3 * @brief プレイヤーの作成を行う / Create a player character
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
11 * 2013 Deskull Doxygen向けのコメント整理\n
16 #include "monsterrace-hook.h"
21 * How often the autoroller will update the display and pause
22 * to check for user interuptions.
23 * Bigger values will make the autoroller faster, but slower
24 * system may have problems because the user can't stop the
25 * autoroller for this number of rolls.
27 #define AUTOROLLER_STEP 5431L
31 * オートローラを1回まわすごとに1/10秒のウェイトをかけるマクロ定義 / Define this to cut down processor use while autorolling
33 #define AUTOROLLER_DELAY
37 * ランダムクエストのモンスターを確定するために試行する回数 / Maximum number of tries for selection of a proper quest monster
42 #define MAX_CLASS_CHOICE MAX_CLASS
47 static cptr race_jouhou[MAX_RACES] =
50 "人間は基本となるキャラクタです。他の全ての種族は人間と比較されます。人間はどんな職業に就くこともでき、どの職業でも平均的にこなせます。人間は寿命が短いため、レベル上昇が他のどんな種族よりも早くなる傾向があります。また、特別な修正や特性は持っていません。",
52 "ハーフエルフは人間より賢いですが、強くはありません。彼らは探索, 解除, 魔法防御, 隠密行動, 射撃, そして魔法道具使用でわずかに優れています。しかし武器の取り扱いはそう得意ではありません。ハーフエルフはどの職業に就くこともでき、生まれつきの特性はありません。",
54 "エルフは人間より良い魔法使いになれますが、戦闘は苦手です。彼らは人間やハーフエルフよりも頭が良く、高い賢さを持っています。エルフは探索, 解除, 知覚, 隠密行動, 射撃, そして魔法道具使用で優れていますが、武器の扱いは得意ではありません。彼らは生まれつき光に対する耐性を持っています。",
56 "ホビット、またはハーフリングは弓や投擲に長け、魔法防御も優れています。また、探索, 解除, 知覚, そして隠密行動でもとても良い能力を示します。そのため、彼らは優れた盗賊となることができます(しかし、「忍びの者」と呼ばれることを好みます)。ホビットは人間より遥かに貧弱で、戦士としてはてんでダメです。彼らはかなり良い赤外線視力を持っており、温血動物を離れた場所から見つけることができます。彼らは経験値を保持する力が強く、経験値吸収攻撃に対して耐性を持っています。",
58 "ノームはドワーフより小さいですが、ホビットよりは大きい種族です。彼らはホビット同様地表の洞穴のような家に住んでいます。ノームはとても良い魔法防御を持ち、探索, 解除, 知覚, 隠密行動でも優れています。彼らは人間より低い腕力を持ち、武器を持っての戦闘は苦手です。ノームはかなり良い赤外線視力を持っており、温血動物を離れた場所から見つけることができます。ノームは生まれつき麻痺に対する耐性を持っています。",
60 "ドワーフは頑固な坑夫であり、伝説の戦士です。彼らは人間にくらべ強くタフですが、知能は劣ります。しかし、長命ゆえに彼らは非常に賢いです。彼らは良い魔法防御を持ち、探索, 知覚, 戦闘, 射撃では優れています。彼らは一つ大きな欠点を持っています。ドワーフの隠密行動は絶望的に悪いです。彼らは決して盲目にはなりません。",
62 "ハーフオークはよい戦士になれますが、魔法は期待できません。彼らはドワーフと同じくらい隠密行動が悪く、また探索や解除, 知覚もひどいです。ハーフオークは醜く、店での買い物ではより高い金額を要求されがちです。彼らは地下に住むことを好むため、ハーフオークは暗闇に対する耐性を備えています。",
64 "ハーフトロルは信じられないほど強く、他の大部分の種族より大きなHPを持ちます。彼らは不運にもとても愚かです。彼らの探索, 解除, 知覚, 隠密行動は悪く、その外見はハーフオークがしかめっ面をするほど醜悪です。ハーフトロルは腕力が下がることがありません。レベルが上がると、彼らは再生能力を手にいれ、戦士ならばさらに遅消化能力も獲得します。",
66 "アンバライトは多くのアドバンテージを授けられた、うわさによれば不死の種族です。彼らは知覚, 戦闘, 射撃に優れており、他の面でもかなり熟練しています。事実上あらゆるものを見てきており、新鮮なものはほとんどないため、彼らの成長は他のどの種族より遅いものです。彼らはとてもタフで頑強であり、彼らの耐久力が下がることはありません。また、怪我をすぐに治す再生能力があります。",
68 "ハイエルフは世界の始まりから存在する不死の種族です。彼らは全てのスキルに熟達しており、強く、知的で非常に人気があります - 誰もが彼らのことを好いています。ハイエルフは見えないものを見ることができ、普通のエルフ同様光に対する耐性を持っています。しかし、彼らにとって未知のものはほとんどなく、経験を得ることは大変に困難です。",
70 "野蛮人は北方から来た頑強な種族です。彼らは激しく戦い、彼らの激怒は世界中で恐れられています。戦闘が彼らの人生です。彼らは恐れを知らず、ハーフトロルよりもすぐに狂暴に戦闘に入ってしまうことを学びます。しかし、野蛮人は魔法を疑っており、そのため魔法の道具を使うことはかなり大変なこととなっています。",
72 "ハーフオーガはハーフオークに似ていますが、それだけではありません。彼らは大きく、邪悪で愚かです。戦士としては彼らは必要な資質を全て持っており、また魔法使いになることさえできます。結局、彼らはオーガ・メイジに関係があり、レベルが十分に上がったら彼らから罠のルーンをセットするスキルを学ぶのです。ハーフオークのように、彼らは暗闇に対する耐性を持ち、ハーフトロル同様に腕力が下がることはありません。",
74 "半巨人は大変力強いのですが、呪文を唱えられるほど利口ではありません。彼らはよい戦闘能力を持ちますが、それ以外のことは苦手です。彼らの厚い皮膚は破片に対する耐性を持ちます。また、ハーフオーガやハーフトロル同様腕力を下げられることがありません。",
76 "巨大なタイタンと人間の子孫であり、この強大な生物は他のほぼ全ての種族よりはるかに勝っています。彼らは多種族にみられるような魅力的な特殊能力は持っていませんが、その大変大きなHPはそれを補ってあまりあります。半タイタンはそこそこのスキルを持っていますが、その巨大さゆえに罠の解除やこっそり歩くことは困難です。法と秩序を愛する彼らは、カオスに対する耐性を持っています。",
78 "一つ目ではありますが、サイクロプスは多くの二つの目を持つ生物以上に見ることができます。サイクロプスは非常に力強いのですが、知的であるとはちょっと言えません。彼らに比べれば、ハーフトロルの方がハンサムに見えるということは言うまでもありません。サイクロプスは戦闘, 射撃に優れていますが、その他の大部分のスキルは苦手です。サイクロプスは音に対する耐性を持っています。",
80 "イークは最も哀れな生物の一つであり、並のモンスターであっても不注意なイークならば徹底的に打ちのめせるほど肉体的には強くありませんが、彼らはかなり知的でいくらか賢い生物です。イークは戦闘スキルは苦手ですが、他の分野では優れています。彼らの皮膚は、時間とともに酸への耐性を増していき、レベルが十分に上がれば完全に免疫を持つようになります。",
82 "クラッコンは奇怪な半知的の昆虫型生物です。彼らはすばらしい戦士になれますが、精神的な能力はひどく制限されています。彼らは探索を除けば大部分のスキルをそこそこにこなします。クラッコンは決して混乱させられることがなく、レベルが上がるごとに速くなります。",
84 "コボルドは弱いゴブリンの種族です。彼らは毒を持った武器を好み、毒矢(無制限に供給されます)を投げる能力を身につけることができます。コボルドはそこそこの戦士になれますが、その他のスキルは軒並み悪いです。彼らは生まれつき毒に対する耐性を持っています。",
86 "嫌われ、迫害されてきた小人族です。彼らは大抵のスキルをそつなくこなします。洞穴居住者である彼らは、暗闇に悩まされることはありませんし、生まれつき持っている魔法のアイテムに対する嗜好のため、彼らは装備による魔法のボーナスを奪う効果に耐性を持っています。",
88 "闇の、洞穴に住む種族であるダークエルフは魔法の知識に対する長い伝統を持っています。ダークエルフは魔法の道具をうまく使うことができ、他の多くの種族より簡単に呪文を唱えられるだけの知能を持っています。その鋭い視覚によって、彼らはハイエルフ同様見えないものをみる能力を学びますが、それはある程度レベルが上がったときです。ダークエルフは暗闇に対する耐性を持っています。",
90 "ドラゴンのような特性を持った人間型種族です。彼らはレベルが上がるにつれ、新しい元素への耐性を手にいれます。ドラコニアンは優れた能力値を持ってゲームを開始でき、大抵のスキルをうまくこなせます。その翼で、彼らは簡単に落とし穴や溶岩、水を無傷で飛び越えることができます。",
92 "秘密主義の神秘的な古代種族です。彼らの文明はこの惑星上の何よりも古いかもしれません。その肉体的資質は決して誉められたものではありませんが、彼らの知能と賢さはマインドフレアを他のどんな種族よりも強力な魔法使いにします。マインドフレアの知能と賢さは下がることがなく、レベルが上がれば見えないものをみる能力、テレパシー能力を獲得します。",
94 "地獄からやってきた悪魔的な生物です。彼らは他の種族から毛嫌いされていますが、大抵の職業をかなりうまくこなすことができます。インプは生まれつき火に耐性を持っており、レベルが上がれば見えないものを見る能力を獲得します。",
96 "ゴーレムは泥のような生命のない材料からつくられ、生命を吹き込まれた人工的な生物です。彼らには思考というものがほとんどなく、そのため魔法に依存する職業では役立たずです。しかし戦士としては大変にタフです。彼らは毒に耐性を持ち、見えないものを見ることができ、さらに麻痺知らずです。レベルが上がれば、彼らは生命力吸収攻撃に耐性を持つようになります。ゴーレムは通常の食物からはほとんど栄養を摂取できませんが、代わりに魔法棒や杖から魔力を吸収して動力源にする事ができます。また、その頑丈な身体のため、ACにボーナスを得ることができ、さらに決して気絶させられることがありません。",
98 "スケルトンには2つのタイプが存在します。普通の戦士タイプと、リッチと呼ばれる呪文を使うスケルトンです。アンデッドである彼らは、毒や生命力吸収攻撃を心配する必要はありません。彼らは物体を知覚するのに眼を利用していないため、見えない物に騙されません。彼らの骨はとがった破片のようなものに耐性を持ち、レベルが上がれば冷気に対する耐性を獲得します。薬や食物の持つ効果はスケルトンの胃(存在しませんが)を通過することなくその力を発揮しますが、薬や食物自体は彼の顎を通り抜けて落ちてしまい、栄養を吸収することはできません。その代わりに魔法棒や杖から魔力を吸収してエネルギー源にする事ができます。",
100 "ゾンビはアンデッドであり、生命力吸収攻撃に耐性を持ち、スケルトンのようにレベルが上がれば冷気の耐性を獲得します。また、毒に耐性を持ち見えないものを見ることができます。(スケルトンとは違い)切る攻撃には弱いですが、地獄に対する耐性を持っています。ゴーレムのように、彼らは食物からほとんど栄養を摂取できませんが、代わりに魔法棒や杖から魔力を吸収してエネルギー源にする事ができます。",
102 "強力なアンデッドの一種である吸血鬼は、畏敬の念を呼び起こす外見をしています。アンデッドの例にもれず、彼らも生命力を吸収されることがなく、地獄に対する耐性を持っています。また、冷気と毒に対する耐性も備えています。しかし、新鮮な血液に常に飢えており、それは近くにいる生物から血液を吸うことによってのみ満たされます。この強力な生物は深刻な弱点を持っています。太陽光線(や光源)は彼らの破滅を意味します。幸運にも、吸血鬼はその身体から「暗黒の光」のオーラを放出しています。一方、暗闇は彼らをより強力にするものです。",
104 "幽霊は強力なアンデッドの一種です。彼らは不気味な緑色の光に包まれています。半物質的な存在である彼らは、壁を通り抜けることができますが、そのときには壁の密度によって傷つけられてしまいます。他のアンデッド同様、彼らも生命力を吸収されることがなく、見えないものを見ることができ、毒と冷気に対して耐性を備え、さらに地獄に対する耐性も持っています。レベルが十分に上がると彼らはテレパシーを獲得します。幽霊は卓越した魔法使いになることができますが、その身体的特性は非常に貧弱です。彼らは食物からほとんど栄養を摂取できませんが、代わりに魔法棒や杖から魔力を吸収してエネルギー源にする事ができます。",
106 "妖精は非常に小さいです。彼らは小さな翼を持ち、罠や危険な地形を飛び越えることができます。彼らは日光を大変好み、光に対する耐性を持っています。身体的にはもっとも貧弱な種族の一つですが、妖精は魔法の面で大変な才能を持っており、非常に熟練した魔法使いになることができます。高レベルではより速く飛ぶことができるようになります。",
108 "この種族はカオスによってつくられた冒涜的で嫌悪される存在です。彼らは独立した種族ではなく、人間型種族、大抵は人間がカオスによって歪められた存在、もしくは人間と獣の悪夢のような交配種です。全ての獣人はカオスに盲従しており、そのため混乱と音に対して耐性を備えていますが、純粋なログルスはまだ彼らに対し効果を持っています。獣人は混沌を好み、それは彼らをさらに歪めます。獣人は突然変異を起こしやすい性質を持っています。彼らがつくられたとき、ランダムな変異を受けます。その後、レベルが上がるごとに違う変異を受ける可能性があります。",
110 "エントは非常に強く、賢いですが、その巨大さゆえに罠の解除やこっそりと歩くことは苦手です。成長するにつれて腕力や耐久力が上がりますが、器用さは下がっていきます。彼らには大きな欠点があり、炎によって通常よりも大きなダメージを受けてしまいます。彼らは食物からほとんど栄養を摂取できませんが、代わりに薬等から水分を摂取する事で活動できます。",
112 "天使の上位種であるアルコンは、全てのスキルに熟達しており、強くて賢く、非常に人気があります。彼らは目に見えないものを見ることができ、その翼で罠や危険な地形を飛び越えることができます。しかし、非常に成長が遅いという欠点もあります。",
114 "悪魔の上位種であるバルログは、強く、知的で、またタフでもあります。しかし、彼らは神を信じようとはせず、プリーストには全く向いていません。炎と地獄、経験値吸収への耐性を持っており、レベルが上がれば見えないものを見る能力を獲得します。また、地獄や火炎のブレスを吐くこともできます。彼等はほとんどの技能で優れていますが、静かに歩くことは苦手です。彼らは食物からほとんど栄養を摂取できませんが、人間タイプを生贄にする事で精力を回復する事ができます。",
116 "ドゥナダンは西方から来た屈強な種族です。このいにしえの種族は全ての領域において人間の能力を凌駕し、特に耐久力に関してはそれが顕著です。しかしながらこの種族は全てに卓越していることが災いして、この世界には新しい経験といったものがほとんどなく、レベルを上げることが非常に困難です。彼らはとてもタフで頑強であり、彼らの耐久力が下がることはありません。",
118 "影フェアリーは人間よりやや大きい妖精族で、翼を持ち、罠や危険な地形を飛び越えることができます。しかし、彼らは日光を嫌い、閃光によって通常よりも大きなダメージを受けてしまいます。肉体的には非常に貧弱ですが、魔法の面では優れた能力を持っています。彼らにはすばらしい長所が一つあり、モンスターの反感をかうような強力なアイテムを装備してもモンスターを怒らせることがありません。ただしその場合でも隠密行動能力が下がり、また、自分自身の性格によって反感をかっている場合には効果がありません。",
120 "クターとしている無表情の謎の生物です。彼らは外見がかわいらしいため、魅力が高いです。彼らは混乱しません。なぜなら、混乱してもクターとしているため変わりないからです。しかも、そのクターとしている外見から敵に見つかりにくいです。しかし、彼らは注意力が少ないため探索や知覚能力は悪いです。彼らはレベルが上がると横に伸びてACを上げる技を覚えますが、伸びている間は魔法防御能力は低くなってしまいます。",
122 "アンドロイドは機械の身体を持つ人工的な存在です。魔法をうまく使うことはできませんが、戦士としては非常に優れています。彼らは他の種族のように経験値を得て成長するということはありません。身体に身につける装備によって成長します。ただし、指輪、アミュレット、光源は成長に影響しません。彼らは毒の耐性を持ち、麻痺知らずで、生命力を吸収されることがありません。また、身体が頑丈なのでACにボーナスを得ます。しかし身体のいたるところに電子回路が組み込まれているため、電撃によって通常よりも大きなダメージを受けてしまいます。彼らは食物からほとんど動力を得られませんが、油を補給する事で動力源を得る事ができます。",
128 "The human is the base character. All other races are compared to them. Humans can choose any class and are average at everything. Humans tend to go up levels faster than most other races because of their shorter life spans. No racial adjustments or intrinsics occur to characters choosing human.",
130 "Half-elves tend to be smarter and faster than humans, but not as strong. Half-elves are slightly better at searching, disarming, saving throws, stealth, bows, and magic, but they are not as good at hand weapons. Half-elves may choose any class and do not receive any intrinsic abilities.",
132 "Elves are better magicians then humans, but not as good at fighting. They tend to be smarter and faster than either humans or half-elves and also have better wisdom. Elves are better at searching, disarming, perception, stealth, bows, and magic, but they are not as good at hand weapons. They resist light effects intrinsically.",
134 "Hobbits, or Halflings, are very good at bows, throwing, and have good saving throws. They also are very good at searching, disarming, perception, and stealth; so they make excellent rogues, but prefer to be called burglars. They are much weaker than humans, and no good at melee fighting. Halflings have fair infravision, so they can detect warm creatures at a distance. They have a strong hold on their life force, and are thus intrinsically resistant to life draining.",
136 "Gnomes are smaller than dwarves but larger than Halflings. They, like the hobbits, live in the earth in burrow-like homes. Gnomes make excellent mages, and have very good saving throws. They are good at searching, disarming, perception, and stealth. They have lower strength than humans so they are not very good at fighting with hand weapons. Gnomes have fair infra-vision, so they can detect warm-blooded creatures at a distance. Gnomes are intrinsically protected against paralysis.",
138 "Dwarves are the headstrong miners and fighters of legend. Dwarves tend to be stronger and tougher but slower and less intelligent than humans. Because they are so headstrong and are somewhat wise, they resist spells which are cast on them. They are very good at searching, perception, fighting, and bows. Dwarves have a miserable stealth. They can never be blinded.",
140 "Half-orcs make excellent warriors, but are terrible at magic. They are as bad as dwarves at stealth, and horrible at searching, disarming, and perception. Half-orcs are quite ugly, and tend to pay more for goods in town. Because of their preference to living underground to on the surface, half-orcs resist darkness attacks.",
142 "Half-Trolls are incredibly strong, and have more hit points than most other races. They are also very stupid and slow. They are bad at searching, disarming, perception, and stealth. They are so ugly that a Half-Orc grimaces in their presence. They also happen to be fun to run... Half-trolls always have their strength sustained. At higher levels, Half-Trolls regenerate wounds automatically, and if he or her is warrior slowly.",
144 "The Amberites are a reputedly immortal race, who are endowed with numerous advantages in addition to their longevity. They are very tough and their constitution cannot be reduced, and their ability to heal wounds far surpasses that of any other race. Having seen virtually everything, very little is new to them, and they gain levels much slower than the other races.",
146 "High-elves are a race of immortal beings dating from the beginning of time. They are masters of all skills, and are strong and intelligent, although their wisdom is sometimes suspect. High-elves begin their lives able to see the unseen, and resist light effects just like regular elves. However, there are few things that they have not seen already, and experience is very hard for them to gain.",
148 "Barbarians are hardy men of the north. They are fierce in combat, and their wrath is feared throughout the world. Combat is their life: they feel no fear, and they learn to enter battle frenzy at will even sooner than half-trolls. Barbarians are, however, suspicious of magic, which makes magic devices fairly hard for them to use. ",
150 "Half-Ogres are like Half-Orcs, only more so. They are big, bad, and stupid. For warriors, they have all the necessary attributes, and they can even become wizards: after all, they are related to Ogre Magi, from whom they have learned the skill of setting trapped runes once their level is high enough. Like Half-Orcs, they resist darkness, and like Half-Trolls, they have their strength sustained.",
152 "Half-Giants limited intelligence makes it difficult for them to become full spellcasters, but with their huge strength they make excellent warriors. Their thick skin makes them resistant to shards, and like Half-Ogres and Half-Trolls, they have their strength sustained.",
154 "Half-mortal descendants of the mighty titans, these immensely powerful creatures put almost any other race to shame. They may lack the fascinating special powers of certain other races, but their enhanced attributes more than make up for that. They learn to estimate the strengths of their foes, and their love for law and order makes them resistant to the effects of Chaos.",
156 "With but one eye, a Cyclops can see more than many with two eyes. They are headstrong, and loud noises bother them very little. They are not quite qualified for the magic using professions, but as a certain Mr. Ulysses can testify, their accuracy with thrown rocks can be deadly...",
158 "Yeeks are among the most pathetic creatures. Fortunately, their horrible screams can scare away less confident foes, and their skin becomes more and more resistant to acid, as they gain experience. But having said that, even a mediocre monster can wipe the proverbial floor with an unwary Yeek.",
160 "Klackons are bizarre semi-intelligent ant-like insectoid creatures. They make great fighters, but their mental abilities are severely limited. Obedient and well-ordered, they can never be confused. They are also very nimble, and become faster as they advance levels. They are also very acidic, inherently resisting acid, and capable of spitting acid at higher levels. ",
162 "Kobolds are a weak goblin race. They love poisoned weapons, and can learn to throw poisoned darts (of which they carry an unlimited supply). They are also inherently resistant to poison, although they are not one of the more powerful races.",
164 "The hated and persecuted race of nocturnal dwarves, these cave-dwellers are not much bothered by darkness. Their natural inclination to magical items has made them immune to effects which could drain away magical energy.",
166 "Another dark, cave-dwelling race, likewise unhampered by darkness attacks, the Dark Elves have a long tradition and knowledge of magic. They have an inherent magic missile attack available to them at a low level. With their keen sight, they also learn to see invisible things as their relatives High-Elves do, but at a higher level.",
168 "A humanoid race with dragon-like attributes. As they advance levels, they gain new elemental resistances (up to Poison Resistance), and they also have a breath weapon, which becomes more powerful with experience. The exact type of the breath weapon depends on the Draconian's class and level. With their wings, they can easily escape any pit trap unharmed.",
170 "A secretive and mysterious ancient race. Their civilization may well be older than any other on our planet, and their intelligence and wisdom are naturally sustained, and are so great that they enable Mind Flayers to become more powerful spellcasters than any other race, even if their physical attributes are a good deal less admirable. As they advance levels, they gain the powers of See Invisible and Telepathy.",
172 "A demon-creature from the nether-world, naturally resistant to fire attacks, and capable of learning fire bolt and fire ball attacks. They are little loved by other races, but can perform fairly well in most professions. As they advance levels, they gain the powers of See Invisible.",
174 "A Golem is an artificial creature, built from a lifeless raw material like clay, and awakened to life. They are nearly mindless, making them useless for professions which rely on magic, but as warriors they are very tough. They are resistant to poison, they can see invisible things, and move freely. At higher levels, they also become resistant to attacks which threaten to drain away their experience. Golems gain very little nutrition from ordinary food, but can absorb mana from staves and wands as their power source. Golems also gain a natural armor class bonus from their tough body.",
176 "There are two types of skeletons: the ordinary, warrior-like skeletons, and the spell-using skeletons, which are also called liches. As undead beings, skeletons need to worry very little about poison or attacks that can drain life. They do not really use eyes for perceiving things, and are thus not fooled by invisibility. Their bones are resistant to sharp shrapnel, and they will quickly become resistant to cold. Although the magical effects of these will affect the skeleton even without entering the skeleton's (non-existent) belly, the potion or food itself will fall through the skeleton's jaws, giving no nutritional benefit. They can absorb mana from staves and wands as their energy source.",
178 "Much like Skeletons, Zombies too are undead horrors: they are resistant to exp-draining attacks, and can learn to restore their experience. Like skeletons, they become resistant to cold-based attacks (actually earlier than skeletons), resist poison and can see invisible. While still vulnerable to cuts (unlike skeletons), Zombies are resistant to Nether. Like Golems, they gain very little nutrition from the food of mortals, but can absorb mana from staves and wands as their energy source.",
180 "One of the mightier undead creatures, the Vampire is an awe-inspiring sight. Yet this dread creature has a serious weakness: the bright rays of sun are its bane, and it will need to flee the surface to the deep recesses of earth until the sun finally sets. Darkness, on the other hand, only makes the Vampire stronger. As undead, the Vampire has a firm hold on its experience, and resists nether attacks. The Vampire also resists cold and poison based attacks. It is, however, susceptible to its perpetual hunger for fresh blood, which can only be satiated by sucking the blood from a nearby monster.",
182 "Another powerful undead creature: the Spectre is a ghastly apparition, surrounded by an unearthly green glow. They exist only partially on our plane of existence: half-corporeal, they can pass through walls, although the density of the wall will hurt them in the process of doing this. As undead, they have a firm hold on their experience, see invisible, and resist poison and cold. They also resist nether. At higher levels they develop telepathic abilities. Spectres make superb spellcasters, but their physical form is very weak. They gain very little nutrition from the food of mortals, but can absorb mana from staves and wands as their energy source.",
184 "One of the several fairy races, Sprites are very small. They have tiny wings and can fly over traps that may open up beneath them. They enjoy sunlight intensely, and need worry little about light based attacks. Although physically among the weakest races, Sprites are very talented in magic, and can become highly skilled wizards. Sprites have the special power of spraying Sleeping Dust, and at higher levels they learn to fly faster.",
186 "This race is a blasphemous abomination produced by Chaos. It is not an independent race but rather a humanoid creature, most often a human, twisted by the Chaos, or a nightmarish crossbreed of a human and a beast. All Beastmen are accustomed to Chaos so much that they are untroubled by confusion and sound, although raw logrus can still have effects on them. Beastmen revel in chaos, as it twists them more and more. Beastmen are subject to mutations: when they have been created, they receive a random mutation. After that, every time they advance a level they have a small chance of gaining yet another mutation.",
188 "The Ents are a powerful race dating from the beginning of the world, oldest of all animals or plants who inhabit Arda. Spirits of the land, they were summoned to guard the forests of Middle-earth. Being much like trees they are very clumsy but strong, and very susceptible to fire. They gain very little nutrition from the food of mortals, but they can absorb water from potions as their nutrition.",
190 "Archons are a higher class of angels. They are good at all skills, and are strong, wise, and are a favorite with any people. They are able to see the unseen, and their wings allow them to safely fly over traps and other dangerous places. However, belonging to a higher plane as they do, the experiences of this world do not leave a strong impression on them and they gain levels slowly.",
192 "Balrogs are a higher class of demons. They are strong, intelligent and tough. They do not believe in gods, and are not suitable for priest at all. Balrog are resistant to fire and nether, and have a firm hold on their experience. They also eventually learn to see invisible things. They are good at almost all skills except stealth. They gain very little nutrition from the food of mortals, and need human corpses as sacrifices to regain their vitality.",
194 "Dunedain are a race of hardy men from the West. This elder race surpasses human abilities in every field, especially constitution. However, being men of the world, very little is new to them, and levels are very hard for them to gain. Their constitution cannot be reduced. ",
196 "Shadow Fairies are one of the several fairy races. They have wings, and can fly over traps that may open up beneath them. Shadow Fairies must beware of sunlight, as they are vulnerable to bright light. They are physically weak, but have advantages in using magic and are amazingly stealthy. Shadow Fairies have a wonderful advantage in that they never aggravate monsters (If their equipment normally aggravates monsters, they only suffer a penalty to stealth, but if they aggravate by their personality itself, the advantage will be lost).",
198 "A Kutar is an expressionless animal-like living creature. The word 'kuta' means 'absentmindedly' or 'vacantly'. Their absentmindedness hurts their searching and perception skills, but renders them incapable of being confused. Their unearthly calmness and serenity make them among the most stealthy of any race. Kutars, although expressionless, are beautiful and so have a high charisma. Members of this race can learn to expand their body horizontally. This increases armour class, but renders them vulnerable to magical attacks.",
200 "An android is a artificial creation with a body of machinery. They are poor at spell casting, but they make excellent warriors. They don't acquire experience like other races, but rather gain in power as they attach new equipment to their frame. Rings, amulets, and lights do not influence growth. Androids are resistant to poison, can move freely, and are immune to exp-draining attacks. Moreover, because of their hard metallic bodies, they get a bonus to AC. Androids have electronic circuits throughout their body and must beware of electric shocks. They gain very little nutrition from the food of mortals, but they can use flasks of oil as their energy source."
202 "Merfolk implementing.",
207 /*! 職業の解説メッセージテーブル */
208 static cptr class_jouhou[MAX_CLASS] =
211 "戦士は、直面する問題のほとんどを細切れに叩き切ることで解決するキャラクタです。が、時折退却して魔法の道具の世話になることもあります。不運にも、高レベルなアイテムの多くは彼らが扱える範囲を越えています。",
213 "メイジは魔法使いであり、その機知によって生き延びなければなりません。戦士のように、単純に切りまくることで道を開くことは望めません。呪文書に加えて、メイジは助けになる魔法の道具を持ち運ぶべきです。これは他の何よりも遥かに簡単にマスターできます。魔法に必要な能力値は知能です。",
215 "プリーストは高貴な力を使うことに専念したキャラクタです。彼らは自身の神のためにダンジョンを探索し、もし宝を手にいれたなら、それは彼が信仰する宗教の栄光となります。プリーストは新しい祈りを神からの贈り物という形で受け取るため、どれを学ぶのか自分で選ぶことはできません。プリーストは魔法の道具の使い方をよく知っていますが、メイジほどうまくは使えません。刃のついた武器より鈍器を好み、祝福されていない刃のついた武器を装備すると不愉快な感覚に襲われ、戦闘能力が落ちてしまいます。魔法に必要な能力値は賢さです。",
217 "盗賊はその狡猾さで生き抜くことを好むキャラクタですが、肝心なときには戦闘で道を切り開くことができます、盗賊は罠やドアを見つける能力に優れ、罠の解除や鍵開けに熟達しています。盗賊は高い隠密行動を持ち、たくさんのモンスターの群れのそばを起こすことなく通り抜けたり、忍び寄って先制攻撃することができます。魔法に必要な能力値は知能です。",
219 "レンジャーは戦士とメイジを合わせたような職業で、身の回りの自然と特別な関係を作り上げています。彼はより戦士であり、弓のような遠距離武器を巧く使える職業です。レンジャーはよい隠密行動、よい知覚、よい探索、よい魔法防御を持ち、魔法の道具の使用にも長けています。魔法に必要な能力値は知能です。",
221 "パラディンは戦士とプリーストを合わせた職業です。パラディンはとてもよい戦士ですが、遠距離武器を扱うのは得意ではありません。パラディンには多くの能力が欠けています。隠密行動, 知覚, 探索, そして魔法道具使用が苦手ですが、その神との提携によって魔法防御はそこそこです。魔法に必要な能力値は賢さです。",
223 "魔法戦士はその名称が意味する通りの職業であり、戦士とメイジの資質をあわせ持ちます。彼らの同業者であるレンジャーが自然の魔法と生き抜くためのスキルに特化している一方、本当の魔法剣士はどちらの世界でも一番になろうとしています。戦士としては普通のメイジとは比べ物にならないほど優れています。しかし、実際には魔法でも戦闘でも専門の職業には及ばず、戦士とメイジの中間に位置するような職業です。魔法に必要な能力値は知能です。",
225 "混沌の戦士は恐るべきカオスの魔王の使いとして恐れられる存在です。混沌の戦士はパトロンとなる悪魔を持ち、レベルが上がる度に報酬を得ることがあります。彼は治療してくれたり、こちらを変化させたり、能力値を上げてくれるかもしれませんし、回りに怪物達を出現させたり、能力値や装備を奪うかも知れません。もしくは単にこちらを無視するだけかもしれません。カオスの魔王は無秩序で予測のつかない存在です。報酬の種類はパトロンとなる悪魔と偶然に依存します(違う悪魔は異なる報酬を与えます)。魔法に必要な能力値は知能です。",
227 "修行僧は他の職業とは著しく異なる職業です。彼らは他の職業同様武器と防具を使えますが、マーシャルアーツの訓練を積んでいるため、武器、防具なしでより強力な存在となります。高レベルでは、必要な耐性を身につけるためある種の防具を装備する必要がありますが、もしあまりに重すぎる防具を装備してしまうと、その体術に深刻な妨げとなります。レベルが上がると、彼らは新しい強力な攻撃法を学び、防御能力も上昇します。魔法に必要な能力値は賢さです。",
229 "超能力者は魔法のかわりにその精神の力を使う唯一の職業です。この力は超能力者独特のもので、単に超感覚的なものから他人の精神を支配するものまで様々です。彼らの力はある種の訓練によって開発されるものなので、超能力者は力を使うのに呪文書を必要としません。使える力は単純にキャラクタのレベルによって決まります。超能力に必要な能力値は賢さです。",
231 "ハイメイジは一つの領域に特化し、その領域を通常のメイジよりはるかに深く学んだメイジです。1つの領域に特化したおかげで、彼らは自らが選択した領域の呪文を唱える際の消費MP、最低レベル、失敗率で相当な恩恵を受けます。しかし、生命の領域ではプリーストほどうまくはなれないことには注意すべきです。魔法に必要な能力値は知能です。",
233 "観光客は観光のためにこの世界にやってきました。戦闘力が低く、強力な呪文を使うこともできないため、最も生きぬいていくのが厳しい職業と言えます。魔法に必要な能力値は知能です。",
235 "ものまね師は戦闘力はそこそこありますが、自分から特殊な能力を使うことは全くできません。しかし、自分の目の前にいる相手が特殊能力を使った場合、その能力と全く同じ能力をそっくりそのまま使うことができます。ものまねに必要な能力は基本的に器用さですが、まねる特殊能力に関係ある他の能力も必要です。",
237 "魔獣使いは変愚蛮怒世界のダンジョンに住む生物と心を通い合わせられます。彼らは最もうまくモンスターを乗りこなすことができ、召喚したり手なづけたりしたモンスターを自分の手足のように使います。魔法に必要な能力は魅力です。",
239 "スペルマスターは全ての魔法を極める者です。彼らは全分野において非常に優れた魔法使いであり、あらゆる魔法書のすべての呪文を学習の手間なく使いこなすことができます。その反面、彼らは戦士としては最低で、どんな武器も満足に扱えません。魔術師の杖だけは例外ですが、武器としては使い物にならないでしょう。すべての魔法をうまく生かさなければならないため、非常に上級者向けな職業と言えます。魔法に必要な能力は知能です。",
241 "アーチャーは魔法を使うことはできませんが、どんな職業よりも巧みに弓やスリングを使いこなします。大量の矢や弾を必要とするのは確かですが、岩石からスリング用の弾を作ったり、レベルが上がるとモンスターの骨やがらくたから矢を作ったりする技術を身につけます。また、戦士と比べて隠密行動、知覚、探索、魔法道具の使用などにも優れており、いざというときには魔法の道具に頼ることもできます。",
243 "魔道具術師は杖、魔法棒、ロッドといった魔法のアイテムから魔力を取り込むことによって魔法を使います。魔法のアイテムを発見することが他の職業よりもはるかに重要になります。戦闘力は高くはないですが、そこそこの強さがあります。魔法に必要な能力は知能です。",
245 "吟遊詩人は魔力を帯びた歌を歌うことができます。多くの歌は普通の魔法と異なり、歌を歌っている間継続して効果を発揮します。しかし、同時に2つの歌を歌うことができない、という欠点もあります。視界内全体に影響を及ぼす歌が多い、という特徴もあります。肉体的な能力は貧弱で、単純に切りまくることで道を開くことはできません。魔法に必要な能力は魅力です。",
247 "赤魔道師は下級魔法のほとんどを使うことができ、戦闘力も十分にあります。レベルが上がると強力な能力「連続魔」を身につけることができます。しかし、魔法を覚えるスピードは遅く、上級魔法を使えないので、メイジほどには魔法を頼りにすることができません。魔法道具使用と魔法防御はそこそこですが、それ以外の技能は苦手です。魔法に必要な能力は知能です。",
249 "剣術家は戦士に次ぐ戦闘力があり、様々な技を使うことができます。彼らのMPはレベルに依存せず、賢さだけで決まり、気合いをためることにより、最大値を越えてMPを増やすことができます。しかし、戦士と同様、高レベルの魔法のアイテムは彼らの扱える範囲を越えており、罠の解除や探索の能力も高いとはいえません。必殺技の使用に必要な能力は賢さです。",
251 "練気術師は「気」を使う達人です。修行僧と同様、武器や防具を持たずに戦うことを好み、武器・防具なしでより強力な存在となります。修行僧ほどの戦闘能力はありませんが、修行僧と同様の魔法が使え、さらに「気」の力を操ります。武器を持つことや、重すぎる防具を装備することは、「気」の力の使用を妨げます。魔法と練気術に必要な能力は賢さです。",
253 "青魔道師は優れた魔法使いであり、その機知によって生き延びなければなりません。メイジ等の他の魔法使いとの違いは魔法の覚え方で、青魔道師はモンスターの魔法の効果を受けることでその魔法を覚えます。覚えるためには「ラーニング」の状態になっていないといけません。魔法に必要な能力は知能です。",
255 "騎兵は馬に乗り戦場を駆け抜けるエリート戦士です。魔法は使えませんが、馬上からの圧倒的な攻撃力を誇る上に、高い機動力を生かした射撃をも得意としています。レベルが上がれば、野生のモンスターにまたがり無理矢理手なずけることができます。彼らは己の肉体と精神に誇りを持ち、魔法道具にはあまり頼ろうとはしません。",
257 "狂戦士は怒り狂って武器を振るう恐るべき戦士です。全職業中最高の肉体能力を誇り、恐怖と麻痺に対する耐性を持ち、レベルが上がればその強靭な肉体で矢の呪文を跳ね返すことができます。さらに武器なしで戦うことや、呪いのかけられた装備を力づくで剥がすことができ、いくつかの技を(反魔法状態でも)使うことができます。しかし、巻物や魔法道具は全く使うことができず、罠の解除や隠密行動、探索、魔法防御、飛び道具の技能に関しては絶望的です。ひたすら殴って道を開くしかありません。幽霊は非常に勝利しやすいですがスコアがかなり低く修正されます。",
259 "鍛冶師は武器や防具を自分で強化することができます。特殊効果を持つ武器や防具から特殊効果の元となるエッセンスを取り出し、別の武器や防具にエッセンスを付加することによってその特殊効果を付加できます。ある程度の戦闘能力も持ちますが、魔法は一切使用できず、隠密や魔法防御の技能も低くなります。",
261 "鏡使いは、魔力の込められた鏡を作り出して、それを触媒として攻撃を行なうことができる鏡魔法を使います。鏡使いは鏡の上で実力を発揮し、鏡の上では素早いテレポートが可能となります。魔法の鏡は、レベルによって一度に制御できる数が制限されます。鏡魔法に必要な能力は知能です。",
263 "忍者は暗闇に潜む恐るべき暗殺者であり、光源を持たずに行動し、相手の不意をつき一撃で息の根を止めます。また、相手を惑わすための忍術も身につけます。罠やドアを見つける能力に優れ、罠の解除や鍵開けに熟達しています。軽装を好み、重い鎧や武器を装備すると著しく動きが制限され、また、盾を装備しようとはしません。軽装ならば、レベルが上がるにつれより速くより静かに行動できます。さらに忍者は恐怖せず、成長すれば毒がほとんど効かなくなり、透明なものを見ることができるようになります。忍術に必要な能力は器用さです。",
265 "スナイパーは一撃必殺を狙う恐るべき射手です。精神を高めることにより、射撃の威力と精度を高めます。また、魔法を使うことはできませんが、研ぎ澄まされた精神から繰り出される射撃術はさらなる威力をもたらすことでしょう。テクニックが必要とされる職業です。"
269 "A Warrior is a hack-and-slash character, who solves most of his problems by cutting them to pieces, but will occasionally fall back on the help of a magical device. Unfortunately, many high-level devices may be forever beyond their use.",
271 "A Mage is a spell caster that must live by his wits as he cannot hope to simply hack his way through the dungeon like a warrior. In addition to his spellbooks, a mage should carry a range of magical devices to help him in his endeavors which he can master far more easily than anyone else. A mage's prime statistic is Intelligence as this determines his spell casting ability. ",
273 "A Priest is a character devoted to serving a higher power. They explore the dungeon in the service of their God. Since Priests receive new prayers as gifts from their patron deity, they cannot choose which ones they will learn. Priests are familiar with magical devices which they believe act as foci for divine intervention in the natural order of things. A priest wielding an edged weapon will be so uncomfortable with it that his fighting ability. A Priest's primary stat is Wisdom since this determine his success at praying to his deity. ",
275 "A Rogue is a character that prefers to live by his cunning, but is capable of fighting his way out of a tight spot. Rogues are good at locating hidden traps and doors and are the masters of disarming traps and picking locks. A rogue has a high stealth allowing him to sneak around many creatures without having to fight, or to get in a telling first blow. A rogue may also backstab a fleeing monster. Intelligence determines a Rogue's spell casting ability.",
277 "A Ranger is a combination of a warrior and a mage who has developed a special affinity for the natural world around him. He is a good fighter and also good about a missile weapon such as a bow. A ranger has a good stealth, good perception, good searching, a good saving throw and is good with magical devices. Intelligence determines a Ranger's spell casting ability.",
279 "A Paladin is a combination of a warrior and a priest. Paladins are very good fighters, but not very good at missile weapons. A paladin lacks much in the way of abilities. He is poor at stealth, perception, searching, and magical devices but has a decent saving throw due to his divine alliance. Wisdom determines a Paladin's success at praying to his deity.",
281 "A Warrior-Mage is precisely what the name suggests: a cross between the warrior and mage classes. While their brothers, the rangers, specialize in Nature magic and survival skills, true Warrior-Mages attempt to reach the best of both worlds. As warriors they are much superior to the usual Mage class. Intelligence determines a Warrior-Mage's spell casting ability.",
283 "Chaos Warriors are the feared servants of the terrible Demon Lords of Chaos. Every Chaos Warrior has a Patron Demon and, when gaining a level, may receive a reward from his Patron. He might be healed or polymorphed, his stats could be increased, or he might be rewarded with an awesome weapon. On the other hand, the Patrons might surround him with monsters, drain his stats or wreck his equipment or they might simply ignore him. The Demon Lords of Chaos are chaotic and unpredictable indeed. The exact type of reward depends on both the Patron Demon (different Demons give different rewards) and chance.",
285 "The Monk character class is very different from all other classes. Their training in martial arts makes them much more powerful with no armor or weapons. To gain the resistances necessary for survival a monk may need to wear some kind of armor, but if the armor he wears is too heavy, it will severely disturb his martial arts maneuvers. As the monk advances levels, new, powerful forms of attack become available. Their defensive capabilities increase likewise, but if armour is being worn, this effect decreases. Wisdom determines a Monk's spell casting ability.",
287 "The Mindcrafter is a unique class that uses the powers of the mind instead of magic. These powers are unique to Mindcrafters, and vary from simple extrasensory powers to mental domination of others. Since these powers are developed by the practice of certain disciplines, a Mindcrafter requires no spellbooks to use them. The available powers are simply determined by the character's level. Wisdom determines a Mindcrafter's ability to use mind powers.",
289 "High-mages are mages who specialize in one particular field of magic and learn it very well - much better than the ordinary mage. For the price of giving up a second realm of magic, they gain substantial benefits in the mana costs, minimum levels, and failure rates in the spells of the realm of their specialty. A high mage's prime statistic is intelligence as this determines his spell casting ability. ",
291 "Tourists have visited this world for the purpose of sightseeing. Their fighting skills is bad, and they cannot cast powerful spells. They are the most difficult class to win the game with. Intelligence determines a tourist's spell casting ability.",
293 "Imitators have enough fighting skills to survive, but rely on their ability to imitate monster spells. When monsters in line of sight use spells, they are added to a temporary spell list which the imitator can choose among. Spells should be imitated quickly, because timing and situation are everything. An imitator can only repeat a spell once each time he observes it. Dexterity determines general imitation ability, but a stat related to the specific action is often also taken into account.",
295 "Beastmasters are in tune with the minds of the creatures of the world of Hengband. They are very good at riding, and have enough fighting ability. They use monsters which summoned or dominated by him as his hands and feet. Beastmasters can cast trump magic, and very good at summoning spell, but they can not summon non-living creatures. Charisma determines a Beastmaster's spell casting ability.",
297 "Sorcerers are the all-around best magicians, being able to cast any spell from most magic realms without having to learn it. On the downside, they are the worst fighters in the dungeon, being unable to use any weapon but a Wizardstaff.",
299 "Archers are to bows what warriors are to melee. They are the best class around with any bow, crossbow, or sling. They need a lot of ammunition, but will learn how to make it from junk found in the dungeon. An archer is better than a warrior at stealth, perception, searching and magical devices.",
301 "Magic-Eaters can absorb the energy of wands, staffs, and rods, and can then use these magics as if they were carrying all of these absorbed devices. They are middling-poor at fighting. A Magic-Eater's prime statistic is intelligence.",
303 "Bards are something like traditional musicians. Their magical attacks are sound-based, and last as long as the Bard has mana. Although a bard cannot sing two or more songs at the same time, he or she does have the advantage that many songs affect all areas in sight. A bard's prime statistic is charisma.",
305 "Red-Mages can use almost all spells from lower rank spellbooks of most realms without having to learn it. At higher level, they develop the powerful ability \"Double Magic\". However, they have large penalties in the mana costs, minimum levels, and failure rates of spells, and they cannot use any spells from higher rank spellbooks. They are not bad at using magical devices and magic resistance, and are decent fighter, but are bad at other skills. A red-mage's prime statistic is intelligence.",
307 "Samurai, masters of the art of the blade, are the next strongest fighters after Warriors. Their spellpoints do not depend on level, but depend solely on wisdom, and they can use the technique Concentration to temporarily increase SP beyond its usual maximum value. Samurai are not good at most other skills, and many magical devices may be too difficult for them to use. Wisdom determines a Samurai's ability to use the special combat techniques available to him.",
309 "A ForceTrainer is a master of the spiritual Force. They prefer fighting with neither weapon nor armor. They are not as good fighters as are Monks, but they can use both magic and the spiritual Force. Wielding weapons or wearing heavy armor disturbs use of the Force. Wisdom is a ForceTrainer's primary stat.",
311 "A Blue-Mage is a spell caster that must live by his wits, as he cannot hope to simply hack his way through the dungeon like a warrior. A major difference between the Mage and the Blue-Mage is the method of learning spells: Blue-Mages may learn spells from monsters by activating his Learning ability. A Blue-Mage's prime statistic is Intelligence as this determines his spell casting ability. ",
313 "Cavalry ride on horses into battle. Although they cannot cast spells, they are proud of their overwhelming offensive strength on horseback. They are good at shooting. At high levels, they learn to forcibly saddle and tame wild monsters. Since they take pride in the body and the soul, they don't use magical devices well.",
315 "A Berserker is a fearful fighter indeed, immune to fear and paralysis. At high levels, Berserkers can reflect bolt spells with their tough flesh. Furthermore, they can fight without weapons, can remove cursed equipment by force, and can even use their special combat techniques when surrounded by an anti-magic barrier. Berserkers, however, cannot use any magical devices or read any scrolls, and are hopeless at all non-combat skills. Since Berserker Spectres are quite easy to *win* with, their scores are lowered.",
317 "A Weaponsmith can improve weapons and armors for him or herself. They can extract the essences of special effects from weapons or armors which have various special abilities, and can add these essences to another weapon or armor. They are good at fighting, but cannot cast spells, and are poor at skills such as stealth or magic defense.",
319 "Mirror-Masters are spell casters; like other mages, they must live by their wits. They can create magical mirrors, and employ them in the casting of Mirror-Magic spells. A Mirror-Master standing on a mirror has greater ability and, for example, can perform quick teleports. The maximum number of Magical Mirrors which can be controlled simultaneously depends on the level. Intelligence determines a Mirror-Master's spell casting ability.",
321 "A Ninja is a fearful assassin lurking in darkness. He or she can navigate effectively with no light source, catch enemies unawares, and kill with a single blow. Ninjas can use Ninjutsu, and are good at locating hidden traps and doors, disarming traps and picking locks. Since heavy armors, heavy weapons, or shields will restrict their motion greatly, they prefer light clothes, and become faster and more stealthy as they gain levels. A Ninja knows no fear and, at high level, becomes almost immune to poison and able to see invisible things. Dexterity determines a Ninja's ability to use Ninjutsu.",
323 "Snipers are good at shooting, and they can kill targets by a few shots. After they concentrate deeply, they can demonstrate their shooting talents. You can see incredibly firepower of their shots."
327 /*! 性格の解説メッセージテーブル */
328 static cptr seikaku_jouhou[MAX_SEIKAKU] =
331 "ふつうは、特に特筆するべき部分がない性格です。あらゆる技能を平均的にこなします。",
333 "ちからじまんは、肉体的な能力や技能が上昇します。しかし、魔法に関係する能力や技能は劣り、戦士よりのステータスを持ちます。",
335 "きれものは、肉体的な能力は下がりますが、知能や魔法に関係する技能は上昇し、メイジよりのステータスを持ちます。",
337 "しあわせものは、神を信仰する能力が高くなります。肉体的には平均的な能力を持ち、プリーストに近いステータスとなります。",
339 "すばしっこいは、どのスキルも比較的うまくこなしますが、肉体的な能力は低くなります。",
341 "いのちしらずは、戦闘力、魔法能力の両方が上昇しますが、魔法防御、HPといった能力は悪くなります。",
343 "好きな食べ物は焼きビーフン。抑えてはいるが、冒険心旺盛な一匹狼。正義感、勇気とも平均以上だがカッとしやすい所もある。計画的人生より行き当たりばったりの人生を選んでしまうタイプで、異性の扱いは苦手。",
345 "なまけものは、あらゆるスキルが低く、何をやってもうまくいきません。",
347 "セクシーギャルは、あらゆるスキルをうまくこなすことができます。しかし、その人をなめた性格は全てのモンスターを怒らせることになるでしょう。この性格は女性しか選ぶことができません。",
349 "ラッキーマンは、能力値はなまけものに匹敵するくらい低いにもかかわらず、どんなことをしてもなぜかうまくいってしまいます。この性格は男性しか選ぶことができません。",
351 "がまんづよいは、じっくりと物事にとりくむ慎重な性格で、他の性格に比べて高い耐久力を得ることができます。しかし、自分から行動するのは苦手で、多くの技能は低くなってしまいます。",
353 "いかさまは、初心者の練習用の性格です。あらゆる能力が高くなっています。この性格を使えば勝利者になることは容易ですが、勝利しても全く自慢になりません。",
357 "\"Ordinary\" is a personality with no special skills or talents, with unmodified stats and skills.",
359 "\"Mighty\" raises your physical stats and skills, but reduces stats and skills which influence magic. It makes your stats suitable for a warrior. Also it directly influences your hit-points and spell fail rate.",
361 "\"Shrewd\" reduces your physical stats, and raises your intelligence and magical skills. It makes your stats suitable for a mage. Also it directly influences your hit-points and spell fail rate.",
363 "\"Pious\" deepens your faith in your God. It makes your physical ability average, and your stats suitable for priest. ",
365 "\"Nimble\" renders you highly skilled comparatively well, but reduces your physical ability. ",
367 "\"Fearless\" raises both your melee and magical ability. Stats such as magic defense and constitution are reduced. Also it has a direct bad influence on your hit-points.",
369 "\"Combat\" gives you comparatively high melee and shooting abilities, and average constitution. Other skills such as stealth, magic defence, and magical devices are weakened. All \"Combat\" people have great respect for the legendary \"Combat Echizen\".\n\
370 (See \"Death Crimson\" / Ecole Software Corp.)",
372 "A \"Lazy\" person has no good stats and can do no action well. Also it has a direct bad influence on your spell fail rate.",
374 "\"Sexy\" rises all of your abilities, but your haughty attitude will aggravate all monsters. Only females can choose this personality.",
376 "A \"Lucky\" man has poor stats, equivalent to a \"Lazy\" person. Mysteriously, however, he can do all things well. Only males can choose this personality.",
378 "A \"Patient\" person does things carefully. Patient people have high constitution, and high resilience, but poor abilities in most other skills. Also it directly influences your hit-points.",
380 "\"munchkin\" is a personality for beginners. It raises all your stats and skills. With this personality, you can win the game easily, but gain little honor in doing so."
384 /*! 魔法領域の詳細解説メッセージテーブル */
385 static cptr realm_jouhou[VALID_REALM] =
388 "生命は回復能力に優れた魔法です。治療や防御、感知魔法が多く含まれていますが、攻撃呪文もわずかに持っています。特に高レベルの呪文にはアンデッドを塵に帰す力をあると言われています。",
390 "仙術は「meta」領域であり、感知や鑑定、さらに退却用の呪文や自身の能力を高める呪文などの便利な呪文が含まれています。しかし、直接攻撃用の呪文は持っていません。",
392 "自然の魔法は使用者を元素のマスターにします。これには防御、探知、治療と攻撃呪文が含まれています。また、生命以外の領域で最高の治療呪文もこの領域にあります。",
394 "カオスの魔法は制御が困難で、予測のできない魔法もあります。カオスは非常に非元素的であり、カオスの呪文は想像できる最も恐るべき破壊兵器です。この呪文を唱えるものはカオスの尖兵に対し、敵や自分自身さえも変異させるよう要求します。",
396 "黒魔術である暗黒の魔法ほど邪悪なカテゴリーはありません。これらの呪文は比較的学ぶのが困難ですが、高レベルになると術者に生物とアンデッドを自由に操る能力を与えます。残念なことに、もっとも強力な呪文はその触媒として術者自身の血を必要とし、詠唱中にしばしば術者を傷つけます。",
398 "トランプの魔法はテレポート系の呪文で精選されたものを持っており、その出入り口は他の生物を召喚するためにも使えるため、召喚呪文から選りすぐられたものも同様に持っています。しかし、この魔法によって全ての怪物が別の場所へ呼ばれるのを理解するわけではなく、もし召喚呪文に失敗するとその生物は敵となります。",
400 "秘術の魔法は、全ての領域から有用な呪文だけを取り入れようとした多用途領域です。必要な「道具」的呪文を持っていても高レベルの強力な呪文は持っていません。結果として、全ての呪文書は街で買い求めることができます。また、他の領域に存在する同様な呪文の方がより低レベル、低コストで唱えることができます。",
402 "匠の魔法は、自分や道具を強化するための魔法が含まれています。魔法によって自分自身の戦闘力を非常に高めることができますが、相手を直接攻撃するような呪文は含まれていません。",
404 "悪魔の魔法は暗黒と同様非常に邪悪なカテゴリーです。様々な攻撃魔法に優れ、また悪魔のごとき知覚能力を得ることができます。高レベルの呪文は悪魔を自在に操り、自分自身の肉体をも悪魔化させることができます。",
406 "破邪は「正義」の魔法です。直接敵を傷つける魔法が多く含まれ、特に邪悪な敵に対する力は恐るべきものがあります。しかし、善良な敵にはあまり効果がありません。",
408 "歌集は、歌によって効果を発揮する魔法です。魔法と同様、使った時に効果のあるものと、歌い続けることによって持続して効果を発揮するものがあります。後者の場合は、MPの続く限り効果を発揮することができますが、同時に歌える歌は1つだけという制限もあります。",
410 "武芸の書は、様々な戦闘の技について書かれています。この本は技を覚えるときに読む必要がありますが、一度覚えた技は使うのに本を持つ必要はありません。技を使うときには必ず武器を装備していなければいけません。",
412 "呪術は忌むべき領域です。複数の呪いの言葉を歌のように紡ぎながら詠唱します。多くの呪文は詠唱し続けることによって効果が持続されます。呪文には相手の行動を束縛するもの、ダメージを与えるもの、攻撃に対して反撃するものが多くあります。"
415 "Life magic is very good for healing; it relies mostly on healing, protection and detection spells. Also life magic have a few attack spells as well. It said that some high level spell of life magic can disintegrate Undead monsters into ash.",
417 "Sorcery is a `meta` realm, including enchantment and general spells. It provides superb protection spells, spells to enhance your odds in combat and, most importantly, a vast selection of spells for gathering information. However, Sorcery has one weakness: it has no spells to deal direct damage to your enemies.",
419 "Nature magic makes you master of elements; it provides protection, detection, curing and attack spells. Nature also has a spell of Herbal Healing, which is the only powerful healing spell outside the realm of Life magic.",
421 "There are few types of magic more unpredictable and difficult to control than Chaos magic. Chaos is the very element of unmaking, and the Chaos spells are the most terrible weapons of destruction imaginable. The caster can also call on the primal forces of Chaos to induce mutations in his/her opponents and even him/herself.",
423 "There is no fouler nor more evil category of spells than the necromantic spells of Death Magic. These spells are relatively hard to learn, but at higher levels the spells give the caster power over living and the (un)dead, but the most powerful spells need his / her own blood as the focus, often hurting the caster in the process of casting.",
425 "Trump magic has, indeed, an admirable selection of teleportation spells. Since the Trump gateways can also be used to summon other creatures, Trump magic has an equally impressive selection of summoning spells. However, not all monsters appreciate being drawn to another place by Trump user.",
427 "Arcane magic is a general purpose realm of magic. It attempts to encompass all 'useful' spells from all realms. This is the downside of Arcane magic: while Arcane does have all the necessary 'tool' spells for a dungeon delver, it has no ultra-powerful high level spells. As a consequence, all Arcane spellbooks can be bought in town. It should also be noted that the 'specialized' realms usually offer the same spell at a lower level and cost. ",
429 "Craft magic can strengthen the caster or the equipments. These spells can greatly improve the caster's fighting ability. Using them against opponents directly is not possible.",
431 "Demon is a very evil realm, same as Death. It provides various attack spells and devilish detection spells. at higher levels, Demon magic provides ability to dominate demons, and to polymorph yourself into a demon.",
433 "Crusade is a magic of 'Justice'. It includes damage spells, which are greatly effective against foul and evil monsters, but have poor effects against good monsters.",
435 "Music magic shows various effects as sing song. There is two type of song; the one which shows effects instantly and the other one shows effect continuously until SP runs out. But the latter type has a limit; only one song can be sing at the same time.",
437 "The books of Kendo describe about various combat techniques. When learning new techniques, you are required to carry the books, but once you memorizes them, you don't have to carry them. When using a technique, wielding a weapon is required.",
439 "Hex is a very terrible realm. Spells gives continual effects when they are spelled continually like songs. Spells may obstract monsters' actions, may deal damages in sight, may revenge against enemies."
443 /*! 魔法領域の簡易解説メッセージテーブル */
444 static cptr realm_subinfo[VALID_REALM] =
456 "邪悪な怪物に対する攻撃に優れています",
461 "Good at detection and healing.",
462 "Utility and protective spells.",
463 "Good at detection and defence.",
464 "Offensive and destructive.",
465 "Ruins living creatures.",
466 "Good at summoning, teleportation.",
467 "Very useful but poor a bit.",
468 "Support for melee fighting.",
469 "Good at both offence and defence.",
470 "Destroys evil creatures.",
471 "Song with magical effects.",
472 "Special attacks on melee.",
473 "Good at obstacle and revenge."
478 /*! オートローラの能力値的要求水準 / Autoroll limit */
479 static s16b stat_limit[6];
481 /*! オートローラの年齢、身長、体重、社会的地位の要求水準 */
489 /*! オートローラ中、各能力値が水準を超えた回数 / Autoroll matches */
490 static s32b stat_match[6];
492 /*! オートローラの試行回数 / Autoroll round */
493 static s32b auto_round;
496 * @brief プレイヤー作成を中断して変愚蛮怒を終了する
499 static void birth_quit(void)
506 * @brief 指定されたヘルプファイルを表示する / Show specific help file
507 * @param helpfile ファイル名
510 static void show_help(cptr helpfile)
514 /* Peruse the help file */
515 (void)show_file(TRUE, helpfile, NULL, 0, 0);
521 * @brief プレイヤーの魔法領域を選択する / Choose from one of the available magical realms
522 * @param choices 選択可能な魔法領域のビット配列
523 * @param count 選択可能な魔法領域を返すポインタ群。
524 * @return 選択した魔法領域のID
526 static byte choose_realm(s32b choices, int *count)
528 int picks[VALID_REALM] = {0};
530 byte auto_select = REALM_NONE;
533 char sym[VALID_REALM];
535 char buf[80], cur[80];
537 /* Count the choices */
538 if (choices & CH_LIFE)
541 auto_select = REALM_LIFE;
543 if (choices & CH_SORCERY)
546 auto_select = REALM_SORCERY;
548 if (choices & CH_NATURE)
551 auto_select = REALM_NATURE;
553 if (choices & CH_CHAOS)
556 auto_select = REALM_CHAOS;
558 if (choices & CH_DEATH)
561 auto_select = REALM_DEATH;
563 if (choices & CH_TRUMP)
566 auto_select = REALM_TRUMP;
568 if (choices & CH_ARCANE)
571 auto_select = REALM_ARCANE;
573 if (choices & CH_ENCHANT)
576 auto_select = REALM_CRAFT;
578 if (choices & CH_DAEMON)
581 auto_select = REALM_DAEMON;
583 if (choices & CH_CRUSADE)
586 auto_select = REALM_CRUSADE;
588 if (choices & CH_MUSIC)
591 auto_select = REALM_MUSIC;
593 if (choices & CH_HISSATSU)
596 auto_select = REALM_HISSATSU;
598 if (choices & CH_HEX)
601 auto_select = REALM_HEX;
606 /* Auto-select the realm */
607 if ((*count) < 2) return auto_select;
609 /* Constraint to the 1st realm */
610 if (p_ptr->realm2 != 255)
612 if (p_ptr->pclass == CLASS_PRIEST)
614 if (is_good_realm(p_ptr->realm1))
616 choices &= ~(CH_DEATH | CH_DAEMON);
620 choices &= ~(CH_LIFE | CH_CRUSADE);
627 put_str ("注意:魔法の領域の選択によりあなたが習得する呪文のタイプが決まります。", 23, 5);
629 put_str ("Note: The realm of magic will determine which spells you can learn.", 23, 5);
633 for (i = 0; i<32; i++)
636 if (choices & (1L << i))
638 if (p_ptr->realm1 == i+1)
640 if (p_ptr->realm2 == 255)
645 if (p_ptr->realm2 == i+1)
650 sprintf(buf, "%c%c %s", sym[n], p2, realm_names[i+1]);
651 put_str(buf, 12 + (n/5), 2 + 15 * (n%5));
656 sprintf(cur, "%c%c %s", '*', p2, "ランダム");
658 sprintf(cur, "%c%c %s", '*', p2, "Random");
668 c_put_str(TERM_WHITE, cur, 12 + (os/5), 2 + 15 * (os%5));
675 sprintf(cur, "%c%c %s", '*', p2, "ランダム");
677 sprintf(cur, "%c%c %s", '*', p2, "Random");
682 sprintf(cur, "%c%c %s", sym[cs], p2, realm_names[picks[cs]]);
683 sprintf(buf, "%s", realm_names[picks[cs]]);
685 c_put_str(TERM_L_BLUE, buf, 3, 40);
686 put_str("の特徴", 3, 40+strlen(buf));
688 c_put_str(TERM_L_BLUE, realm_names[picks[cs]], 3, 40);
689 put_str(": Characteristic", 3, 40+strlen(realm_names[picks[cs]]));
691 put_str(realm_subinfo[technic2magic(picks[cs])-1], 4, 40);
693 c_put_str(TERM_YELLOW, cur, 12 + (cs/5), 2 + 15 * (cs%5));
700 sprintf(buf, "領域を選んで下さい(%c-%c) ('='初期オプション設定): ", sym[0], sym[n-1]);
702 sprintf(buf, "Choose a realm (%c-%c) ('=' for options): ", sym[0], sym[n-1]);
705 put_str(buf, 10, 10);
707 if (c == 'Q') birth_quit();
708 if (c == 'S') return 255;
709 if (c == ' ' || c == '\r' || c == '\n')
729 if (cs >= 5) cs -= 5;
741 if ((cs + 5) <= n) cs += 5;
743 k = (islower(c) ? A2I(c) : -1);
744 if ((k >= 0) && (k < n))
749 k = (isupper(c) ? (26 + c - 'A') : -1);
750 if ((k >= 26) && (k < n))
759 show_help("jmagic.txt#MagicRealms");
761 show_help("magic.txt#MagicRealms");
768 do_cmd_options_aux(OPT_PAGE_BIRTH, "初期オプション((*)はスコアに影響)");
770 do_cmd_options_aux(OPT_PAGE_BIRTH, "Birth option((*)s effect score)");
775 else if (c !='2' && c !='4' && c !='6' && c !='8') bell();
781 return (byte_hack)(picks[k]);
786 * @brief 選択した魔法領域の解説を表示する / Choose the magical realms
787 * @return ユーザが魔法領域の確定を選んだらTRUEを返す。
789 static bool get_player_realms(void)
793 /* Clean up infomation of modifications */
798 /* Select the first realm */
799 p_ptr->realm1 = REALM_NONE;
806 p_ptr->realm1 = choose_realm(realm_choices1[p_ptr->pclass], &count);
808 if (255 == p_ptr->realm1) return FALSE;
809 if (!p_ptr->realm1) break;
817 roff_to_buf(realm_jouhou[technic2magic(p_ptr->realm1)-1], 74, temp, sizeof(temp));
819 for (i = 0; i < 10; i++)
833 prt("何かキーを押してください", 0, 0);
835 prt("Hit any key.", 0, 0);
843 if (get_check_strict("よろしいですか?", CHECK_DEFAULT_Y)) break;
845 if (get_check_strict("Are you sure? ", CHECK_DEFAULT_Y)) break;
849 /* Select the second realm */
850 p_ptr->realm2 = REALM_NONE;
853 /* Print the realm */
855 put_str("魔法 :", 6, 1);
857 put_str("Magic :", 6, 1);
860 c_put_str(TERM_L_BLUE, realm_names[p_ptr->realm1], 6, 15);
862 /* Select the second realm */
869 p_ptr->realm2 = choose_realm(realm_choices2[p_ptr->pclass], &count);
871 if (255 == p_ptr->realm2) return FALSE;
872 if (!p_ptr->realm2) break;
880 roff_to_buf(realm_jouhou[technic2magic(p_ptr->realm2)-1], 74, temp, sizeof(temp));
882 for (i = 0; i< 6; i++)
896 prt("何かキーを押してください", 0, 0);
898 prt("Hit any key.", 0, 0);
905 else if (get_check_strict("よろしいですか?", CHECK_DEFAULT_Y)) break;
907 else if (get_check_strict("Are you sure? ", CHECK_DEFAULT_Y)) break;
912 /* Print the realm */
913 c_put_str(TERM_L_BLUE, format("%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]), 6, 15);
922 * @brief プレイヤーのクイックスタート情報をプレイヤー構造体から保存する / Save the current data for later
923 * @param birther_ptr クイックスタート構造体の参照ポインタ
926 static void save_prev_data(birther *birther_ptr)
931 birther_ptr->psex = p_ptr->psex;
932 birther_ptr->prace = p_ptr->prace;
933 birther_ptr->pclass = p_ptr->pclass;
934 birther_ptr->pseikaku = p_ptr->pseikaku;
935 birther_ptr->realm1 = p_ptr->realm1;
936 birther_ptr->realm2 = p_ptr->realm2;
937 birther_ptr->age = p_ptr->age;
938 birther_ptr->ht = p_ptr->ht;
939 birther_ptr->wt = p_ptr->wt;
940 birther_ptr->sc = p_ptr->sc;
941 birther_ptr->au = p_ptr->au;
944 for (i = 0; i < 6; i++)
946 birther_ptr->stat_max[i] = p_ptr->stat_max[i];
947 birther_ptr->stat_max_max[i] = p_ptr->stat_max_max[i];
951 for (i = 0; i < PY_MAX_LEVEL; i++)
953 birther_ptr->player_hp[i] = p_ptr->player_hp[i];
956 birther_ptr->chaos_patron = p_ptr->chaos_patron;
958 /* Save the virtues */
959 for (i = 0; i < 8; i++)
961 birther_ptr->vir_types[i] = p_ptr->vir_types[i];
964 /* Save the history */
965 for (i = 0; i < 4; i++)
967 strcpy(birther_ptr->history[i], p_ptr->history[i]);
973 * @brief プレイヤーのクイックスタート情報をプレイヤー構造体へ読み込む / Load the previous data
974 * @param swap TRUEならば現在のプレイヤー構造体上との内容をスワップする形で読み込む。
977 static void load_prev_data(bool swap)
983 /*** Save the current data ***/
984 if (swap) save_prev_data(&temp);
987 /*** Load the previous data ***/
990 p_ptr->psex = previous_char.psex;
991 p_ptr->prace = previous_char.prace;
992 p_ptr->pclass = previous_char.pclass;
993 p_ptr->pseikaku = previous_char.pseikaku;
994 p_ptr->realm1 = previous_char.realm1;
995 p_ptr->realm2 = previous_char.realm2;
996 p_ptr->age = previous_char.age;
997 p_ptr->ht = previous_char.ht;
998 p_ptr->wt = previous_char.wt;
999 p_ptr->sc = previous_char.sc;
1000 p_ptr->au = previous_char.au;
1002 /* Load the stats */
1003 for (i = 0; i < 6; i++)
1005 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = previous_char.stat_max[i];
1006 p_ptr->stat_max_max[i] = previous_char.stat_max_max[i];
1010 for (i = 0; i < PY_MAX_LEVEL; i++)
1012 p_ptr->player_hp[i] = previous_char.player_hp[i];
1014 p_ptr->mhp = p_ptr->player_hp[0];
1015 p_ptr->chp = p_ptr->player_hp[0];
1017 p_ptr->chaos_patron = previous_char.chaos_patron;
1019 for (i = 0; i < 8; i++)
1021 p_ptr->vir_types[i] = previous_char.vir_types[i];
1024 /* Load the history */
1025 for (i = 0; i < 4; i++)
1027 strcpy(p_ptr->history[i], previous_char.history[i]);
1030 /*** Save the previous data ***/
1033 (void)COPY(&previous_char, &temp, birther);
1041 * @brief プレイヤーの能力値表現に基づいて加減算を行う。
1042 * @param value 現在の能力値
1043 * @param amount 加減算する値
1046 static int adjust_stat(int value, int amount)
1050 /* Negative amounts */
1054 for (i = 0; i < (0 - amount); i++)
1060 else if (value > 18)
1071 /* Positive amounts */
1072 else if (amount > 0)
1075 for (i = 0; i < amount; i++)
1088 /* Return the result */
1096 * @brief プレイヤーの能力値を一通りロールする。 / Roll for a characters stats
1098 * calc_bonuses()による、独立ステータスからの副次ステータス算出も行っている。
1099 * For efficiency, we include a chunk of "calc_bonuses()".\n
1102 static void get_stats(void)
1104 /* Roll and verify some stats */
1110 /* Roll some dice */
1111 for (i = 0; i < 2; i++)
1113 s32b tmp = randint0(60*60*60);
1116 /* Extract 5 + 1d3 + 1d4 + 1d5 */
1118 val += tmp % 3; tmp /= 3;
1119 val += tmp % 4; tmp /= 4;
1120 val += tmp % 5; tmp /= 5;
1122 /* Save that value */
1124 p_ptr->stat_cur[3*i] = p_ptr->stat_max[3*i] = val;
1126 /* Extract 5 + 1d3 + 1d4 + 1d5 */
1128 val += tmp % 3; tmp /= 3;
1129 val += tmp % 4; tmp /= 4;
1130 val += tmp % 5; tmp /= 5;
1132 /* Save that value */
1134 p_ptr->stat_cur[3*i+1] = p_ptr->stat_max[3*i+1] = val;
1136 /* Extract 5 + 1d3 + 1d4 + 1d5 */
1138 val += tmp % 3; tmp /= 3;
1139 val += tmp % 4; tmp /= 4;
1140 val += (BASE_STATUS)tmp;
1142 /* Save that value */
1144 p_ptr->stat_cur[3*i+2] = p_ptr->stat_max[3*i+2] = val;
1148 if ((sum > 42+5*6) && (sum < 57+5*6)) break;
1149 /* 57 was 54... I hate 'magic numbers' :< TY */
1154 * @brief プレイヤーの限界ステータスを決める。
1157 void get_max_stats(void)
1163 /* Roll and verify some stats */
1166 /* Roll some dice */
1167 for (j = i = 0; i < 6; i++)
1170 dice[i] = randint1(7);
1172 /* Collect the maximum */
1180 /* Acquire the stats */
1181 for (i = 0; i < 6; i++)
1183 BASE_STATUS max_max = 18 + 60 + dice[i]*10;
1185 /* Save that value */
1186 p_ptr->stat_max_max[i] = max_max;
1187 if (p_ptr->stat_max[i] > max_max)
1188 p_ptr->stat_max[i] = max_max;
1189 if (p_ptr->stat_cur[i] > max_max)
1190 p_ptr->stat_cur[i] = max_max;
1192 p_ptr->knowledge &= ~(KNOW_STAT);
1194 /* Redisplay the stats later */
1195 p_ptr->redraw |= (PR_STATS);
1200 * @brief その他「オートローラ中は算出の対象にしない」副次ステータスを処理する / Roll for some info that the auto-roller ignores
1203 static void get_extra(bool roll_hitdie)
1207 /* Experience factor */
1208 if (p_ptr->prace == RACE_ANDROID) p_ptr->expfact = rp_ptr->r_exp;
1209 else p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
1211 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && ((p_ptr->prace == RACE_KLACKON) || (p_ptr->prace == RACE_SPRITE)))
1212 p_ptr->expfact -= 15;
1214 /* Reset record of race/realm changes */
1215 p_ptr->start_race = p_ptr->prace;
1216 p_ptr->old_race1 = 0L;
1217 p_ptr->old_race2 = 0L;
1218 p_ptr->old_realm = 0;
1220 for (i = 0; i < 64; i++)
1222 if (p_ptr->pclass == CLASS_SORCERER) p_ptr->spell_exp[i] = SPELL_EXP_MASTER;
1223 else if (p_ptr->pclass == CLASS_RED_MAGE) p_ptr->spell_exp[i] = SPELL_EXP_SKILLED;
1224 else p_ptr->spell_exp[i] = SPELL_EXP_UNSKILLED;
1227 for (i = 0; i < 5; i++)
1228 for (j = 0; j < 64; j++)
1229 p_ptr->weapon_exp[i][j] = s_info[p_ptr->pclass].w_start[i][j];
1230 if ((p_ptr->pseikaku == SEIKAKU_SEXY) && (p_ptr->weapon_exp[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] < WEAPON_EXP_BEGINNER))
1232 p_ptr->weapon_exp[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_BEGINNER;
1235 for (i = 0; i < GINOU_MAX; i++)
1236 p_ptr->skill_exp[i] = s_info[p_ptr->pclass].s_start[i];
1239 if (p_ptr->pclass == CLASS_SORCERER)
1240 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
1242 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
1244 /* Roll for hit point unless quick-start */
1245 if (roll_hitdie) do_cmd_rerate_aux();
1247 /* Initial hitpoints */
1248 p_ptr->mhp = p_ptr->player_hp[0];
1253 * @brief プレイヤーの生い立ちの自動生成を行う。 / Get the racial history, and social class, using the "history charts".
1256 static void get_history(void)
1258 int i, n, chart, roll, social_class;
1264 /* Clear the previous history strings */
1265 for (i = 0; i < 4; i++) p_ptr->history[i][0] = '\0';
1267 /* Clear the history text */
1270 /* Initial social class */
1271 social_class = randint1(4);
1273 /* Starting place */
1274 switch (p_ptr->prace)
1282 case RACE_BARBARIAN:
1320 case RACE_HALF_TROLL:
1330 case RACE_HALF_OGRE:
1335 case RACE_HALF_GIANT:
1340 case RACE_HALF_TITAN:
1370 case RACE_DRACONIAN:
1375 case RACE_MIND_FLAYER:
1458 /* Process the history */
1464 /* Roll for nobility */
1465 roll = randint1(100);
1468 /* Access the proper entry in the table */
1469 while ((chart != bg[i].chart) || (roll > bg[i].roll)) i++;
1471 /* Acquire the textual history */
1472 (void)strcat(buf, bg[i].info);
1474 /* Add in the social class */
1475 social_class += (int)(bg[i].bonus) - 50;
1477 /* Enter the next chart */
1482 /* Verify social class */
1483 if (social_class > 100) social_class = 100;
1484 else if (social_class < 1) social_class = 1;
1486 /* Save the social class */
1487 p_ptr->sc = (s16b)social_class;
1490 /* Skip leading spaces */
1491 for (s = buf; *s == ' '; s++) /* loop */;
1493 /* Get apparent length */
1496 /* Kill trailing spaces */
1498 while ((n > 0) && (s[n-1] == ' ')) s[--n] = '\0';
1502 roff_to_buf(s, 60, temp, sizeof(temp));
1504 for(i=0 ; i<4 ; i++){
1506 else {strcpy(p_ptr->history[i], t);t += strlen(t)+1;}
1512 * @brief プレイヤーの身長体重を決める / Get character's height and weight
1515 void get_height_weight(void)
1517 int h_percent; /* 身長が平均にくらべてどのくらい違うか. */
1519 /* Calculate the height/weight for males */
1520 if (p_ptr->psex == SEX_MALE)
1522 p_ptr->ht = randnor(rp_ptr->m_b_ht, rp_ptr->m_m_ht);
1523 h_percent = (int)(p_ptr->ht) * 100 / (int)(rp_ptr->m_b_ht);
1524 p_ptr->wt = randnor((int)(rp_ptr->m_b_wt) * h_percent /100
1525 , (int)(rp_ptr->m_m_wt) * h_percent / 300 );
1528 /* Calculate the height/weight for females */
1529 else if (p_ptr->psex == SEX_FEMALE)
1531 p_ptr->ht = randnor(rp_ptr->f_b_ht, rp_ptr->f_m_ht);
1532 h_percent = (int)(p_ptr->ht) * 100 / (int)(rp_ptr->f_b_ht);
1533 p_ptr->wt = randnor((int)(rp_ptr->f_b_wt) * h_percent /100
1534 , (int)(rp_ptr->f_m_wt) * h_percent / 300 );
1540 * @brief プレイヤーの年齢を決める。 / Computes character's age, height, and weight by henkma
1541 * @details 内部でget_height_weight()も呼び出している。
1544 static void get_ahw(void)
1546 /* Get character's age */
1547 p_ptr->age = rp_ptr->b_age + randint1(rp_ptr->m_age);
1549 /* Get character's height and weight */
1550 get_height_weight();
1554 * @brief プレイヤーの初期所持金を決める。 / Get the player's starting money
1557 static void get_money(void)
1561 /* Social Class determines starting gold */
1562 gold = (p_ptr->sc * 6) + randint1(100) + 300;
1563 if (p_ptr->pclass == CLASS_TOURIST)
1566 /* Process the stats */
1567 for (i = 0; i < 6; i++)
1569 /* Mega-Hack -- reduce gold for high stats */
1570 if (p_ptr->stat_max[i] >= 18 + 50) gold -= 300;
1571 else if (p_ptr->stat_max[i] >= 18 + 20) gold -= 200;
1572 else if (p_ptr->stat_max[i] > 18) gold -= 150;
1573 else gold -= (p_ptr->stat_max[i] - 8) * 10;
1576 /* Minimum 100 gold */
1577 if (gold < 100) gold = 100;
1579 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1581 else if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1583 if (p_ptr->prace == RACE_ANDROID) gold /= 5;
1592 * @brief put_stats()のサブルーチンとして、オートロール中のステータスを表示する / Display stat values, subset of "put_stats()"
1593 * @details See 'display_player()' for screen layout constraints.
1596 static void birth_put_stats(void)
1607 /* Put the stats (and percents) */
1608 for (i = 0; i < 6; i++)
1610 /* Race/Class bonus */
1611 j = rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i];
1613 /* Obtain the current stat */
1614 m = adjust_stat(p_ptr->stat_max[i], j);
1618 c_put_str(TERM_L_GREEN, buf, 3+i, col+24);
1620 /* Put the percent */
1623 if (stat_match[i] > 1000000L)
1625 /* Prevent overflow */
1626 p = stat_match[i] / (auto_round / 1000L);
1630 p = 1000L * stat_match[i] / auto_round;
1633 attr = (p < 100) ? TERM_YELLOW : TERM_L_GREEN;
1634 sprintf(buf, "%3d.%d%%", p/10, p%10);
1635 c_put_str(attr, buf, 3+i, col+13);
1638 /* Never happened */
1641 c_put_str(TERM_RED, _("(なし)", "(NONE)"), 3+i, col+13);
1649 * @brief ベースアイテム構造体の鑑定済みフラグをリセットする。
1652 static void k_info_reset(void)
1656 /* Reset the "objects" */
1657 for (i = 1; i < max_k_idx; i++)
1659 object_kind *k_ptr = &k_info[i];
1662 k_ptr->tried = FALSE;
1665 k_ptr->aware = FALSE;
1671 * @brief プレイヤー構造体の内容を初期値で消去する(名前を除く) / Clear all the global "character" data (without name)
1674 static void player_wipe_without_name(void)
1679 /* Temporary copy for migration - written back later */
1680 COPY(&tmp, p_ptr, player_type);
1682 /* Hack -- free the "last message" string */
1683 if (p_ptr->last_message) string_free(p_ptr->last_message);
1685 /* Hack -- zero the struct */
1686 (void)WIPE(p_ptr, player_type);
1688 /* Wipe the history */
1689 for (i = 0; i < 4; i++)
1691 strcpy(p_ptr->history[i], "");
1694 /* Wipe the quests */
1695 for (i = 0; i < max_q_idx; i++)
1697 quest_type* const q_ptr = &quest[i];
1699 q_ptr->status = QUEST_STATUS_UNTAKEN;
1707 q_ptr->comptime = 0;
1711 p_ptr->total_weight = 0;
1717 /* Clear the inventory */
1718 for (i = 0; i < INVEN_TOTAL; i++)
1720 object_wipe(&inventory[i]);
1724 /* Start with no artifacts made yet */
1725 for (i = 0; i < max_a_idx; i++)
1727 artifact_type *a_ptr = &a_info[i];
1731 /* Reset the objects */
1734 /* Reset the "monsters" */
1735 for (i = 1; i < max_r_idx; i++)
1737 monster_race *r_ptr = &r_info[i];
1739 /* Hack -- Reset the counter */
1742 /* Hack -- Reset the max counter */
1743 r_ptr->max_num = 100;
1745 /* Hack -- Reset the max counter */
1746 if (r_ptr->flags1 & RF1_UNIQUE) r_ptr->max_num = 1;
1748 /* Hack -- Non-unique Nazguls are semi-unique */
1749 else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num = MAX_NAZGUL_NUM;
1751 /* Clear visible kills in this life */
1752 r_ptr->r_pkills = 0;
1754 /* Clear all kills in this life */
1755 r_ptr->r_akills = 0;
1759 /* Hack -- Well fed player */
1760 p_ptr->food = PY_FOOD_FULL - 1;
1763 /* Wipe the spells */
1764 if (p_ptr->pclass == CLASS_SORCERER)
1766 p_ptr->spell_learned1 = p_ptr->spell_learned2 = 0xffffffffL;
1767 p_ptr->spell_worked1 = p_ptr->spell_worked2 = 0xffffffffL;
1771 p_ptr->spell_learned1 = p_ptr->spell_learned2 = 0L;
1772 p_ptr->spell_worked1 = p_ptr->spell_worked2 = 0L;
1774 p_ptr->spell_forgotten1 = p_ptr->spell_forgotten2 = 0L;
1775 for (i = 0; i < 64; i++) p_ptr->spell_order[i] = 99;
1776 p_ptr->learned_spells = 0;
1777 p_ptr->add_spells = 0;
1778 p_ptr->knowledge = 0;
1780 /* Clean the mutation count */
1781 mutant_regenerate_mod = 100;
1783 /* Clear "cheat" options */
1791 cheat_diary_output = FALSE;
1794 /* Assume no winning game */
1795 p_ptr->total_winner = FALSE;
1797 world_player = FALSE;
1799 /* Assume no panic save */
1800 p_ptr->panic_save = 0;
1802 /* Assume no cheating */
1804 p_ptr->wizard = FALSE;
1806 /* Not waiting to report score */
1807 p_ptr->wait_report_score = FALSE;
1809 /* Default pet command settings */
1810 p_ptr->pet_follow_distance = PET_FOLLOW_DIST;
1811 p_ptr->pet_extra_flags = (PF_TELEPORT | PF_ATTACK_SPELL | PF_SUMMON_SPELL);
1813 /* Wipe the recall depths */
1814 for (i = 0; i < max_d_idx; i++)
1821 /* Reset wild_mode to FALSE */
1822 p_ptr->wild_mode = FALSE;
1824 for (i = 0; i < 108; i++)
1826 p_ptr->magic_num1[i] = 0;
1827 p_ptr->magic_num2[i] = 0;
1831 p_ptr->max_plv = p_ptr->lev = 1;
1833 /* Initialize arena and rewards information -KMW- */
1834 p_ptr->arena_number = 0;
1835 p_ptr->inside_arena = FALSE;
1836 p_ptr->inside_quest = 0;
1837 for (i = 0; i < MAX_MANE; i++)
1839 p_ptr->mane_spell[i] = -1;
1840 p_ptr->mane_dam[i] = 0;
1842 p_ptr->mane_num = 0;
1843 p_ptr->exit_bldg = TRUE; /* only used for arena now -KMW- */
1846 p_ptr->today_mon = 0;
1848 /* Reset monster arena */
1851 /* Reset mutations */
1857 for (i = 0; i < 8; i++) p_ptr->virtues[i]=0;
1861 /* Set the recall dungeon accordingly */
1862 if (vanilla_town || ironman_downward)
1864 p_ptr->recall_dungeon = DUNGEON_ANGBAND;
1868 p_ptr->recall_dungeon = DUNGEON_GALGALS;
1871 /* Data migration */
1872 memcpy(p_ptr->name, tmp.name, sizeof(tmp.name));
1877 * @brief ランダムクエストの討伐ユニークを決める / Determine the random quest uniques
1878 * @param q_ptr クエスト構造体の参照ポインタ
1881 void determine_random_questor(quest_type *q_ptr)
1884 monster_race *r_ptr;
1886 /* Prepare allocation table */
1887 get_mon_num_prep(mon_hook_quest, NULL);
1892 * Random monster 5 - 10 levels out of depth
1893 * (depending on level)
1895 r_idx = get_mon_num(q_ptr->level + 5 + randint1(q_ptr->level / 10));
1896 r_ptr = &r_info[r_idx];
1898 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
1899 if (r_ptr->flags1 & RF1_QUESTOR) continue;
1900 if (r_ptr->rarity > 100) continue;
1901 if (r_ptr->flags7 & RF7_FRIENDLY) continue;
1902 if (r_ptr->flags7 & RF7_AQUATIC) continue;
1903 if (r_ptr->flags8 & RF8_WILD_ONLY) continue;
1904 if (no_questor_or_bounty_uniques(r_idx)) continue;
1907 * Accept monsters that are 2 - 6 levels
1908 * out of depth depending on the quest level
1910 if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) break;
1913 q_ptr->r_idx = r_idx;
1917 * @brief ダンジョン内部のクエストを初期化する / Initialize random quests and final quests
1920 static void init_dungeon_quests(void)
1922 int number_of_quests = MAX_RANDOM_QUEST - MIN_RANDOM_QUEST + 1;
1925 /* Init the random quests */
1926 init_flags = INIT_ASSIGN;
1927 p_ptr->inside_quest = MIN_RANDOM_QUEST;
1929 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
1931 p_ptr->inside_quest = 0;
1933 /* Generate quests */
1934 for (i = MIN_RANDOM_QUEST + number_of_quests - 1; i >= MIN_RANDOM_QUEST; i--)
1936 quest_type *q_ptr = &quest[i];
1937 monster_race *quest_r_ptr;
1939 q_ptr->status = QUEST_STATUS_TAKEN;
1940 determine_random_questor(q_ptr);
1943 quest_r_ptr = &r_info[q_ptr->r_idx];
1944 quest_r_ptr->flags1 |= RF1_QUESTOR;
1949 /* Init the two main quests (Oberon + Serpent) */
1950 init_flags = INIT_ASSIGN;
1951 p_ptr->inside_quest = QUEST_OBERON;
1953 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
1955 quest[QUEST_OBERON].status = QUEST_STATUS_TAKEN;
1957 p_ptr->inside_quest = QUEST_SERPENT;
1959 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
1961 quest[QUEST_SERPENT].status = QUEST_STATUS_TAKEN;
1962 p_ptr->inside_quest = 0;
1966 * @brief ゲームターンを初期化する / Reset turn
1967 * @details アンデッド系種族は開始時刻を夜からにする。
1970 static void init_turn(void)
1972 if ((p_ptr->prace == RACE_VAMPIRE) ||
1973 (p_ptr->prace == RACE_SKELETON) ||
1974 (p_ptr->prace == RACE_ZOMBIE) ||
1975 (p_ptr->prace == RACE_SPECTRE))
1977 /* Undead start just after midnight */
1978 turn = (TURNS_PER_TICK*3 * TOWN_DAWN) / 4 + 1;
1979 turn_limit = TURNS_PER_TICK * TOWN_DAWN * MAX_DAYS + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
1984 turn_limit = TURNS_PER_TICK * TOWN_DAWN * (MAX_DAYS - 1) + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
1988 dungeon_turn_limit = TURNS_PER_TICK * TOWN_DAWN * (MAX_DAYS - 1) + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
1993 * @brief 所持状態にあるアイテムの中から一部枠の装備可能なものを装備させる。
1994 * @details アンデッド系種族は開始時刻を夜からにする。
1997 static void wield_all(void)
2001 object_type object_type_body;
2006 /* Scan through the slots backwards */
2007 for (item = INVEN_PACK - 1; item >= 0; item--)
2009 o_ptr = &inventory[item];
2011 /* Skip non-objects */
2012 if (!o_ptr->k_idx) continue;
2014 /* Make sure we can wield it and that there's nothing else in that slot */
2015 slot = wield_slot(o_ptr);
2016 if (slot < INVEN_RARM) continue;
2017 if (slot == INVEN_LITE) continue; /* Does not wield toaches because buys a lantern soon */
2018 if (inventory[slot].k_idx) continue;
2020 /* Get local object */
2021 i_ptr = &object_type_body;
2022 object_copy(i_ptr, o_ptr);
2024 /* Modify quantity */
2027 /* Decrease the item (from the pack) */
2030 inven_item_increase(item, -1);
2031 inven_item_optimize(item);
2034 /* Decrease the item (from the floor) */
2037 floor_item_increase(0 - item, -1);
2038 floor_item_optimize(0 - item);
2041 /* Get the wield slot */
2042 o_ptr = &inventory[slot];
2044 /* Wear the new stuff */
2045 object_copy(o_ptr, i_ptr);
2047 /* Increase the weight */
2048 p_ptr->total_weight += i_ptr->weight;
2050 /* Increment the equip counter by hand */
2059 * プレイヤーの職業毎の初期装備テーブル。/\n
2060 * Each player starts out with a few items, given as tval/sval pairs.\n
2061 * In addition, he always has some food and a few torches.\n
2063 static byte player_init[MAX_CLASS][3][2] =
2067 { TV_RING, SV_RING_RES_FEAR }, /* Warriors need it! */
2068 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
2069 { TV_SWORD, SV_BROAD_SWORD }
2074 { TV_SORCERY_BOOK, 0 }, /* Hack: for realm1 book */
2075 { TV_DEATH_BOOK, 0 }, /* Hack: for realm2 book */
2076 { TV_SWORD, SV_DAGGER }
2081 { TV_SORCERY_BOOK, 0 }, /* Hack: for Life / Death book */
2082 { TV_DEATH_BOOK, 0 }, /* Hack: for realm2 book */
2083 { TV_HAFTED, SV_MACE }
2088 { TV_SORCERY_BOOK, 0 }, /* Hack: for realm1 book */
2089 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
2090 { TV_SWORD, SV_DAGGER }
2095 { TV_NATURE_BOOK, 0 },
2096 { TV_DEATH_BOOK, 0 }, /* Hack: for realm2 book */
2097 { TV_SWORD, SV_DAGGER }
2102 { TV_SORCERY_BOOK, 0 },
2103 { TV_SCROLL, SV_SCROLL_PROTECTION_FROM_EVIL },
2104 { TV_SWORD, SV_BROAD_SWORD }
2109 { TV_SORCERY_BOOK, 0 }, /* Hack: for realm1 book */
2110 { TV_DEATH_BOOK, 0 }, /* Hack: for realm2 book */
2111 { TV_SWORD, SV_SHORT_SWORD }
2116 { TV_SORCERY_BOOK, 0 }, /* Hack: For realm1 book */
2117 { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL },
2118 { TV_SWORD, SV_BROAD_SWORD }
2123 { TV_SORCERY_BOOK, 0 },
2124 { TV_POTION, SV_POTION_SPEED },
2125 { TV_POTION, SV_POTION_HEROISM }
2130 { TV_POTION, SV_POTION_SPEED },
2131 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
2132 { TV_SWORD, SV_SMALL_SWORD }
2137 { TV_SORCERY_BOOK, 0 }, /* Hack: for realm1 book */
2138 { TV_RING, SV_RING_SUSTAIN_INT},
2139 { TV_SWORD, SV_DAGGER }
2144 { TV_FOOD, SV_FOOD_JERKY},
2145 { TV_SCROLL, SV_SCROLL_MAPPING },
2151 { TV_POTION, SV_POTION_SPEED },
2152 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
2153 { TV_SWORD, SV_SHORT_SWORD}
2158 { TV_TRUMP_BOOK, 0 },
2159 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
2160 { TV_POLEARM, SV_SPEAR}
2165 { TV_HAFTED, SV_WIZSTAFF }, /* Hack: for realm1 book */
2166 { TV_RING, SV_RING_SUSTAIN_INT},
2167 { TV_WAND, SV_WAND_MAGIC_MISSILE }
2172 { TV_BOW, SV_SHORT_BOW },
2173 { TV_SOFT_ARMOR, SV_LEATHER_SCALE_MAIL},
2174 { TV_SWORD, SV_SHORT_SWORD },
2179 { TV_WAND, SV_WAND_MAGIC_MISSILE },
2180 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR},
2181 { TV_SWORD, SV_SHORT_SWORD },
2186 { TV_MUSIC_BOOK, 0 },
2187 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR},
2188 { TV_SWORD, SV_SHORT_SWORD },
2193 { TV_ARCANE_BOOK, 0 },
2194 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR},
2195 { TV_SWORD, SV_SHORT_SWORD },
2200 { TV_HISSATSU_BOOK, 0 },
2201 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
2202 { TV_SWORD, SV_BROAD_SWORD }
2207 { TV_SORCERY_BOOK, 0 },
2208 { TV_POTION, SV_POTION_SPEED },
2209 { TV_POTION, SV_POTION_RESTORE_MANA }
2214 { TV_SOFT_ARMOR, SV_ROBE },
2215 { TV_WAND, SV_WAND_MAGIC_MISSILE },
2216 { TV_SWORD, SV_DAGGER }
2221 { TV_BOW, SV_SHORT_BOW },
2222 { TV_SOFT_ARMOR, SV_LEATHER_SCALE_MAIL},
2223 { TV_POLEARM, SV_BROAD_SPEAR}
2228 { TV_POTION, SV_POTION_HEALING },
2229 { TV_HARD_ARMOR, SV_AUGMENTED_CHAIN_MAIL },
2230 { TV_POLEARM, SV_BROAD_AXE }
2235 { TV_RING, SV_RING_RES_FEAR }, /* Warriors need it! */
2236 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
2237 { TV_POLEARM, SV_BROAD_AXE }
2241 { TV_POTION, SV_POTION_SPEED },
2242 { TV_RING, SV_RING_SUSTAIN_INT},
2243 { TV_SWORD, SV_DAGGER }
2247 { TV_POTION, SV_POTION_SPEED },
2248 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
2249 { TV_SWORD, SV_DAGGER }
2253 { TV_BOW, SV_LIGHT_XBOW },
2254 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
2255 { TV_SWORD, SV_DAGGER }
2260 * @brief バルログが死体を食べられるモンスターかの判定 / Hook function for human corpses
2261 * @param r_idx モンスターID
2262 * @return 死体を食べられるならTRUEを返す。
2264 static bool monster_hook_human(MONRACE_IDX r_idx)
2266 monster_race *r_ptr = &r_info[r_idx];
2268 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2270 if (my_strchr("pht", r_ptr->d_char)) return TRUE;
2276 * @brief 初期所持アイテムの処理 / Add an outfit object
2277 * @details アイテムを既知のものとした上でwield_all()関数により装備させる。
2278 * @param o_ptr 処理したいオブジェクト構造体の参照ポインタ
2281 static void add_outfit(object_type *o_ptr)
2285 object_aware(o_ptr);
2286 object_known(o_ptr);
2287 slot = inven_carry(o_ptr);
2289 /* Auto-inscription */
2290 autopick_alter_item(slot, FALSE);
2292 /* Now try wielding everything */
2298 * @brief 種族/職業/性格などに基づき初期所持アイテムを設定するメインセット関数。 / Init players with some belongings
2299 * @details Having an item makes the player "aware" of its purpose.
2302 void player_outfit(void)
2305 OBJECT_TYPE_VALUE tv;
2306 OBJECT_SUBTYPE_VALUE sv;
2313 /* Give the player some food */
2314 switch (p_ptr->prace)
2318 /* Vampires can drain blood of creatures */
2322 /* Demon can drain vitality from humanoid corpse */
2324 /* Prepare allocation table */
2325 get_mon_num_prep(monster_hook_human, NULL);
2327 for (i = rand_range(3,4); i > 0; i--)
2329 object_prep(q_ptr, lookup_kind(TV_CORPSE, SV_CORPSE));
2330 q_ptr->pval = get_mon_num(2);
2340 /* Staff (of Nothing) */
2341 object_prep(q_ptr, lookup_kind(TV_STAFF, SV_STAFF_NOTHING));
2348 /* Potions of Water */
2349 object_prep(q_ptr, lookup_kind(TV_POTION, SV_POTION_WATER));
2350 q_ptr->number = (byte)rand_range(15, 23);
2357 object_prep(q_ptr, lookup_kind(TV_FLASK, SV_ANY));
2359 /* Fuel with oil (move pval to xtra4) */
2360 apply_magic(q_ptr, 1, AM_NO_FIXED_ART);
2362 q_ptr->number = (byte)rand_range(7, 12);
2369 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
2370 q_ptr->number = (byte)rand_range(3, 7);
2376 if ((p_ptr->prace == RACE_VAMPIRE) && (p_ptr->pclass != CLASS_NINJA))
2378 /* Hack -- Give the player scrolls of DARKNESS! */
2379 object_prep(q_ptr, lookup_kind(TV_SCROLL, SV_SCROLL_DARKNESS));
2381 q_ptr->number = (byte)rand_range(2, 5);
2385 else if (p_ptr->pclass != CLASS_NINJA)
2387 /* Hack -- Give the player some torches */
2388 object_prep(q_ptr, lookup_kind(TV_LITE, SV_LITE_TORCH));
2389 q_ptr->number = (byte)rand_range(3, 7);
2390 q_ptr->xtra4 = rand_range(3, 7) * 500;
2396 if ((p_ptr->pclass == CLASS_RANGER) || (p_ptr->pclass == CLASS_CAVALRY))
2398 /* Hack -- Give the player some arrows */
2399 object_prep(q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
2400 q_ptr->number = (byte)rand_range(15, 20);
2404 if (p_ptr->pclass == CLASS_RANGER)
2406 /* Hack -- Give the player some arrows */
2407 object_prep(q_ptr, lookup_kind(TV_BOW, SV_SHORT_BOW));
2411 else if (p_ptr->pclass == CLASS_ARCHER)
2413 /* Hack -- Give the player some arrows */
2414 object_prep(q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
2415 q_ptr->number = (byte)rand_range(15, 20);
2419 else if (p_ptr->pclass == CLASS_HIGH_MAGE)
2421 /* Hack -- Give the player some arrows */
2422 object_prep(q_ptr, lookup_kind(TV_WAND, SV_WAND_MAGIC_MISSILE));
2424 q_ptr->pval = (byte)rand_range(25, 30);
2428 else if (p_ptr->pclass == CLASS_SORCERER)
2430 OBJECT_TYPE_VALUE book_tval;
2431 for (book_tval = TV_LIFE_BOOK; book_tval <= TV_LIFE_BOOK+MAX_MAGIC-1; book_tval++)
2433 /* Hack -- Give the player some arrows */
2434 object_prep(q_ptr, lookup_kind(book_tval, 0));
2440 else if (p_ptr->pclass == CLASS_TOURIST)
2442 if (p_ptr->pseikaku != SEIKAKU_SEXY)
2444 /* Hack -- Give the player some arrows */
2445 object_prep(q_ptr, lookup_kind(TV_SHOT, SV_AMMO_LIGHT));
2446 q_ptr->number = (byte)rand_range(15, 20);
2451 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_BISCUIT));
2452 q_ptr->number = (byte)rand_range(2, 4);
2456 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_WAYBREAD));
2457 q_ptr->number = (byte)rand_range(2, 4);
2461 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_JERKY));
2462 q_ptr->number = (byte)rand_range(1, 3);
2466 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_ALE));
2467 q_ptr->number = (byte)rand_range(2, 4);
2471 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_WINE));
2472 q_ptr->number = (byte)rand_range(2, 4);
2476 else if (p_ptr->pclass == CLASS_NINJA)
2478 /* Hack -- Give the player some arrows */
2479 object_prep(q_ptr, lookup_kind(TV_SPIKE, 0));
2480 q_ptr->number = (byte)rand_range(15, 20);
2484 else if (p_ptr->pclass == CLASS_SNIPER)
2486 /* Hack -- Give the player some bolts */
2487 object_prep(q_ptr, lookup_kind(TV_BOLT, SV_AMMO_NORMAL));
2488 q_ptr->number = (byte)rand_range(15, 20);
2493 if(p_ptr->pseikaku == SEIKAKU_SEXY)
2495 player_init[p_ptr->pclass][2][0] = TV_HAFTED;
2496 player_init[p_ptr->pclass][2][1] = SV_WHIP;
2499 /* Hack -- Give the player three useful objects */
2500 for (i = 0; i < 3; i++)
2502 /* Look up standard equipment */
2503 tv = player_init[p_ptr->pclass][i][0];
2504 sv = player_init[p_ptr->pclass][i][1];
2506 if ((p_ptr->prace == RACE_ANDROID) && ((tv == TV_SOFT_ARMOR) || (tv == TV_HARD_ARMOR))) continue;
2507 /* Hack to initialize spellbooks */
2508 if (tv == TV_SORCERY_BOOK) tv = TV_LIFE_BOOK + p_ptr->realm1 - 1;
2509 else if (tv == TV_DEATH_BOOK) tv = TV_LIFE_BOOK + p_ptr->realm2 - 1;
2511 else if (tv == TV_RING && sv == SV_RING_RES_FEAR &&
2512 p_ptr->prace == RACE_BARBARIAN)
2513 /* Barbarians do not need a ring of resist fear */
2514 sv = SV_RING_SUSTAIN_STR;
2516 else if (tv == TV_RING && sv == SV_RING_SUSTAIN_INT &&
2517 p_ptr->prace == RACE_MIND_FLAYER)
2520 sv = SV_POTION_RESTORE_MANA;
2524 /* Hack -- Give the player an object */
2525 object_prep(q_ptr, lookup_kind(tv, sv));
2527 /* Assassins begin the game with a poisoned dagger */
2528 if ((tv == TV_SWORD || tv == TV_HAFTED) && (p_ptr->pclass == CLASS_ROGUE &&
2529 p_ptr->realm1 == REALM_DEATH)) /* Only assassins get a poisoned weapon */
2531 q_ptr->name2 = EGO_BRAND_POIS;
2537 /* Hack -- make aware of the water */
2538 k_info[lookup_kind(TV_POTION, SV_POTION_WATER)].aware = TRUE;
2542 * @brief プレイヤーの種族選択を行う / Player race
2545 static bool get_player_race(void)
2550 char sym[MAX_RACES];
2552 char buf[80], cur[80];
2557 put_str(_("注意:《種族》によってキャラクターの先天的な資質やボーナスが変化します。",
2558 "Note: Your 'race' determines various intrinsic factors and bonuses."), 23, 5);
2561 for (n = 0; n < MAX_RACES; n++)
2564 rp_ptr = &race_info[n];
2565 str = rp_ptr->title;
2571 sym[n] = ('A' + n - 26);
2573 sprintf(buf, "%c%c%s", sym[n], p2, str);
2575 sprintf(buf, "%c%c %s", sym[n], p2, str);
2577 put_str(buf, 12 + (n/5), 1 + 16 * (n%5));
2581 sprintf(cur, "%c%c%s", '*', p2, _("ランダム", "Random"));
2592 c_put_str(TERM_WHITE, cur, 12 + (os/5), 1 + 16 * (os%5));
2593 put_str(" ", 3, 40);
2597 sprintf(cur, "%c%c%s", '*', p2, "ランダム");
2599 sprintf(cur, "%c%c %s", '*', p2, "Random");
2601 put_str(" ", 4, 40);
2602 put_str(" ", 5, 40);
2606 rp_ptr = &race_info[cs];
2607 str = rp_ptr->title;
2609 sprintf(cur, "%c%c%s", sym[cs], p2, str);
2610 c_put_str(TERM_L_BLUE, rp_ptr->title, 3, 40);
2611 put_str("の種族修正", 3, 40+strlen(rp_ptr->title));
2612 put_str("腕力 知能 賢さ 器用 耐久 魅力 経験 ", 4, 40);
2614 sprintf(cur, "%c%c %s", sym[cs], p2, str);
2615 c_put_str(TERM_L_BLUE, rp_ptr->title, 3, 40);
2616 put_str(": Race modification", 3, 40+strlen(rp_ptr->title));
2617 put_str("Str Int Wis Dex Con Chr EXP ", 4, 40);
2619 sprintf(buf, "%+3d %+3d %+3d %+3d %+3d %+3d %+4d%% ",
2620 rp_ptr->r_adj[0], rp_ptr->r_adj[1], rp_ptr->r_adj[2], rp_ptr->r_adj[3],
2621 rp_ptr->r_adj[4], rp_ptr->r_adj[5], (rp_ptr->r_exp - 100));
2622 c_put_str(TERM_L_BLUE, buf, 5, 40);
2624 c_put_str(TERM_YELLOW, cur, 12 + (cs/5), 1 + 16 * (cs%5));
2630 sprintf(buf, _("種族を選んで下さい (%c-%c) ('='初期オプション設定): ", "Choose a race (%c-%c) ('=' for options): "), sym[0], sym[MAX_RACES-1]);
2632 put_str(buf, 10, 10);
2634 if (c == 'Q') birth_quit();
2635 if (c == 'S') return (FALSE);
2636 if (c == ' ' || c == '\r' || c == '\n')
2640 k = randint0(MAX_RACES);
2652 k = randint0(MAX_RACES);
2658 if (cs >= 5) cs -= 5;
2666 if (cs < MAX_RACES) cs++;
2670 if ((cs + 5) <= MAX_RACES) cs += 5;
2672 k = (islower(c) ? A2I(c) : -1);
2673 if ((k >= 0) && (k < MAX_RACES))
2678 k = (isupper(c) ? (26 + c - 'A') : -1);
2679 if ((k >= 26) && (k < MAX_RACES))
2688 show_help("jraceclas.txt#TheRaces");
2690 show_help("raceclas.txt#TheRaces");
2696 do_cmd_options_aux(OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth Option((*)s effect score)"));
2699 else if (c !='2' && c !='4' && c !='6' && c !='8') bell();
2703 p_ptr->prace = (byte_hack)k;
2705 rp_ptr = &race_info[p_ptr->prace];
2708 c_put_str(TERM_L_BLUE, rp_ptr->title, 4, 15);
2716 * @brief プレイヤーの職業選択を行う / Player class
2719 static bool get_player_class(void)
2723 char sym[MAX_CLASS_CHOICE];
2725 char buf[80], cur[80];
2731 put_str(_("注意:《職業》によってキャラクターの先天的な能力やボーナスが変化します。",
2732 "Note: Your 'class' determines various intrinsic abilities and bonuses."), 23, 5);
2734 put_str(_("()で囲まれた選択肢はこの種族には似合わない職業です。",
2735 "Any entries in parentheses should only be used by advanced players."), 11, 5);
2739 for (n = 0; n < MAX_CLASS_CHOICE; n++)
2742 cp_ptr = &class_info[n];
2743 mp_ptr = &m_info[n];
2744 str = cp_ptr->title;
2748 sym[n] = ('A' + n - 26);
2751 if (!(rp_ptr->choice & (1L << n)))
2753 sprintf(buf, "%c%c(%s)", sym[n], p2, str);
2755 sprintf(buf, "%c%c (%s)", sym[n], p2, str);
2759 sprintf(buf, "%c%c%s", sym[n], p2, str);
2761 sprintf(buf, "%c%c %s", sym[n], p2, str);
2764 put_str(buf, 13+ (n/4), 2 + 19 * (n%4));
2768 sprintf(cur, "%c%c%s", '*', p2, "ランダム");
2770 sprintf(cur, "%c%c %s", '*', p2, "Random");
2776 os = MAX_CLASS_CHOICE;
2782 c_put_str(TERM_WHITE, cur, 13 + (os/4), 2 + 19 * (os%4));
2783 put_str(" ", 3, 40);
2784 if(cs == MAX_CLASS_CHOICE)
2787 sprintf(cur, "%c%c%s", '*', p2, "ランダム");
2789 sprintf(cur, "%c%c %s", '*', p2, "Random");
2791 put_str(" ", 4, 40);
2792 put_str(" ", 5, 40);
2796 cp_ptr = &class_info[cs];
2797 mp_ptr = &m_info[cs];
2798 str = cp_ptr->title;
2799 if (!(rp_ptr->choice & (1L << cs)))
2801 sprintf(cur, "%c%c(%s)", sym[cs], p2, str);
2803 sprintf(cur, "%c%c (%s)", sym[cs], p2, str);
2807 sprintf(cur, "%c%c%s", sym[cs], p2, str);
2809 sprintf(cur, "%c%c %s", sym[cs], p2, str);
2812 c_put_str(TERM_L_BLUE, cp_ptr->title, 3, 40);
2813 put_str("の職業修正", 3, 40+strlen(cp_ptr->title));
2814 put_str("腕力 知能 賢さ 器用 耐久 魅力 経験 ", 4, 40);
2816 c_put_str(TERM_L_BLUE, cp_ptr->title, 3, 40);
2817 put_str(": Class modification", 3, 40+strlen(cp_ptr->title));
2818 put_str("Str Int Wis Dex Con Chr EXP ", 4, 40);
2820 sprintf(buf, "%+3d %+3d %+3d %+3d %+3d %+3d %+4d%% ",
2821 cp_ptr->c_adj[0], cp_ptr->c_adj[1], cp_ptr->c_adj[2], cp_ptr->c_adj[3],
2822 cp_ptr->c_adj[4], cp_ptr->c_adj[5], cp_ptr->c_exp);
2823 c_put_str(TERM_L_BLUE, buf, 5, 40);
2825 c_put_str(TERM_YELLOW, cur, 13 + (cs/4), 2 + 19 * (cs%4));
2831 sprintf(buf, _("職業を選んで下さい (%c-%c) ('='初期オプション設定): ", "Choose a class (%c-%c) ('=' for options): "), sym[0], sym[MAX_CLASS_CHOICE-1]);
2833 put_str(buf, 10, 10);
2835 if (c == 'Q') birth_quit();
2836 if (c == 'S') return (FALSE);
2837 if (c == ' ' || c == '\r' || c == '\n')
2839 if(cs == MAX_CLASS_CHOICE)
2841 k = randint0(MAX_CLASS_CHOICE);
2853 k = randint0(MAX_CLASS_CHOICE);
2859 if (cs >= 4) cs -= 4;
2867 if (cs < MAX_CLASS_CHOICE) cs++;
2871 if ((cs + 4) <= MAX_CLASS_CHOICE) cs += 4;
2873 k = (islower(c) ? A2I(c) : -1);
2874 if ((k >= 0) && (k < MAX_CLASS_CHOICE))
2879 k = (isupper(c) ? (26 + c - 'A') : -1);
2880 if ((k >= 26) && (k < MAX_CLASS_CHOICE))
2889 show_help("jraceclas.txt#TheClasses");
2891 show_help("raceclas.txt#TheClasses");
2897 do_cmd_options_aux(OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth Option((*)s effect score)"));
2900 else if (c !='2' && c !='4' && c !='6' && c !='8') bell();
2904 p_ptr->pclass = (byte_hack)k;
2905 cp_ptr = &class_info[p_ptr->pclass];
2906 mp_ptr = &m_info[p_ptr->pclass];
2910 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 15);
2917 * @brief プレイヤーの性格選択を行う / Player Player seikaku
2920 static bool get_player_seikaku(void)
2924 char sym[MAX_SEIKAKU];
2926 char buf[80], cur[80];
2934 put_str("注意:《性格》によってキャラクターの能力やボーナスが変化します。", 23, 5);
2936 put_str("Note: Your personality determines various intrinsic abilities and bonuses.", 23, 5);
2940 for (n = 0; n < MAX_SEIKAKU; n++)
2942 if(seikaku_info[n].sex && (seikaku_info[n].sex != (p_ptr->psex+1))) continue;
2945 ap_ptr = &seikaku_info[n];
2946 str = ap_ptr->title;
2950 sym[n] = ('A' + n - 26);
2955 sprintf(buf, "%c%c%s", I2A(n), p2, str);
2957 sprintf(buf, "%c%c %s", I2A(n), p2, str);
2959 put_str(buf, 12 + (n/4), 2 + 18 * (n%4));
2963 sprintf(cur, "%c%c%s", '*', p2, "ランダム");
2965 sprintf(cur, "%c%c %s", '*', p2, "Random");
2970 cs = p_ptr->pseikaku;
2977 c_put_str(TERM_WHITE, cur, 12 + (os/4), 2 + 18 * (os%4));
2978 put_str(" ", 3, 40);
2979 if(cs == MAX_SEIKAKU)
2982 sprintf(cur, "%c%c%s", '*', p2, "ランダム");
2984 sprintf(cur, "%c%c %s", '*', p2, "Random");
2986 put_str(" ", 4, 40);
2987 put_str(" ", 5, 40);
2991 ap_ptr = &seikaku_info[cs];
2992 str = ap_ptr->title;
2994 sprintf(cur, "%c%c%s", sym[cs], p2, str);
2996 sprintf(cur, "%c%c %s", sym[cs], p2, str);
2999 c_put_str(TERM_L_BLUE, ap_ptr->title, 3, 40);
3000 put_str("の性格修正", 3, 40+strlen(ap_ptr->title));
3001 put_str("腕力 知能 賢さ 器用 耐久 魅力 ", 4, 40);
3003 c_put_str(TERM_L_BLUE, ap_ptr->title, 3, 40);
3004 put_str(": Personality modification", 3, 40+strlen(ap_ptr->title));
3005 put_str("Str Int Wis Dex Con Chr ", 4, 40);
3007 sprintf(buf, "%+3d %+3d %+3d %+3d %+3d %+3d ",
3008 ap_ptr->a_adj[0], ap_ptr->a_adj[1], ap_ptr->a_adj[2], ap_ptr->a_adj[3],
3009 ap_ptr->a_adj[4], ap_ptr->a_adj[5]);
3010 c_put_str(TERM_L_BLUE, buf, 5, 40);
3012 c_put_str(TERM_YELLOW, cur, 12 + (cs/4), 2 + 18 * (cs%4));
3019 sprintf(buf, "性格を選んで下さい (%c-%c) ('='初期オプション設定): ", sym[0], sym[MAX_SEIKAKU-1]);
3021 sprintf(buf, "Choose a personality (%c-%c) ('=' for options): ", sym[0], sym[MAX_SEIKAKU-1]);
3024 put_str(buf, 10, 10);
3026 if (c == 'Q') birth_quit();
3027 if (c == 'S') return (FALSE);
3028 if (c == ' ' || c == '\r' || c == '\n')
3030 if(cs == MAX_SEIKAKU)
3034 k = randint0(MAX_SEIKAKU);
3036 while(seikaku_info[k].sex && (seikaku_info[k].sex != (p_ptr->psex+1)));
3052 while(seikaku_info[k].sex && (seikaku_info[k].sex != (p_ptr->psex+1)));
3058 if (cs >= 4) cs -= 4;
3059 if (cs != MAX_SEIKAKU && seikaku_info[cs].sex && (seikaku_info[cs].sex != (p_ptr->psex+1)))
3070 if (cs != MAX_SEIKAKU && seikaku_info[cs].sex && (seikaku_info[cs].sex != (p_ptr->psex+1)))
3080 if (cs < MAX_SEIKAKU) cs++;
3081 if (cs != MAX_SEIKAKU && seikaku_info[cs].sex && (seikaku_info[cs].sex != (p_ptr->psex+1)))
3083 if((cs + 1) <= MAX_SEIKAKU)
3091 if ((cs + 4) <= MAX_SEIKAKU) cs += 4;
3092 if (cs != MAX_SEIKAKU && seikaku_info[cs].sex && (seikaku_info[cs].sex != (p_ptr->psex+1)))
3094 if((cs + 4) <= MAX_SEIKAKU)
3100 k = (islower(c) ? A2I(c) : -1);
3101 if ((k >= 0) && (k < MAX_SEIKAKU))
3103 if((seikaku_info[k].sex == 0) || (seikaku_info[k].sex == (p_ptr->psex+1)))
3109 k = (isupper(c) ? (26 + c - 'A') : -1);
3110 if ((k >= 26) && (k < MAX_SEIKAKU))
3112 if((seikaku_info[k].sex == 0) || (seikaku_info[k].sex == (p_ptr->psex+1)))
3122 show_help("jraceclas.txt#ThePersonalities");
3124 show_help("raceclas.txt#ThePersonalities");
3131 do_cmd_options_aux(OPT_PAGE_BIRTH, "初期オプション((*)はスコアに影響)");
3133 do_cmd_options_aux(OPT_PAGE_BIRTH, "Birth Option((*)s effect score)");
3138 else if (c !='2' && c !='4' && c !='6' && c !='8') bell();
3142 p_ptr->pseikaku = (byte_hack)k;
3143 ap_ptr = &seikaku_info[p_ptr->pseikaku];
3145 strcpy(tmp, ap_ptr->title);
3149 strcpy(tmp, ap_ptr->title);
3152 strcat(tmp,p_ptr->name);
3156 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3161 #ifdef ALLOW_AUTOROLLER
3163 * @brief オートローラで得たい能力値の基準を決める。
3166 static bool get_stat_limits(void)
3168 int i, j, m, cs, os;
3171 char buf[80], cur[80];
3177 /* Extra infomation */
3179 put_str("最低限得たい能力値を設定して下さい。", 10, 10);
3180 put_str("2/8で項目選択、4/6で値の増減、Enterで次へ", 11, 10);
3182 put_str("Set minimum stats.", 10, 10);
3183 put_str("2/8 for Select, 4/6 for Change value, Enter for Goto next", 11, 10);
3187 put_str(" 基本値 種族 職業 性格 合計値 最大値", 13, 10);
3189 put_str(" Base Rac Cla Per Total Maximum", 13, 10);
3192 /* Output the maximum stats */
3193 for (i = 0; i < 6; i++)
3195 /* Reset the "success" counter */
3199 /* Race/Class bonus */
3200 j = rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i];
3202 /* Obtain the "maximal" stat */
3203 m = adjust_stat(17, j);
3208 sprintf(cur, "18/%02d", (m - 18));
3214 sprintf(cur, "%2d", m);
3217 /* Obtain the current stat */
3218 m = adjust_stat(cval[i], j);
3223 sprintf(inp, "18/%02d", (m - 18));
3229 sprintf(inp, "%2d", m);
3232 /* Prepare a prompt */
3233 sprintf(buf, "%6s %2d %+3d %+3d %+3d = %6s %6s",
3234 stat_names[i], cval[i], rp_ptr->r_adj[i], cp_ptr->c_adj[i],
3235 ap_ptr->a_adj[i], inp, cur);
3237 /* Dump the prompt */
3238 put_str(buf, 14 + i, 10);
3241 /* Get a minimum stat */
3251 c_put_str(TERM_WHITE, _("決定する", "Accept"), 21, 35);
3255 c_put_str(TERM_WHITE, cur, 14 + os, 10);
3259 c_put_str(TERM_YELLOW, _("決定する", "Accept"), 21, 35);
3263 /* Race/Class bonus */
3264 j = rp_ptr->r_adj[cs] + cp_ptr->c_adj[cs] + ap_ptr->a_adj[cs];
3266 /* Obtain the current stat */
3267 m = adjust_stat(cval[cs], j);
3272 sprintf(inp, "18/%02d", (m - 18));
3278 sprintf(inp, "%2d", m);
3281 /* Prepare a prompt */
3282 sprintf(cur, "%6s %2d %+3d %+3d %+3d = %6s",
3283 stat_names[cs], cval[cs], rp_ptr->r_adj[cs],
3284 cp_ptr->c_adj[cs], ap_ptr->a_adj[cs], inp);
3285 c_put_str(TERM_YELLOW, cur, 14 + cs, 10);
3290 /* Prompt for the minimum stats */
3323 else if (cval[cs] > 3)
3340 else if (cval[cs] < 17)
3364 show_help("jbirth.txt#AutoRoller");
3366 show_help("birth.txt#AutoRoller");
3372 do_cmd_options_aux(OPT_PAGE_BIRTH, "初期オプション((*)はスコアに影響)");
3374 do_cmd_options_aux(OPT_PAGE_BIRTH, "Birth Option((*)s effect score)");
3383 if(c == ESCAPE || ((c == ' ' || c == '\r' || c == '\n') && cs == 6))break;
3386 for (i = 0; i < 6; i++)
3388 /* Save the minimum stat */
3389 stat_limit[i] = (s16b)cval[i];
3396 #ifdef ALLOW_AUTOROLLER
3398 * @brief オートローラで得たい年齢、身長、体重、社会的地位の基準を決める。
3401 static bool get_chara_limits(void)
3405 int i, j, m, cs, os;
3406 int mval[MAXITEMS], cval[MAXITEMS];
3407 int max_percent, min_percent;
3409 char buf[80], cur[80];
3412 _("身長(インチ)", "height"),
3413 _("体重(ポンド)", "weight"),
3414 _("社会的地位", "social class")
3420 /* Prompt for the minimum stats */
3422 put_str("2/4/6/8で項目選択、+/-で値の増減、Enterで次へ", 11, 10);
3423 put_str("注意:身長と体重の最大値/最小値ぎりぎりの値は非常に出現確率が低くなります。", 23, 2);
3425 put_str("2/4/6/8 for Select, +/- for Change value, Enter for Goto next", 11, 10);
3426 put_str("Caution: Values near minimum or maximum is extremery rare.", 23, 5);
3429 if (p_ptr->psex == SEX_MALE)
3431 max_percent = (int)(rp_ptr->m_b_ht+rp_ptr->m_m_ht*4-1) * 100 / (int)(rp_ptr->m_b_ht);
3432 min_percent = (int)(rp_ptr->m_b_ht-rp_ptr->m_m_ht*4+1) * 100 / (int)(rp_ptr->m_b_ht);
3436 max_percent = (int)(rp_ptr->f_b_ht+rp_ptr->f_m_ht*4-1) * 100 / (int)(rp_ptr->f_b_ht);
3437 min_percent = (int)(rp_ptr->f_b_ht-rp_ptr->f_m_ht*4+1) * 100 / (int)(rp_ptr->f_b_ht);
3441 put_str("体格/地位の最小値/最大値を設定して下さい。", 10, 10);
3442 put_str(" 項 目 最小値 最大値", 13,20);
3444 put_str(" Parameter Min Max", 13,20);
3445 put_str("Set minimum/maximum attribute.", 10, 10);
3448 /* Output the maximum stats */
3449 for (i = 0; i < MAXITEMS; i++)
3451 /* Obtain the "maximal" stat */
3454 case 0: /* Minimum age */
3455 m = rp_ptr->b_age + 1;
3457 case 1: /* Maximum age */
3458 m = rp_ptr->b_age + rp_ptr->m_age;
3461 case 2: /* Minimum height */
3462 if (p_ptr->psex == SEX_MALE) m = rp_ptr->m_b_ht-rp_ptr->m_m_ht*4+1;
3463 else m = rp_ptr->f_b_ht-rp_ptr->f_m_ht*4+1;
3465 case 3: /* Maximum height */
3466 if (p_ptr->psex == SEX_MALE) m = rp_ptr->m_b_ht+rp_ptr->m_m_ht*4-1;
3467 else m = rp_ptr->f_b_ht+rp_ptr->f_m_ht*4-1;
3469 case 4: /* Minimum weight */
3470 if (p_ptr->psex == SEX_MALE) m = (rp_ptr->m_b_wt * min_percent / 100) - (rp_ptr->m_m_wt * min_percent / 75) +1;
3471 else m = (rp_ptr->f_b_wt * min_percent / 100) - (rp_ptr->f_m_wt * min_percent / 75) +1;
3473 case 5: /* Maximum weight */
3474 if (p_ptr->psex == SEX_MALE) m = (rp_ptr->m_b_wt * max_percent / 100) + (rp_ptr->m_m_wt * max_percent / 75) -1;
3475 else m = (rp_ptr->f_b_wt * max_percent / 100) + (rp_ptr->f_m_wt * max_percent / 75) -1;
3477 case 6: /* Minimum social class */
3480 case 7: /* Maximum social class */
3488 /* Save the maximum or minimum */
3493 for (i = 0; i < 4; i++)
3495 /* Prepare a prompt */
3496 sprintf(buf, "%-12s (%3d - %3d)", itemname[i], mval[i*2], mval[i*2+1]);
3498 /* Dump the prompt */
3499 put_str(buf, 14 + i, 20);
3501 for (j = 0; j < 2; j++)
3503 sprintf(buf, " %3d", cval[i*2+j]);
3504 put_str(buf, 14 + i, 45 + 8 * j);
3508 /* Get a minimum stat */
3516 const char accept[] = _("決定する", "Accept");
3520 c_put_str(TERM_WHITE, accept, 19, 35);
3524 c_put_str(TERM_WHITE, cur, 14 + os/2, 45 + 8 * (os%2));
3529 c_put_str(TERM_YELLOW, accept, 19, 35);
3533 /* Prepare a prompt */
3534 sprintf(cur, " %3d", cval[cs]);
3535 c_put_str(TERM_YELLOW, cur, 14 + cs/2, 45 + 8 * (cs%2));
3540 /* Prompt for the minimum stats */
3548 break; /*後でもう一回breakせんと*/
3552 if(cs == MAXITEMS) break;
3558 if (cs-2 >= 0) cs -= 2;
3562 if (cs < MAXITEMS) cs += 2;
3563 if (cs > MAXITEMS) cs = MAXITEMS;
3571 if (cs < MAXITEMS) cs++;
3579 if(cval[cs] > cval[cs-1])
3587 if(cval[cs] > mval[cs])
3601 if(cval[cs] < mval[cs])
3609 if(cval[cs] < cval[cs+1])
3622 if(cval[cs] < mval[cs])
3624 cval[cs] = mval[cs];
3630 if(cval[cs] < cval[cs+1])
3632 cval[cs] = cval[cs+1];
3643 if(cval[cs] > cval[cs-1])
3645 cval[cs] = cval[cs-1];
3651 if(cval[cs] > mval[cs])
3653 cval[cs] = mval[cs];
3661 show_help("jbirth.txt#AutoRoller");
3663 show_help("birth.txt#AutoRoller");
3669 do_cmd_options_aux(OPT_PAGE_BIRTH, "初期オプション((*)はスコアに影響)");
3671 do_cmd_options_aux(OPT_PAGE_BIRTH, "Birth Option((*)s effect score)");
3680 if(c == ESCAPE || ((c == ' ' || c == '\r' || c == '\n') && cs == MAXITEMS))break;
3683 /* Input the minimum stats */
3684 chara_limit.agemin = (s16b)cval[0];
3685 chara_limit.agemax = (s16b)cval[1];
3686 chara_limit.htmin = (s16b)cval[2];
3687 chara_limit.htmax = (s16b)cval[3];
3688 chara_limit.wtmin = (s16b)cval[4];
3689 chara_limit.wtmax = (s16b)cval[5];
3690 chara_limit.scmin = (s16b)cval[6];
3691 chara_limit.scmax = (s16b)cval[7];
3697 #define HISTPREF_LIMIT 1024
3698 static char *histpref_buf = NULL;
3701 * @brief 生い立ちメッセージの内容をバッファに加える。 / Hook function for reading the histpref.prf file.
3704 void add_history_from_pref_line(cptr t)
3706 /* Do nothing if the buffer is not ready */
3707 if (!histpref_buf) return;
3709 my_strcat(histpref_buf, t, HISTPREF_LIMIT);
3713 * @brief 生い立ちメッセージをファイルからロードする。
3716 static bool do_cmd_histpref(void)
3723 char histbuf[HISTPREF_LIMIT];
3726 if (!get_check("生い立ち設定ファイルをロードしますか? ")) return FALSE;
3728 if (!get_check("Load background history preference file? ")) return FALSE;
3731 /* Prepare the buffer */
3733 histpref_buf = histbuf;
3736 sprintf(buf, "histedit-%s.prf", player_base);
3738 sprintf(buf, "histpref-%s.prf", player_base);
3740 err = process_histpref_file(buf);
3742 /* Process 'hist????.prf' if 'hist????-<name>.prf' doesn't exist */
3746 strcpy(buf, "histedit.prf");
3748 strcpy(buf, "histpref.prf");
3750 err = process_histpref_file(buf);
3756 msg_print("生い立ち設定ファイルの読み込みに失敗しました。");
3758 msg_print("Failed to load background history preference.");
3762 /* Kill the buffer */
3763 histpref_buf = NULL;
3767 else if (!histpref_buf[0])
3770 msg_print("有効な生い立ち設定はこのファイルにありません。");
3772 msg_print("There does not exist valid background history preference.");
3776 /* Kill the buffer */
3777 histpref_buf = NULL;
3782 /* Clear the previous history strings */
3783 for (i = 0; i < 4; i++) p_ptr->history[i][0] = '\0';
3785 /* Skip leading spaces */
3786 for (s = histpref_buf; *s == ' '; s++) /* loop */;
3788 /* Get apparent length */
3791 /* Kill trailing spaces */
3792 while ((n > 0) && (s[n - 1] == ' ')) s[--n] = '\0';
3794 roff_to_buf(s, 60, temp, sizeof(temp));
3796 for (i = 0; i < 4; i++)
3798 if (t[0] == 0) break;
3801 strcpy(p_ptr->history[i], t);
3806 /* Fill the remaining spaces */
3807 for (i = 0; i < 4; i++)
3809 for (j = 0; p_ptr->history[i][j]; j++) /* loop */;
3811 for (; j < 59; j++) p_ptr->history[i][j] = ' ';
3812 p_ptr->history[i][59] = '\0';
3815 /* Kill the buffer */
3816 histpref_buf = NULL;
3822 * @brief 生い立ちメッセージを編集する。/Character background edit-mode
3825 static void edit_history(void)
3827 char old_history[4][60];
3828 TERM_LEN y = 0, x = 0;
3831 /* Edit character background */
3832 for (i = 0; i < 4; i++)
3834 sprintf(old_history[i], "%s", p_ptr->history[i]);
3836 /* Turn 0 to space */
3837 for (i = 0; i < 4; i++)
3839 for (j = 0; p_ptr->history[i][j]; j++) /* loop */;
3841 for (; j < 59; j++) p_ptr->history[i][j] = ' ';
3842 p_ptr->history[i][59] = '\0';
3846 c_put_str(TERM_L_GREEN, "(キャラクターの生い立ち - 編集モード)", 11, 20);
3847 put_str("[ カーソルキーで移動、Enterで終了、Ctrl-Aでファイル読み込み ]", 17, 10);
3849 c_put_str(TERM_L_GREEN, "(Character Background - Edit Mode)", 11, 20);
3850 put_str("[ Cursor key for Move, Enter for End, Ctrl-A for Read pref ]", 17, 10);
3858 for (i = 0; i < 4; i++)
3860 put_str(p_ptr->history[i], i + 12, 10);
3863 if (iskanji2(p_ptr->history[y], x))
3864 c_put_str(TERM_L_BLUE, format("%c%c", p_ptr->history[y][x],p_ptr->history[y][x+1]), y + 12, x + 10);
3867 c_put_str(TERM_L_BLUE, format("%c", p_ptr->history[y][x]), y + 12, x + 10);
3869 /* Place cursor just after cost of current stat */
3870 Term_gotoxy(x + 10, y + 12);
3872 /* Get special key code */
3873 skey = inkey_special(TRUE);
3875 /* Get a character code */
3876 if (!(skey & SKEY_MASK)) c = (char)skey;
3879 if (skey == SKEY_UP || c == KTRL('p'))
3884 if ((x > 0) && (iskanji2(p_ptr->history[y], x-1))) x--;
3887 else if (skey == SKEY_DOWN || c == KTRL('n'))
3892 if ((x > 0) && (iskanji2(p_ptr->history[y], x-1))) x--;
3895 else if (skey == SKEY_RIGHT || c == KTRL('f'))
3898 if (iskanji2(p_ptr->history[y], x)) x++;
3907 else if (skey == SKEY_LEFT || c == KTRL('b'))
3921 if ((x > 0) && (iskanji2(p_ptr->history[y], x-1))) x--;
3924 else if (c == '\r' || c == '\n')
3926 Term_erase(0, 11, 255);
3927 Term_erase(0, 17, 255);
3929 put_str("(キャラクターの生い立ち - 編集済み)", 11, 20);
3931 put_str("(Character Background - Edited)", 11, 20);
3935 else if (c == ESCAPE)
3939 put_str("(キャラクターの生い立ち)", 11, 25);
3941 put_str("(Character Background)", 11, 25);
3944 for (i = 0; i < 4; i++)
3946 sprintf(p_ptr->history[i], "%s", old_history[i]);
3947 put_str(p_ptr->history[i], i + 12, 10);
3951 else if (c == KTRL('A'))
3953 if (do_cmd_histpref())
3956 if ((x > 0) && (iskanji2(p_ptr->history[y], x - 1))) x--;
3960 else if (c == '\010')
3973 p_ptr->history[y][x] = ' ';
3975 if ((x > 0) && (iskanji2(p_ptr->history[y], x - 1)))
3978 p_ptr->history[y][x] = ' ';
3983 else if (iskanji(c) || isprint(c))
3985 else if (isprint(c)) /* BUGFIX */
3989 if (iskanji2(p_ptr->history[y], x))
3991 p_ptr->history[y][x+1] = ' ';
4003 if (iskanji2(p_ptr->history[y], x+1))
4005 p_ptr->history[y][x+2] = ' ';
4008 p_ptr->history[y][x++] = c;
4013 p_ptr->history[y][x++] = c;
4021 } /* while (TRUE) */
4027 * @brief player_birth()関数のサブセット/Helper function for 'player_birth()'
4029 * The delay may be reduced, but is recommended to keep players
4030 * from continuously rolling up characters, which can be VERY
4031 * expensive CPU wise. And it cuts down on player stupidity.
4034 static bool player_birth_aux(void)
4036 int i, k, n, cs, os;
4055 char buf[80], cur[80];
4063 /* Title everything */
4065 put_str("名前 :", 1,26);
4067 put_str("Name :", 1,26);
4071 put_str("性別 :", 3, 1);
4073 put_str("Sex :", 3, 1);
4077 put_str("種族 :", 4, 1);
4079 put_str("Race :", 4, 1);
4083 put_str("職業 :", 5, 1);
4085 put_str("Class :", 5, 1);
4089 /* Dump the default name */
4090 c_put_str(TERM_L_BLUE, p_ptr->name, 1, 34);
4093 /*** Instructions ***/
4095 /* Display some helpful information */
4097 put_str("キャラクターを作成します。('S'やり直す, 'Q'終了, '?'ヘルプ)", 8, 10);
4099 put_str("Make your charactor. ('S' Restart, 'Q' Quit, '?' Help)", 8, 10);
4103 /*** Player sex ***/
4107 put_str("注意:《性別》の違いはゲーム上ほとんど影響を及ぼしません。", 23, 5);
4109 put_str("Note: Your 'sex' does not have any significant gameplay effects.", 23, 5);
4113 /* Prompt for "Sex" */
4114 for (n = 0; n < MAX_SEXES; n++)
4117 sp_ptr = &sex_info[n];
4121 sprintf(buf, "%c%c%s", I2A(n), p2, sp_ptr->title);
4123 sprintf(buf, "%c%c %s", I2A(n), p2, sp_ptr->title);
4125 put_str(buf, 12 + (n/5), 2 + 15 * (n%5));
4129 sprintf(cur, "%c%c%s", '*', p2, "ランダム");
4131 sprintf(cur, "%c%c %s", '*', p2, "Random");
4142 put_str(cur, 12 + (os/5), 2 + 15 * (os%5));
4145 sprintf(cur, "%c%c%s", '*', p2, "ランダム");
4147 sprintf(cur, "%c%c %s", '*', p2, "Random");
4151 sp_ptr = &sex_info[cs];
4152 str = sp_ptr->title;
4154 sprintf(cur, "%c%c%s", I2A(cs), p2, str);
4156 sprintf(cur, "%c%c %s", I2A(cs), p2, str);
4159 c_put_str(TERM_YELLOW, cur, 12 + (cs/5), 2 + 15 * (cs%5));
4166 sprintf(buf, "性別を選んで下さい (%c-%c) ('='初期オプション設定): ", I2A(0), I2A(n-1));
4168 sprintf(buf, "Choose a sex (%c-%c) ('=' for options): ", I2A(0), I2A(n-1));
4171 put_str(buf, 10, 10);
4173 if (c == 'Q') birth_quit();
4174 if (c == 'S') return (FALSE);
4175 if (c == ' ' || c == '\r' || c == '\n')
4178 k = randint0(MAX_SEXES);
4185 k = randint0(MAX_SEXES);
4194 if (cs < MAX_SEXES) cs++;
4196 k = (islower(c) ? A2I(c) : -1);
4197 if ((k >= 0) && (k < MAX_SEXES))
4203 if (c == '?') do_cmd_help();
4208 do_cmd_options_aux(OPT_PAGE_BIRTH, "初期オプション((*)はスコアに影響)");
4210 do_cmd_options_aux(OPT_PAGE_BIRTH, "Birth Option((*)s effect score)");
4215 else if(c != '4' && c != '6')bell();
4219 p_ptr->psex = (byte_hack)k;
4220 sp_ptr = &sex_info[p_ptr->psex];
4223 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 15);
4228 /* Choose the players race */
4235 if (!get_player_race()) return FALSE;
4239 roff_to_buf(race_jouhou[p_ptr->prace], 74, temp, sizeof(temp));
4242 for (i = 0; i< 10; i++)
4253 if (get_check_strict("よろしいですか?", CHECK_DEFAULT_Y)) break;
4255 if (get_check_strict("Are you sure? ", CHECK_DEFAULT_Y)) break;
4258 c_put_str(TERM_WHITE, " ", 4, 15);
4264 /* Choose the players class */
4271 if (!get_player_class()) return FALSE;
4274 roff_to_buf(class_jouhou[p_ptr->pclass], 74, temp, sizeof(temp));
4277 for (i = 0; i< 9; i++)
4289 if (get_check_strict("よろしいですか?", CHECK_DEFAULT_Y)) break;
4291 if (get_check_strict("Are you sure? ", CHECK_DEFAULT_Y)) break;
4293 c_put_str(TERM_WHITE, " ", 5, 15);
4296 /* Choose the magic realms */
4297 if (!get_player_realms()) return FALSE;
4299 /* Choose the players seikaku */
4300 p_ptr->pseikaku = 0;
4306 if (!get_player_seikaku()) return FALSE;
4309 roff_to_buf(seikaku_jouhou[p_ptr->pseikaku], 74, temp, sizeof(temp));
4312 for (i = 0; i< 6; i++)
4323 if (get_check_strict("よろしいですか?", CHECK_DEFAULT_Y)) break;
4325 if (get_check_strict("Are you sure? ", CHECK_DEFAULT_Y)) break;
4327 c_put_str(TERM_L_BLUE, p_ptr->name, 1, 34);
4328 prt("", 1, 34+strlen(p_ptr->name));
4333 put_str(" ", 3, 40);
4334 put_str(" ", 4, 40);
4335 put_str(" ", 5, 40);
4339 do_cmd_options_aux(OPT_PAGE_BIRTH, "初期オプション((*)はスコアに影響)");
4341 do_cmd_options_aux(OPT_PAGE_BIRTH, "Birth Option((*)s effect score)");
4346 #ifdef ALLOW_AUTOROLLER
4350 if (autoroller || autochara)
4358 if (!get_stat_limits()) return FALSE;
4363 if (!get_chara_limits()) return FALSE;
4366 #endif /* ALLOW_AUTOROLLER */
4371 /* Reset turn; before auto-roll and after choosing race */
4383 if (autoroller || autochara)
4389 put_str("回数 :", 10, col+13);
4391 put_str("Round:", 10, col+13);
4395 /* Indicate the state */
4397 put_str("(ESCで停止)", 12, col+13);
4399 put_str("(Hit ESC to stop)", 12, col+13);
4403 /* Otherwise just get a character */
4406 /* Get a new character */
4409 /* Roll for age/height/weight */
4412 /* Roll for social class */
4421 put_str("最小値", 2, col+5);
4423 put_str(" Limit", 2, col+5);
4429 put_str("成功率", 2, col+13);
4431 put_str(" Freq", 2, col+13);
4437 put_str("現在値", 2, col+24);
4439 put_str(" Roll", 2, col+24);
4443 /* Put the minimal stats */
4444 for (i = 0; i < 6; i++)
4449 put_str(stat_names[i], 3+i, col);
4451 /* Race/Class bonus */
4452 j = rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i];
4454 /* Obtain the current stat */
4455 m = adjust_stat(stat_limit[i], j);
4459 c_put_str(TERM_L_BLUE, buf, 3+i, col+5);
4464 while (autoroller || autochara)
4468 /* Get a new character */
4471 /* Advance the round */
4474 /* Hack -- Prevent overflow */
4475 if (auto_round >= 1000000000L)
4481 for (i = 0; i < 6; i++)
4490 /* Check and count acceptable stats */
4491 for (i = 0; i < 6; i++)
4493 /* This stat is okay */
4494 if (p_ptr->stat_max[i] >= stat_limit[i])
4499 /* This stat is not okay */
4507 /* Break if "happy" */
4510 /* Roll for age/height/weight */
4513 /* Roll for social class */
4518 if ((p_ptr->age < chara_limit.agemin) || (p_ptr->age > chara_limit.agemax)) accept = FALSE;
4519 if ((p_ptr->ht < chara_limit.htmin) || (p_ptr->ht > chara_limit.htmax)) accept = FALSE;
4520 if ((p_ptr->wt < chara_limit.wtmin) || (p_ptr->wt > chara_limit.wtmax)) accept = FALSE;
4521 if ((p_ptr->sc < chara_limit.scmin) || (p_ptr->sc > chara_limit.scmax)) accept = FALSE;
4526 /* Take note every x rolls */
4527 flag = (!(auto_round % AUTOROLLER_STEP));
4529 /* Update display occasionally */
4536 put_str(format("%10ld", auto_round), 10, col+20);
4538 #ifdef AUTOROLLER_DELAY
4539 /* Delay 1/10 second */
4540 if (flag) Term_xtra(TERM_XTRA_DELAY, 10);
4543 /* Make sure they see everything */
4546 /* Do not wait for a key */
4549 /* Check for a keypress */
4552 /* Roll for age/height/weight */
4555 /* Roll for social class */
4563 if (autoroller || autochara) sound(SOUND_LEVEL);
4574 /* Roll for base hitpoints */
4580 /* Hack -- get a chaos patron even if you are not a chaos warrior */
4581 p_ptr->chaos_patron = (s16b)randint0(MAX_PATRON);
4586 /* Calculate the bonuses and hitpoints */
4587 p_ptr->update |= (PU_BONUS | PU_HP);
4592 p_ptr->chp = p_ptr->mhp;
4595 p_ptr->csp = p_ptr->msp;
4597 /* Display the player */
4598 display_player(mode);
4600 /* Prepare a prompt (must squeeze everything in) */
4602 Term_addch(TERM_WHITE, b1);
4603 Term_addstr(-1, TERM_WHITE, _("'r' 次の数値", "'r'eroll"));
4605 if (prev) Term_addstr(-1, TERM_WHITE, _(", 'p' 前の数値", "'p'previous"));
4606 if (mode) Term_addstr(-1, TERM_WHITE, _(", 'h' その他の情報", ", 'h' Misc."));
4607 else Term_addstr(-1, TERM_WHITE, _(", 'h' 生い立ちを表示", ", 'h'istory"));
4608 Term_addstr(-1, TERM_WHITE, _(", Enter この数値に決定", ", or Enter to accept"));
4609 Term_addch(TERM_WHITE, b2);
4611 /* Prompt and get a command */
4615 if (c == 'Q') birth_quit();
4618 if (c == 'S') return (FALSE);
4620 /* Escape accepts the roll */
4621 if (c == '\r' || c == '\n' || c == ESCAPE) break;
4623 /* Reroll this character */
4624 if ((c == ' ') || (c == 'r')) break;
4626 /* Previous character */
4627 if (prev && (c == 'p'))
4629 load_prev_data(TRUE);
4633 /* Toggle the display */
4634 if ((c == 'H') || (c == 'h'))
4636 mode = ((mode != 0) ? 0 : 1);
4644 show_help("jbirth.txt#AutoRoller");
4646 show_help("birth.txt#AutoRoller");
4653 do_cmd_options_aux(OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth Option((*)s effect score)"));
4663 if (c == '\r' || c == '\n' || c == ESCAPE) break;
4665 /* Save this for the "previous" character */
4666 save_prev_data(&previous_char);
4667 previous_char.quick_ok = FALSE;
4669 /* Note that a previous roll exists */
4676 /* Get a name, recolor it, prepare savefile */
4679 /* Process the player name */
4680 process_player_name(creating_savefile);
4682 /*** Edit character background ***/
4693 prt("[ 'Q' 中断, 'S' 初めから, Enter ゲーム開始 ]", 23, 14);
4695 prt("['Q'uit, 'S'tart over, or Enter to continue]", 23, 10);
4703 if (c == 'Q') birth_quit();
4706 if (c == 'S') return (FALSE);
4709 /* Initialize random quests */
4710 init_dungeon_quests();
4712 /* Save character data for quick start */
4713 save_prev_data(&previous_char);
4714 previous_char.quick_ok = TRUE;
4721 * @brief クイックスタート処理の問い合わせと実行を行う。/Ask whether the player use Quick Start or not.
4724 static bool ask_quick_start(void)
4726 /* Doesn't have previous data */
4727 if (!previous_char.quick_ok) return FALSE;
4735 put_str("クイック・スタートを使うと以前と全く同じキャラクターで始められます。", 11, 5);
4737 put_str("Do you want to use the quick start function(same character as your last one).", 11, 2);
4745 put_str(_("クイック・スタートを使いますか?[y/N]", "Use quick start? [y/N]"), 14, 10);
4748 if (c == 'Q') quit(NULL);
4749 else if (c == 'S') return (FALSE);
4753 show_help("jbirth.txt#QuickStart");
4755 show_help("birth.txt#QuickStart");
4758 else if ((c == 'y') || (c == 'Y'))
4770 load_prev_data(FALSE);
4772 init_dungeon_quests();
4774 sp_ptr = &sex_info[p_ptr->psex];
4775 rp_ptr = &race_info[p_ptr->prace];
4776 cp_ptr = &class_info[p_ptr->pclass];
4777 mp_ptr = &m_info[p_ptr->pclass];
4778 ap_ptr = &seikaku_info[p_ptr->pseikaku];
4780 /* Calc hitdie, but don't roll */
4783 /* Calculate the bonuses and hitpoints */
4784 p_ptr->update |= (PU_BONUS | PU_HP);
4789 p_ptr->chp = p_ptr->mhp;
4792 p_ptr->csp = p_ptr->msp;
4794 /* Process the player name */
4795 process_player_name(FALSE);
4802 * @brief プレイヤー作成処理のメインルーチン/ Create a new character.
4804 * Note that we may be called with "junk" leftover in the various
4805 * fields, so we must be sure to clear them first.
4808 void player_birth(void)
4816 * Wipe monsters in old dungeon
4817 * This wipe destroys value of m_list[].cur_num .
4821 /* Wipe the player */
4822 player_wipe_without_name();
4824 /* Create a new character */
4827 if (!ask_quick_start())
4829 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_DEFAULT);
4831 /* No, normal start */
4834 /* Roll up a new character */
4835 if (player_birth_aux()) break;
4837 /* Wipe the player */
4838 player_wipe_without_name();
4842 /* Note player birth in the message recall */
4845 message_add("====================");
4850 do_cmd_write_nikki(NIKKI_GAMESTART, 1, "-------- 新規ゲーム開始 --------");
4852 do_cmd_write_nikki(NIKKI_GAMESTART, 1, "-------- Start New Game --------");
4854 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4857 sprintf(buf," 性別に%sを選択した。", sex_info[p_ptr->psex].title);
4859 sprintf(buf," choose %s personality.", sex_info[p_ptr->psex].title);
4861 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
4864 sprintf(buf," 種族に%sを選択した。", race_info[p_ptr->prace].title);
4866 sprintf(buf," choose %s race.", race_info[p_ptr->prace].title);
4868 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
4871 sprintf(buf," 職業に%sを選択した。", class_info[p_ptr->pclass].title);
4873 sprintf(buf," choose %s class.", class_info[p_ptr->pclass].title);
4875 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
4880 sprintf(buf," 魔法の領域に%s%sを選択した。",realm_names[p_ptr->realm1], p_ptr->realm2 ? format("と%s",realm_names[p_ptr->realm2]) : "");
4882 sprintf(buf," choose %s%s realm.",realm_names[p_ptr->realm1], p_ptr->realm2 ? format(" realm and %s",realm_names[p_ptr->realm2]) : "");
4884 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
4888 sprintf(buf," 性格に%sを選択した。", seikaku_info[p_ptr->pseikaku].title);
4890 sprintf(buf," choose %s.", seikaku_info[p_ptr->pseikaku].title);
4892 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
4894 /* Init the shops */
4895 for (i = 1; i < max_towns; i++)
4897 for (j = 0; j < MAX_STORES; j++)
4903 /* Generate the random seeds for the wilderness */
4906 /* Give beastman a mutation at character birth */
4907 if (p_ptr->prace == RACE_BEASTMAN) hack_mutation = TRUE;
4908 else hack_mutation = FALSE;
4910 /* Set the message window flag as default */
4911 if (!window_flag[1])
4912 window_flag[1] |= PW_MESSAGE;
4914 /* Set the inv/equip window flag as default */
4915 if (!window_flag[2])
4916 window_flag[2] |= PW_INVEN;
4920 * @brief プレイヤー作成処理中のステータス表示処理
4921 * @param fff ファイルポインタ
4924 void dump_yourself(FILE *fff)
4932 roff_to_buf(race_jouhou[p_ptr->prace], 78, temp, sizeof(temp));
4933 fprintf(fff, "\n\n");
4935 fprintf(fff, "種族: %s\n", race_info[p_ptr->prace].title);
4937 fprintf(fff, "Race: %s\n", race_info[p_ptr->prace].title);
4940 for (i = 0; i < 10; i++)
4944 fprintf(fff, "%s\n",t);
4947 roff_to_buf(class_jouhou[p_ptr->pclass], 78, temp, sizeof(temp));
4950 fprintf(fff, "職業: %s\n", class_info[p_ptr->pclass].title);
4952 fprintf(fff, "Class: %s\n", class_info[p_ptr->pclass].title);
4955 for (i = 0; i < 10; i++)
4959 fprintf(fff, "%s\n",t);
4962 roff_to_buf(seikaku_jouhou[p_ptr->pseikaku], 78, temp, sizeof(temp));
4965 fprintf(fff, "性格: %s\n", seikaku_info[p_ptr->pseikaku].title);
4967 fprintf(fff, "Pesonality: %s\n", seikaku_info[p_ptr->pseikaku].title);
4970 for (i = 0; i < 6; i++)
4974 fprintf(fff, "%s\n",t);
4980 roff_to_buf(realm_jouhou[technic2magic(p_ptr->realm1)-1], 78, temp, sizeof(temp));
4982 fprintf(fff, "魔法: %s\n", realm_names[p_ptr->realm1]);
4984 fprintf(fff, "Realm: %s\n", realm_names[p_ptr->realm1]);
4987 for (i = 0; i < 6; i++)
4991 fprintf(fff, "%s\n",t);
4998 roff_to_buf(realm_jouhou[technic2magic(p_ptr->realm2)-1], 78, temp, sizeof(temp));
5000 fprintf(fff, "魔法: %s\n", realm_names[p_ptr->realm2]);
5002 fprintf(fff, "Realm: %s\n", realm_names[p_ptr->realm2]);
5005 for (i = 0; i < 6; i++)
5009 fprintf(fff, "%s\n",t);