the attr/char values for unaware "objects" by kind tval
332 * U:\<tv\>:\<a\>:\<c\>
333 * Specify the attr/char values for inventory "objects" by kind tval
334 * E:\<tv\>:\<a\>:\<c\>
335 * Define a macro action, given an encoded macro action
337 * Create a normal macro, given an encoded macro trigger
339 * Create a command macro, given an encoded macro trigger
341 * Create a keyset mapping
342 * S:\<key\>:\<key\>:\<dir\>
343 * Turn an option off, given its name
345 * Turn an option on, given its name
347 * Specify visual information, given an index, and some data
348 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
349 * Specify the set of colors to use when drawing a zapped spell
351 * Specify a macro trigger template and macro trigger names.
352 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
353 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
356 errr process_pref_file_command(char *buf)
366 /* Require "?:*" format */
367 if (buf[1] != ':') return 1;
372 /* Mega-Hack -- read external player's history file */
373 /* Process "H:<history>" */
375 add_history_from_pref_line(buf + 2);
378 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
380 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
383 i = (huge)strtol(zz[0], NULL, 0);
384 n1 = (SYMBOL_COLOR)strtol(zz[1], NULL, 0);
385 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
386 if (i >= max_r_idx) return 1;
388 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
389 if (n2) r_ptr->x_char = n2;
394 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
396 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
399 i = (huge)strtol(zz[0], NULL, 0);
400 n1 = (SYMBOL_COLOR)strtol(zz[1], NULL, 0);
401 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
402 if (i >= max_k_idx) return 1;
404 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
405 if (n2) k_ptr->x_char = n2;
410 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
411 /* "F:<num>:<a>/<c>" */
412 /* "F:<num>:<a>/<c>:LIT" */
413 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
417 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
419 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
420 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
422 i = (huge)strtol(zz[0], NULL, 0);
423 if (i >= max_f_idx) return 1;
426 n1 = (SYMBOL_COLOR)strtol(zz[1], NULL, 0);
427 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
428 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
429 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
431 /* Mega-hack -- feat supports lighting */
434 /* No lighting support */
436 n1 = f_ptr->x_attr[F_LIT_STANDARD];
437 n2 = f_ptr->x_char[F_LIT_STANDARD];
438 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
440 f_ptr->x_attr[j] = n1;
441 f_ptr->x_char[j] = n2;
445 /* Use default lighting */
447 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
450 /* Use desired lighting */
451 case F_LIT_MAX * 2 + 1:
452 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
454 n1 = (SYMBOL_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
455 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
456 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
457 if (n2) f_ptr->x_char[j] = n2;
464 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
466 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
468 j = (byte)strtol(zz[0], NULL, 0);
469 n1 = (SYMBOL_COLOR)strtol(zz[1], NULL, 0);
470 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
471 misc_to_attr[j] = n1;
472 misc_to_char[j] = n2;
477 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
479 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
481 j = (huge)strtol(zz[0], NULL, 0);
482 n1 = (SYMBOL_COLOR)strtol(zz[1], NULL, 0);
483 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
484 for (i = 1; i < max_k_idx; i++)
486 object_kind *k_ptr = &k_info[i];
487 if (k_ptr->tval == j)
489 if (n1) k_ptr->d_attr = n1;
490 if (n2) k_ptr->d_char = n2;
497 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
499 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
501 j = (byte)strtol(zz[0], NULL, 0) % 128;
502 n1 = (SYMBOL_COLOR)strtol(zz[1], NULL, 0);
503 if (n1) tval_to_attr[j] = n1;
508 /* Process "A:<str>" -- save an "action" for later */
510 text_to_ascii(macro__buf, buf+2);
513 /* Process "P:<str>" -- normal macro */
518 text_to_ascii(tmp, buf+2);
519 macro_add(tmp, macro__buf);
523 /* Process "C:<str>" -- create keymap */
529 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
531 mode = strtol(zz[0], NULL, 0);
532 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
534 text_to_ascii(tmp, zz[1]);
535 if (!tmp[0] || tmp[1]) return 1;
538 string_free(keymap_act[mode][i]);
540 keymap_act[mode][i] = string_make(macro__buf);
545 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
547 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
549 i = (byte)strtol(zz[0], NULL, 0);
550 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
551 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
552 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
553 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
558 /* Process "X:<str>" -- turn option off */
559 /* Process "Y:<str>" -- turn option on */
562 for (i = 0; option_info[i].o_desc; i++)
564 if (option_info[i].o_var &&
565 option_info[i].o_text &&
566 streq(option_info[i].o_text, buf + 2))
568 int os = option_info[i].o_set;
569 int ob = option_info[i].o_bit;
571 if ((p_ptr->playing || character_xtra) &&
572 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
574 msg_format(_("初期オプションは変更できません! '%s'", "Birth options can not changed! '%s'"), buf);
582 option_flag[os] &= ~(1L << ob);
583 (*option_info[i].o_var) = FALSE;
588 option_flag[os] |= (1L << ob);
589 (*option_info[i].o_var) = TRUE;
595 /* don't know that option. ignore it.*/
596 msg_format(_("オプションの名前が正しくありません: %s", "Ignored invalid option: %s"), buf);
600 /* Process "Z:<type>:<str>" -- set spell color */
604 char *t = my_strchr(buf + 2, ':');
612 for (i = 0; gf_desc[i].name; i++)
614 /* Match this type */
615 if (streq(gf_desc[i].name, buf + 2))
617 /* Remember this color set */
618 gf_color[gf_desc[i].num] = quark_add(t);
628 /* Initialize macro trigger names and a template */
629 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
630 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
633 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
635 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
640 if (macro_template != NULL)
642 num = strlen(macro_modifier_chr);
644 /* Kill the template string */
645 string_free(macro_template);
646 macro_template = NULL;
648 /* Kill flag characters of modifier keys */
649 string_free(macro_modifier_chr);
651 /* Kill corresponding modifier names */
652 for (i = 0; i < num; i++)
654 string_free(macro_modifier_name[i]);
657 /* Kill trigger name strings */
658 for (i = 0; i < max_macrotrigger; i++)
660 string_free(macro_trigger_name[i]);
661 string_free(macro_trigger_keycode[0][i]);
662 string_free(macro_trigger_keycode[1][i]);
665 max_macrotrigger = 0;
668 if (*zz[0] == '\0') return 0; /* clear template */
670 /* Number of modifier flags */
673 /* Limit the number */
674 num = MIN(MAX_MACRO_MOD, num);
676 /* Stop if number of modifier is not correct */
677 if (2 + num != tok) return 1;
679 /* Get a template string */
680 macro_template = string_make(zz[0]);
682 /* Get flag characters of modifier keys */
683 macro_modifier_chr = string_make(zz[1]);
685 /* Get corresponding modifier names */
686 for (i = 0; i < num; i++)
688 macro_modifier_name[i] = string_make(zz[2+i]);
692 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
698 if (max_macrotrigger >= MAX_MACRO_TRIG)
700 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
703 m = max_macrotrigger;
706 /* Take into account the escape character */
716 /* Get a trigger name */
717 macro_trigger_name[m] = string_make(buf_aux);
719 /* Get the corresponding key code */
720 macro_trigger_keycode[0][m] = string_make(zz[1]);
724 /* Key code of a combination of it with the shift key */
725 macro_trigger_keycode[1][m] = string_make(zz[2]);
729 macro_trigger_keycode[1][m] = string_make(zz[1]);
744 * @brief process_pref_fileのサブルーチンとして条件分岐処理の解釈と結果を返す /
745 * Helper function for "process_pref_file()"
746 * @param sp テキスト文字列の参照ポインタ
747 * @param fp 再帰中のポインタ参照
752 * v: output buffer array
758 cptr process_pref_file_expr(char **sp, char *fp)
775 while (iswspace(*s)) s++;
793 t = process_pref_file_expr(&s, &f);
802 else if (streq(t, "IOR"))
805 while (*s && (f != b2))
807 t = process_pref_file_expr(&s, &f);
808 if (*t && !streq(t, "0")) v = "1";
813 else if (streq(t, "AND"))
816 while (*s && (f != b2))
818 t = process_pref_file_expr(&s, &f);
819 if (*t && streq(t, "0")) v = "0";
824 else if (streq(t, "NOT"))
827 while (*s && (f != b2))
829 t = process_pref_file_expr(&s, &f);
830 if (*t && streq(t, "1")) v = "0";
835 else if (streq(t, "EQU"))
840 t = process_pref_file_expr(&s, &f);
842 while (*s && (f != b2))
844 p = process_pref_file_expr(&s, &f);
845 if (streq(t, p)) v = "1";
850 else if (streq(t, "LEQ"))
855 t = process_pref_file_expr(&s, &f);
857 while (*s && (f != b2))
860 t = process_pref_file_expr(&s, &f);
861 if (*t && atoi(p) > atoi(t)) v = "0";
866 else if (streq(t, "GEQ"))
871 t = process_pref_file_expr(&s, &f);
873 while (*s && (f != b2))
876 t = process_pref_file_expr(&s, &f);
878 /* Compare two numbers instead of string */
879 if (*t && atoi(p) < atoi(t)) v = "0";
886 while (*s && (f != b2))
888 t = process_pref_file_expr(&s, &f);
893 if (f != b2) v = "?x?x?";
895 /* Extract final and Terminate */
896 if ((f = *s) != '\0') *s++ = '\0';
902 /* Accept all printables except spaces and brackets */
904 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
906 if (iskanji(*s)) s++;
910 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
913 /* Extract final and Terminate */
914 if ((f = *s) != '\0') *s++ = '\0';
920 if (streq(b+1, "SYS"))
925 else if (streq(b+1, "KEYBOARD"))
927 v = ANGBAND_KEYBOARD;
931 else if (streq(b+1, "GRAF"))
936 /* Monochrome mode */
937 else if (streq(b+1, "MONOCHROME"))
946 else if (streq(b+1, "RACE"))
956 else if (streq(b+1, "CLASS"))
966 else if (streq(b+1, "PLAYER"))
968 static char tmp_player_name[32];
970 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
980 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
987 else if (streq(b+1, "REALM1"))
990 v = E_realm_names[p_ptr->realm1];
992 v = realm_names[p_ptr->realm1];
997 else if (streq(b+1, "REALM2"))
1000 v = E_realm_names[p_ptr->realm2];
1002 v = realm_names[p_ptr->realm2];
1007 else if (streq(b+1, "LEVEL"))
1009 sprintf(tmp, "%02d", p_ptr->lev);
1013 /* Autopick auto-register is in-use or not? */
1014 else if (streq(b+1, "AUTOREGISTER"))
1016 if (p_ptr->autopick_autoregister)
1023 else if (streq(b+1, "MONEY"))
1025 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1048 #define PREF_TYPE_NORMAL 0
1049 #define PREF_TYPE_AUTOPICK 1
1050 #define PREF_TYPE_HISTPREF 2
1053 * @brief process_pref_fileのサブルーチン /
1054 * Open the "user pref file" and parse it.
1055 * @param name 読み込むファイル名
1056 * @param preftype prefファイルのタイプ
1061 * v: output buffer array
1062 * f: final character
1067 static errr process_pref_file_aux(cptr name, int preftype)
1079 bool bypass = FALSE;
1083 fp = my_fopen(name, "r");
1086 if (!fp) return (-1);
1088 /* Process the file */
1089 while (0 == my_fgets(fp, buf, sizeof(buf)))
1094 /* Skip "empty" lines */
1095 if (!buf[0]) continue;
1097 /* Skip "blank" lines */
1099 if (!iskanji(buf[0]))
1101 if (iswspace(buf[0])) continue;
1104 if (buf[0] == '#') continue;
1111 /* Process "?:<expr>" */
1112 if ((buf[0] == '?') && (buf[1] == ':'))
1121 /* Parse the expr */
1122 v = process_pref_file_expr(&s, &f);
1125 bypass = (streq(v, "0") ? TRUE : FALSE);
1131 /* Apply conditionals */
1132 if (bypass) continue;
1135 /* Process "%:<file>" */
1138 static int depth_count = 0;
1140 /* Ignore if deeper than 20 level */
1141 if (depth_count > 20) continue;
1143 /* Count depth level */
1146 /* Process that file if allowed */
1149 case PREF_TYPE_AUTOPICK:
1150 (void)process_autopick_file(buf + 2);
1152 case PREF_TYPE_HISTPREF:
1153 (void)process_histpref_file(buf + 2);
1156 (void)process_pref_file(buf + 2);
1160 /* Set back depth level */
1168 /* Process the line */
1169 err = process_pref_file_command(buf);
1171 /* This is not original pref line... */
1174 if (preftype != PREF_TYPE_AUTOPICK)
1176 err = process_autopick_file_command(buf);
1184 /* Print error message */
1185 /* ToDo: Add better error messages */
1186 msg_format(_("ファイル'%s'の%d行でエラー番号%dのエラー。", "Error %d in line %d of file '%s'."),
1187 _(name, err), line, _(err, name));
1188 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1192 /* Close the file */
1201 * @brief pref設定ファイルを読み込み設定を反映させる /
1202 * Process the "user pref file" with the given name
1203 * @param name 読み込むファイル名
1207 * See the functions above for a list of legal "commands".
1208 * We also accept the special "?" and "%" directives, which
1209 * allow conditional evaluation and filename inclusion.
1212 errr process_pref_file(cptr name)
1218 /* Build the filename */
1219 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1221 /* Process the system pref file */
1222 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1224 /* Stop at parser errors, but not at non-existing file */
1225 if (err1 > 0) return err1;
1228 /* Build the filename */
1229 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1231 /* Process the user pref file */
1232 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1235 /* User file does not exist, but read system pref file */
1236 if (err2 < 0 && !err1)
1239 /* Result of user file processing */
1248 * Operating hours for ANGBAND (defaults to non-work hours)
1250 static char days[7][29] =
1252 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1253 "MON:XXXXXXXX.........XXXXXXX",
1254 "TUE:XXXXXXXX.........XXXXXXX",
1255 "WED:XXXXXXXX.........XXXXXXX",
1256 "THU:XXXXXXXX.........XXXXXXX",
1257 "FRI:XXXXXXXX.........XXXXXXX",
1258 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1262 * Restict usage (defaults to no restrictions)
1264 static bool check_time_flag = FALSE;
1270 * @brief Angbandプレイ禁止時刻をチェック /
1274 errr check_time(void)
1282 /* No restrictions */
1283 if (!check_time_flag) return (0);
1285 /* Check for time violation */
1286 c = time((time_t *)0);
1290 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1300 * @brief Angbandプレイ禁止時刻の初期化 /
1301 * Initialize CHECK_TIME
1304 errr check_time_init(void)
1314 /* Build the filename */
1315 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1318 fp = my_fopen(buf, "r");
1320 /* No file, no restrictions */
1321 if (!fp) return (0);
1323 /* Assume restrictions */
1324 check_time_flag = TRUE;
1326 /* Parse the file */
1327 while (0 == my_fgets(fp, buf, sizeof(buf)))
1329 /* Skip comments and blank lines */
1330 if (!buf[0] || (buf[0] == '#')) continue;
1332 /* Chop the buffer */
1335 /* Extract the info */
1336 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1337 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1338 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1339 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1340 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1341 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1342 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1358 #ifndef MAXHOSTNAMELEN
1359 # define MAXHOSTNAMELEN 64
1362 typedef struct statstime statstime;
1368 unsigned int v_pgpgin;
1369 unsigned int v_pgpgout;
1370 unsigned int v_pswpin;
1371 unsigned int v_pswpout;
1372 unsigned int v_intr;
1378 unsigned int v_swtch;
1380 struct timeval boottime;
1381 struct timeval curtime;
1385 * Maximal load (if any).
1387 static int check_load_value = 0;
1393 * @brief Angbandプレイ禁止ホストのチェック /
1397 errr check_load(void)
1402 struct statstime st;
1404 /* Success if not checking */
1405 if (!check_load_value) return (0);
1407 /* Check the load */
1408 if (0 == rstat("localhost", &st))
1410 long val1 = (long)(st.avenrun[2]);
1411 long val2 = (long)(check_load_value) * FSCALE;
1413 /* Check for violation */
1414 if (val1 >= val2) return (1);
1425 * @brief Angbandプレイ禁止ホストの設定初期化 /
1426 * Initialize CHECK_LOAD
1429 errr check_load_init(void)
1438 char temphost[MAXHOSTNAMELEN+1];
1439 char thishost[MAXHOSTNAMELEN+1];
1442 /* Build the filename */
1443 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1445 /* Open the "load" file */
1446 fp = my_fopen(buf, "r");
1448 /* No file, no restrictions */
1449 if (!fp) return (0);
1452 check_load_value = 100;
1454 /* Get the host name */
1455 (void)gethostname(thishost, (sizeof thishost) - 1);
1458 while (0 == my_fgets(fp, buf, sizeof(buf)))
1462 /* Skip comments and blank lines */
1463 if (!buf[0] || (buf[0] == '#')) continue;
1465 /* Parse, or ignore */
1466 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1468 /* Skip other hosts */
1469 if (!streq(temphost, thishost) &&
1470 !streq(temphost, "localhost")) continue;
1472 /* Use that value */
1473 check_load_value = value;
1479 /* Close the file */
1489 #define ENTRY_BARE_HAND 0
1490 #define ENTRY_TWO_HANDS 1
1491 #define ENTRY_RIGHT_HAND1 2
1492 #define ENTRY_LEFT_HAND1 3
1493 #define ENTRY_LEFT_HAND2 4
1494 #define ENTRY_RIGHT_HAND2 5
1495 #define ENTRY_POSTURE 6
1496 #define ENTRY_SHOOT_HIT_DAM 7
1497 #define ENTRY_SHOOT_POWER 8
1498 #define ENTRY_SPEED 9
1499 #define ENTRY_BASE_AC 10
1500 #define ENTRY_LEVEL 11
1501 #define ENTRY_CUR_EXP 12
1502 #define ENTRY_MAX_EXP 13
1503 #define ENTRY_EXP_TO_ADV 14
1504 #define ENTRY_GOLD 15
1505 #define ENTRY_DAY 16
1508 #define ENTRY_PLAY_TIME 19
1509 #define ENTRY_SKILL_FIGHT 20
1510 #define ENTRY_SKILL_SHOOT 21
1511 #define ENTRY_SKILL_SAVING 22
1512 #define ENTRY_SKILL_STEALTH 23
1513 #define ENTRY_SKILL_PERCEP 24
1514 #define ENTRY_SKILL_SEARCH 25
1515 #define ENTRY_SKILL_DISARM 26
1516 #define ENTRY_SKILL_DEVICE 27
1517 #define ENTRY_BLOWS 28
1518 #define ENTRY_SHOTS 29
1519 #define ENTRY_AVG_DMG 30
1520 #define ENTRY_INFRA 31
1522 #define ENTRY_NAME 32
1523 #define ENTRY_SEX 33
1524 #define ENTRY_RACE 34
1525 #define ENTRY_CLASS 35
1526 #define ENTRY_REALM 36
1527 #define ENTRY_PATRON 37
1528 #define ENTRY_AGE 38
1529 #define ENTRY_HEIGHT 39
1530 #define ENTRY_WEIGHT 40
1531 #define ENTRY_SOCIAL 41
1532 #define ENTRY_ALIGN 42
1534 #define ENTRY_EXP_ANDR 43
1535 #define ENTRY_EXP_TO_ADV_ANDR 44
1544 } disp_player_line[]
1547 { 1, 10, 25, "打撃修正(格闘)"},
1548 { 1, 10, 25, "打撃修正(両手)"},
1549 { 1, 10, 25, "打撃修正(右手)"},
1550 { 1, 10, 25, "打撃修正(左手)"},
1551 { 1, 11, 25, "打撃修正(左手)"},
1552 { 1, 11, 25, "打撃修正(右手)"},
1554 { 1, 15, 25, "射撃攻撃修正"},
1555 { 1, 16, 25, "射撃武器倍率"},
1558 {29, 13, 21, "レベル"},
1559 {29, 14, 21, "経験値"},
1560 {29, 15, 21, "最大経験"},
1561 {29, 16, 21, "次レベル"},
1562 {29, 17, 21, "所持金"},
1566 {29, 20, 21, "プレイ時間"},
1567 {53, 10, -1, "打撃命中 :"},
1568 {53, 11, -1, "射撃命中 :"},
1569 {53, 12, -1, "魔法防御 :"},
1570 {53, 13, -1, "隠密行動 :"},
1571 {53, 15, -1, "知覚 :"},
1572 {53, 16, -1, "探索 :"},
1573 {53, 17, -1, "解除 :"},
1574 {53, 18, -1, "魔法道具 :"},
1575 { 1, 12, 25, "打撃回数"},
1576 { 1, 17, 25, "射撃回数"},
1577 { 1, 13, 25, "平均ダメージ"},
1578 {53, 20, -1, "赤外線視力:"},
1579 {26, 1, -1, "名前 : "},
1580 { 1, 3, -1, "性別 : "},
1581 { 1, 4, -1, "種族 : "},
1582 { 1, 5, -1, "職業 : "},
1583 { 1, 6, -1, "魔法 : "},
1584 { 1, 7, -1, "守護魔神 : "},
1588 {29, 6, 21, "社会的地位"},
1590 {29, 14, 21, "強化度"},
1591 {29, 16, 21, "次レベル"},
1595 { 1, 10, 25, "Bare hand"},
1596 { 1, 10, 25, "Two hands"},
1597 { 1, 10, 25, "Right hand"},
1598 { 1, 10, 25, "Left hand"},
1599 { 1, 11, 25, "Left hand"},
1600 { 1, 11, 25, "Right hand"},
1601 { 1, 11, 25, "Posture"},
1602 { 1, 15, 25, "Shooting"},
1603 { 1, 16, 25, "Multiplier"},
1604 { 1, 20, 25, "Speed"},
1606 {29, 13, 21, "Level"},
1607 {29, 14, 21, "Experience"},
1608 {29, 15, 21, "Max Exp"},
1609 {29, 16, 21, "Exp to Adv"},
1610 {29, 17, 21, "Gold"},
1611 {29, 19, 21, "Time"},
1612 {29, 10, 21, "Hit point"},
1613 {29, 11, 21, "SP (Mana)"},
1614 {29, 20, 21, "Play time"},
1615 {53, 10, -1, "Fighting : "},
1616 {53, 11, -1, "Bows/Throw : "},
1617 {53, 12, -1, "SavingThrow: "},
1618 {53, 13, -1, "Stealth : "},
1619 {53, 15, -1, "Perception : "},
1620 {53, 16, -1, "Searching : "},
1621 {53, 17, -1, "Disarming : "},
1622 {53, 18, -1, "MagicDevice: "},
1623 { 1, 12, 25, "Blows/Round"},
1624 { 1, 17, 25, "Shots/Round"},
1625 { 1, 13, 25, "AverageDmg/Rnd"},
1626 {53, 20, -1, "Infra-Vision: "},
1627 {26, 1, -1, "Name : "},
1628 { 1, 3, -1, "Sex : "},
1629 { 1, 4, -1, "Race : "},
1630 { 1, 5, -1, "Class : "},
1631 { 1, 6, -1, "Magic : "},
1632 { 1, 7, -1, "Patron : "},
1634 {29, 4, 21, "Height"},
1635 {29, 5, 21, "Weight"},
1636 {29, 6, 21, "Social Class"},
1637 {29, 7, 21, "Align"},
1638 {29, 14, 21, "Construction"},
1639 {29, 16, 21, "Const to Adv"},
1644 * @brief プレイヤーのステータス1種を出力する
1646 * @param val 値を保管した文字列ポインタ
1647 * @param attr 項目表示の色
1650 static void display_player_one_line(int entry, cptr val, byte attr)
1654 int row = disp_player_line[entry].row;
1655 int col = disp_player_line[entry].col;
1656 int len = disp_player_line[entry].len;
1657 cptr head = disp_player_line[entry].header;
1659 int head_len = strlen(head);
1661 Term_putstr(col, row, -1, TERM_WHITE, head);
1668 int val_len = len - head_len;
1669 sprintf(buf, "%*.*s", val_len, val_len, val);
1670 Term_putstr(col + head_len, row, -1, attr, buf);
1674 Term_putstr(col + head_len, row, -1, attr, val);
1681 * @brief プレイヤーの打撃能力修正を表示する
1682 * @param hand 武器の装備部位ID
1683 * @param hand_entry 項目ID
1686 static void display_player_melee_bonus(int hand, int hand_entry)
1689 int show_tohit = p_ptr->dis_to_h[hand];
1690 int show_todam = p_ptr->dis_to_d[hand];
1691 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1693 /* Hack -- add in weapon info if known */
1694 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1695 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1697 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1700 sprintf(buf, "(%+d,%+d)", show_tohit, show_todam);
1702 /* Dump the bonuses to hit/dam */
1703 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1704 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1705 else if (p_ptr->ryoute)
1706 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1708 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1713 * @brief プレイヤーステータス表示の中央部分を表示するサブルーチン
1714 * Prints the following information on the screen.
1717 static void display_player_middle(void)
1722 int show_tohit = p_ptr->dis_to_h_b;
1726 object_type *o_ptr = &inventory[INVEN_BOW];
1733 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1736 if (p_ptr->hidarite)
1738 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1740 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
1743 if (p_ptr->special_defense & KAMAE_MASK)
1745 for (i = 0; i < MAX_KAMAE; i++)
1747 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1750 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1753 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1756 /* Apply weapon bonuses */
1757 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1758 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1760 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1761 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1763 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1765 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1768 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1770 if (inventory[INVEN_BOW].k_idx)
1772 tmul = bow_tmul(inventory[INVEN_BOW].sval);
1774 /* Get extra "power" from "extra might" */
1775 if (p_ptr->xtra_might) tmul++;
1777 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1781 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1783 /* Dump the armor class */
1784 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1792 i = p_ptr->pspeed-110;
1794 /* Hack -- Visually "undo" the Search Mode Slowdown */
1795 if (p_ptr->action == ACTION_SEARCH) i += 10;
1800 attr = TERM_L_GREEN;
1814 attr = TERM_L_UMBER;
1821 if (IS_FAST()) tmp_speed += 10;
1822 if (p_ptr->slow) tmp_speed -= 10;
1823 if (p_ptr->lightspeed) tmp_speed = 99;
1827 if (MON_FAST(&m_list[p_ptr->riding])) tmp_speed += 10;
1828 if (MON_SLOW(&m_list[p_ptr->riding])) tmp_speed -= 10;
1834 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1836 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1846 sprintf(buf, "(%+d)", i);
1848 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1851 display_player_one_line(ENTRY_SPEED, buf, attr);
1854 /* Dump character level */
1855 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1857 /* Dump experience */
1858 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1859 else e = ENTRY_CUR_EXP;
1861 if (p_ptr->exp >= p_ptr->max_exp)
1862 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1864 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1866 /* Dump max experience */
1867 if (p_ptr->prace == RACE_ANDROID)
1870 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1872 /* Dump exp to advance */
1873 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1874 else e = ENTRY_EXP_TO_ADV;
1876 if (p_ptr->lev >= PY_MAX_LEVEL)
1877 display_player_one_line(e, "*****", TERM_L_GREEN);
1878 else if (p_ptr->prace == RACE_ANDROID)
1879 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1881 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1884 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1889 extract_day_hour_min(&day, &hour, &min);
1891 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1892 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1894 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1896 /* Dump hit point */
1897 if (p_ptr->chp >= p_ptr->mhp)
1898 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1899 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1900 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1902 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1904 /* Dump mana power */
1905 if (p_ptr->csp >= p_ptr->msp)
1906 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1907 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1908 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1910 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1912 /* Dump play time */
1913 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", playtime/(60*60), (playtime/60)%60, playtime%60), TERM_L_GREEN);
1918 * Hack -- pass color info around this file
1920 static byte likert_color = TERM_WHITE;
1924 * @brief 技能ランクの表示基準を定める
1925 * Returns a "rating" of x depending on y
1927 * @param y 技能値に対するランク基準比
1930 static cptr likert(int x, int y)
1932 static char dummy[20] = "", dummy2[20] = "";
1933 memset(dummy, 0, strlen(dummy));
1934 memset(dummy2, 0, strlen(dummy2));
1939 if(show_actual_value)
1941 sprintf(dummy, "%3d-", x);
1944 /* Negative value */
1947 likert_color = TERM_L_DARK;
1948 strcat(dummy, _("最低", "Very Bad"));
1951 /* Analyze the value */
1956 likert_color = TERM_RED;
1957 strcat(dummy, _("悪い", "Bad"));
1960 likert_color = TERM_L_RED;
1961 strcat(dummy, _("劣る", "Poor"));
1966 likert_color = TERM_ORANGE;
1967 strcat(dummy, _("普通", "Fair"));
1971 likert_color = TERM_YELLOW;
1972 strcat(dummy, _("良い", "Good"));
1976 likert_color = TERM_YELLOW;
1977 strcat(dummy, _("大変良い", "Very Good"));
1982 likert_color = TERM_L_GREEN;
1983 strcat(dummy, _("卓越", "Excellent"));
1991 likert_color = TERM_GREEN;
1992 strcat(dummy, _("超越", "Superb"));
1999 likert_color = TERM_BLUE;
2000 strcat(dummy, _("英雄的", "Heroic"));
2004 likert_color = TERM_VIOLET;
2005 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2006 (int)((((x / y) - 17) * 5) / 2));
2007 strcat(dummy, dummy2);
2018 * @brief プレイヤーステータスの1ページ目各種詳細をまとめて表示するサブルーチン
2019 * Prints ratings on certain abilities
2022 * This code is "imitated" elsewhere to "dump" a character sheet.
2024 static void display_player_various(void)
2026 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2027 int xthn, xthb, xfos, xsrh;
2028 int xdis, xdev, xsav, xstl;
2031 u32b flgs[TR_FLAG_SIZE];
2032 int shots, shot_frac;
2037 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2038 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2039 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2040 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2041 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2043 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2045 /* Shooting Skill (with current bow and normal missile) */
2046 o_ptr = &inventory[INVEN_BOW];
2047 tmp = p_ptr->to_h_b + o_ptr->to_h;
2048 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2050 /* If the player is wielding one? */
2053 ENERGY energy_fire = bow_energy(o_ptr->sval);
2055 /* Calculate shots per round */
2056 shots = p_ptr->num_fire * 100;
2057 shot_frac = (shots * 100 / energy_fire) % 100;
2058 shots = shots / energy_fire;
2059 if (o_ptr->name1 == ART_CRIMSON)
2063 if (p_ptr->pclass == CLASS_ARCHER)
2065 /* Extra shot at level 10 */
2066 if (p_ptr->lev >= 10) shots++;
2068 /* Extra shot at level 30 */
2069 if (p_ptr->lev >= 30) shots++;
2071 /* Extra shot at level 45 */
2072 if (p_ptr->lev >= 45) shots++;
2082 for(i = 0; i < 2; i++)
2084 damage[i] = p_ptr->dis_to_d[i] * 100;
2085 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
2087 int level = p_ptr->lev;
2093 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2094 if (p_ptr->special_defense & KAMAE_BYAKKO)
2095 basedam = monk_ave_damage[level][1];
2096 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2097 basedam = monk_ave_damage[level][2];
2099 basedam = monk_ave_damage[level][0];
2103 o_ptr = &inventory[INVEN_RARM + i];
2105 /* Average damage per round */
2111 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2112 if (object_is_known(o_ptr))
2114 damage[i] += o_ptr->to_d * 100;
2115 to_h[i] += o_ptr->to_h;
2117 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2118 object_flags_known(o_ptr, flgs);
2120 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2121 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2127 else if (have_flag(flgs, TR_VORPAL))
2129 /* vorpal flag only */
2133 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2134 basedam = basedam * 7 / 2;
2138 damage[i] += basedam;
2139 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2140 if (damage[i] < 0) damage[i] = 0;
2142 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2143 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2145 /* Basic abilities */
2147 xdis = p_ptr->skill_dis;
2148 xdev = p_ptr->skill_dev;
2149 xsav = p_ptr->skill_sav;
2150 xstl = p_ptr->skill_stl;
2151 xsrh = p_ptr->skill_srh;
2152 xfos = p_ptr->skill_fos;
2155 desc = likert(xthn, 12);
2156 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2158 desc = likert(xthb, 12);
2159 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2161 desc = likert(xsav, 7);
2162 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2164 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2165 desc = likert((xstl > 0) ? xstl : -1, 1);
2166 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2168 desc = likert(xfos, 6);
2169 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2171 desc = likert(xsrh, 6);
2172 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2174 desc = likert(xdis, 8);
2175 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2177 desc = likert(xdev, 6);
2178 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2181 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2183 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2185 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2188 if ((damage[0]+damage[1]) == 0)
2191 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2193 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2195 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2201 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2202 * Prints ratings on certain abilities
2203 * @param flgs フラグを保管する配列
2206 * Obtain the "flags" for the player as if he was an item
2208 * xtra1.c周りと多重実装になっているのを何とかする
2210 static void player_flags(u32b flgs[TR_FLAG_SIZE])
2215 for (i = 0; i < TR_FLAG_SIZE; i++)
2219 switch (p_ptr->pclass)
2222 if (p_ptr->lev > 44)
2223 add_flag(flgs, TR_REGEN);
2225 if (p_ptr->lev > 29)
2226 add_flag(flgs, TR_RES_FEAR);
2229 if (p_ptr->lev > 39)
2230 add_flag(flgs, TR_RES_FEAR);
2232 case CLASS_CHAOS_WARRIOR:
2233 if (p_ptr->lev > 29)
2234 add_flag(flgs, TR_RES_CHAOS);
2235 if (p_ptr->lev > 39)
2236 add_flag(flgs, TR_RES_FEAR);
2239 case CLASS_FORCETRAINER:
2240 if ((p_ptr->lev > 9) && !heavy_armor())
2241 add_flag(flgs, TR_SPEED);
2242 if ((p_ptr->lev>24) && !heavy_armor())
2243 add_flag(flgs, TR_FREE_ACT);
2247 add_flag(flgs, TR_SPEED);
2250 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
2251 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
2252 add_flag(flgs, TR_SPEED);
2254 add_flag(flgs, TR_FREE_ACT);
2256 add_flag(flgs, TR_SLOW_DIGEST);
2257 add_flag(flgs, TR_RES_FEAR);
2258 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2259 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2260 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2262 case CLASS_MINDCRAFTER:
2264 add_flag(flgs, TR_RES_FEAR);
2265 if (p_ptr->lev > 19)
2266 add_flag(flgs, TR_SUST_WIS);
2267 if (p_ptr->lev > 29)
2268 add_flag(flgs, TR_RES_CONF);
2269 if (p_ptr->lev > 39)
2270 add_flag(flgs, TR_TELEPATHY);
2273 add_flag(flgs, TR_RES_SOUND);
2275 case CLASS_BERSERKER:
2276 add_flag(flgs, TR_SUST_STR);
2277 add_flag(flgs, TR_SUST_DEX);
2278 add_flag(flgs, TR_SUST_CON);
2279 add_flag(flgs, TR_REGEN);
2280 add_flag(flgs, TR_FREE_ACT);
2281 add_flag(flgs, TR_SPEED);
2282 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2284 case CLASS_MIRROR_MASTER:
2285 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2288 break; /* Do nothing */
2292 if (p_ptr->mimic_form)
2294 switch(p_ptr->mimic_form)
2297 add_flag(flgs, TR_HOLD_EXP);
2298 add_flag(flgs, TR_RES_CHAOS);
2299 add_flag(flgs, TR_RES_NETHER);
2300 add_flag(flgs, TR_RES_FIRE);
2301 add_flag(flgs, TR_SEE_INVIS);
2302 add_flag(flgs, TR_SPEED);
2304 case MIMIC_DEMON_LORD:
2305 add_flag(flgs, TR_HOLD_EXP);
2306 add_flag(flgs, TR_RES_CHAOS);
2307 add_flag(flgs, TR_RES_NETHER);
2308 add_flag(flgs, TR_RES_FIRE);
2309 add_flag(flgs, TR_RES_COLD);
2310 add_flag(flgs, TR_RES_ELEC);
2311 add_flag(flgs, TR_RES_ACID);
2312 add_flag(flgs, TR_RES_POIS);
2313 add_flag(flgs, TR_RES_CONF);
2314 add_flag(flgs, TR_RES_DISEN);
2315 add_flag(flgs, TR_RES_NEXUS);
2316 add_flag(flgs, TR_RES_FEAR);
2317 add_flag(flgs, TR_IM_FIRE);
2318 add_flag(flgs, TR_SH_FIRE);
2319 add_flag(flgs, TR_SEE_INVIS);
2320 add_flag(flgs, TR_TELEPATHY);
2321 add_flag(flgs, TR_LEVITATION);
2322 add_flag(flgs, TR_SPEED);
2325 add_flag(flgs, TR_HOLD_EXP);
2326 add_flag(flgs, TR_RES_DARK);
2327 add_flag(flgs, TR_RES_NETHER);
2328 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2329 add_flag(flgs, TR_RES_POIS);
2330 add_flag(flgs, TR_RES_COLD);
2331 add_flag(flgs, TR_SEE_INVIS);
2332 add_flag(flgs, TR_SPEED);
2338 switch (p_ptr->prace)
2341 add_flag(flgs, TR_RES_LITE);
2344 add_flag(flgs, TR_HOLD_EXP);
2347 add_flag(flgs, TR_FREE_ACT);
2350 add_flag(flgs, TR_RES_BLIND);
2353 add_flag(flgs, TR_RES_DARK);
2355 case RACE_HALF_TROLL:
2356 add_flag(flgs, TR_SUST_STR);
2357 if (p_ptr->lev > 14)
2359 add_flag(flgs, TR_REGEN);
2360 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2362 add_flag(flgs, TR_SLOW_DIGEST);
2364 * Let's not make Regeneration a disadvantage
2365 * for the poor warriors who can never learn
2366 * a spell that satisfies hunger (actually
2367 * neither can rogues, but half-trolls are not
2368 * supposed to play rogues)
2374 add_flag(flgs, TR_SUST_CON);
2375 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2378 add_flag(flgs, TR_RES_LITE);
2379 add_flag(flgs, TR_SEE_INVIS);
2381 case RACE_BARBARIAN:
2382 add_flag(flgs, TR_RES_FEAR);
2384 case RACE_HALF_OGRE:
2385 add_flag(flgs, TR_SUST_STR);
2386 add_flag(flgs, TR_RES_DARK);
2388 case RACE_HALF_GIANT:
2389 add_flag(flgs, TR_RES_SHARDS);
2390 add_flag(flgs, TR_SUST_STR);
2392 case RACE_HALF_TITAN:
2393 add_flag(flgs, TR_RES_CHAOS);
2396 add_flag(flgs, TR_RES_SOUND);
2399 add_flag(flgs, TR_RES_ACID);
2400 if (p_ptr->lev > 19)
2401 add_flag(flgs, TR_IM_ACID);
2404 add_flag(flgs, TR_RES_CONF);
2405 add_flag(flgs, TR_RES_ACID);
2407 add_flag(flgs, TR_SPEED);
2410 add_flag(flgs, TR_RES_POIS);
2413 add_flag(flgs, TR_RES_DISEN);
2414 add_flag(flgs, TR_RES_DARK);
2417 add_flag(flgs, TR_RES_DARK);
2418 if (p_ptr->lev > 19)
2419 add_flag(flgs, TR_SEE_INVIS);
2421 case RACE_DRACONIAN:
2422 add_flag(flgs, TR_LEVITATION);
2424 add_flag(flgs, TR_RES_FIRE);
2426 add_flag(flgs, TR_RES_COLD);
2427 if (p_ptr->lev > 14)
2428 add_flag(flgs, TR_RES_ACID);
2429 if (p_ptr->lev > 19)
2430 add_flag(flgs, TR_RES_ELEC);
2431 if (p_ptr->lev > 34)
2432 add_flag(flgs, TR_RES_POIS);
2434 case RACE_MIND_FLAYER:
2435 add_flag(flgs, TR_SUST_INT);
2436 add_flag(flgs, TR_SUST_WIS);
2437 if (p_ptr->lev > 14)
2438 add_flag(flgs, TR_SEE_INVIS);
2439 if (p_ptr->lev > 29)
2440 add_flag(flgs, TR_TELEPATHY);
2443 add_flag(flgs, TR_RES_FIRE);
2445 add_flag(flgs, TR_SEE_INVIS);
2448 add_flag(flgs, TR_SEE_INVIS);
2449 add_flag(flgs, TR_FREE_ACT);
2450 add_flag(flgs, TR_RES_POIS);
2451 add_flag(flgs, TR_SLOW_DIGEST);
2452 if (p_ptr->lev > 34)
2453 add_flag(flgs, TR_HOLD_EXP);
2456 add_flag(flgs, TR_SEE_INVIS);
2457 add_flag(flgs, TR_RES_SHARDS);
2458 add_flag(flgs, TR_HOLD_EXP);
2459 add_flag(flgs, TR_RES_POIS);
2461 add_flag(flgs, TR_RES_COLD);
2464 add_flag(flgs, TR_SEE_INVIS);
2465 add_flag(flgs, TR_HOLD_EXP);
2466 add_flag(flgs, TR_RES_NETHER);
2467 add_flag(flgs, TR_RES_POIS);
2468 add_flag(flgs, TR_SLOW_DIGEST);
2470 add_flag(flgs, TR_RES_COLD);
2473 add_flag(flgs, TR_HOLD_EXP);
2474 add_flag(flgs, TR_RES_DARK);
2475 add_flag(flgs, TR_RES_NETHER);
2476 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2477 add_flag(flgs, TR_RES_POIS);
2478 add_flag(flgs, TR_RES_COLD);
2481 add_flag(flgs, TR_LEVITATION);
2482 add_flag(flgs, TR_FREE_ACT);
2483 add_flag(flgs, TR_RES_COLD);
2484 add_flag(flgs, TR_SEE_INVIS);
2485 add_flag(flgs, TR_HOLD_EXP);
2486 add_flag(flgs, TR_RES_NETHER);
2487 add_flag(flgs, TR_RES_POIS);
2488 add_flag(flgs, TR_SLOW_DIGEST);
2490 if (p_ptr->lev > 34)
2491 add_flag(flgs, TR_TELEPATHY);
2494 add_flag(flgs, TR_RES_LITE);
2495 add_flag(flgs, TR_LEVITATION);
2497 add_flag(flgs, TR_SPEED);
2500 add_flag(flgs, TR_RES_SOUND);
2501 add_flag(flgs, TR_RES_CONF);
2504 add_flag(flgs, TR_LEVITATION);
2505 add_flag(flgs, TR_SEE_INVIS);
2508 add_flag(flgs, TR_RES_FIRE);
2509 add_flag(flgs, TR_RES_NETHER);
2510 add_flag(flgs, TR_HOLD_EXP);
2512 add_flag(flgs, TR_SEE_INVIS);
2515 add_flag(flgs, TR_SUST_CON);
2518 add_flag(flgs, TR_LEVITATION);
2521 add_flag(flgs, TR_RES_CONF);
2524 add_flag(flgs, TR_FREE_ACT);
2525 add_flag(flgs, TR_RES_POIS);
2526 add_flag(flgs, TR_SLOW_DIGEST);
2527 add_flag(flgs, TR_HOLD_EXP);
2537 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2539 remove_flag(flgs, TR_REGEN);
2542 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2543 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2544 (p_ptr->muta3 & MUT3_SHORT_LEG))
2546 add_flag(flgs, TR_SPEED);
2549 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2551 add_flag(flgs, TR_SH_ELEC);
2554 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2556 add_flag(flgs, TR_SH_FIRE);
2557 add_flag(flgs, TR_LITE_1);
2560 if (p_ptr->muta3 & MUT3_WINGS)
2562 add_flag(flgs, TR_LEVITATION);
2565 if (p_ptr->muta3 & MUT3_FEARLESS)
2567 add_flag(flgs, TR_RES_FEAR);
2570 if (p_ptr->muta3 & MUT3_REGEN)
2572 add_flag(flgs, TR_REGEN);
2575 if (p_ptr->muta3 & MUT3_ESP)
2577 add_flag(flgs, TR_TELEPATHY);
2580 if (p_ptr->muta3 & MUT3_MOTION)
2582 add_flag(flgs, TR_FREE_ACT);
2586 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2587 add_flag(flgs, TR_AGGRAVATE);
2588 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2590 add_flag(flgs, TR_RES_BLIND);
2591 add_flag(flgs, TR_RES_CONF);
2592 add_flag(flgs, TR_HOLD_EXP);
2593 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2595 add_flag(flgs, TR_SPEED);
2597 if (p_ptr->special_defense & KATA_FUUJIN)
2598 add_flag(flgs, TR_REFLECT);
2599 if (p_ptr->special_defense & KAMAE_GENBU)
2600 add_flag(flgs, TR_REFLECT);
2601 if (p_ptr->special_defense & KAMAE_SUZAKU)
2602 add_flag(flgs, TR_LEVITATION);
2603 if (p_ptr->special_defense & KAMAE_SEIRYU)
2605 add_flag(flgs, TR_RES_FIRE);
2606 add_flag(flgs, TR_RES_COLD);
2607 add_flag(flgs, TR_RES_ACID);
2608 add_flag(flgs, TR_RES_ELEC);
2609 add_flag(flgs, TR_RES_POIS);
2610 add_flag(flgs, TR_LEVITATION);
2611 add_flag(flgs, TR_SH_FIRE);
2612 add_flag(flgs, TR_SH_ELEC);
2613 add_flag(flgs, TR_SH_COLD);
2615 if (p_ptr->special_defense & KATA_MUSOU)
2617 add_flag(flgs, TR_RES_FEAR);
2618 add_flag(flgs, TR_RES_LITE);
2619 add_flag(flgs, TR_RES_DARK);
2620 add_flag(flgs, TR_RES_BLIND);
2621 add_flag(flgs, TR_RES_CONF);
2622 add_flag(flgs, TR_RES_SOUND);
2623 add_flag(flgs, TR_RES_SHARDS);
2624 add_flag(flgs, TR_RES_NETHER);
2625 add_flag(flgs, TR_RES_NEXUS);
2626 add_flag(flgs, TR_RES_CHAOS);
2627 add_flag(flgs, TR_RES_DISEN);
2628 add_flag(flgs, TR_REFLECT);
2629 add_flag(flgs, TR_HOLD_EXP);
2630 add_flag(flgs, TR_FREE_ACT);
2631 add_flag(flgs, TR_SH_FIRE);
2632 add_flag(flgs, TR_SH_ELEC);
2633 add_flag(flgs, TR_SH_COLD);
2634 add_flag(flgs, TR_LEVITATION);
2635 add_flag(flgs, TR_LITE_1);
2636 add_flag(flgs, TR_SEE_INVIS);
2637 add_flag(flgs, TR_TELEPATHY);
2638 add_flag(flgs, TR_SLOW_DIGEST);
2639 add_flag(flgs, TR_REGEN);
2640 add_flag(flgs, TR_SUST_STR);
2641 add_flag(flgs, TR_SUST_INT);
2642 add_flag(flgs, TR_SUST_WIS);
2643 add_flag(flgs, TR_SUST_DEX);
2644 add_flag(flgs, TR_SUST_CON);
2645 add_flag(flgs, TR_SUST_CHR);
2650 * @brief プレイヤーの一時的魔法効果による耐性を返す
2651 * Prints ratings on certain abilities
2652 * @param flgs フラグを保管する配列
2655 * xtra1.c周りと多重実装になっているのを何とかする
2657 static void tim_player_flags(u32b flgs[TR_FLAG_SIZE])
2662 for (i = 0; i < TR_FLAG_SIZE; i++)
2665 if (IS_HERO() || p_ptr->shero)
2666 add_flag(flgs, TR_RES_FEAR);
2667 if (p_ptr->tim_invis)
2668 add_flag(flgs, TR_SEE_INVIS);
2669 if (p_ptr->tim_regen)
2670 add_flag(flgs, TR_REGEN);
2672 add_flag(flgs, TR_TELEPATHY);
2673 if (IS_FAST() || p_ptr->slow)
2674 add_flag(flgs, TR_SPEED);
2676 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(prace_is_(RACE_YEEK) && (p_ptr->lev > 19)))
2677 add_flag(flgs, TR_RES_ACID);
2678 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2679 add_flag(flgs, TR_RES_ELEC);
2680 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2681 add_flag(flgs, TR_RES_FIRE);
2682 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2683 add_flag(flgs, TR_RES_COLD);
2684 if (IS_OPPOSE_POIS())
2685 add_flag(flgs, TR_RES_POIS);
2687 if (p_ptr->special_attack & ATTACK_ACID)
2688 add_flag(flgs, TR_BRAND_ACID);
2689 if (p_ptr->special_attack & ATTACK_ELEC)
2690 add_flag(flgs, TR_BRAND_ELEC);
2691 if (p_ptr->special_attack & ATTACK_FIRE)
2692 add_flag(flgs, TR_BRAND_FIRE);
2693 if (p_ptr->special_attack & ATTACK_COLD)
2694 add_flag(flgs, TR_BRAND_COLD);
2695 if (p_ptr->special_attack & ATTACK_POIS)
2696 add_flag(flgs, TR_BRAND_POIS);
2697 if (p_ptr->special_defense & DEFENSE_ACID)
2698 add_flag(flgs, TR_IM_ACID);
2699 if (p_ptr->special_defense & DEFENSE_ELEC)
2700 add_flag(flgs, TR_IM_ELEC);
2701 if (p_ptr->special_defense & DEFENSE_FIRE)
2702 add_flag(flgs, TR_IM_FIRE);
2703 if (p_ptr->special_defense & DEFENSE_COLD)
2704 add_flag(flgs, TR_IM_COLD);
2705 if (p_ptr->wraith_form)
2706 add_flag(flgs, TR_REFLECT);
2708 if (p_ptr->tim_reflect)
2709 add_flag(flgs, TR_REFLECT);
2711 if (p_ptr->magicdef)
2713 add_flag(flgs, TR_RES_BLIND);
2714 add_flag(flgs, TR_RES_CONF);
2715 add_flag(flgs, TR_REFLECT);
2716 add_flag(flgs, TR_FREE_ACT);
2717 add_flag(flgs, TR_LEVITATION);
2719 if (p_ptr->tim_res_nether)
2721 add_flag(flgs, TR_RES_NETHER);
2723 if (p_ptr->tim_sh_fire)
2725 add_flag(flgs, TR_SH_FIRE);
2729 add_flag(flgs, TR_RES_FEAR);
2730 add_flag(flgs, TR_RES_LITE);
2731 add_flag(flgs, TR_RES_DARK);
2732 add_flag(flgs, TR_RES_BLIND);
2733 add_flag(flgs, TR_RES_CONF);
2734 add_flag(flgs, TR_RES_SOUND);
2735 add_flag(flgs, TR_RES_SHARDS);
2736 add_flag(flgs, TR_RES_NETHER);
2737 add_flag(flgs, TR_RES_NEXUS);
2738 add_flag(flgs, TR_RES_CHAOS);
2739 add_flag(flgs, TR_RES_DISEN);
2740 add_flag(flgs, TR_REFLECT);
2741 add_flag(flgs, TR_HOLD_EXP);
2742 add_flag(flgs, TR_FREE_ACT);
2743 add_flag(flgs, TR_SH_FIRE);
2744 add_flag(flgs, TR_SH_ELEC);
2745 add_flag(flgs, TR_SH_COLD);
2746 add_flag(flgs, TR_LEVITATION);
2747 add_flag(flgs, TR_LITE_1);
2748 add_flag(flgs, TR_SEE_INVIS);
2749 add_flag(flgs, TR_TELEPATHY);
2750 add_flag(flgs, TR_SLOW_DIGEST);
2751 add_flag(flgs, TR_REGEN);
2752 add_flag(flgs, TR_SUST_STR);
2753 add_flag(flgs, TR_SUST_INT);
2754 add_flag(flgs, TR_SUST_WIS);
2755 add_flag(flgs, TR_SUST_DEX);
2756 add_flag(flgs, TR_SUST_CON);
2757 add_flag(flgs, TR_SUST_CHR);
2761 if (p_ptr->realm1 == REALM_HEX)
2763 if (hex_spelling(HEX_DEMON_AURA))
2765 add_flag(flgs, TR_SH_FIRE);
2766 add_flag(flgs, TR_REGEN);
2768 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2769 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2774 /* Mode flags for displaying player flags */
2775 #define DP_CURSE 0x01
2781 * @brief プレイヤーの装備一覧をシンボルで並べる
2783 * @param y 表示するコンソールの行
2784 * @param x 表示するコンソールの列
2788 static void display_player_equippy(int y, int x, u16b mode)
2797 /* Weapon flags need only two column */
2798 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2799 else max_i = INVEN_TOTAL;
2801 /* Dump equippy chars */
2802 for (i = INVEN_RARM; i < max_i; i++)
2805 o_ptr = &inventory[i];
2807 a = object_attr(o_ptr);
2808 c = object_char(o_ptr);
2810 /* Clear the part of the screen */
2811 if (!equippy_chars || !o_ptr->k_idx)
2818 Term_putch(x + i - INVEN_RARM, y, a, c);
2824 * @brief プレイヤーの装備一覧シンボルを固定位置に表示する
2827 void print_equippy(void)
2829 display_player_equippy(ROW_EQUIPPY, COL_EQUIPPY, 0);
2833 * @brief プレイヤーの装備による免疫フラグを返す
2834 * @param flgs フラグを保管する配列
2837 * xtra1.c周りと多重実装になっているのを何とかする
2839 static void known_obj_immunity(u32b flgs[TR_FLAG_SIZE])
2844 for (i = 0; i < TR_FLAG_SIZE; i++)
2847 /* Check equipment */
2848 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2850 u32b o_flgs[TR_FLAG_SIZE];
2855 o_ptr = &inventory[i];
2857 if (!o_ptr->k_idx) continue;
2860 object_flags_known(o_ptr, o_flgs);
2862 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2863 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2864 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2865 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2870 * @brief プレイヤーの種族による免疫フラグを返す
2871 * @param flgs フラグを保管する配列
2874 * xtra1.c周りと多重実装になっているのを何とかする
2876 static void player_immunity(u32b flgs[TR_FLAG_SIZE])
2881 for (i = 0; i < TR_FLAG_SIZE; i++)
2884 if (prace_is_(RACE_SPECTRE))
2885 add_flag(flgs, TR_RES_NETHER);
2886 if (p_ptr->mimic_form == MIMIC_VAMPIRE || prace_is_(RACE_VAMPIRE))
2887 add_flag(flgs, TR_RES_DARK);
2888 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2889 add_flag(flgs, TR_RES_FIRE);
2890 else if (prace_is_(RACE_YEEK) && p_ptr->lev > 19)
2891 add_flag(flgs, TR_RES_ACID);
2895 * @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
2896 * @param flgs フラグを保管する配列
2899 * xtra1.c周りと多重実装になっているのを何とかする
2901 static void tim_player_immunity(u32b flgs[TR_FLAG_SIZE])
2906 for (i = 0; i < TR_FLAG_SIZE; i++)
2909 if (p_ptr->special_defense & DEFENSE_ACID)
2910 add_flag(flgs, TR_RES_ACID);
2911 if (p_ptr->special_defense & DEFENSE_ELEC)
2912 add_flag(flgs, TR_RES_ELEC);
2913 if (p_ptr->special_defense & DEFENSE_FIRE)
2914 add_flag(flgs, TR_RES_FIRE);
2915 if (p_ptr->special_defense & DEFENSE_COLD)
2916 add_flag(flgs, TR_RES_COLD);
2917 if (p_ptr->wraith_form)
2918 add_flag(flgs, TR_RES_DARK);
2922 * @brief プレイヤーの種族による弱点フラグを返す
2923 * @param flgs フラグを保管する配列
2926 * xtra1.c周りと多重実装になっているのを何とかする
2928 static void player_vuln_flags(u32b flgs[TR_FLAG_SIZE])
2933 for (i = 0; i < TR_FLAG_SIZE; i++)
2936 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2938 add_flag(flgs, TR_RES_ACID);
2939 add_flag(flgs, TR_RES_ELEC);
2940 add_flag(flgs, TR_RES_FIRE);
2941 add_flag(flgs, TR_RES_COLD);
2943 if (prace_is_(RACE_ANDROID))
2944 add_flag(flgs, TR_RES_ELEC);
2945 if (prace_is_(RACE_ENT))
2946 add_flag(flgs, TR_RES_FIRE);
2947 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) ||
2948 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2949 add_flag(flgs, TR_RES_LITE);
2954 * A struct for storing misc. flags
2957 u32b player_flags[TR_FLAG_SIZE];
2958 u32b tim_player_flags[TR_FLAG_SIZE];
2959 u32b player_imm[TR_FLAG_SIZE];
2960 u32b tim_player_imm[TR_FLAG_SIZE];
2961 u32b player_vuln[TR_FLAG_SIZE];
2962 u32b known_obj_imm[TR_FLAG_SIZE];
2967 * @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 /
2968 * Helper function, see below
2969 * @param row コンソール表示位置の左上行
2970 * @param col コンソール表示位置の左上列
2971 * @param header コンソール上で表示する特性名
2972 * @param flag1 参照する特性ID
2973 * @param f プレイヤーの特性情報構造体
2974 * @param mode 表示オプション
2977 static void display_flag_aux(int row, int col, cptr header,
2978 int flag1, all_player_flags *f, u16b mode)
2983 byte header_color = TERM_L_DARK;
2984 int header_col = col;
2986 if (have_flag(f->player_vuln, flag1) &&
2987 !(have_flag(f->known_obj_imm, flag1) ||
2988 have_flag(f->player_imm, flag1) ||
2989 have_flag(f->tim_player_imm, flag1)))
2993 col += strlen(header) + 1;
2995 /* Weapon flags need only two column */
2996 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2997 else max_i = INVEN_TOTAL;
2999 /* Check equipment */
3000 for (i = INVEN_RARM; i < max_i; i++)
3002 u32b flgs[TR_FLAG_SIZE];
3006 o_ptr = &inventory[i];
3009 object_flags_known(o_ptr, flgs);
3012 if (!(mode & DP_IMM))
3013 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3016 if (mode & DP_CURSE)
3018 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3020 c_put_str(TERM_L_DARK, "+", row, col);
3021 header_color = TERM_WHITE;
3023 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3025 c_put_str(TERM_WHITE, "+", row, col);
3026 header_color = TERM_WHITE;
3028 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3030 c_put_str(TERM_WHITE, "*", row, col);
3031 header_color = TERM_WHITE;
3034 else if (flag1 == TR_LITE_1)
3036 if (have_dark_flag(flgs))
3038 c_put_str(TERM_L_DARK, "+", row, col);
3039 header_color = TERM_WHITE;
3041 else if (have_lite_flag(flgs))
3043 c_put_str(TERM_WHITE, "+", row, col);
3044 header_color = TERM_WHITE;
3049 if (have_flag(flgs, flag1))
3051 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3052 (mode & DP_IMM) ? "*" : "+", row, col);
3053 header_color = TERM_WHITE;
3061 /* Assume that player flag is already written */
3064 if (header_color != TERM_L_DARK)
3066 /* Overwrite Header Color */
3067 c_put_str(header_color, header, row, header_col);
3073 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3076 if (have_flag(f->player_flags, flag1))
3078 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3079 header_color = TERM_WHITE;
3082 /* Timed player flags */
3083 if (have_flag(f->tim_player_flags, flag1))
3085 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3086 header_color = TERM_WHITE;
3090 if (have_flag(f->tim_player_imm, flag1))
3092 c_put_str(TERM_YELLOW, "*", row, col);
3093 header_color = TERM_WHITE;
3095 if (have_flag(f->player_imm, flag1))
3097 c_put_str(TERM_WHITE, "*", row, col);
3098 header_color = TERM_WHITE;
3102 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3105 c_put_str(header_color, header, row, header_col);
3110 * @brief プレイヤーの特性フラグ一覧表示1 /
3111 * Special display, part 1
3114 static void display_player_flag_info(void)
3121 /* Extract flags and store */
3122 player_flags(f.player_flags);
3123 tim_player_flags(f.tim_player_flags);
3124 player_immunity(f.player_imm);
3125 tim_player_immunity(f.tim_player_imm);
3126 known_obj_immunity(f.known_obj_imm);
3127 player_vuln_flags(f.player_vuln);
3134 display_player_equippy(row-2, col+8, 0);
3135 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3138 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3139 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3140 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3141 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3142 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3143 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3144 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3145 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3146 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3147 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3148 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3149 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3150 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3151 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3153 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3154 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3155 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3156 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3157 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3158 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3159 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3160 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3161 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3162 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3163 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3164 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3165 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3166 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3175 display_player_equippy(row-2, col+8, 0);
3177 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3180 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3181 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3182 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3183 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3184 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3185 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3186 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3187 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3188 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3189 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3191 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3192 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3193 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3194 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3195 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3196 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3197 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3198 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3199 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3200 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3209 display_player_equippy(row-2, col+12, 0);
3211 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3214 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3215 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3216 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3217 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3218 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3219 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3220 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3221 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3222 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3223 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3225 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3226 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3227 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3228 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3229 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3230 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3231 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3232 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3233 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3234 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3241 * @brief プレイヤーの特性フラグ一覧表示2 /
3242 * Special display, part 2
3245 static void display_player_other_flag_info(void)
3252 /* Extract flags and store */
3253 player_flags(f.player_flags);
3254 tim_player_flags(f.tim_player_flags);
3255 player_immunity(f.player_imm);
3256 tim_player_immunity(f.tim_player_imm);
3257 known_obj_immunity(f.known_obj_imm);
3258 player_vuln_flags(f.player_vuln);
3265 display_player_equippy(row-2, col+12, DP_WP);
3267 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3270 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3271 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3272 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3273 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3274 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3275 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3276 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3277 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3278 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3279 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3280 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3281 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3282 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3283 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3284 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3285 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3286 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3287 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3288 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3289 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3290 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3291 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3292 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3293 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3294 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3295 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3296 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3297 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3299 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3300 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3301 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3302 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3303 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3304 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3305 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3306 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3307 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3308 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3309 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3310 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3311 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3312 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3313 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3314 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3315 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3316 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3317 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3318 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3319 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3320 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3321 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3322 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3323 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3324 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3325 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3326 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3335 display_player_equippy(row-2, col+13, 0);
3336 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3339 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3340 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3341 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3342 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3343 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3344 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3345 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3346 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3347 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3348 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3349 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3350 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3351 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3352 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3353 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3354 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3355 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3356 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3357 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3359 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3360 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3361 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3362 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3363 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3364 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3365 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3366 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3367 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3368 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3369 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3370 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3371 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3372 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3373 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3374 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3375 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3376 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3377 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3384 col = col + 12 + 17;
3386 display_player_equippy(row-2, col+14, 0);
3388 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3391 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3392 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3393 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3394 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3395 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3396 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3398 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3399 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3400 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3401 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3402 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3403 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3405 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3406 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3407 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3408 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3410 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3411 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3412 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3413 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3414 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3415 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3417 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3418 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3419 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3420 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3421 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3422 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3424 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3425 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3426 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3427 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3434 * @brief プレイヤーの特性フラグ一覧表示2a /
3435 * Special display, part 2a
3438 static void display_player_misc_info(void)
3443 /* Display basics */
3445 put_str("名前 :", 1, 26);
3446 put_str("性別 :", 3, 1);
3447 put_str("種族 :", 4, 1);
3448 put_str("職業 :", 5, 1);
3450 put_str("Name :", 1, 26);
3451 put_str("Sex :", 3, 1);
3452 put_str("Race :", 4, 1);
3453 put_str("Class :", 5, 1);
3456 strcpy(tmp,ap_ptr->title);
3463 strcat(tmp,p_ptr->name);
3465 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3466 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3467 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3468 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3470 /* Display extras */
3472 put_str("レベル:", 6, 1);
3473 put_str("HP :", 7, 1);
3474 put_str("MP :", 8, 1);
3476 put_str("Level :", 6, 1);
3477 put_str("Hits :", 7, 1);
3478 put_str("Mana :", 8, 1);
3482 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3483 c_put_str(TERM_L_BLUE, buf, 6, 9);
3484 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3485 c_put_str(TERM_L_BLUE, buf, 7, 9);
3486 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3487 c_put_str(TERM_L_BLUE, buf, 8, 9);
3492 * @brief プレイヤーの特性フラグ一覧表示2b /
3493 * Special display, part 2b
3497 * How to print out the modifications and sustains.
3498 * Positive mods with no sustain will be light green.
3499 * Positive mods with a sustain will be dark green.
3500 * Sustains (with no modification) will be a dark green 's'.
3501 * Negative mods (from a curse) will be red.
3502 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3503 * No mod, no sustain, will be a slate '.'
3506 static void display_player_stat_info(void)
3513 u32b flgs[TR_FLAG_SIZE];
3527 /* Print out the labels for the columns */
3529 c_put_str(TERM_WHITE, "能力", row, stat_col+1);
3530 c_put_str(TERM_BLUE, " 基本", row, stat_col+7);
3531 c_put_str(TERM_L_BLUE, " 種 職 性 装 ", row, stat_col+13);
3532 c_put_str(TERM_L_GREEN, "合計", row, stat_col+28);
3533 c_put_str(TERM_YELLOW, "現在", row, stat_col+35);
3535 c_put_str(TERM_WHITE, "Stat", row, stat_col+1);
3536 c_put_str(TERM_BLUE, " Base", row, stat_col+7);
3537 c_put_str(TERM_L_BLUE, "RacClaPerMod", row, stat_col+13);
3538 c_put_str(TERM_L_GREEN, "Actual", row, stat_col+26);
3539 c_put_str(TERM_YELLOW, "Current", row, stat_col+32);
3543 /* Display the stats */
3544 for (i = 0; i < 6; i++)
3548 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3549 else r_adj = rp_ptr->r_adj[i];
3551 /* Calculate equipment adjustment */
3554 /* Icky formula to deal with the 18 barrier */
3555 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] > 18))
3556 e_adj = (p_ptr->stat_top[i] - p_ptr->stat_max[i]) / 10;
3557 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3558 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3559 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3560 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3562 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3563 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3565 if (prace_is_(RACE_ENT))
3571 if (p_ptr->lev > 25) r_adj++;
3572 if (p_ptr->lev > 40) r_adj++;
3573 if (p_ptr->lev > 45) r_adj++;
3576 if (p_ptr->lev > 25) r_adj--;
3577 if (p_ptr->lev > 40) r_adj--;
3578 if (p_ptr->lev > 45) r_adj--;
3584 e_adj -= cp_ptr->c_adj[i];
3585 e_adj -= ap_ptr->a_adj[i];
3587 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3588 /* Reduced name of stat */
3589 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3591 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3594 /* Internal "natural" max value. Maxes at 18/100 */
3595 /* This is useful to see if you are maxed out */
3596 cnv_stat(p_ptr->stat_max[i], buf);
3597 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3599 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3601 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3603 /* Race, class, and equipment modifiers */
3604 (void)sprintf(buf, "%3d", r_adj);
3605 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3606 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3607 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3608 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3609 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3610 (void)sprintf(buf, "%3d", (int)e_adj);
3611 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3613 /* Actual maximal modified value */
3614 cnv_stat(p_ptr->stat_top[i], buf);
3615 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3617 /* Only display stat_use if not maximal */
3618 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3620 cnv_stat(p_ptr->stat_use[i], buf);
3621 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3626 col = stat_col + 41;
3628 /* Header and Footer */
3629 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3630 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3632 /* Process equipment */
3633 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3636 o_ptr = &inventory[i];
3638 /* Acquire "known" flags */
3639 object_flags_known(o_ptr, flgs);
3641 /* Initialize color based of sign of pval. */
3642 for (stat = 0; stat < 6; stat++)
3649 if (have_flag(flgs, stat))
3655 if (o_ptr->pval > 0)
3661 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3664 if (have_flag(flgs, stat + TR_SUST_STR))
3666 /* Dark green for sustained stats */
3671 if (o_ptr->pval < 0)
3677 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3682 else if (have_flag(flgs, stat + TR_SUST_STR))
3684 /* Dark green "s" */
3689 /* Dump proper character */
3690 Term_putch(col, row + stat+1, a, c);
3701 for (stat = 0; stat < 6; stat++)
3708 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3714 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3715 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3716 if (p_ptr->tsuyoshi) dummy += 4;
3718 else if (stat == A_WIS || stat == A_INT)
3720 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3721 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3723 else if (stat == A_DEX)
3725 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3726 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3727 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3729 else if (stat == A_CON)
3731 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3732 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3733 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3734 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3735 if (p_ptr->tsuyoshi) dummy += 4;
3737 else if (stat == A_CHR)
3739 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3740 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3741 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3742 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3743 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3744 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3760 if (dummy < 10) c = '0' + dummy;
3770 if (dummy > -10) c = '0' - dummy;
3777 if (have_flag(flgs, stat + TR_SUST_STR))
3779 /* Dark green "s" */
3786 Term_putch(col, row + stat+1, a, c);
3792 * @brief プレイヤーのステータス表示メイン処理
3793 * Display the character on the screen (various modes)
3794 * @param mode 表示モードID
3798 * The top one and bottom two lines are left blank.
3799 * Mode 0 = standard display with skills
3800 * Mode 1 = standard display with history
3801 * Mode 2 = summary of various things
3802 * Mode 3 = summary of various things (part 2)
3803 * Mode 4 = mutations
3806 void display_player(BIT_FLAGS mode)
3815 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3824 if ((mode == 0) || (mode == 1))
3826 /* Name, Sex, Race, Class */
3828 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", p_ptr->name);
3830 sprintf(tmp, "%s %s", ap_ptr->title, p_ptr->name);
3833 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3834 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3835 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3836 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3841 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3843 strcpy(tmp, realm_names[p_ptr->realm1]);
3844 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3847 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3848 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3850 /* Age, Height, Weight, Social */
3851 /* 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 */
3853 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3854 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3855 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3856 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3858 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3859 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3860 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3861 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3863 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3866 /* Display the stats */
3867 for (i = 0; i < 6; i++)
3869 /* Special treatment of "injured" stats */
3870 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3874 /* Use lowercase stat name */
3875 put_str(stat_names_reduced[i], 3 + i, 53);
3877 /* Get the current stat */
3878 value = p_ptr->stat_use[i];
3880 /* Obtain the current stat (modified) */
3881 cnv_stat(value, buf);
3883 /* Display the current stat (modified) */
3884 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3886 /* Acquire the max stat */
3887 value = p_ptr->stat_top[i];
3889 /* Obtain the maximum stat (modified) */
3890 cnv_stat(value, buf);
3892 /* Display the maximum stat (modified) */
3893 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3896 /* Normal treatment of "normal" stats */
3899 /* Assume uppercase stat name */
3900 put_str(stat_names[i], 3 + i, 53);
3902 /* Obtain the current stat (modified) */
3903 cnv_stat(p_ptr->stat_use[i], buf);
3905 /* Display the current stat (modified) */
3906 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3909 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3911 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3915 /* Display "history" info */
3919 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3921 for (i = 0; i < 4; i++)
3923 put_str(p_ptr->history[i], i + 12, 10);
3930 if (p_ptr->total_winner)
3933 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3935 sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3938 else if (!dun_level)
3941 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3943 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3946 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3948 /* Get the quest text */
3949 /* Bewere that INIT_ASSIGN resets the cur_num. */
3950 init_flags = INIT_NAME_ONLY;
3952 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3955 sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[p_ptr->inside_quest].name, p_ptr->died_from);
3957 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
3963 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), (int)dun_level, p_ptr->died_from);
3965 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, dun_level, map_name());
3969 else if (character_dungeon)
3973 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
3975 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3977 /* Clear the text */
3978 /* Must be done before doing INIT_SHOW_TEXT */
3979 for (i = 0; i < 10; i++)
3981 quest_text[i][0] = '\0';
3983 quest_text_line = 0;
3985 /* Get the quest text */
3986 init_flags = INIT_NAME_ONLY;
3988 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3990 sprintf(statmsg, _("…あなたは現在、 クエスト「%s」を遂行中だ。", "...Now, you are in the quest '%s'."), quest[p_ptr->inside_quest].name);
3995 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)dun_level);
3997 sprintf(statmsg, "...Now, you are exploring level %d of %s.", dun_level, map_name());
4004 char temp[64*2], *t;
4005 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4007 for(i=0 ; i<2 ; i++)
4013 put_str(t, i + 5 + 12, 10);
4021 /* Display "various" info */
4024 display_player_middle();
4025 display_player_various();
4032 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4035 display_player_misc_info();
4036 display_player_stat_info();
4037 display_player_flag_info();
4043 display_player_other_flag_info();
4048 do_cmd_knowledge_mutations();
4053 * @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
4054 * @param fff ファイルポインタ
4057 static void dump_aux_display_player(FILE *fff)
4064 /* Display player */
4067 /* Dump part of the screen */
4068 for (y = 1; y < 22; y++)
4071 for (x = 0; x < 79; x++)
4073 /* Get the attr/char */
4074 (void)(Term_what(x, y, &a, &c));
4080 /* End the string */
4083 /* Kill trailing spaces */
4084 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4087 fprintf(fff, _("%s\n", "%s\n"), buf);
4090 /* Display history */
4093 /* Dump part of the screen */
4094 for (y = 10; y < 19; y++)
4097 for (x = 0; x < 79; x++)
4099 /* Get the attr/char */
4100 (void)(Term_what(x, y, &a, &c));
4106 /* End the string */
4109 /* Kill trailing spaces */
4110 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4113 fprintf(fff, "%s\n", buf);
4118 /* Display flags (part 1) */
4121 /* Dump part of the screen */
4122 for (y = 2; y < 22; y++)
4125 for (x = 0; x < 79; x++)
4127 /* Get the attr/char */
4128 (void)(Term_what(x, y, &a, &c));
4130 /* Dump it (Ignore equippy tile graphic) */
4137 /* End the string */
4140 /* Kill trailing spaces */
4141 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4144 fprintf(fff, "%s\n", buf);
4149 /* Display flags (part 2) */
4152 /* Dump part of the screen */
4153 for (y = 1; y < 22; y++)
4156 for (x = 0; x < 79; x++)
4158 /* Get the attr/char */
4159 (void)(Term_what(x, y, &a, &c));
4161 /* Dump it (Ignore equippy tile graphic) */
4168 /* End the string */
4171 /* Kill trailing spaces */
4172 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4175 fprintf(fff, "%s\n", buf);
4183 * @brief プレイヤーのペット情報をファイルにダンプする
4184 * @param fff ファイルポインタ
4187 static void dump_aux_pet(FILE *fff)
4191 bool pet_settings = FALSE;
4194 for (i = m_max - 1; i >= 1; i--)
4196 monster_type *m_ptr = &m_list[i];
4198 if (!m_ptr->r_idx) continue;
4199 if (!is_pet(m_ptr)) continue;
4200 pet_settings = TRUE;
4201 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4204 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4207 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4208 fprintf(fff, "%s\n", pet_name);
4213 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4215 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4216 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4218 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4219 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4221 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4222 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4224 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4225 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4227 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4228 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4230 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"),
4231 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4239 * @brief プレイヤーの職業能力情報をファイルにダンプする
4240 * @param fff ファイルポインタ
4243 static void dump_aux_class_special(FILE *fff)
4245 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4252 int spellnum[MAX_MONSPELLS];
4253 s32b f4 = 0, f5 = 0, f6 = 0;
4258 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4260 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4265 set_rf_masks(&f4, &f5, &f6, j);
4268 case MONSPELL_TYPE_BOLT:
4269 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4272 case MONSPELL_TYPE_BALL:
4273 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4276 case MONSPELL_TYPE_BREATH:
4277 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4280 case MONSPELL_TYPE_SUMMON:
4281 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4284 case MONSPELL_TYPE_OTHER:
4285 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4289 for (i = 0, num = 0; i < 32; i++)
4291 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4295 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4299 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4304 strcat(p[col], " ");
4306 for (i = 0; i < num; i++)
4308 if (p_ptr->magic_num2[spellnum[i]])
4311 /* Dump blue magic */
4312 l1 = strlen(p[col]);
4313 l2 = strlen(monster_powers_short[spellnum[i]]);
4314 if ((l1 + l2) >= 75)
4316 strcat(p[col], "\n");
4318 strcat(p[col], " ");
4320 strcat(p[col], monster_powers_short[spellnum[i]]);
4321 strcat(p[col], ", ");
4327 strcat(p[col], _("なし", "None"));
4331 if (p[col][strlen(p[col])-2] == ',')
4333 p[col][strlen(p[col])-2] = '\0';
4337 p[col][strlen(p[col])-10] = '\0';
4341 strcat(p[col], "\n");
4344 for (i=0;i<=col;i++)
4349 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4351 char s[EATER_EXT][MAX_NLEN];
4352 OBJECT_TYPE_VALUE tval;
4355 OBJECT_SUBTYPE_VALUE i;
4358 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4360 for (ext = 0; ext < 3; ext++)
4364 /* Dump an extent name */
4369 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4373 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4377 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4381 /* Get magic device names that were eaten */
4382 for (i = 0; i < EATER_EXT; i++)
4384 int idx = EATER_EXT * ext + i;
4386 magic_num = p_ptr->magic_num2[idx];
4387 if (!magic_num) continue;
4389 k_idx = lookup_kind(tval, i);
4390 if (!k_idx) continue;
4391 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4395 /* Dump magic devices in this extent */
4398 for (i = 0; i < eat_num; i++)
4401 if (i % 3 < 2) fputs(" ", fff);
4402 else fputs("\n", fff);
4405 if (i % 3 > 0) fputs("\n", fff);
4407 else /* Not found */
4409 fputs(_(" (なし)\n", " (none)\n"), fff);
4413 else if (p_ptr->pclass == CLASS_SMITH)
4415 int i, id[250], n = 0, row;
4417 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4418 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4419 "Essence Num Essence Num Essence Num "));
4420 for (i = 0; essence_name[i]; i++)
4422 if (!essence_name[i][0]) continue;
4429 for (i = 0; i < row; i++)
4432 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4433 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4434 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4444 * @brief クエスト情報をファイルにダンプする
4445 * @param fff ファイルポインタ
4448 static void dump_aux_quest(FILE *fff)
4454 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4456 /* Allocate Memory */
4457 C_MAKE(quest_num, max_q_idx, IDX);
4459 /* Sort by compete level */
4460 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4461 ang_sort_comp = ang_sort_comp_quest_num;
4462 ang_sort_swap = ang_sort_swap_quest_num;
4463 ang_sort(quest_num, &dummy, max_q_idx);
4465 /* Dump Quest Information */
4467 do_cmd_knowledge_quests_completed(fff, quest_num);
4469 do_cmd_knowledge_quests_failed(fff, quest_num);
4473 C_KILL(quest_num, max_q_idx, IDX);
4478 * @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
4479 * @param fff ファイルポインタ
4482 static void dump_aux_last_message(FILE *fff)
4486 if (!p_ptr->total_winner)
4490 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4491 for (i = MIN(message_num(), 30); i >= 0; i--)
4493 fprintf(fff,"> %s\n",message_str((s16b)i));
4498 /* Hack -- *Winning* message */
4499 else if (p_ptr->last_message)
4501 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4502 fprintf(fff," %s\n", p_ptr->last_message);
4509 * @brief 帰還場所情報をファイルにダンプする
4510 * @param fff ファイルポインタ
4513 static void dump_aux_recall(FILE *fff)
4516 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4518 for (y = 1; y < max_d_idx; y++)
4522 if (!d_info[y].maxdepth) continue;
4523 if (!max_dlv[y]) continue;
4524 if (d_info[y].final_guardian)
4526 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4528 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4530 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4531 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4537 * @brief オプション情報をファイルにダンプする
4538 * @param fff ファイルポインタ
4541 static void dump_aux_options(FILE *fff)
4543 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4546 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4549 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4551 if (ironman_small_levels)
4552 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4553 else if (always_small_levels)
4554 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4555 else if (small_levels)
4556 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4558 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4562 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4564 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4568 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4570 if (ironman_downward)
4571 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4574 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4576 if (ironman_nightmare)
4577 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4580 if (ironman_empty_levels)
4581 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4582 else if (empty_levels)
4583 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4585 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4590 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"));
4597 * @brief 闘技場の情報をファイルにダンプする
4598 * @param fff ファイルポインタ
4601 static void dump_aux_arena(FILE *fff)
4603 if (lite_town || vanilla_town) return;
4605 if (p_ptr->arena_number < 0)
4607 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4609 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4614 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4615 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4617 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4618 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4619 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4623 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4625 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4627 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4629 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4634 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4636 fprintf(fff, "\n Arena: %2d Victor%s\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number), (p_ptr->arena_number > 1) ? "ies" : "y");
4645 * @brief 撃破モンスターの情報をファイルにダンプする
4646 * @param fff ファイルポインタ
4649 static void dump_aux_monsters(FILE *fff)
4651 /* Monsters slain */
4654 long uniq_total = 0;
4655 long norm_total = 0;
4658 /* Sort by monster level */
4661 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4663 /* Allocate the "who" array */
4664 C_MAKE(who, max_r_idx, s16b);
4666 /* Count monster kills */
4667 for (k = 1; k < max_r_idx; k++)
4669 monster_race *r_ptr = &r_info[k];
4671 /* Ignore unused index */
4672 if (!r_ptr->name) continue;
4674 /* Unique monsters */
4675 if (r_ptr->flags1 & RF1_UNIQUE)
4677 bool dead = (r_ptr->max_num == 0);
4682 /* Add a unique monster to the list */
4683 who[uniq_total++] = k;
4687 /* Normal monsters */
4690 if (r_ptr->r_pkills > 0)
4692 norm_total += r_ptr->r_pkills;
4698 /* No monsters is defeated */
4701 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4704 /* Defeated more than one normal monsters */
4705 else if (uniq_total == 0)
4708 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4710 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4714 /* Defeated more than one unique monsters */
4715 else /* if (uniq_total > 0) */
4718 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);
4720 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"));
4724 /* Select the sort method */
4725 ang_sort_comp = ang_sort_comp_hook;
4726 ang_sort_swap = ang_sort_swap_hook;
4728 /* Sort the array by dungeon depth of monsters */
4729 ang_sort(who, &why, uniq_total);
4730 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));
4733 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4735 monster_race *r_ptr = &r_info[who[k]];
4736 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4741 /* Free the "who" array */
4742 C_KILL(who, max_r_idx, s16b);
4747 * @brief 元種族情報をファイルにダンプする
4748 * @param fff ファイルポインタ
4751 static void dump_aux_race_history(FILE *fff)
4753 if (p_ptr->old_race1 || p_ptr->old_race2)
4757 fprintf(fff, _("\n\n あなたは%sとして生まれた。", "\n\n You were born as %s."), race_info[p_ptr->start_race].title);
4758 for (i = 0; i < MAX_RACES; i++)
4760 if (p_ptr->start_race == i) continue;
4763 if (!(p_ptr->old_race1 & 1L << i)) continue;
4767 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4769 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4778 * @brief 元魔法領域情報をファイルにダンプする
4779 * @param fff ファイルポインタ
4782 static void dump_aux_realm_history(FILE *fff)
4784 if (p_ptr->old_realm)
4789 for (i = 0; i < MAX_MAGIC; i++)
4791 if (!(p_ptr->old_realm & 1L << i)) continue;
4792 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]);
4800 * @brief 徳の情報をファイルにダンプする
4801 * @param fff ファイルポインタ
4804 static void dump_aux_virtues(FILE *fff)
4808 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4810 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4811 (2 * p_ptr->hitdie +
4812 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4815 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4816 else fprintf(fff, "現在の体力ランク : ???\n\n");
4817 fprintf(fff, "能力の最大値\n");
4819 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4820 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4821 fprintf(fff, "Limits of maximum stats\n");
4823 for (v_nr = 0; v_nr < 6; v_nr++)
4825 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);
4826 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4829 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment());
4836 * @brief 突然変異の情報をファイルにダンプする
4837 * @param fff ファイルポインタ
4840 static void dump_aux_mutations(FILE *fff)
4842 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4844 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4845 dump_mutations(fff);
4851 * @brief 所持品の情報をファイルにダンプする
4852 * @param fff ファイルポインタ
4855 static void dump_aux_equipment_inventory(FILE *fff)
4858 char o_name[MAX_NLEN];
4860 /* Dump the equipment */
4863 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4864 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4866 object_desc(o_name, &inventory[i], 0);
4867 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4868 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4870 fprintf(fff, "%c) %s\n",
4871 index_to_label(i), o_name);
4873 fprintf(fff, "\n\n");
4876 /* Dump the inventory */
4877 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4879 for (i = 0; i < INVEN_PACK; i++)
4881 /* Don't dump the empty slots */
4882 if (!inventory[i].k_idx) break;
4884 /* Dump the inventory slots */
4885 object_desc(o_name, &inventory[i], 0);
4886 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4889 /* Add an empty line */
4890 fprintf(fff, "\n\n");
4895 * @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
4896 * @param fff ファイルポインタ
4899 static void dump_aux_home_museum(FILE *fff)
4901 char o_name[MAX_NLEN];
4904 /* Do we need it?? */
4905 /* process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x); */
4907 /* Print the home */
4908 st_ptr = &town[1].store[STORE_HOME];
4910 /* Home -- if anything there */
4911 if (st_ptr->stock_num)
4916 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4918 /* Dump all available items */
4919 for (i = 0; i < st_ptr->stock_num; i++)
4922 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4923 object_desc(o_name, &st_ptr->stock[i], 0);
4924 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4927 /* Add an empty line */
4928 fprintf(fff, "\n\n");
4932 /* Print the home */
4933 st_ptr = &town[1].store[STORE_MUSEUM];
4935 /* Home -- if anything there */
4936 if (st_ptr->stock_num)
4941 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4943 /* Dump all available items */
4944 for (i = 0; i < st_ptr->stock_num; i++)
4947 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4948 object_desc(o_name, &st_ptr->stock[i], 0);
4949 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4951 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4952 object_desc(o_name, &st_ptr->stock[i], 0);
4953 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4958 /* Add an empty line */
4959 fprintf(fff, "\n\n");
4965 * @brief ダンプ出力のメインルーチン
4966 * Output the character dump to a file
4967 * @param fff ファイルポインタ
4970 errr make_character_dump(FILE *fff)
4973 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4974 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4976 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4977 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4982 dump_aux_display_player(fff);
4983 dump_aux_last_message(fff);
4984 dump_aux_options(fff);
4985 dump_aux_recall(fff);
4986 dump_aux_quest(fff);
4987 dump_aux_arena(fff);
4988 dump_aux_monsters(fff);
4989 dump_aux_virtues(fff);
4990 dump_aux_race_history(fff);
4991 dump_aux_realm_history(fff);
4992 dump_aux_class_special(fff);
4993 dump_aux_mutations(fff);
4996 dump_aux_equipment_inventory(fff);
4997 dump_aux_home_museum(fff);
4999 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
5004 * @brief プレイヤーステータスをファイルダンプ出力する
5005 * Hack -- Dump a character description file
5006 * @param name 出力ファイル名
5009 * XXX XXX XXX Allow the "full" flag to dump additional info,
5010 * and trigger its usage from various places in the code.
5012 errr file_character(cptr name)
5018 /* Build the filename */
5019 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5021 /* File type is "TEXT" */
5022 FILE_TYPE(FILE_TYPE_TEXT);
5024 /* Check for existing file */
5025 fd = fd_open(buf, O_RDONLY);
5032 /* Close the file */
5036 (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);
5039 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5042 /* Open the non-existing file */
5043 if (fd < 0) fff = my_fopen(buf, "w");
5049 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);
5057 (void)make_character_dump(fff);
5064 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."));
5073 * @brief ファイル内容の一行をコンソールに出力する
5074 * Display single line of on-line help file
5075 * @param str 出力する文字列
5081 * You can insert some special color tag to change text color.
5083 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5084 * A colored segment is between "[[[[y|" and the last "|".
5085 * You can use any single character in place of the "|".
5088 static void show_file_aux_line(cptr str, int cy, cptr shower)
5090 static const char tag_str[] = "[[[[";
5091 byte color = TERM_WHITE;
5099 /* Make a lower case version of str for searching */
5104 /* Initial cursor position */
5105 Term_gotoxy(cx, cy);
5107 for (i = 0; str[i];)
5109 int len = strlen(&str[i]);
5110 int showercol = len + 1;
5111 int bracketcol = len + 1;
5115 /* Search for a shower string in the line */
5118 ptr = my_strstr(&lcstr[i], shower);
5119 if (ptr) showercol = ptr - &lcstr[i];
5122 /* Search for a color segment tag */
5123 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5124 if (ptr) bracketcol = ptr - &str[i];
5126 /* A color tag is found */
5127 if (bracketcol < endcol) endcol = bracketcol;
5129 /* The shower string is found before the color tag */
5130 if (showercol < endcol) endcol = showercol;
5132 /* Print a segment of the line */
5133 Term_addstr(endcol, color, &str[i]);
5137 /* Shower string? */
5138 if (endcol == showercol)
5140 int showerlen = strlen(shower);
5142 /* Print the shower string in yellow */
5143 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5148 /* Colored segment? */
5149 else if (endcol == bracketcol)
5153 /* Found the end of colored segment */
5156 /* Now looking for an another tag_str */
5159 /* Set back to the default color */
5164 /* Found a tag_str, and get a tag color */
5165 i += sizeof(tag_str)-1;
5168 color = color_char_to_attr(str[i]);
5170 /* Illegal color tag */
5171 if (color == 255 || str[i+1] == '\0')
5173 /* Illegal color tag */
5176 /* Print the broken tag as a string */
5177 Term_addstr(-1, TERM_WHITE, tag_str);
5178 cx += sizeof(tag_str)-1;
5182 /* Skip the color tag */
5185 /* Now looking for a close tag */
5188 /* Skip the close-tag-indicator */
5194 } /* for (i = 0; str[i];) */
5196 /* Clear rest of line */
5197 Term_erase(cx, cy, 255);
5202 * @brief ファイル内容をコンソールに出力する
5203 * Recursive file perusal.
5204 * @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
5205 * @param name ファイル名の文字列
5206 * @param what 内容キャプションの文字列
5207 * @param line 表示の現在行
5212 * Process various special text in the input file, including
5213 * the "menu" structures used by the "help file" system.
5214 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5217 bool show_file(bool show_version, cptr name, cptr what, int line, BIT_FLAGS mode)
5221 /* Number of "real" lines passed by */
5224 /* Number of "real" lines in the file */
5227 /* Backup value for "line" */
5230 /* This screen has sub-screens */
5233 /* Current help file */
5236 /* Find this string (if any) */
5239 /* Jump to this tag */
5242 /* Hold strings to find/show */
5243 char finder_str[81];
5244 char shower_str[81];
5247 /* String to show */
5251 char filename[1024];
5253 /* Describe this thing */
5259 /* General buffer */
5262 /* Sub-menu information */
5265 bool reverse = (line < 0);
5269 Term_get_size(&wid, &hgt);
5273 strcpy(finder_str, "");
5276 strcpy(shower_str, "");
5279 strcpy(caption, "");
5281 /* Wipe the hooks */
5282 for (i = 0; i < 68; i++)
5287 /* Copy the filename */
5288 strcpy(filename, name);
5290 n = strlen(filename);
5292 /* Extract the tag from the filename */
5293 for (i = 0; i < n; i++)
5295 if (filename[i] == '#')
5298 tag = filename + i + 1;
5303 /* Redirect the name */
5306 /* Hack XXX XXX XXX */
5310 strcpy(caption, what);
5312 /* Access the "file" */
5316 fff = my_fopen(path, "r");
5319 /* Look in "help" */
5323 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5325 /* Build the filename */
5326 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5329 fff = my_fopen(path, "r");
5332 /* Look in "info" */
5336 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5338 /* Build the filename */
5339 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5342 fff = my_fopen(path, "r");
5345 /* Look in "info" */
5348 /* Build the filename */
5349 path_build(path, sizeof(path), ANGBAND_DIR, name);
5351 for (i = 0; path[i]; i++)
5352 if ('\\' == path[i])
5353 path[i] = PATH_SEP[0];
5356 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5359 fff = my_fopen(path, "r");
5366 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5374 /* Pre-Parse the file */
5379 /* Read a line or stop */
5380 if (my_fgets(fff, buf, sizeof(buf))) break;
5382 /* XXX Parse "menu" items */
5383 if (prefix(str, "***** "))
5385 /* Notice "menu" requests */
5386 if ((str[6] == '[') && isalpha(str[7]))
5388 /* Extract the menu item */
5389 int k = str[7] - 'A';
5391 /* This is a menu file */
5394 if ((str[8] == ']') && (str[9] == ' '))
5396 /* Extract the menu item */
5397 strncpy(hook[k], str + 10, 31);
5399 /* Make sure it's null-terminated */
5403 /* Notice "tag" requests */
5404 else if (str[6] == '<')
5406 size_t len = strlen(str);
5408 if (str[len - 1] == '>')
5410 str[len - 1] = '\0';
5411 if (tag && streq(str + 7, tag)) line = next;
5419 /* Count the "real" lines */
5423 /* Save the number of "real" lines */
5426 /* start from bottom when reverse mode */
5427 if (line == -1) line = ((size-1)/rows)*rows;
5432 /* Display the file */
5435 /* Restart when necessary */
5436 if (line >= size - rows) line = size - rows;
5437 if (line < 0) line = 0;
5439 /* Re-open the file if needed */
5445 /* Hack -- Re-Open the file */
5446 fff = my_fopen(path, "r");
5449 if (!fff) return (FALSE);
5451 /* File has been restarted */
5455 /* Goto the selected line */
5459 if (my_fgets(fff, buf, sizeof(buf))) break;
5461 /* Skip tags/links */
5462 if (prefix(buf, "***** ")) continue;
5464 /* Count the lines */
5468 /* Dump the next 20, or rows, lines of the file */
5469 for (i = 0; i < rows; )
5473 /* Hack -- track the "first" line */
5474 if (!i) line = next;
5476 /* Get a line of the file or stop */
5477 if (my_fgets(fff, buf, sizeof(buf))) break;
5479 /* Hack -- skip "special" lines */
5480 if (prefix(buf, "***** ")) continue;
5482 /* Count the "real" lines */
5485 /* Hack -- keep searching */
5490 /* Make a lower case version of str for searching */
5491 strcpy(lc_buf, str);
5492 str_tolower(lc_buf);
5494 if (!my_strstr(lc_buf, find)) continue;
5497 /* Hack -- stop searching */
5501 show_file_aux_line(str, i + 2, shower);
5503 /* Count the printed lines */
5509 /* Clear rest of line */
5510 Term_erase(0, i + 2, 255);
5515 /* Hack -- failed search */
5525 /* Show a general "title" */
5528 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5529 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5530 caption, line, size), 0, 0);
5534 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5535 caption, line, size), 0, 0);
5538 /* Prompt -- small files */
5542 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5545 /* Prompt -- large files */
5550 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5552 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5554 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5558 /* Get a special key code */
5559 skey = inkey_special(TRUE);
5563 /* Show the help for the help */
5565 /* Hack - prevent silly recursion */
5566 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5567 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5570 /* Hack -- try showing */
5573 prt(_("強調: ", "Show: "), hgt - 1, 0);
5575 strcpy(back_str, shower_str);
5576 if (askfor(shower_str, 80))
5580 /* Make it lowercase */
5581 str_tolower(shower_str);
5584 shower = shower_str;
5586 else shower = NULL; /* Stop showing */
5588 else strcpy(shower_str, back_str);
5591 /* Hack -- try finding */
5595 prt(_("検索: ", "Find: "), hgt - 1, 0);
5597 strcpy(back_str, finder_str);
5598 if (askfor(finder_str, 80))
5607 /* Make finder lowercase */
5608 str_tolower(finder_str);
5611 shower = finder_str;
5613 else shower = NULL; /* Stop showing */
5615 else strcpy(finder_str, back_str);
5618 /* Hack -- go to a specific line */
5622 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5625 if (askfor(tmp, 80)) line = atoi(tmp);
5629 /* Hack -- go to the top line */
5634 /* Hack -- go to the bottom line */
5636 line = ((size - 1) / rows) * rows;
5639 /* Hack -- go to a specific file */
5643 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5644 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5646 if (askfor(tmp, 80))
5648 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5653 /* Allow backing up */
5655 line = line + (reverse ? rows : -rows);
5656 if (line < 0) line = 0;
5662 if (line < 0) line = 0;
5665 /* Advance a single line */
5668 line = line + (reverse ? -1 : 1);
5669 if (line < 0) line = 0;
5672 /* Move up / down */
5676 if (line < 0) line = 0;
5684 /* Advance one page */
5686 line = line + (reverse ? -rows : rows);
5687 if (line < 0) line = 0;
5696 /* Recurse on numbers */
5701 if (!(skey & SKEY_MASK) && isalpha(skey))
5704 if ((key > -1) && hook[key][0])
5706 /* Recurse on that file */
5707 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5712 /* Hack, dump to file */
5721 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5726 /* Build the filename */
5727 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5729 /* Hack -- Re-Open the file */
5730 fff = my_fopen(path, "r");
5732 ffp = my_fopen(buff, "w");
5737 msg_print(_("ファイルを開けません。", "Failed to open file."));
5742 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5743 my_fputs(ffp, xtmp, 80);
5744 my_fputs(ffp, "\n", 80);
5746 while (!my_fgets(fff, buff, sizeof(buff)))
5747 my_fputs(ffp, buff, 80);
5753 /* Hack -- Re-Open the file */
5754 fff = my_fopen(path, "r");
5757 /* Return to last screen */
5758 if ((skey == ESCAPE) || (skey == '<')) break;
5760 /* Exit on the ^q */
5761 if (skey == KTRL('q')) skey = 'q';
5763 /* Exit on the q key */
5764 if (skey == 'q') break;
5767 /* Close the file */
5771 if (skey == 'q') return (FALSE);
5779 * @brief ヘルプを表示するコマンドのメインルーチン
5780 * Peruse the On-Line-Help
5784 void do_cmd_help(void)
5789 /* Peruse the main help file */
5790 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5798 * @brief プレイヤーの名前をチェックして修正する
5799 * Process the player name.
5800 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5803 * Extract a clean "base name".
5804 * Build the savefile name if needed.
5806 void process_player_name(bool sf)
5809 char old_player_base[32] = "";
5811 if (character_generated) strcpy(old_player_base, player_base);
5813 /* Cannot be too long */
5814 #if defined(MACINTOSH) || defined(ACORN)
5815 if (strlen(p_ptr->name) > 15)
5818 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5822 /* Cannot contain "icky" characters */
5823 for (i = 0; p_ptr->name[i]; i++)
5825 /* No control characters */
5827 if (iskanji(p_ptr->name[i])){i++;continue;}
5828 if (iscntrl( (unsigned char)p_ptr->name[i]))
5830 if (iscntrl(p_ptr->name[i]))
5834 /* Illegal characters */
5835 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);
5842 /* Extract "useful" letters */
5843 for (i = 0; p_ptr->name[i]; i++)
5846 unsigned char c = p_ptr->name[i];
5848 char c = p_ptr->name[i];
5852 /* Convert "dot" to "underscore" */
5853 if (c == '.') c = '_';
5855 /* Accept all the letters */
5856 player_base[k++] = c;
5861 /* Extract "useful" letters */
5862 for (i = 0; p_ptr->name[i]; i++)
5865 unsigned char c = p_ptr->name[i];
5867 char c = p_ptr->name[i];
5870 /* Accept some letters */
5873 if(k + 2 >= sizeof(player_base) || !p_ptr->name[i+1]) break;
5874 player_base[k++] = c;
5876 player_base[k++] = p_ptr->name[i];
5879 else if (iskana(c)) player_base[k++] = c;
5883 /* Convert path separator to underscore */
5884 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5885 player_base[k++] = '_';
5886 i += strlen(PATH_SEP);
5888 /* Convert some characters to underscore */
5889 #if defined(WINDOWS)
5890 else if (my_strchr("\"*,/:;<>?\\|", c)) player_base[k++] = '_';
5892 else if (isprint(c)) player_base[k++] = c;
5898 player_base[k] = '\0';
5900 /* Require a "base" name */
5901 if (!player_base[0]) strcpy(player_base, "PLAYER");
5904 #ifdef SAVEFILE_MUTABLE
5910 if (!savefile_base[0] && savefile[0])
5917 t = my_strstr(s, PATH_SEP);
5922 strcpy(savefile_base, s);
5925 if (!savefile_base[0] || !savefile[0])
5928 /* Change the savefile name */
5933 strcpy(savefile_base, player_base);
5935 #ifdef SAVEFILE_USE_UID
5936 /* Rename the savefile, using the player_uid and player_base */
5937 (void)sprintf(temp, "%d.%s", player_uid, player_base);
5939 /* Rename the savefile, using the player_base */
5940 (void)sprintf(temp, "%s", player_base);
5943 /* Build the filename */
5944 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5947 /* Load an autopick preference file */
5948 if (character_generated)
5950 if (!streq(old_player_base, player_base)) autopick_load_pref(FALSE);
5956 * @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
5957 * Gets a name for the character, reacting to name changes.
5961 * Assumes that "display_player(0)" has just been called
5962 * Perhaps we should NOT ask for a name (at "birth()") on
5963 * Unix machines? XXX XXX
5964 * What a horrible name for a global function. XXX XXX XXX
5971 /* Save the player name */
5972 strcpy(tmp, p_ptr->name);
5974 /* Prompt for a new name */
5975 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))
5978 strcpy(p_ptr->name, tmp);
5981 if (0 == strlen(p_ptr->name))
5983 /* Use default name */
5984 strcpy(p_ptr->name, "PLAYER");
5987 strcpy(tmp,ap_ptr->title);
5994 strcat(tmp,p_ptr->name);
5996 /* Re-Draw the name (in light blue) */
5997 Term_erase(34, 1, 255);
5998 c_put_str(TERM_L_BLUE, tmp, 1, 34);
6000 /* Erase the prompt, etc */
6007 * @brief 自殺するコマンドのメインルーチン
6008 * Hack -- commit suicide
6012 void do_cmd_suicide(void)
6019 /* Verify Retirement */
6020 if (p_ptr->total_winner)
6023 if (!get_check_strict(_("引退しますか? ", "Do you want to retire? "), CHECK_NO_HISTORY)) return;
6026 /* Verify Suicide */
6030 if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return;
6034 if (!p_ptr->noscore)
6036 /* Special Verification for suicide */
6037 prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
6042 if (i != '@') return;
6044 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
6047 /* Initialize "last message" buffer */
6048 if (p_ptr->last_message) string_free(p_ptr->last_message);
6049 p_ptr->last_message = NULL;
6051 /* Hack -- Note *winning* message */
6052 if (p_ptr->total_winner && last_words)
6054 char buf[1024] = "";
6055 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_WINNER);
6058 while (!get_string(_("*勝利*メッセージ: ", "*Winning* message: "), buf, sizeof buf)) ;
6060 while (!get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
6064 p_ptr->last_message = string_make(buf);
6065 msg_print(p_ptr->last_message);
6070 p_ptr->playing = FALSE;
6072 /* Kill the player */
6073 p_ptr->is_dead = TRUE;
6076 p_ptr->leaving = TRUE;
6078 if (!p_ptr->total_winner)
6080 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ダンジョンの探索に絶望して自殺した。", "give up all hope to commit suicide."));
6081 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
6082 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
6085 /* Cause of death */
6086 (void)strcpy(p_ptr->died_from, _("途中終了", "Quitting"));
6091 * @brief セーブするコマンドのメインルーチン
6093 * @param is_autosave オートセーブ中の処理ならばTRUE
6097 void do_cmd_save_game(int is_autosave)
6099 /* Autosaves do not disturb */
6102 msg_print(_("自動セーブ中", "Autosaving the game..."));
6106 /* Disturb the player */
6110 /* Clear messages */
6117 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
6122 /* The player is not dead */
6123 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
6125 /* Forbid suspend */
6126 signals_ignore_tstp();
6128 /* Save the player */
6131 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6134 /* Save failed (oops) */
6137 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6140 /* Allow suspend again */
6141 signals_handle_tstp();
6146 /* Note that the player is not dead */
6147 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6149 /* HACK -- don't get sanity blast on updating view */
6150 is_loading_now = FALSE;
6155 /* Initialize monster process */
6158 /* HACK -- reset the hackish flag */
6159 is_loading_now = TRUE;
6164 * @brief セーブ後にゲーム中断フラグを立てる/
6165 * Save the game and exit
6169 void do_cmd_save_and_exit(void)
6171 p_ptr->playing = FALSE;
6174 p_ptr->leaving = TRUE;
6175 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6181 * Hack -- Calculates the total number of points earned -JWT-
6185 long total_points(void)
6189 u32b point, point_h, point_l;
6190 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
6192 if (!preserve_mode) mult += 10;
6193 if (!autoroller) mult += 10;
6194 if (!smart_learn) mult -= 20;
6195 if (smart_cheat) mult += 30;
6196 if (ironman_shops) mult += 50;
6197 if (ironman_small_levels) mult += 10;
6198 if (ironman_empty_levels) mult += 20;
6199 if (!powerup_home) mult += 50;
6200 if (ironman_rooms) mult += 100;
6201 if (ironman_nightmare) mult += 100;
6203 if (mult < 5) mult = 5;
6205 for (i = 0; i < max_d_idx; i++)
6206 if(max_dlv[i] > max_dl)
6207 max_dl = max_dlv[i];
6209 point_l = (p_ptr->max_max_exp + (100 * max_dl));
6210 point_h = point_l / 0x10000L;
6211 point_l = point_l % 0x10000L;
6214 point_h += point_l / 0x10000L;
6215 point_l %= 0x10000L;
6217 point_l += ((point_h % 100) << 16);
6221 point = (point_h << 16) + (point_l);
6222 if (p_ptr->arena_number >= 0)
6223 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
6225 if (ironman_downward) point *= 2;
6226 if (p_ptr->pclass == CLASS_BERSERKER)
6228 if ( p_ptr->prace == RACE_SPECTRE )
6232 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
6235 if (p_ptr->total_winner) point = 2;
6237 if (easy_band) point = (0 - point);
6243 #define GRAVE_LINE_WIDTH 31
6246 * @brief 墓石の真ん中に文字列を書き込む /
6247 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6251 static void center_string(char *buf, cptr str)
6258 /* Necessary border */
6259 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6262 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6269 * Save a "bones" file for a dead character
6272 * Note that we will not use these files until Angband 2.8.0, and
6273 * then we will only use the name and level on which death occured.
6274 * Should probably attempt some form of locking...
6277 static void make_bones(void)
6284 /* Ignore wizards and borgs */
6285 if (!(p_ptr->noscore & 0x00FF))
6287 /* Ignore people who die in town */
6292 /* XXX XXX XXX "Bones" name */
6293 sprintf(tmp, "bone.%03d", dun_level);
6295 /* Build the filename */
6296 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6298 /* Attempt to open the bones file */
6299 fp = my_fopen(str, "r");
6301 /* Close it right away */
6302 if (fp) my_fclose(fp);
6304 /* Do not over-write a previous ghost */
6307 /* File type is "TEXT" */
6308 FILE_TYPE(FILE_TYPE_TEXT);
6310 /* Grab permissions */
6313 /* Try to write a new "Bones File" */
6314 fp = my_fopen(str, "w");
6316 /* Drop permissions */
6319 /* Not allowed to write it? Weird. */
6323 fprintf(fp, "%s\n", p_ptr->name);
6324 fprintf(fp, "%d\n", p_ptr->mhp);
6325 fprintf(fp, "%d\n", p_ptr->prace);
6326 fprintf(fp, "%d\n", p_ptr->pclass);
6328 /* Close and save the Bones file */
6337 * Redefinable "print_tombstone" action
6339 bool (*tombstone_aux)(void) = NULL;
6343 * @brief 墓石のアスキーアート表示 /
6344 * Display a "tomb-stone"
6347 static void print_tomb(void)
6351 /* Do we use a special tombstone ? */
6354 /* Use tombstone hook */
6355 done = (*tombstone_aux)();
6358 /* Print the text-tombstone */
6367 time_t ct = time((time_t)0);
6375 /* Build the filename */
6376 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6378 /* Open the News file */
6379 fp = my_fopen(buf, "r");
6386 /* Dump the file to the screen */
6387 while (0 == my_fgets(fp, buf, sizeof(buf)))
6389 /* Display and advance */
6390 put_str(buf, i++, 0);
6398 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6411 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6414 center_string(buf, p_ptr->name);
6415 put_str(buf, 6, 11);
6418 center_string(buf, "the");
6419 put_str(buf, 7, 11);
6422 center_string(buf, p);
6423 put_str(buf, 8, 11);
6425 center_string(buf, cp_ptr->title);
6426 put_str(buf, 10, 11);
6428 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6429 center_string(buf, tmp);
6430 put_str(buf, 11, 11);
6432 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6433 center_string(buf, tmp);
6434 put_str(buf, 12, 11);
6436 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6437 center_string(buf, tmp);
6438 put_str(buf, 13, 11);
6441 /* 墓に刻む言葉をオリジナルより細かく表示 */
6442 if (streq(p_ptr->died_from, "途中終了"))
6444 strcpy(tmp, "<自殺>");
6446 else if (streq(p_ptr->died_from, "ripe"))
6448 strcpy(tmp, "引退後に天寿を全う");
6450 else if (streq(p_ptr->died_from, "Seppuku"))
6452 strcpy(tmp, "勝利の後、切腹");
6456 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6457 t = tmp + strlen(tmp) + 1;
6460 strcpy(dummy, t); /* 2nd line */
6461 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6463 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6466 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6469 char *name_head = my_strstr(tmp, "『");
6470 sprintf(dummy2, "%s%s", name_head, dummy);
6471 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6473 strcpy(dummy, dummy2);
6477 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6480 char *name_head = my_strstr(tmp, "「");
6481 sprintf(dummy2, "%s%s", name_head, dummy);
6482 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6484 strcpy(dummy, dummy2);
6488 center_string(buf, dummy);
6489 put_str(buf, 15, 11);
6493 center_string(buf, tmp);
6494 put_str(buf, 14, 11);
6496 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6500 cptr field_name = p_ptr->town_num ? "街" : "荒野";
6501 if (streq(p_ptr->died_from, "途中終了"))
6503 sprintf(tmp, "%sで死んだ", field_name);
6507 sprintf(tmp, "に%sで殺された", field_name);
6512 if (streq(p_ptr->died_from, "途中終了"))
6514 sprintf(tmp, "地下 %d 階で死んだ", (int)dun_level);
6518 sprintf(tmp, "に地下 %d 階で殺された", (int)dun_level);
6521 center_string(buf, tmp);
6522 put_str(buf, 15 + extra_line, 11);
6525 (void)sprintf(tmp, "Killed on Level %d", dun_level);
6526 center_string(buf, tmp);
6527 put_str(buf, 14, 11);
6529 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6530 center_string(buf, tmp);
6531 put_str(buf, 15, 11);
6532 t = tmp + strlen(tmp) + 1;
6535 strcpy(dummy, t); /* 2nd line */
6536 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6538 int dummy_len = strlen(dummy);
6539 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6541 center_string(buf, dummy);
6542 put_str(buf, 16, 11);
6546 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6547 center_string(buf, tmp);
6548 put_str(buf, 17, 11);
6549 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6555 * @brief 死亡、引退時の簡易ステータス表示 /
6556 * Display some character info
6559 static void show_info(void)
6565 /* Hack -- Know everything in the inven/equip */
6566 for (i = 0; i < INVEN_TOTAL; i++)
6568 o_ptr = &inventory[i];
6570 /* Skip non-objects */
6571 if (!o_ptr->k_idx) continue;
6573 /* Aware and Known */
6574 object_aware(o_ptr);
6575 object_known(o_ptr);
6578 for (i = 1; i < max_towns; i++)
6580 st_ptr = &town[i].store[STORE_HOME];
6582 /* Hack -- Know everything in the home */
6583 for (j = 0; j < st_ptr->stock_num; j++)
6585 o_ptr = &st_ptr->stock[j];
6587 /* Skip non-objects */
6588 if (!o_ptr->k_idx) continue;
6590 /* Aware and Known */
6591 object_aware(o_ptr);
6592 object_known(o_ptr);
6596 /* Hack -- Recalculate bonuses */
6597 p_ptr->update |= (PU_BONUS);
6602 /* Flush all input keys */
6605 /* Flush messages */
6609 /* Describe options */
6610 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);
6611 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);
6613 /* Dump character records as requested */
6619 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6622 strcpy(out_val, "");
6624 /* Ask for filename (or abort) */
6625 if (!askfor(out_val, 60)) return;
6627 /* Return means "show on screen" */
6628 if (!out_val[0]) break;
6633 /* Dump a character file */
6634 (void)file_character(out_val);
6642 /* Display player */
6645 /* Prompt for inventory */
6646 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);
6648 /* Allow abort at this point */
6649 if (inkey() == ESCAPE) return;
6652 /* Show equipment and inventory */
6654 /* Equipment -- if any */
6658 item_tester_full = TRUE;
6659 (void)show_equip(0);
6660 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6662 if (inkey() == ESCAPE) return;
6665 /* Inventory -- if any */
6669 item_tester_full = TRUE;
6670 (void)show_inven(0);
6671 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6673 if (inkey() == ESCAPE) return;
6676 /* Homes in the different towns */
6677 for (l = 1; l < max_towns; l++)
6679 st_ptr = &town[l].store[STORE_HOME];
6681 /* Home -- if anything there */
6682 if (st_ptr->stock_num)
6684 /* Display contents of the home */
6685 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6691 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6693 char o_name[MAX_NLEN];
6697 o_ptr = &st_ptr->stock[i];
6699 /* Print header, clear line */
6700 sprintf(tmp_val, "%c) ", I2A(j));
6701 prt(tmp_val, j+2, 4);
6703 /* Display object description */
6704 object_desc(o_name, o_ptr, 0);
6705 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6709 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);
6712 if (inkey() == ESCAPE) return;
6720 * Display some character info
6723 static bool check_score(void)
6729 if (highscore_fd < 0)
6731 msg_print(_("スコア・ファイルが使用できません。", "Score file unavailable."));
6736 #ifndef SCORE_WIZARDS
6737 /* Wizard-mode pre-empts scoring */
6738 if (p_ptr->noscore & 0x000F)
6740 msg_print(_("ウィザード・モードではスコアが記録されません。", "Score not registered for wizards."));
6747 /* Borg-mode pre-empts scoring */
6748 if (p_ptr->noscore & 0x00F0)
6750 msg_print(_("ボーグ・モードではスコアが記録されません。", "Score not registered for borgs."));
6756 #ifndef SCORE_CHEATERS
6757 /* Cheaters are not scored */
6758 if (p_ptr->noscore & 0xFF00)
6760 msg_print(_("詐欺をやった人はスコアが記録されません。", "Score not registered for cheaters."));
6767 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("強制終了", "Interrupting")))
6769 msg_print(_("強制終了のためスコアが記録されません。", "Score not registered due to interruption."));
6775 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("途中終了", "Quitting")))
6777 msg_print(_("途中終了のためスコアが記録されません。", "Score not registered due to quitting."));
6786 * Close up the current game (player may or may not be dead)
6790 * This function is called only from "main.c" and "signals.c".
6793 void close_game(void)
6796 bool do_send = TRUE;
6798 /* cptr p = "[i:キャラクタの情報, f:ファイル書き出し, t:スコア, x:*鑑定*, ESC:ゲーム終了]"; */
6803 /* Flush the messages */
6806 /* Flush the input */
6810 /* No suspending now */
6811 signals_ignore_tstp();
6814 /* Hack -- Character is now "icky" */
6815 character_icky = TRUE;
6818 /* Build the filename */
6819 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6821 /* Grab permissions */
6824 /* Open the high score file, for reading/writing */
6825 highscore_fd = fd_open(buf, O_RDWR);
6827 /* Drop permissions */
6833 /* Handle retirement */
6834 if (p_ptr->total_winner) kingly();
6837 if (!cheat_save || get_check(_("死んだデータをセーブしますか? ", "Save death? ")))
6839 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
6841 else do_send = FALSE;
6848 /* Show more info */
6856 if ((!send_world_score(do_send)))
6858 if (get_check_strict(_("後でスコアを登録するために待機しますか?", "Stand by for later score registration? "),
6859 (CHECK_NO_ESCAPE | CHECK_NO_HISTORY)))
6861 p_ptr->wait_report_score = TRUE;
6862 p_ptr->is_dead = FALSE;
6863 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
6866 if (!p_ptr->wait_report_score)
6869 else if (highscore_fd >= 0)
6871 display_scores_aux(0, 10, -1, NULL);
6874 /* Dump bones file */
6883 do_cmd_save_game(FALSE);
6885 /* Prompt for scores XXX XXX XXX */
6886 prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
6887 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
6889 /* Predict score (or ESCAPE) */
6890 if (inkey() != ESCAPE) predict_score();
6894 /* Shut the high score file */
6895 (void)fd_close(highscore_fd);
6897 /* Forget the high score fd */
6900 /* Kill all temporal files */
6901 clear_saved_floor_files();
6903 /* Allow suspending now */
6904 signals_handle_tstp();
6909 * @brief 異常発生時のゲーム緊急終了処理 /
6910 * Handle abrupt death of the visual system
6914 * This routine is called only in very rare situations, and only
6915 * by certain visual systems, when they experience fatal errors.
6916 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6917 * save file so that player can see tombstone when restart.
6920 void exit_game_panic(void)
6922 /* If nothing important has happened, just quit */
6923 if (!character_generated || character_saved) quit(_("緊急事態", "panic"));
6925 /* Mega-Hack -- see "msg_print()" */
6928 /* Clear the top line */
6931 /* Hack -- turn off some things */
6934 /* Mega-Hack -- Delay death */
6935 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6937 /* Hardcode panic save */
6938 p_ptr->panic_save = 1;
6940 /* Forbid suspend */
6941 signals_ignore_tstp();
6943 /* Indicate panic save */
6944 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6946 /* Panic save, or get worried */
6947 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6949 /* Successful panic save */
6950 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6955 * @brief ファイルからランダムに行を一つ取得する /
6956 * Get a random line from a file
6957 * @param file_name ファイル名
6958 * @param entry 特定条件時のN:タグヘッダID
6959 * @param output 出力先の文字列参照ポインタ
6963 * Based on the monster speech patch by Matt Graham,
6966 errr get_rnd_line(cptr file_name, int entry, char *output)
6974 /* Build the filename */
6975 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6978 fp = my_fopen(buf, "r");
6983 /* Find the entry of the monster */
6986 /* Get a line from the file */
6987 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6989 /* Count the lines */
6992 /* Look for lines starting with 'N:' */
6993 if ((buf[0] == 'N') && (buf[1] == ':'))
6995 /* Allow default lines */
7001 else if (buf[2] == 'M')
7003 if (r_info[entry].flags1 & RF1_MALE) break;
7005 else if (buf[2] == 'F')
7007 if (r_info[entry].flags1 & RF1_FEMALE) break;
7009 /* Get the monster number */
7010 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
7012 /* Is it the right number? */
7013 if (test == entry) break;
7017 /* Error while converting the number */
7018 msg_format("Error in line %d of %s!", line_num, file_name);
7026 /* Reached end of file */
7032 /* Get the random line */
7033 for (counter = 0; ; counter++)
7037 test = my_fgets(fp, buf, sizeof(buf));
7039 /* Count the lines */
7040 /* line_num++; No more needed */
7044 /* Ignore lines starting with 'N:' */
7045 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
7047 if (buf[0] != '#') break;
7056 if (one_in_(counter + 1)) strcpy(output, buf);
7059 /* Close the file */
7063 return counter ? 0 : -1;
7069 * @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) /
7070 * @param file_name ファイル名
7071 * @param entry 特定条件時のN:タグヘッダID
7072 * @param output 出力先の文字列参照ポインタ
7077 errr get_rnd_line_jonly(cptr file_name, int entry, char *output, int count)
7082 for (i = 0; i < count; i++)
7084 result = get_rnd_line(file_name, entry, output);
7087 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
7095 * @brief 自動拾いファイルを読み込む /
7099 errr process_autopick_file(cptr name)
7105 /* Build the filename */
7106 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
7108 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
7116 * @brief プレイヤーの生い立ちファイルを読み込む /
7117 * Process file for player's history editor.
7122 errr process_histpref_file(cptr name)
7126 bool old_character_xtra = character_xtra;
7128 /* Build the filename */
7129 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
7131 /* Hack -- prevent modification birth options in this file */
7132 character_xtra = TRUE;
7134 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
7136 character_xtra = old_character_xtra;
7143 * @brief ファイル位置をシーク /
7144 * @param fd ファイルディスクリプタ
7145 * @param where ファイルバイト位置
7146 * @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
7150 static errr counts_seek(int fd, u32b where, bool flag)
7153 char temp1[128], temp2[128];
7154 u32b zero_header[3] = {0L, 0L, 0L};
7157 #ifdef SAVEFILE_USE_UID
7158 (void)sprintf(temp1, "%d.%s.%d%d%d", player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
7160 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
7162 for (i = 0; temp1[i]; i++)
7163 temp1[i] ^= (i+1) * 63;
7168 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
7170 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
7175 fd_seek(fd, seekpoint);
7176 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
7177 fd_write(fd, (char*)(temp1), sizeof(temp1));
7181 if (strcmp(temp1, temp2) == 0)
7184 seekpoint += 128 + 3 * sizeof(u32b);
7187 return fd_seek(fd, seekpoint + where * sizeof(u32b));
7191 * @brief ファイル位置を読み込む
7192 * @param where ファイルバイト位置
7196 u32b counts_read(int where)
7202 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
7203 fd = fd_open(buf, O_RDONLY);
7205 if (counts_seek(fd, where, FALSE) ||
7206 fd_read(fd, (char*)(&count), sizeof(u32b)))
7215 * @brief ファイル位置に書き込む /
7216 * @param where ファイルバイト位置
7217 * @param count 書き込む値
7221 errr counts_write(int where, u32b count)
7227 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
7229 /* Grab permissions */
7232 fd = fd_open(buf, O_RDWR);
7234 /* Drop permissions */
7239 /* File type is "DATA" */
7240 FILE_TYPE(FILE_TYPE_DATA);
7242 /* Grab permissions */
7245 /* Create a new high score file */
7246 fd = fd_make(buf, 0644);
7248 /* Drop permissions */
7252 /* Grab permissions */
7255 err = fd_lock(fd, F_WRLCK);
7257 /* Drop permissions */
7262 counts_seek(fd, where, TRUE);
7263 fd_write(fd, (char*)(&count), sizeof(u32b));
7265 /* Grab permissions */
7268 err = fd_lock(fd, F_UNLCK);
7270 /* Drop permissions */
7281 #ifdef HANDLE_SIGNALS
7288 * @brief OSからのシグナルを受けてサスペンド状態に入る /
7289 * Handle signals -- suspend
7290 * @param sig 受け取ったシグナル
7292 * Actually suspend the game, and then resume cleanly
7294 static void handle_signal_suspend(int sig)
7296 /* Disable handler */
7297 (void)signal(sig, SIG_IGN);
7304 /* Suspend the "Term" */
7305 Term_xtra(TERM_XTRA_ALIVE, 0);
7307 /* Suspend ourself */
7308 (void)kill(0, SIGSTOP);
7310 /* Resume the "Term" */
7311 Term_xtra(TERM_XTRA_ALIVE, 1);
7313 /* Redraw the term */
7316 /* Flush the term */
7321 /* Restore handler */
7322 (void)signal(sig, handle_signal_suspend);
7327 * @brief OSからのシグナルを受けて中断、終了する /
7328 * Handle signals -- simple (interrupt and quit)
7329 * @param sig 受け取ったシグナル
7332 * This function was causing a *huge* number of problems, so it has
7333 * been simplified greatly. We keep a global variable which counts
7334 * the number of times the user attempts to kill the process, and
7335 * we commit suicide if the user does this a certain number of times.
7336 * We attempt to give "feedback" to the user as he approaches the
7337 * suicide thresh-hold, but without penalizing accidental keypresses.
7338 * To prevent messy accidents, we should reset this global variable
7339 * whenever the user enters a keypress, or something like that.
7342 static void handle_signal_simple(int sig)
7344 /* Disable handler */
7345 (void)signal(sig, SIG_IGN);
7348 /* Nothing to save, just quit */
7349 if (!character_generated || character_saved) quit(NULL);
7352 /* Count the signals */
7356 /* Terminate dead characters */
7359 /* Mark the savefile */
7360 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
7370 quit(_("強制終了", "interrupt"));
7373 /* Allow suicide (after 5) */
7374 else if (signal_count >= 5)
7376 /* Cause of "death" */
7377 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
7384 p_ptr->playing = FALSE;
7387 p_ptr->is_dead = TRUE;
7390 p_ptr->leaving = TRUE;
7396 quit(_("強制終了", "interrupt"));
7399 /* Give warning (after 4) */
7400 else if (signal_count >= 4)
7403 Term_xtra(TERM_XTRA_NOISE, 0);
7405 /* Clear the top line */
7406 Term_erase(0, 0, 255);
7408 /* Display the cause */
7409 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7415 /* Give warning (after 2) */
7416 else if (signal_count >= 2)
7419 Term_xtra(TERM_XTRA_NOISE, 0);
7422 /* Restore handler */
7423 (void)signal(sig, handle_signal_simple);
7428 * @brief OSからのシグナルを受けて強制終了する /
7429 * Handle signal -- abort, kill, etc
7430 * @param sig 受け取ったシグナル
7434 * This function was causing a *huge* number of problems, so it has
7435 * been simplified greatly. We keep a global variable which counts
7436 * the number of times the user attempts to kill the process, and
7437 * we commit suicide if the user does this a certain number of times.
7438 * We attempt to give "feedback" to the user as he approaches the
7439 * suicide thresh-hold, but without penalizing accidental keypresses.
7440 * To prevent messy accidents, we should reset this global variable
7441 * whenever the user enters a keypress, or something like that.
7444 static void handle_signal_abort(int sig)
7448 Term_get_size(&wid, &hgt);
7450 /* Disable handler */
7451 (void)signal(sig, SIG_IGN);
7454 /* Nothing to save, just quit */
7455 if (!character_generated || character_saved) quit(NULL);
7462 /* Clear the bottom line */
7463 Term_erase(0, hgt - 1, 255);
7465 /* Give a warning */
7466 Term_putstr(0, hgt - 1, -1, TERM_RED,
7467 _("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!"));
7471 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7473 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7479 p_ptr->panic_save = 1;
7482 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7484 /* Forbid suspend */
7485 signals_ignore_tstp();
7487 /* Attempt to save */
7490 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7496 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7503 quit(_("ソフトのバグ", "software bug"));
7507 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7508 * Ignore SIGTSTP signals (keyboard suspend)
7512 void signals_ignore_tstp(void)
7516 (void)signal(SIGTSTP, SIG_IGN);
7522 * @brief OSからのSIGTSTPシグナルハンドラ /
7523 * Handle SIGTSTP signals (keyboard suspend)
7527 void signals_handle_tstp(void)
7531 (void)signal(SIGTSTP, handle_signal_suspend);
7538 * @brief OSからのシグナルハンドルを初期化する /
7539 * Prepare to handle the relevant signals
7543 void signals_init(void)
7547 (void)signal(SIGHUP, SIG_IGN);
7552 (void)signal(SIGTSTP, handle_signal_suspend);
7557 (void)signal(SIGINT, handle_signal_simple);
7561 (void)signal(SIGQUIT, handle_signal_simple);
7566 (void)signal(SIGFPE, handle_signal_abort);
7570 (void)signal(SIGILL, handle_signal_abort);
7574 (void)signal(SIGTRAP, handle_signal_abort);
7578 (void)signal(SIGIOT, handle_signal_abort);
7582 (void)signal(SIGKILL, handle_signal_abort);
7586 (void)signal(SIGBUS, handle_signal_abort);
7590 (void)signal(SIGSEGV, handle_signal_abort);
7594 (void)signal(SIGTERM, handle_signal_abort);
7598 (void)signal(SIGPIPE, handle_signal_abort);
7602 (void)signal(SIGEMT, handle_signal_abort);
7606 (void)signal(SIGDANGER, handle_signal_abort);
7610 (void)signal(SIGSYS, handle_signal_abort);
7614 (void)signal(SIGXCPU, handle_signal_abort);
7618 (void)signal(SIGPWR, handle_signal_abort);
7624 #else /* HANDLE_SIGNALS */
7631 void signals_ignore_tstp(void)
7639 void signals_handle_tstp(void)
7647 void signals_init(void)
7650 #endif /* HANDLE_SIGNALS */