7 #include "display-characteristic.h"
8 #include "flavor/flavor-util.h"
9 #include "inventory/inventory-slot-types.h"
10 #include "object-enchant/tr-types.h"
11 #include "object-enchant/trc-types.h"
12 #include "object/object-flags.h"
13 #include "player/permanent-resistances.h"
14 #include "player/race-resistances.h"
15 #include "player/temporary-resistances.h"
16 #include "term/screen-processor.h"
17 #include "term/term-color-types.h"
18 #include "util/bit-flags-calculator.h"
21 BIT_FLAGS player_flags[TR_FLAG_SIZE];
22 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
23 BIT_FLAGS player_imm[TR_FLAG_SIZE];
24 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
25 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
26 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
31 * @brief 呪われた装備の表示色を変更する
35 * @param flags 装備品へのフラグ群
36 * @param header_color 耐性等のパラメータ名 の色
37 * @param o_ptr 装備品への参照ポインタ
38 * @return 与えられた装備が呪われていればTRUE
40 static bool decide_cursed_equipment_color(u16b mode, TERM_LEN row, TERM_LEN *col, BIT_FLAGS *flags, byte *header_color, object_type *o_ptr)
42 if ((mode & DP_CURSE) == 0) return FALSE;
44 if (has_flag(flags, TR_ADD_L_CURSE) || has_flag(flags, TR_ADD_H_CURSE))
46 c_put_str(TERM_L_DARK, "+", row, *col);
47 *header_color = TERM_WHITE;
50 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
52 c_put_str(TERM_WHITE, "+", row, *col);
53 *header_color = TERM_WHITE;
56 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
58 c_put_str(TERM_WHITE, "*", row, *col);
59 *header_color = TERM_WHITE;
68 * @brief 装備品の光源範囲増加/減少で表示色を変える
71 * @param flag1 参照する特性ID
72 * @param flags 装備品へのフラグ群
73 * @param header_color 耐性等のパラメータ名 の色
74 * @return 装備品が光源範囲に影響を及ぼすならばTRUE、そうでないならFALSE
76 static bool decide_light_equipment_color(TERM_LEN row, TERM_LEN *col, int flag1, BIT_FLAGS *flags, byte *header_color)
78 if (flag1 != TR_LITE_1) return FALSE;
80 if (has_dark_flag(flags))
82 c_put_str(TERM_L_DARK, "+", row, *col);
83 *header_color = TERM_WHITE;
85 else if (has_lite_flag(flags))
87 c_put_str(TERM_WHITE, "+", row, *col);
88 *header_color = TERM_WHITE;
97 * @brief プレーヤーの弱点に応じて表示色を変える
101 * @param flag1 参照する特性ID
102 * @param flags 装備品へのフラグ群
103 * @param header_color 耐性等のパラメータ名 の色
104 * @param vuln プレーヤーの弱点
107 static void decide_vulnerability_color(u16b mode, TERM_LEN row, TERM_LEN *col, int flag1, BIT_FLAGS *flags, byte *header_color, bool vuln)
109 if (has_flag(flags, flag1))
111 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
112 (mode & DP_IMM) ? "*" : "+", row, *col);
113 *header_color = TERM_WHITE;
121 * @brief 装備品を走査し、状況に応じて耐性等の表示色を変える
122 * @param creature_ptr プレーヤーへの参照ポインタ
123 * @param mode 表示オプション
126 * @param flag1 参照する特性ID
127 * @param header_color 耐性等のパラメータ名 の色
128 * @param vuln プレーヤーの弱点
131 * max_i changes only when weapon flags need only two column
133 static void decide_colors(player_type *creature_ptr, u16b mode, TERM_LEN row, TERM_LEN *col, int flag1, byte *header_color, bool vuln)
135 int max_i = (mode & DP_WP) ? INVEN_SUB_HAND + 1 : INVEN_TOTAL;
136 for (inventory_slot_type i = INVEN_MAIN_HAND; i < max_i; i++)
138 BIT_FLAGS flags[TR_FLAG_SIZE];
140 o_ptr = &creature_ptr->inventory_list[i];
141 object_flags_known(creature_ptr, o_ptr, flags);
142 if (!(mode & DP_IMM))
143 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, *col);
145 if (decide_cursed_equipment_color(mode, row, col, flags, header_color, o_ptr)) continue;
146 if (decide_light_equipment_color(row, col, flag1, flags, header_color)) continue;
148 decide_vulnerability_color(mode, row, col, flag1, flags, header_color, vuln);
154 * @brief プレイヤーの特性フラグ一種を表示する
155 * @param row コンソール表示位置の左上行
156 * @param col コンソール表示位置の左上列
157 * @param header コンソール上で表示する特性名
158 * @param header_color 耐性等のパラメータ名 の色
159 * @param header_col 「耐性等のパラメータ名 の色」の元々の位置
160 * @param flag1 参照する特性ID
161 * @param vuln プレーヤーの弱点
162 * @param f プレイヤーの特性情報構造体
165 static void display_one_characteristic(TERM_LEN row, TERM_LEN col, concptr header, byte header_color, int header_col, int flag1, bool vuln, all_player_flags *f)
167 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
168 if (has_flag(f->player_flags, flag1))
170 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
171 header_color = TERM_WHITE;
174 if (has_flag(f->tim_player_flags, flag1))
176 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
177 header_color = TERM_WHITE;
180 if (has_flag(f->tim_player_imm, flag1))
182 c_put_str(TERM_YELLOW, "*", row, col);
183 header_color = TERM_WHITE;
186 if (has_flag(f->player_imm, flag1))
188 c_put_str(TERM_WHITE, "*", row, col);
189 header_color = TERM_WHITE;
193 c_put_str(TERM_RED, "v", row, col + 1);
195 c_put_str(header_color, header, row, header_col);
200 * @brief プレイヤーの特性フラグ一種表示を処理するメインルーチン
201 * @param creature_ptr プレーヤーへの参照ポインタ
202 * @param row コンソール表示位置の左上行
203 * @param col コンソール表示位置の左上列
204 * @param header コンソール上で表示する特性名
205 * @param flag1 参照する特性ID
206 * @param f プレイヤーの特性情報構造体
207 * @param mode 表示オプション
210 static void process_one_characteristic(player_type *creature_ptr, TERM_LEN row, TERM_LEN col, concptr header, int flag1, all_player_flags *f, u16b mode)
212 byte header_color = TERM_L_DARK;
213 int header_col = col;
215 if (has_flag(f->player_vuln, flag1) &&
216 !(has_flag(f->known_obj_imm, flag1) || has_flag(f->player_imm, flag1) || has_flag(f->tim_player_imm, flag1)))
219 col += strlen(header) + 1;
220 decide_colors(creature_ptr, mode, row, &col, flag1, &header_color, vuln);
223 if (header_color != TERM_L_DARK)
225 c_put_str(header_color, header, row, header_col);
231 display_one_characteristic(row, col, header, header_color, header_col, flag1, vuln, f);
236 * @brief プレーヤーの基本耐性を表示する
237 * @param creature_ptr プレーヤーへの参照ポインタ
238 * @param display_player_equippy 表示へのコールバック
239 * @param f 特性フラグへの参照ポインタ
242 static void display_basic_resistance_info(player_type *creature_ptr, void(*display_player_equippy)(player_type*, TERM_LEN, TERM_LEN, BIT_FLAGS16), all_player_flags *f)
246 (*display_player_equippy)(creature_ptr, row - 2, col + 8, 0);
247 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 8);
249 process_one_characteristic(creature_ptr, row + 0, col, _("耐酸 :", "Acid :"), TR_RES_ACID, f, 0);
250 process_one_characteristic(creature_ptr, row + 0, col, _("耐酸 :", "Acid :"), TR_IM_ACID, f, DP_IMM);
251 process_one_characteristic(creature_ptr, row + 1, col, _("耐電撃:", "Elec :"), TR_RES_ELEC, f, 0);
252 process_one_characteristic(creature_ptr, row + 1, col, _("耐電撃:", "Elec :"), TR_IM_ELEC, f, DP_IMM);
253 process_one_characteristic(creature_ptr, row + 2, col, _("耐火炎:", "Fire :"), TR_RES_FIRE, f, 0);
254 process_one_characteristic(creature_ptr, row + 2, col, _("耐火炎:", "Fire :"), TR_IM_FIRE, f, DP_IMM);
255 process_one_characteristic(creature_ptr, row + 3, col, _("耐冷気:", "Cold :"), TR_RES_COLD, f, 0);
256 process_one_characteristic(creature_ptr, row + 3, col, _("耐冷気:", "Cold :"), TR_IM_COLD, f, DP_IMM);
257 process_one_characteristic(creature_ptr, row + 4, col, _("耐毒 :", "Poison:"), TR_RES_POIS, f, 0);
258 process_one_characteristic(creature_ptr, row + 5, col, _("耐閃光:", "Light :"), TR_RES_LITE, f, 0);
259 process_one_characteristic(creature_ptr, row + 6, col, _("耐暗黒:", "Dark :"), TR_RES_DARK, f, 0);
260 process_one_characteristic(creature_ptr, row + 7, col, _("耐破片:", "Shard :"), TR_RES_SHARDS, f, 0);
261 process_one_characteristic(creature_ptr, row + 8, col, _("耐盲目:", "Blind :"), TR_RES_BLIND, f, 0);
262 process_one_characteristic(creature_ptr, row + 9, col, _("耐混乱:", "Conf :"), TR_RES_CONF, f, 0);
267 * @brief プレーヤーの上位耐性を表示する
268 * @param creature_ptr プレーヤーへの参照ポインタ
269 * @param display_player_equippy 表示へのコールバック
270 * @param f 特性フラグへの参照ポインタ
273 static void display_advanced_resistance_info(player_type *creature_ptr, void(*display_player_equippy)(player_type*, TERM_LEN, TERM_LEN, BIT_FLAGS16), all_player_flags *f)
277 (*display_player_equippy)(creature_ptr, row - 2, col + 8, 0);
278 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 8);
280 process_one_characteristic(creature_ptr, row + 0, col, _("耐轟音:", "Sound :"), TR_RES_SOUND, f, 0);
281 process_one_characteristic(creature_ptr, row + 1, col, _("耐地獄:", "Nether:"), TR_RES_NETHER, f, 0);
282 process_one_characteristic(creature_ptr, row + 2, col, _("耐因混:", "Nexus :"), TR_RES_NEXUS, f, 0);
283 process_one_characteristic(creature_ptr, row + 3, col, _("耐カオ:", "Chaos :"), TR_RES_CHAOS, f, 0);
284 process_one_characteristic(creature_ptr, row + 4, col, _("耐劣化:", "Disnch:"), TR_RES_DISEN, f, 0);
285 process_one_characteristic(creature_ptr, row + 5, col, _("耐恐怖:", "Fear :"), TR_RES_FEAR, f, 0);
286 process_one_characteristic(creature_ptr, row + 6, col, _("反射 :", "Reflct:"), TR_REFLECT, f, 0);
287 process_one_characteristic(creature_ptr, row + 7, col, _("火炎オ:", "AuFire:"), TR_SH_FIRE, f, 0);
288 process_one_characteristic(creature_ptr, row + 8, col, _("電気オ:", "AuElec:"), TR_SH_ELEC, f, 0);
289 process_one_characteristic(creature_ptr, row + 9, col, _("冷気オ:", "AuCold:"), TR_SH_COLD, f, 0);
294 * @brief プレーヤーのその他耐性を表示する
295 * @param creature_ptr プレーヤーへの参照ポインタ
296 * @param display_player_equippy 表示へのコールバック
297 * @param f 特性フラグへの参照ポインタ
300 static void display_other_resistance_info(player_type *creature_ptr, void(*display_player_equippy)(player_type*, TERM_LEN, TERM_LEN, BIT_FLAGS16), all_player_flags *f)
304 (*display_player_equippy)(creature_ptr, row - 2, col + 12, 0);
305 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 12);
307 process_one_characteristic(creature_ptr, row + 0, col, _("加速 :", "Speed :"), TR_SPEED, f, 0);
308 process_one_characteristic(creature_ptr, row + 1, col, _("耐麻痺 :", "FreeAction:"), TR_FREE_ACT, f, 0);
309 process_one_characteristic(creature_ptr, row + 2, col, _("透明体視認:", "SeeInvisi.:"), TR_SEE_INVIS, f, 0);
310 process_one_characteristic(creature_ptr, row + 3, col, _("経験値保持:", "Hold Exp :"), TR_HOLD_EXP, f, 0);
311 process_one_characteristic(creature_ptr, row + 4, col, _("警告 :", "Warning :"), TR_WARNING, f, 0);
312 process_one_characteristic(creature_ptr, row + 5, col, _("遅消化 :", "SlowDigest:"), TR_SLOW_DIGEST, f, 0);
313 process_one_characteristic(creature_ptr, row + 6, col, _("急回復 :", "Regene. :"), TR_REGEN, f, 0);
314 process_one_characteristic(creature_ptr, row + 7, col, _("浮遊 :", "Levitation:"), TR_LEVITATION, f, 0);
315 process_one_characteristic(creature_ptr, row + 8, col, _("永遠光源 :", "Perm Lite :"), TR_LITE_1, f, 0);
316 process_one_characteristic(creature_ptr, row + 9, col, _("呪い :", "Cursed :"), 0, f, DP_CURSE);
321 * @brief プレイヤーの特性フラグ一覧表示1
322 * @param creature_ptr プレーヤーへの参照ポインタ
323 * @param display_player_equippy 表示へのコールバック
324 * Special display, part 1
327 void display_player_flag_info_1(player_type *creature_ptr, void(*display_player_equippy)(player_type*, TERM_LEN, TERM_LEN, BIT_FLAGS16))
330 player_flags(creature_ptr, f.player_flags);
331 tim_player_flags(creature_ptr, f.tim_player_flags);
332 player_immunity(creature_ptr, f.player_imm);
333 tim_player_immunity(creature_ptr, f.tim_player_imm);
334 known_obj_immunity(creature_ptr, f.known_obj_imm);
335 player_vulnerability_flags(creature_ptr, f.player_vuln);
337 display_basic_resistance_info(creature_ptr, display_player_equippy, &f);
338 display_advanced_resistance_info(creature_ptr, display_player_equippy, &f);
339 display_other_resistance_info(creature_ptr, display_player_equippy, &f);
344 * @brief スレイ系の特性フラグを表示する
345 * @param creature_ptr プレーヤーへの参照ポインタ
346 * @param display_player_equippy 表示へのコールバック
347 * @param f 特性フラグへの参照ポインタ
350 static void display_slay_info(player_type *creature_ptr, void(*display_player_equippy)(player_type*, TERM_LEN, TERM_LEN, BIT_FLAGS16), all_player_flags *f)
354 (*display_player_equippy)(creature_ptr, row - 2, col + 12, DP_WP);
355 c_put_str(TERM_WHITE, "ab@", row - 1, col + 12);
357 process_one_characteristic(creature_ptr, row + 0, col, _("邪悪 倍打 :", "Slay Evil :"), TR_SLAY_EVIL, f, DP_WP);
358 process_one_characteristic(creature_ptr, row + 0, col, _("邪悪 倍打 :", "Slay Evil :"), TR_KILL_EVIL, f, (DP_WP | DP_IMM));
359 process_one_characteristic(creature_ptr, row + 1, col, _("不死 倍打 :", "Slay Und. :"), TR_SLAY_UNDEAD, f, DP_WP);
360 process_one_characteristic(creature_ptr, row + 1, col, _("不死 倍打 :", "Slay Und. :"), TR_KILL_UNDEAD, f, (DP_WP | DP_IMM));
361 process_one_characteristic(creature_ptr, row + 2, col, _("悪魔 倍打 :", "Slay Demon:"), TR_SLAY_DEMON, f, DP_WP);
362 process_one_characteristic(creature_ptr, row + 2, col, _("悪魔 倍打 :", "Slay Demon:"), TR_KILL_DEMON, f, (DP_WP | DP_IMM));
363 process_one_characteristic(creature_ptr, row + 3, col, _("龍 倍打 :", "Slay Drag.:"), TR_SLAY_DRAGON, f, DP_WP);
364 process_one_characteristic(creature_ptr, row + 3, col, _("龍 倍打 :", "Slay Drag.:"), TR_KILL_DRAGON, f, (DP_WP | DP_IMM));
365 process_one_characteristic(creature_ptr, row + 4, col, _("人間 倍打 :", "Slay Human:"), TR_SLAY_HUMAN, f, DP_WP);
366 process_one_characteristic(creature_ptr, row + 4, col, _("人間 倍打 :", "Slay Human:"), TR_KILL_HUMAN, f, (DP_WP | DP_IMM));
367 process_one_characteristic(creature_ptr, row + 5, col, _("動物 倍打 :", "Slay Anim.:"), TR_SLAY_ANIMAL, f, DP_WP);
368 process_one_characteristic(creature_ptr, row + 5, col, _("動物 倍打 :", "Slay Anim.:"), TR_KILL_ANIMAL, f, (DP_WP | DP_IMM));
369 process_one_characteristic(creature_ptr, row + 6, col, _("オーク倍打:", "Slay Orc :"), TR_SLAY_ORC, f, DP_WP);
370 process_one_characteristic(creature_ptr, row + 6, col, _("オーク倍打:", "Slay Orc :"), TR_KILL_ORC, f, (DP_WP | DP_IMM));
371 process_one_characteristic(creature_ptr, row + 7, col, _("トロル倍打:", "Slay Troll:"), TR_SLAY_TROLL, f, DP_WP);
372 process_one_characteristic(creature_ptr, row + 7, col, _("トロル倍打:", "Slay Troll:"), TR_KILL_TROLL, f, (DP_WP | DP_IMM));
373 process_one_characteristic(creature_ptr, row + 8, col, _("巨人 倍打 :", "Slay Giant:"), TR_SLAY_GIANT, f, DP_WP);
374 process_one_characteristic(creature_ptr, row + 8, col, _("巨人 倍打 :", "Slay Giant:"), TR_KILL_GIANT, f, (DP_WP | DP_IMM));
375 process_one_characteristic(creature_ptr, row + 9, col, _("溶解 :", "Acid Brand:"), TR_BRAND_ACID, f, DP_WP);
376 process_one_characteristic(creature_ptr, row + 10, col, _("電撃 :", "Elec Brand:"), TR_BRAND_ELEC, f, DP_WP);
377 process_one_characteristic(creature_ptr, row + 11, col, _("焼棄 :", "Fire Brand:"), TR_BRAND_FIRE, f, DP_WP);
378 process_one_characteristic(creature_ptr, row + 12, col, _("凍結 :", "Cold Brand:"), TR_BRAND_COLD, f, DP_WP);
379 process_one_characteristic(creature_ptr, row + 13, col, _("毒殺 :", "Poison Brd:"), TR_BRAND_POIS, f, DP_WP);
380 process_one_characteristic(creature_ptr, row + 14, col, _("切れ味 :", "Sharpness :"), TR_VORPAL, f, DP_WP);
381 process_one_characteristic(creature_ptr, row + 15, col, _("地震 :", "Quake :"), TR_IMPACT, f, DP_WP);
382 process_one_characteristic(creature_ptr, row + 16, col, _("吸血 :", "Vampiric :"), TR_VAMPIRIC, f, DP_WP);
383 process_one_characteristic(creature_ptr, row + 17, col, _("カオス効果:", "Chaotic :"), TR_CHAOTIC, f, DP_WP);
384 process_one_characteristic(creature_ptr, row + 18, col, _("理力 :", "Force Wep.:"), TR_FORCE_WEAPON, f, DP_WP);
389 * @brief ESP/能力維持の特性フラグを表示する
390 * @param creature_ptr プレーヤーへの参照ポインタ
391 * @param display_player_equippy 表示へのコールバック
392 * @param f 特性フラグへの参照ポインタ
395 static void display_esp_sustenance_info(player_type *creature_ptr, void(*display_player_equippy)(player_type*, TERM_LEN, TERM_LEN, BIT_FLAGS16), all_player_flags *f)
398 TERM_LEN col = 1 + 12 + 7; // 20
399 (*display_player_equippy)(creature_ptr, row - 2, col + 13, 0);
400 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 13);
402 process_one_characteristic(creature_ptr, row + 0, col, _("テレパシー :", "Telepathy :"), TR_TELEPATHY, f, 0);
403 process_one_characteristic(creature_ptr, row + 1, col, _("邪悪ESP :", "ESP Evil :"), TR_ESP_EVIL, f, 0);
404 process_one_characteristic(creature_ptr, row + 2, col, _("無生物ESP :", "ESP Noliv. :"), TR_ESP_NONLIVING, f, 0);
405 process_one_characteristic(creature_ptr, row + 3, col, _("善良ESP :", "ESP Good :"), TR_ESP_GOOD, f, 0);
406 process_one_characteristic(creature_ptr, row + 4, col, _("不死ESP :", "ESP Undead :"), TR_ESP_UNDEAD, f, 0);
407 process_one_characteristic(creature_ptr, row + 5, col, _("悪魔ESP :", "ESP Demon :"), TR_ESP_DEMON, f, 0);
408 process_one_characteristic(creature_ptr, row + 6, col, _("龍ESP :", "ESP Dragon :"), TR_ESP_DRAGON, f, 0);
409 process_one_characteristic(creature_ptr, row + 7, col, _("人間ESP :", "ESP Human :"), TR_ESP_HUMAN, f, 0);
410 process_one_characteristic(creature_ptr, row + 8, col, _("動物ESP :", "ESP Animal :"), TR_ESP_ANIMAL, f, 0);
411 process_one_characteristic(creature_ptr, row + 9, col, _("オークESP :", "ESP Orc :"), TR_ESP_ORC, f, 0);
412 process_one_characteristic(creature_ptr, row + 10, col, _("トロルESP :", "ESP Troll :"), TR_ESP_TROLL, f, 0);
413 process_one_characteristic(creature_ptr, row + 11, col, _("巨人ESP :", "ESP Giant :"), TR_ESP_GIANT, f, 0);
414 process_one_characteristic(creature_ptr, row + 12, col, _("ユニークESP:", "ESP Unique :"), TR_ESP_UNIQUE, f, 0);
415 process_one_characteristic(creature_ptr, row + 13, col, _("腕力維持 :", "Sust Str :"), TR_SUST_STR, f, 0);
416 process_one_characteristic(creature_ptr, row + 14, col, _("知力維持 :", "Sust Int :"), TR_SUST_INT, f, 0);
417 process_one_characteristic(creature_ptr, row + 15, col, _("賢さ維持 :", "Sust Wis :"), TR_SUST_WIS, f, 0);
418 process_one_characteristic(creature_ptr, row + 16, col, _("器用維持 :", "Sust Dex :"), TR_SUST_DEX, f, 0);
419 process_one_characteristic(creature_ptr, row + 17, col, _("耐久維持 :", "Sust Con :"), TR_SUST_CON, f, 0);
420 process_one_characteristic(creature_ptr, row + 18, col, _("魅力維持 :", "Sust Chr :"), TR_SUST_CHR, f, 0);
425 * @brief その他の特性フラグを表示する
426 * @param creature_ptr プレーヤーへの参照ポインタ
427 * @param display_player_equippy 表示へのコールバック
428 * @param f 特性フラグへの参照ポインタ
431 static void display_other_info(player_type *creature_ptr, void(*display_player_equippy)(player_type*, TERM_LEN, TERM_LEN, BIT_FLAGS16), all_player_flags *f)
434 TERM_LEN col = 20 + 12 + 17;
435 (*display_player_equippy)(creature_ptr, row - 2, col + 14, 0);
436 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 14);
438 process_one_characteristic(creature_ptr, row + 0, col, _("追加攻撃 :", "Add Blows :"), TR_BLOWS, f, 0);
439 process_one_characteristic(creature_ptr, row + 1, col, _("採掘 :", "Add Tunnel :"), TR_TUNNEL, f, 0);
440 process_one_characteristic(creature_ptr, row + 2, col, _("赤外線視力 :", "Add Infra :"), TR_INFRA, f, 0);
441 process_one_characteristic(creature_ptr, row + 3, col, _("魔法道具支配:", "Add Device :"), TR_MAGIC_MASTERY, f, 0);
442 process_one_characteristic(creature_ptr, row + 4, col, _("隠密 :", "Add Stealth :"), TR_STEALTH, f, 0);
443 process_one_characteristic(creature_ptr, row + 5, col, _("探索 :", "Add Search :"), TR_SEARCH, f, 0);
445 process_one_characteristic(creature_ptr, row + 7, col, _("乗馬 :", "Riding :"), TR_RIDING, f, 0);
446 process_one_characteristic(creature_ptr, row + 8, col, _("投擲 :", "Throw :"), TR_THROW, f, 0);
447 process_one_characteristic(creature_ptr, row + 9, col, _("祝福 :", "Blessed :"), TR_BLESSED, f, 0);
448 process_one_characteristic(creature_ptr, row + 10, col, _("反テレポート:", "No Teleport :"), TR_NO_TELE, f, 0);
449 process_one_characteristic(creature_ptr, row + 11, col, _("反魔法 :", "Anti Magic :"), TR_NO_MAGIC, f, 0);
450 process_one_characteristic(creature_ptr, row + 12, col, _("消費魔力減少:", "Econom. Mana:"), TR_DEC_MANA, f, 0);
452 process_one_characteristic(creature_ptr, row + 14, col, _("経験値減少 :", "Drain Exp :"), TR_DRAIN_EXP, f, 0);
453 process_one_characteristic(creature_ptr, row + 15, col, _("乱テレポート:", "Rnd.Teleport:"), TR_TELEPORT, f, 0);
454 process_one_characteristic(creature_ptr, row + 16, col, _("反感 :", "Aggravate :"), TR_AGGRAVATE, f, 0);
455 process_one_characteristic(creature_ptr, row + 17, col, _("太古の怨念 :", "TY Curse :"), TR_TY_CURSE, f, 0);
460 * @brief プレイヤーの特性フラグ一覧表示2
461 * @param creature_ptr プレーヤーへの参照ポインタ
462 * Special display, part 2
465 void display_player_flag_info_2(player_type *creature_ptr, void(*display_player_equippy)(player_type*, TERM_LEN, TERM_LEN, BIT_FLAGS16))
467 /* Extract flags and store */
469 player_flags(creature_ptr, f.player_flags);
470 tim_player_flags(creature_ptr, f.tim_player_flags);
471 player_immunity(creature_ptr, f.player_imm);
472 tim_player_immunity(creature_ptr, f.tim_player_imm);
473 known_obj_immunity(creature_ptr, f.known_obj_imm);
474 player_vulnerability_flags(creature_ptr, f.player_vuln);
476 display_slay_info(creature_ptr, display_player_equippy, &f);
477 display_esp_sustenance_info(creature_ptr, display_player_equippy, &f);
478 display_other_info(creature_ptr, display_player_equippy, &f);