+#include "player/process-name.h"
+#include "autopick.h"
+#include "player-personality.h"
+#include "files.h"
+#include "world.h"
+#include "term.h"
+
+/*!
+ * @brief プレイヤーの名前をチェックして修正する
+ * Process the player name.
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param sf セーブファイル名に合わせた修正を行うならばTRUE
+ * @return なし
+ * @details
+ * Extract a clean "base name".
+ * Build the savefile name if needed.
+ */
+void process_player_name(player_type *creature_ptr, bool sf)
+{
+ char old_player_base[32] = "";
+ if (current_world_ptr->character_generated)
+ strcpy(old_player_base, creature_ptr->base_name);
+
+ for (int i = 0; creature_ptr->name[i]; i++)
+ {
+#ifdef JP
+ if (iskanji(creature_ptr->name[i]))
+ {
+ i++;
+ continue;
+ }
+
+ if (iscntrl((unsigned char)creature_ptr->name[i]))
+#else
+ if (iscntrl(creature_ptr->name[i]))
+#endif
+ {
+ 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!"), creature_ptr->name);
+ }
+ }
+
+ int k = 0;
+ for (int i = 0; creature_ptr->name[i]; i++)
+ {
+#ifdef JP
+ unsigned char c = creature_ptr->name[i];
+#else
+ char c = creature_ptr->name[i];
+#endif
+
+#ifdef JP
+ if (iskanji(c)) {
+ if (k + 2 >= sizeof(creature_ptr->base_name) || !creature_ptr->name[i + 1])
+ break;
+
+ creature_ptr->base_name[k++] = c;
+ i++;
+ creature_ptr->base_name[k++] = creature_ptr->name[i];
+ }
+#ifdef SJIS
+ else if (iskana(c)) creature_ptr->base_name[k++] = c;
+#endif
+ else
+#endif
+ if (!strncmp(PATH_SEP, creature_ptr->name + i, strlen(PATH_SEP)))
+ {
+ creature_ptr->base_name[k++] = '_';
+ i += strlen(PATH_SEP);
+ }
+#if defined(WINDOWS)
+ else if (my_strchr("\"*,/:;<>?\\|", c))
+ creature_ptr->base_name[k++] = '_';
+#endif
+ else if (isprint(c))
+ creature_ptr->base_name[k++] = c;
+ }
+
+ creature_ptr->base_name[k] = '\0';
+ if (!creature_ptr->base_name[0])
+ strcpy(creature_ptr->base_name, "PLAYER");
+
+#ifdef SAVEFILE_MUTABLE
+ sf = TRUE;
+#endif
+ if (!savefile_base[0] && savefile[0])
+ {
+ concptr s = savefile;
+ while (TRUE)
+ {
+ concptr t;
+ t = my_strstr(s, PATH_SEP);
+ if (!t)
+ break;
+ s = t + 1;
+ }
+
+ strcpy(savefile_base, s);
+ }
+
+ if (!savefile_base[0] || !savefile[0])
+ sf = TRUE;
+
+ if (sf)
+ {
+ char temp[128];
+ strcpy(savefile_base, creature_ptr->base_name);
+
+#ifdef SAVEFILE_USE_UID
+ /* Rename the savefile, using the creature_ptr->player_uid and creature_ptr->base_name */
+ (void)sprintf(temp, "%d.%s", creature_ptr->player_uid, creature_ptr->base_name);
+#else
+ /* Rename the savefile, using the creature_ptr->base_name */
+ (void)sprintf(temp, "%s", creature_ptr->base_name);
+#endif
+ path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
+ }
+
+ if (current_world_ptr->character_generated && !streq(old_player_base, creature_ptr->base_name))
+ {
+ autopick_load_pref(creature_ptr, FALSE);
+ }
+}
+
+
+/*!
+ * @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
+ * Gets a name for the character, reacting to name changes.
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ * @return なし
+ * @details
+ * <pre>
+ * Assumes that "display_player()" has just been called
+ * Perhaps we should NOT ask for a name (at "birth()") on
+ * Unix machines? XXX XXX
+ * What a horrible name for a global function.
+ * </pre>
+ */
+void get_name(player_type *creature_ptr)
+{
+ char tmp[64];
+ strcpy(tmp, creature_ptr->name);
+
+ 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))
+ {
+ strcpy(creature_ptr->name, tmp);
+ }
+
+ if (strlen(creature_ptr->name) == 0)
+ {
+ strcpy(creature_ptr->name, "PLAYER");
+ }
+
+ strcpy(tmp, ap_ptr->title);
+#ifdef JP
+ if (ap_ptr->no == 1)
+ strcat(tmp, "の");
+#else
+ strcat(tmp, " ");
+#endif
+ strcat(tmp, creature_ptr->name);
+
+ Term_erase(34, 1, 255);
+ c_put_str(TERM_L_BLUE, tmp, 1, 34);
+ clear_from(22);
+}