+ * @brief プレイヤーのステータス表示メイン処理
+ * Display the character on the screen (various modes)
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ * @param mode 表示モードID
+ * @return なし
+ * @details
+ * <pre>
+ * The top one and bottom two lines are left blank.
+ * Mode 0 = standard display with skills
+ * Mode 1 = standard display with history
+ * Mode 2 = summary of various things
+ * Mode 3 = summary of various things (part 2)
+ * Mode 4 = mutations
+ * </pre>
+ */
+void display_player(player_type *creature_ptr, int mode, map_name_pf map_name)
+{
+ if ((creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3) && display_mutations)
+ mode = (mode % 5);
+ else
+ mode = (mode % 4);
+
+ clear_from(0);
+ if (display_player_info(creature_ptr, mode)) return;
+
+ display_player_basic_info(creature_ptr);
+ display_magic_realms(creature_ptr);
+
+ if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
+ display_player_one_line(ENTRY_PATRON, chaos_patrons[creature_ptr->chaos_patron], TERM_L_BLUE);
+
+ display_phisique(creature_ptr);
+ display_player_stats(creature_ptr);
+
+ if (mode == 0)
+ {
+ display_player_middle(creature_ptr);
+ display_player_various(creature_ptr);
+ return;
+ }
+
+ char statmsg[1000];
+ put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
+ for (int i = 0; i < 4; i++)
+ put_str(creature_ptr->history[i], i + 12, 10);
+
+ *statmsg = '\0';
+ decide_current_floor(creature_ptr, statmsg, map_name);
+ if (!*statmsg) return;
+
+ display_current_floor(statmsg);
+}
+
+
+/*!