3 * @brief ファイル入出力管理 / Purpose: code dealing with files (and death)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
11 * 2014 Deskull rearranged comment for Doxygen.\n
17 #include "signal-handlers.h"
18 #include "view/display-util.h"
19 #include "view/status-first-page.h"
20 #include "uid-checker.h"
30 #include "cmd-magiceat.h"
33 #include "player-inventory.h"
34 #include "player-move.h"
35 #include "player-skill.h"
36 #include "player-personality.h"
37 #include "player-sex.h"
38 #include "player-effects.h"
46 #include "monster-status.h"
47 #include "object-flavor.h"
48 #include "object-hook.h"
49 #include "realm-hex.h"
51 #include "view-mainwindow.h"
52 #include "floor-town.h"
53 #include "dungeon-file.h"
55 #include "monster-spell.h"
57 #include "objectkind.h"
60 #include "realm-song.h"
62 #define PREF_TYPE_NORMAL 0
63 #define PREF_TYPE_AUTOPICK 1
64 #define PREF_TYPE_HISTPREF 2
66 /* Mode flags for displaying player flags */
71 concptr ANGBAND_DIR; //!< Path name: The main "lib" directory This variable is not actually used anywhere in the code
72 concptr ANGBAND_DIR_APEX; //!< High score files (binary) These files may be portable between platforms
73 concptr ANGBAND_DIR_BONE; //!< Bone files for player ghosts (ascii) These files are portable between platforms
74 concptr ANGBAND_DIR_DATA; //!< Binary image files for the "*_info" arrays (binary) These files are not portable between platforms
75 concptr ANGBAND_DIR_EDIT; //!< Textual template files for the "*_info" arrays (ascii) These files are portable between platforms
76 concptr ANGBAND_DIR_SCRIPT; //!< Script files These files are portable between platforms.
77 concptr ANGBAND_DIR_FILE; //!< Various extra files (ascii) These files may be portable between platforms
78 concptr ANGBAND_DIR_HELP; //!< Help files (normal) for the online help (ascii) These files are portable between platforms
79 concptr ANGBAND_DIR_INFO; //!< Help files (spoilers) for the online help (ascii) These files are portable between platforms
80 concptr ANGBAND_DIR_PREF; //!< Default user "preference" files (ascii) These files are rarely portable between platforms
81 concptr ANGBAND_DIR_SAVE; //!< Savefiles for current characters (binary)
82 concptr ANGBAND_DIR_USER; //!< User "preference" files (ascii) These files are rarely portable between platforms
83 concptr ANGBAND_DIR_XTRA; //!< Various extra files (binary) These files are rarely portable between platforms
86 * Buffer to hold the current savefile name
87 * 'savefile' holds full path name. 'savefile_base' holds only base name.
90 char savefile_base[40];
93 * @brief 各種データテキストをトークン単位に分解する / Extract the first few "tokens" from a buffer
94 * @param buf データテキストの参照ポインタ
96 * @param tokens トークンを保管する文字列参照ポインタ配列
101 * This function uses "colon" and "slash" as the delimeter characters.
102 * We never extract more than "num" tokens. The "last" token may include
103 * "delimeter" characters, allowing the buffer to include a "string" token.
104 * We save pointers to the tokens in "tokens", and return the number found.
105 * Hack -- Attempt to handle the 'c' character formalism
106 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
107 * Hack -- We will always extract at least one token
110 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
119 if ((*t == ':') || (*t == '/')) break;
121 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
128 if (*t != '\'') *t = '\'';
145 /* A number with a name */
146 typedef struct named_num named_num;
150 concptr name; /* The name of this thing */
151 int num; /* A number associated with it */
154 /* Index of spell type names */
155 static named_num gf_desc[] =
157 {"GF_ELEC", GF_ELEC },
158 {"GF_POIS", GF_POIS },
159 {"GF_ACID", GF_ACID },
160 {"GF_COLD", GF_COLD },
161 {"GF_FIRE", GF_FIRE },
162 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
163 {"GF_MISSILE", GF_MISSILE },
164 {"GF_ARROW", GF_ARROW },
165 {"GF_PLASMA", GF_PLASMA },
166 {"GF_WATER", GF_WATER },
167 {"GF_LITE", GF_LITE },
168 {"GF_DARK", GF_DARK },
169 {"GF_LITE_WEAK", GF_LITE_WEAK },
170 {"GF_DARK_WEAK", GF_DARK_WEAK },
171 {"GF_SHARDS", GF_SHARDS },
172 {"GF_SOUND", GF_SOUND },
173 {"GF_CONFUSION", GF_CONFUSION },
174 {"GF_FORCE", GF_FORCE },
175 {"GF_INERTIA", GF_INERTIAL },
176 {"GF_MANA", GF_MANA },
177 {"GF_METEOR", GF_METEOR },
179 {"GF_CHAOS", GF_CHAOS },
180 {"GF_NETHER", GF_NETHER },
181 {"GF_DISENCHANT", GF_DISENCHANT },
182 {"GF_NEXUS", GF_NEXUS },
183 {"GF_TIME", GF_TIME },
184 {"GF_GRAVITY", GF_GRAVITY },
185 {"GF_KILL_WALL", GF_KILL_WALL },
186 {"GF_KILL_DOOR", GF_KILL_DOOR },
187 {"GF_KILL_TRAP", GF_KILL_TRAP },
188 {"GF_MAKE_WALL", GF_MAKE_WALL },
189 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
190 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
191 {"GF_MAKE_TREE", GF_MAKE_TREE },
192 {"GF_OLD_CLONE", GF_OLD_CLONE },
193 {"GF_OLD_POLY", GF_OLD_POLY },
194 {"GF_OLD_HEAL", GF_OLD_HEAL },
195 {"GF_OLD_SPEED", GF_OLD_SPEED },
196 {"GF_OLD_SLOW", GF_OLD_SLOW },
197 {"GF_OLD_CONF", GF_OLD_CONF },
198 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
199 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
200 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
201 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
202 {"GF_AWAY_ALL", GF_AWAY_ALL },
203 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
204 {"GF_TURN_EVIL", GF_TURN_EVIL },
205 {"GF_TURN_ALL", GF_TURN_ALL },
206 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
207 {"GF_DISP_EVIL", GF_DISP_EVIL },
208 {"GF_DISP_ALL", GF_DISP_ALL },
209 {"GF_DISP_DEMON", GF_DISP_DEMON },
210 {"GF_DISP_LIVING", GF_DISP_LIVING },
211 {"GF_ROCKET", GF_ROCKET },
212 {"GF_NUKE", GF_NUKE },
213 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
214 {"GF_STASIS", GF_STASIS },
215 {"GF_STONE_WALL", GF_STONE_WALL },
216 {"GF_DEATH_RAY", GF_DEATH_RAY },
217 {"GF_STUN", GF_STUN },
218 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
219 {"GF_HELL_FIRE", GF_HELL_FIRE },
220 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
221 {"GF_CHARM", GF_CHARM },
222 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
223 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
225 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
226 {"GF_TELEKINESIS", GF_TELEKINESIS },
227 {"GF_JAM_DOOR", GF_JAM_DOOR },
228 {"GF_DOMINATION", GF_DOMINATION },
229 {"GF_DISP_GOOD", GF_DISP_GOOD },
230 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
231 {"GF_MIND_BLAST", GF_MIND_BLAST },
232 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
233 {"GF_CAUSE_1", GF_CAUSE_1 },
234 {"GF_CAUSE_2", GF_CAUSE_2 },
235 {"GF_CAUSE_3", GF_CAUSE_3 },
236 {"GF_CAUSE_4", GF_CAUSE_4 },
237 {"GF_HAND_DOOM", GF_HAND_DOOM },
238 {"GF_CAPTURE", GF_CAPTURE },
239 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
240 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
241 {"GF_IDENTIFY", GF_IDENTIFY },
242 {"GF_ATTACK", GF_ATTACK },
243 {"GF_ENGETSU", GF_ENGETSU },
244 {"GF_GENOCIDE", GF_GENOCIDE },
245 {"GF_PHOTO", GF_PHOTO },
246 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
247 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
248 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
249 {"GF_SEEKER", GF_SEEKER },
250 {"GF_SUPER_RAY", GF_SUPER_RAY },
251 {"GF_STAR_HEAL", GF_STAR_HEAL },
252 {"GF_WATER_FLOW", GF_WATER_FLOW },
253 {"GF_CRUSADE", GF_CRUSADE },
254 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
255 {"GF_WOUNDS", GF_WOUNDS },
261 * @brief 設定ファイルの各行から各種テキスト情報を取得する /
262 * Parse a sub-file of the "extra info" (format shown below)
263 * @param creature_ptr プレーヤーへの参照ポインタ
264 * @param buf データテキストの参照ポインタ
268 * Each "action" line has an "action symbol" in the first column,
269 * followed by a colon, followed by some command specific info,
270 * usually in the form of "tokens" separated by colons or slashes.
271 * Blank lines, lines starting with white space, and lines starting
272 * with pound signs ("#") are ignored (as comments).
273 * Note the use of "tokenize()" to allow the use of both colons and
274 * slashes as delimeters, while still allowing final tokens which
275 * may contain any characters including "delimiters".
276 * Note the use of "strtol()" to allow all "integers" to be encoded
277 * in decimal, hexidecimal, or octal form.
278 * Note that "monster zero" is used for the "player" attr/char, "object
279 * zero" will be used for the "stack" attr/char, and "feature zero" is
280 * used for the "nothing" attr/char.
281 * Parse another file recursively, see below for details
283 * Specify the attr/char values for "monsters" by race index
284 * R:\<num\>:\<a\>:\<c\>
285 * Specify the attr/char values for "objects" by kind index
286 * K:\<num\>:\<a\>:\<c\>
287 * Specify the attr/char values for "features" by feature index
288 * F:\<num\>:\<a\>:\<c\>
289 * Specify the attr/char values for unaware "objects" by kind tval
290 * U:\<tv\>:\<a\>:\<c\>
291 * Specify the attr/char values for inventory "objects" by kind tval
292 * E:\<tv\>:\<a\>:\<c\>
293 * Define a macro action, given an encoded macro action
295 * Create a normal macro, given an encoded macro trigger
297 * Create a command macro, given an encoded macro trigger
299 * Create a keyset mapping
300 * S:\<key\>:\<key\>:\<dir\>
301 * Turn an option off, given its name
303 * Turn an option on, given its name
305 * Specify visual information, given an index, and some data
306 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
307 * Specify the set of colors to use when drawing a zapped spell
309 * Specify a macro trigger template and macro trigger names.
310 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
311 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
314 errr process_pref_file_command(player_type *creature_ptr, char *buf)
316 if (buf[1] != ':') return 1;
323 /* Process "H:<history>" */
324 add_history_from_pref_line(buf + 2);
329 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
330 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) return 1;
333 int i = (huge)strtol(zz[0], NULL, 0);
334 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
335 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
336 if (i >= max_r_idx) return 1;
338 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
339 if (n2) r_ptr->x_char = n2;
344 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
345 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) return 1;
348 int i = (huge)strtol(zz[0], NULL, 0);
349 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
350 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
351 if (i >= max_k_idx) return 1;
353 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
354 if (n2) k_ptr->x_char = n2;
359 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
360 /* "F:<num>:<a>/<c>" */
361 /* "F:<num>:<a>/<c>:LIT" */
362 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
364 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
366 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
367 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
369 int i = (huge)strtol(zz[0], NULL, 0);
370 if (i >= max_f_idx) return 1;
373 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
374 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
375 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
376 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
382 /* No lighting support */
383 n1 = f_ptr->x_attr[F_LIT_STANDARD];
384 n2 = f_ptr->x_char[F_LIT_STANDARD];
385 for (int j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
387 f_ptr->x_attr[j] = n1;
388 f_ptr->x_char[j] = n2;
395 /* Use default lighting */
396 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
399 case F_LIT_MAX * 2 + 1:
401 /* Use desired lighting */
402 for (int j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
404 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
405 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
406 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
407 if (n2) f_ptr->x_char[j] = n2;
418 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
419 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) return 1;
421 int j = (byte)strtol(zz[0], NULL, 0);
422 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
423 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
424 misc_to_attr[j] = n1;
425 misc_to_char[j] = n2;
430 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
431 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) return 1;
433 int j = (huge)strtol(zz[0], NULL, 0);
434 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
435 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
436 for (int i = 1; i < max_k_idx; i++)
438 object_kind *k_ptr = &k_info[i];
439 if (k_ptr->tval == j)
441 if (n1) k_ptr->d_attr = n1;
442 if (n2) k_ptr->d_char = n2;
450 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
451 if (tokenize(buf + 2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
453 int j = (byte)strtol(zz[0], NULL, 0) % 128;
454 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
455 if (n1) tval_to_attr[j] = n1;
460 /* Process "A:<str>" -- save an "action" for later */
461 text_to_ascii(macro__buf, buf + 2);
466 /* Process "P:<str>" -- normal macro */
468 text_to_ascii(tmp, buf + 2);
469 macro_add(tmp, macro__buf);
474 /* Process "C:<str>" -- create keymap */
475 if (tokenize(buf + 2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
477 int mode = strtol(zz[0], NULL, 0);
478 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
481 text_to_ascii(tmp, zz[1]);
482 if (!tmp[0] || tmp[1]) return 1;
484 int i = (byte)(tmp[0]);
485 string_free(keymap_act[mode][i]);
486 keymap_act[mode][i] = string_make(macro__buf);
491 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
492 if (tokenize(buf + 2, 5, zz, TOKENIZE_CHECKQUOTE) != 5) return 1;
494 int i = (byte)strtol(zz[0], NULL, 0);
495 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
496 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
497 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
498 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
504 /* Process "X:<str>" -- turn option off */
505 /* Process "Y:<str>" -- turn option on */
506 for (int i = 0; option_info[i].o_desc; i++)
508 bool is_option = option_info[i].o_var != NULL;
509 is_option &= option_info[i].o_text != NULL;
510 is_option &= streq(option_info[i].o_text, buf + 2);
511 if (!is_option) continue;
513 int os = option_info[i].o_set;
514 int ob = option_info[i].o_bit;
516 if ((creature_ptr->playing || current_world_ptr->character_xtra) &&
517 (OPT_PAGE_BIRTH == option_info[i].o_page) && !current_world_ptr->wizard)
519 msg_format(_("初期オプションは変更できません! '%s'", "Birth options can not changed! '%s'"), buf);
526 option_flag[os] &= ~(1L << ob);
527 (*option_info[i].o_var) = FALSE;
531 option_flag[os] |= (1L << ob);
532 (*option_info[i].o_var) = TRUE;
536 msg_format(_("オプションの名前が正しくありません: %s", "Ignored invalid option: %s"), buf);
542 /* Process "Z:<type>:<str>" -- set spell color */
543 char *t = my_strchr(buf + 2, ':');
547 for (int i = 0; gf_desc[i].name; i++)
549 if (!streq(gf_desc[i].name, buf + 2)) continue;
551 gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
559 /* Initialize macro trigger names and a template */
560 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
561 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
562 int tok = tokenize(buf + 2, 2 + MAX_MACRO_MOD, zz, 0);
564 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
567 if (macro_template != NULL)
569 int macro_modifier_length = strlen(macro_modifier_chr);
570 string_free(macro_template);
571 macro_template = NULL;
572 string_free(macro_modifier_chr);
573 for (int i = 0; i < macro_modifier_length; i++)
575 string_free(macro_modifier_name[i]);
578 for (int i = 0; i < max_macrotrigger; i++)
580 string_free(macro_trigger_name[i]);
581 string_free(macro_trigger_keycode[0][i]);
582 string_free(macro_trigger_keycode[1][i]);
585 max_macrotrigger = 0;
588 if (*zz[0] == '\0') return 0;
590 int zz_length = strlen(zz[1]);
591 zz_length = MIN(MAX_MACRO_MOD, zz_length);
592 if (2 + zz_length != tok) return 1;
594 macro_template = string_make(zz[0]);
595 macro_modifier_chr = string_make(zz[1]);
596 for (int i = 0; i < zz_length; i++)
598 macro_modifier_name[i] = string_make(zz[2 + i]);
604 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
605 if (tok < 2) return 0;
609 if (max_macrotrigger >= MAX_MACRO_TRIG)
611 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
615 int m = max_macrotrigger;
626 macro_trigger_name[m] = string_make(buf_aux);
627 macro_trigger_keycode[0][m] = string_make(zz[1]);
630 macro_trigger_keycode[1][m] = string_make(zz[2]);
634 macro_trigger_keycode[1][m] = string_make(zz[1]);
644 * @brief process_pref_fileのサブルーチンとして条件分岐処理の解釈と結果を返す /
645 * Helper function for "process_pref_file()"
646 * @param creature_ptr プレーヤーへの参照ポインタ
647 * @param sp テキスト文字列の参照ポインタ
648 * @param fp 再帰中のポインタ参照
653 * v: output buffer array
659 concptr process_pref_file_expr(player_type *creature_ptr, char **sp, char *fp)
663 while (iswspace(*s)) s++;
683 t = process_pref_file_expr(creature_ptr, &s, &f);
688 else if (streq(t, "IOR"))
691 while (*s && (f != b2))
693 t = process_pref_file_expr(creature_ptr, &s, &f);
694 if (*t && !streq(t, "0")) v = "1";
697 else if (streq(t, "AND"))
700 while (*s && (f != b2))
702 t = process_pref_file_expr(creature_ptr, &s, &f);
703 if (*t && streq(t, "0")) v = "0";
706 else if (streq(t, "NOT"))
709 while (*s && (f != b2))
711 t = process_pref_file_expr(creature_ptr, &s, &f);
712 if (*t && streq(t, "1")) v = "0";
715 else if (streq(t, "EQU"))
720 t = process_pref_file_expr(creature_ptr, &s, &f);
722 while (*s && (f != b2))
724 p = process_pref_file_expr(creature_ptr, &s, &f);
725 if (streq(t, p)) v = "1";
728 else if (streq(t, "LEQ"))
733 t = process_pref_file_expr(creature_ptr, &s, &f);
735 while (*s && (f != b2))
738 t = process_pref_file_expr(creature_ptr, &s, &f);
739 if (*t && atoi(p) > atoi(t)) v = "0";
742 else if (streq(t, "GEQ"))
747 t = process_pref_file_expr(creature_ptr, &s, &f);
749 while (*s && (f != b2))
752 t = process_pref_file_expr(creature_ptr, &s, &f);
753 if (*t && atoi(p) < atoi(t)) v = "0";
758 while (*s && (f != b2))
760 t = process_pref_file_expr(creature_ptr, &s, &f);
764 if (f != b2) v = "?x?x?";
766 if ((f = *s) != '\0') *s++ = '\0';
773 /* Accept all printables except spaces and brackets */
775 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
777 if (iskanji(*s)) s++;
781 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
784 if ((f = *s) != '\0') *s++ = '\0';
794 if (streq(b + 1, "SYS"))
798 else if (streq(b + 1, "KEYBOARD"))
800 v = ANGBAND_KEYBOARD;
802 else if (streq(b + 1, "GRAF"))
806 else if (streq(b + 1, "MONOCHROME"))
813 else if (streq(b + 1, "RACE"))
821 else if (streq(b + 1, "CLASS"))
829 else if (streq(b + 1, "PLAYER"))
831 static char tmp_player_name[32];
833 for (pn = creature_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
843 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
849 else if (streq(b + 1, "REALM1"))
852 v = E_realm_names[creature_ptr->realm1];
854 v = realm_names[creature_ptr->realm1];
857 else if (streq(b + 1, "REALM2"))
860 v = E_realm_names[creature_ptr->realm2];
862 v = realm_names[creature_ptr->realm2];
865 else if (streq(b + 1, "LEVEL"))
867 sprintf(tmp, "%02d", creature_ptr->lev);
870 else if (streq(b + 1, "AUTOREGISTER"))
872 if (creature_ptr->autopick_autoregister)
877 else if (streq(b + 1, "MONEY"))
879 sprintf(tmp, "%09ld", (long int)creature_ptr->au);
890 * @brief process_pref_fileのサブルーチン /
891 * Open the "user pref file" and parse it.
892 * @param creature_ptr プレーヤーへの参照ポインタ
893 * @param name 読み込むファイル名
894 * @param preftype prefファイルのタイプ
899 * v: output buffer array
905 static errr process_pref_file_aux(player_type *creature_ptr, concptr name, int preftype)
908 fp = my_fopen(name, "r");
916 while (my_fgets(fp, buf, sizeof(buf)) == 0)
919 if (!buf[0]) continue;
922 if (!iskanji(buf[0]))
924 if (iswspace(buf[0])) continue;
926 if (buf[0] == '#') continue;
929 /* Process "?:<expr>" */
930 if ((buf[0] == '?') && (buf[1] == ':'))
935 concptr v = process_pref_file_expr(creature_ptr, &s, &f);
936 bypass = streq(v, "0");
940 if (bypass) continue;
942 /* Process "%:<file>" */
945 static int depth_count = 0;
946 if (depth_count > 20) continue;
950 /* Process that file if allowed */
953 case PREF_TYPE_AUTOPICK:
954 (void)process_autopick_file(creature_ptr, buf + 2);
956 case PREF_TYPE_HISTPREF:
957 (void)process_histpref_file(creature_ptr, buf + 2);
960 (void)process_pref_file(creature_ptr, buf + 2);
968 err = process_pref_file_command(creature_ptr, buf);
971 if (preftype != PREF_TYPE_AUTOPICK)
973 err = process_autopick_file_command(buf);
979 /* Print error message */
980 /* ToDo: Add better error messages */
981 msg_format(_("ファイル'%s'の%d行でエラー番号%dのエラー。", "Error %d in line %d of file '%s'."),
982 _(name, err), line, _(err, name));
983 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
993 * @brief pref設定ファイルを読み込み設定を反映させる /
994 * Process the "user pref file" with the given name
995 * @param creature_ptr プレーヤーへの参照ポインタ
996 * @param name 読み込むファイル名
1000 * See the functions above for a list of legal "commands".
1001 * We also accept the special "?" and "%" directives, which
1002 * allow conditional evaluation and filename inclusion.
1005 errr process_pref_file(player_type *creature_ptr, concptr name)
1008 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1010 /* Process the system pref file */
1011 errr err1 = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_NORMAL);
1013 /* Stop at parser errors, but not at non-existing file */
1014 if (err1 > 0) return err1;
1016 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1018 /* Process the user pref file */
1019 errr err2 = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_NORMAL);
1021 /* User file does not exist, but read system pref file */
1022 if (err2 < 0 && !err1)
1025 /* Result of user file processing */
1031 * @brief プレイヤーの打撃能力修正を表示する
1032 * @param creature_ptr プレーヤーへの参照ポインタ
1033 * @param hand 武器の装備部位ID
1034 * @param hand_entry 項目ID
1037 static void display_player_melee_bonus(player_type *creature_ptr, int hand, int hand_entry)
1039 HIT_PROB show_tohit = creature_ptr->dis_to_h[hand];
1040 HIT_POINT show_todam = creature_ptr->dis_to_d[hand];
1041 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_RARM + hand];
1043 /* Hack -- add in weapon info if known */
1044 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1045 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1047 show_tohit += creature_ptr->skill_thn / BTH_PLUS_ADJ;
1050 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1052 /* Dump the bonuses to hit/dam */
1053 if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
1054 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1055 else if (creature_ptr->ryoute)
1056 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1058 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1063 * @brief プレイヤーステータス表示の中央部分を表示するサブルーチン
1064 * @param creature_ptr プレーヤーへの参照ポインタ
1065 * Prints the following information on the screen.
1068 static void display_player_middle(player_type *creature_ptr)
1070 HIT_PROB show_tohit = creature_ptr->dis_to_h_b;
1071 HIT_POINT show_todam = 0;
1073 if (creature_ptr->migite)
1075 display_player_melee_bonus(creature_ptr, 0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1078 if (creature_ptr->hidarite)
1080 display_player_melee_bonus(creature_ptr, 1, left_hander ? ENTRY_RIGHT_HAND2 : ENTRY_LEFT_HAND2);
1082 else if ((creature_ptr->pclass == CLASS_MONK) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
1085 if (creature_ptr->special_defense & KAMAE_MASK)
1087 for (i = 0; i < MAX_KAMAE; i++)
1089 if ((creature_ptr->special_defense >> i) & KAMAE_GENBU) break;
1093 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1098 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1102 /* Apply weapon bonuses */
1103 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
1104 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1105 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1107 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1108 show_tohit += creature_ptr->weapon_exp[0][o_ptr->sval] / 400;
1110 show_tohit += (creature_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1112 show_tohit += creature_ptr->skill_thb / BTH_PLUS_ADJ;
1115 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1118 if (creature_ptr->inventory_list[INVEN_BOW].k_idx)
1120 tmul = bow_tmul(creature_ptr->inventory_list[INVEN_BOW].sval);
1122 /* Get extra "power" from "extra might" */
1123 if (creature_ptr->xtra_might) tmul++;
1125 tmul = tmul * (100 + (int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
1129 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul / 100, tmul % 100), TERM_L_BLUE);
1131 /* Dump the armor class */
1132 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", creature_ptr->dis_ac, creature_ptr->dis_to_a), TERM_L_BLUE);
1134 int i = creature_ptr->pspeed - 110;
1136 /* Hack -- Visually "undo" the Search Mode Slowdown */
1137 if (creature_ptr->action == ACTION_SEARCH) i += 10;
1142 if (!creature_ptr->riding)
1143 attr = TERM_L_GREEN;
1149 if (!creature_ptr->riding)
1156 if (!creature_ptr->riding)
1157 attr = TERM_L_UMBER;
1163 if (!creature_ptr->riding)
1165 if (IS_FAST(creature_ptr)) tmp_speed += 10;
1166 if (creature_ptr->slow) tmp_speed -= 10;
1167 if (creature_ptr->lightspeed) tmp_speed = 99;
1171 if (MON_FAST(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed += 10;
1172 if (MON_SLOW(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed -= 10;
1178 if (!creature_ptr->riding)
1179 sprintf(buf, "(%+d%+d)", i - tmp_speed, tmp_speed);
1181 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i - tmp_speed, tmp_speed);
1190 if (!creature_ptr->riding)
1191 sprintf(buf, "(%+d)", i);
1193 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1196 display_player_one_line(ENTRY_SPEED, buf, attr);
1198 /* Dump character level */
1199 display_player_one_line(ENTRY_LEVEL, format("%d", creature_ptr->lev), TERM_L_GREEN);
1201 /* Dump experience */
1203 if (creature_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1204 else e = ENTRY_CUR_EXP;
1206 if (creature_ptr->exp >= creature_ptr->max_exp)
1207 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_L_GREEN);
1209 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_YELLOW);
1211 /* Dump max experience */
1212 if (creature_ptr->prace == RACE_ANDROID)
1215 display_player_one_line(ENTRY_MAX_EXP, format("%ld", creature_ptr->max_exp), TERM_L_GREEN);
1217 /* Dump exp to advance */
1218 if (creature_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1219 else e = ENTRY_EXP_TO_ADV;
1221 if (creature_ptr->lev >= PY_MAX_LEVEL)
1222 display_player_one_line(e, "*****", TERM_L_GREEN);
1223 else if (creature_ptr->prace == RACE_ANDROID)
1224 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1226 display_player_one_line(e, format("%ld", (s32b)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1229 display_player_one_line(ENTRY_GOLD, format("%ld", creature_ptr->au), TERM_L_GREEN);
1233 extract_day_hour_min(creature_ptr, &day, &hour, &min);
1235 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1236 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1237 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1239 /* Dump hit point */
1240 if (creature_ptr->chp >= creature_ptr->mhp)
1241 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_L_GREEN);
1242 else if (creature_ptr->chp > (creature_ptr->mhp * hitpoint_warn) / 10)
1243 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_YELLOW);
1245 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_RED);
1247 /* Dump mana power */
1248 if (creature_ptr->csp >= creature_ptr->msp)
1249 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_L_GREEN);
1250 else if (creature_ptr->csp > (creature_ptr->msp * mana_warn) / 10)
1251 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_YELLOW);
1253 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_RED);
1255 /* Dump play time */
1256 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", current_world_ptr->play_time / (60 * 60), (current_world_ptr->play_time / 60) % 60, current_world_ptr->play_time % 60), TERM_L_GREEN);
1261 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
1262 * Prints ratings on certain abilities
1263 * @param creature_ptr 参照元クリーチャーポインタ
1264 * @param flgs フラグを保管する配列
1267 * Obtain the "flags" for the player as if he was an item
1269 * xtra1.c周りと多重実装になっているのを何とかする
1271 static void player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1273 for (int i = 0; i < TR_FLAG_SIZE; i++)
1276 switch (creature_ptr->pclass)
1279 if (creature_ptr->lev > 44)
1280 add_flag(flgs, TR_REGEN);
1282 if (creature_ptr->lev > 29)
1283 add_flag(flgs, TR_RES_FEAR);
1286 if (creature_ptr->lev > 39)
1287 add_flag(flgs, TR_RES_FEAR);
1289 case CLASS_CHAOS_WARRIOR:
1290 if (creature_ptr->lev > 29)
1291 add_flag(flgs, TR_RES_CHAOS);
1292 if (creature_ptr->lev > 39)
1293 add_flag(flgs, TR_RES_FEAR);
1296 case CLASS_FORCETRAINER:
1297 if ((creature_ptr->lev > 9) && !heavy_armor(creature_ptr))
1298 add_flag(flgs, TR_SPEED);
1299 if ((creature_ptr->lev > 24) && !heavy_armor(creature_ptr))
1300 add_flag(flgs, TR_FREE_ACT);
1303 if (heavy_armor(creature_ptr))
1304 add_flag(flgs, TR_SPEED);
1307 if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
1308 (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
1309 add_flag(flgs, TR_SPEED);
1310 if (creature_ptr->lev > 24)
1311 add_flag(flgs, TR_FREE_ACT);
1314 add_flag(flgs, TR_SLOW_DIGEST);
1315 add_flag(flgs, TR_RES_FEAR);
1316 if (creature_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
1317 if (creature_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
1318 if (creature_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
1320 case CLASS_MINDCRAFTER:
1321 if (creature_ptr->lev > 9)
1322 add_flag(flgs, TR_RES_FEAR);
1323 if (creature_ptr->lev > 19)
1324 add_flag(flgs, TR_SUST_WIS);
1325 if (creature_ptr->lev > 29)
1326 add_flag(flgs, TR_RES_CONF);
1327 if (creature_ptr->lev > 39)
1328 add_flag(flgs, TR_TELEPATHY);
1331 add_flag(flgs, TR_RES_SOUND);
1333 case CLASS_BERSERKER:
1334 add_flag(flgs, TR_SUST_STR);
1335 add_flag(flgs, TR_SUST_DEX);
1336 add_flag(flgs, TR_SUST_CON);
1337 add_flag(flgs, TR_REGEN);
1338 add_flag(flgs, TR_FREE_ACT);
1339 add_flag(flgs, TR_SPEED);
1340 if (creature_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
1342 case CLASS_MIRROR_MASTER:
1343 if (creature_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
1346 break; /* Do nothing */
1350 if (creature_ptr->mimic_form)
1352 switch (creature_ptr->mimic_form)
1355 add_flag(flgs, TR_HOLD_EXP);
1356 add_flag(flgs, TR_RES_CHAOS);
1357 add_flag(flgs, TR_RES_NETHER);
1358 add_flag(flgs, TR_RES_FIRE);
1359 add_flag(flgs, TR_SEE_INVIS);
1360 add_flag(flgs, TR_SPEED);
1362 case MIMIC_DEMON_LORD:
1363 add_flag(flgs, TR_HOLD_EXP);
1364 add_flag(flgs, TR_RES_CHAOS);
1365 add_flag(flgs, TR_RES_NETHER);
1366 add_flag(flgs, TR_RES_FIRE);
1367 add_flag(flgs, TR_RES_COLD);
1368 add_flag(flgs, TR_RES_ELEC);
1369 add_flag(flgs, TR_RES_ACID);
1370 add_flag(flgs, TR_RES_POIS);
1371 add_flag(flgs, TR_RES_CONF);
1372 add_flag(flgs, TR_RES_DISEN);
1373 add_flag(flgs, TR_RES_NEXUS);
1374 add_flag(flgs, TR_RES_FEAR);
1375 add_flag(flgs, TR_IM_FIRE);
1376 add_flag(flgs, TR_SH_FIRE);
1377 add_flag(flgs, TR_SEE_INVIS);
1378 add_flag(flgs, TR_TELEPATHY);
1379 add_flag(flgs, TR_LEVITATION);
1380 add_flag(flgs, TR_SPEED);
1383 add_flag(flgs, TR_HOLD_EXP);
1384 add_flag(flgs, TR_RES_DARK);
1385 add_flag(flgs, TR_RES_NETHER);
1386 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
1387 add_flag(flgs, TR_RES_POIS);
1388 add_flag(flgs, TR_RES_COLD);
1389 add_flag(flgs, TR_SEE_INVIS);
1390 add_flag(flgs, TR_SPEED);
1396 switch (creature_ptr->prace)
1399 add_flag(flgs, TR_RES_LITE);
1402 add_flag(flgs, TR_HOLD_EXP);
1405 add_flag(flgs, TR_FREE_ACT);
1408 add_flag(flgs, TR_RES_BLIND);
1411 add_flag(flgs, TR_RES_DARK);
1413 case RACE_HALF_TROLL:
1414 add_flag(flgs, TR_SUST_STR);
1415 if (creature_ptr->lev <= 14) break;
1417 add_flag(flgs, TR_REGEN);
1418 if ((creature_ptr->pclass == CLASS_WARRIOR) || (creature_ptr->pclass == CLASS_BERSERKER))
1420 add_flag(flgs, TR_SLOW_DIGEST);
1422 * Let's not make Regeneration a disadvantage
1423 * for the poor warriors who can never learn
1424 * a spell that satisfies hunger (actually
1425 * neither can rogues, but half-trolls are not
1426 * supposed to play rogues)
1432 add_flag(flgs, TR_SUST_CON);
1433 add_flag(flgs, TR_REGEN);
1436 add_flag(flgs, TR_RES_LITE);
1437 add_flag(flgs, TR_SEE_INVIS);
1439 case RACE_BARBARIAN:
1440 add_flag(flgs, TR_RES_FEAR);
1442 case RACE_HALF_OGRE:
1443 add_flag(flgs, TR_SUST_STR);
1444 add_flag(flgs, TR_RES_DARK);
1446 case RACE_HALF_GIANT:
1447 add_flag(flgs, TR_RES_SHARDS);
1448 add_flag(flgs, TR_SUST_STR);
1450 case RACE_HALF_TITAN:
1451 add_flag(flgs, TR_RES_CHAOS);
1454 add_flag(flgs, TR_RES_SOUND);
1457 add_flag(flgs, TR_RES_ACID);
1458 if (creature_ptr->lev > 19)
1459 add_flag(flgs, TR_IM_ACID);
1462 add_flag(flgs, TR_RES_CONF);
1463 add_flag(flgs, TR_RES_ACID);
1464 if (creature_ptr->lev > 9)
1465 add_flag(flgs, TR_SPEED);
1468 add_flag(flgs, TR_RES_POIS);
1471 add_flag(flgs, TR_RES_DISEN);
1472 add_flag(flgs, TR_RES_DARK);
1475 add_flag(flgs, TR_RES_DARK);
1476 if (creature_ptr->lev > 19)
1477 add_flag(flgs, TR_SEE_INVIS);
1479 case RACE_DRACONIAN:
1480 add_flag(flgs, TR_LEVITATION);
1481 if (creature_ptr->lev > 4)
1482 add_flag(flgs, TR_RES_FIRE);
1483 if (creature_ptr->lev > 9)
1484 add_flag(flgs, TR_RES_COLD);
1485 if (creature_ptr->lev > 14)
1486 add_flag(flgs, TR_RES_ACID);
1487 if (creature_ptr->lev > 19)
1488 add_flag(flgs, TR_RES_ELEC);
1489 if (creature_ptr->lev > 34)
1490 add_flag(flgs, TR_RES_POIS);
1492 case RACE_MIND_FLAYER:
1493 add_flag(flgs, TR_SUST_INT);
1494 add_flag(flgs, TR_SUST_WIS);
1495 if (creature_ptr->lev > 14)
1496 add_flag(flgs, TR_SEE_INVIS);
1497 if (creature_ptr->lev > 29)
1498 add_flag(flgs, TR_TELEPATHY);
1501 add_flag(flgs, TR_RES_FIRE);
1502 if (creature_ptr->lev > 9)
1503 add_flag(flgs, TR_SEE_INVIS);
1506 add_flag(flgs, TR_SEE_INVIS);
1507 add_flag(flgs, TR_FREE_ACT);
1508 add_flag(flgs, TR_RES_POIS);
1509 add_flag(flgs, TR_SLOW_DIGEST);
1510 if (creature_ptr->lev > 34)
1511 add_flag(flgs, TR_HOLD_EXP);
1514 add_flag(flgs, TR_SEE_INVIS);
1515 add_flag(flgs, TR_RES_SHARDS);
1516 add_flag(flgs, TR_HOLD_EXP);
1517 add_flag(flgs, TR_RES_POIS);
1518 if (creature_ptr->lev > 9)
1519 add_flag(flgs, TR_RES_COLD);
1522 add_flag(flgs, TR_SEE_INVIS);
1523 add_flag(flgs, TR_HOLD_EXP);
1524 add_flag(flgs, TR_RES_NETHER);
1525 add_flag(flgs, TR_RES_POIS);
1526 add_flag(flgs, TR_SLOW_DIGEST);
1527 if (creature_ptr->lev > 4)
1528 add_flag(flgs, TR_RES_COLD);
1531 add_flag(flgs, TR_HOLD_EXP);
1532 add_flag(flgs, TR_RES_DARK);
1533 add_flag(flgs, TR_RES_NETHER);
1534 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
1535 add_flag(flgs, TR_RES_POIS);
1536 add_flag(flgs, TR_RES_COLD);
1539 add_flag(flgs, TR_LEVITATION);
1540 add_flag(flgs, TR_FREE_ACT);
1541 add_flag(flgs, TR_RES_COLD);
1542 add_flag(flgs, TR_SEE_INVIS);
1543 add_flag(flgs, TR_HOLD_EXP);
1544 add_flag(flgs, TR_RES_NETHER);
1545 add_flag(flgs, TR_RES_POIS);
1546 add_flag(flgs, TR_SLOW_DIGEST);
1548 if (creature_ptr->lev > 34)
1549 add_flag(flgs, TR_TELEPATHY);
1552 add_flag(flgs, TR_RES_LITE);
1553 add_flag(flgs, TR_LEVITATION);
1554 if (creature_ptr->lev > 9)
1555 add_flag(flgs, TR_SPEED);
1558 add_flag(flgs, TR_RES_SOUND);
1559 add_flag(flgs, TR_RES_CONF);
1562 add_flag(flgs, TR_LEVITATION);
1563 add_flag(flgs, TR_SEE_INVIS);
1566 add_flag(flgs, TR_RES_FIRE);
1567 add_flag(flgs, TR_RES_NETHER);
1568 add_flag(flgs, TR_HOLD_EXP);
1569 if (creature_ptr->lev > 9)
1570 add_flag(flgs, TR_SEE_INVIS);
1573 add_flag(flgs, TR_SUST_CON);
1576 add_flag(flgs, TR_LEVITATION);
1579 add_flag(flgs, TR_RES_CONF);
1582 add_flag(flgs, TR_FREE_ACT);
1583 add_flag(flgs, TR_RES_POIS);
1584 add_flag(flgs, TR_SLOW_DIGEST);
1585 add_flag(flgs, TR_HOLD_EXP);
1593 if (creature_ptr->muta3)
1595 if (creature_ptr->muta3 & MUT3_FLESH_ROT)
1597 remove_flag(flgs, TR_REGEN);
1600 if ((creature_ptr->muta3 & MUT3_XTRA_FAT) ||
1601 (creature_ptr->muta3 & MUT3_XTRA_LEGS) ||
1602 (creature_ptr->muta3 & MUT3_SHORT_LEG))
1604 add_flag(flgs, TR_SPEED);
1607 if (creature_ptr->muta3 & MUT3_ELEC_TOUC)
1609 add_flag(flgs, TR_SH_ELEC);
1612 if (creature_ptr->muta3 & MUT3_FIRE_BODY)
1614 add_flag(flgs, TR_SH_FIRE);
1615 add_flag(flgs, TR_LITE_1);
1618 if (creature_ptr->muta3 & MUT3_WINGS)
1620 add_flag(flgs, TR_LEVITATION);
1623 if (creature_ptr->muta3 & MUT3_FEARLESS)
1625 add_flag(flgs, TR_RES_FEAR);
1628 if (creature_ptr->muta3 & MUT3_REGEN)
1630 add_flag(flgs, TR_REGEN);
1633 if (creature_ptr->muta3 & MUT3_ESP)
1635 add_flag(flgs, TR_TELEPATHY);
1638 if (creature_ptr->muta3 & MUT3_MOTION)
1640 add_flag(flgs, TR_FREE_ACT);
1644 if (creature_ptr->pseikaku == SEIKAKU_SEXY)
1645 add_flag(flgs, TR_AGGRAVATE);
1646 if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN)
1647 add_flag(flgs, TR_RES_CONF);
1648 if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1650 add_flag(flgs, TR_RES_BLIND);
1651 add_flag(flgs, TR_RES_CONF);
1652 add_flag(flgs, TR_HOLD_EXP);
1653 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
1654 if (creature_ptr->lev > 9)
1655 add_flag(flgs, TR_SPEED);
1658 if (creature_ptr->special_defense & KATA_FUUJIN)
1659 add_flag(flgs, TR_REFLECT);
1661 if (creature_ptr->special_defense & KAMAE_GENBU)
1662 add_flag(flgs, TR_REFLECT);
1664 if (creature_ptr->special_defense & KAMAE_SUZAKU)
1665 add_flag(flgs, TR_LEVITATION);
1667 if (creature_ptr->special_defense & KAMAE_SEIRYU)
1669 add_flag(flgs, TR_RES_FIRE);
1670 add_flag(flgs, TR_RES_COLD);
1671 add_flag(flgs, TR_RES_ACID);
1672 add_flag(flgs, TR_RES_ELEC);
1673 add_flag(flgs, TR_RES_POIS);
1674 add_flag(flgs, TR_LEVITATION);
1675 add_flag(flgs, TR_SH_FIRE);
1676 add_flag(flgs, TR_SH_ELEC);
1677 add_flag(flgs, TR_SH_COLD);
1680 if (creature_ptr->special_defense & KATA_MUSOU)
1682 add_flag(flgs, TR_RES_FEAR);
1683 add_flag(flgs, TR_RES_LITE);
1684 add_flag(flgs, TR_RES_DARK);
1685 add_flag(flgs, TR_RES_BLIND);
1686 add_flag(flgs, TR_RES_CONF);
1687 add_flag(flgs, TR_RES_SOUND);
1688 add_flag(flgs, TR_RES_SHARDS);
1689 add_flag(flgs, TR_RES_NETHER);
1690 add_flag(flgs, TR_RES_NEXUS);
1691 add_flag(flgs, TR_RES_CHAOS);
1692 add_flag(flgs, TR_RES_DISEN);
1693 add_flag(flgs, TR_REFLECT);
1694 add_flag(flgs, TR_HOLD_EXP);
1695 add_flag(flgs, TR_FREE_ACT);
1696 add_flag(flgs, TR_SH_FIRE);
1697 add_flag(flgs, TR_SH_ELEC);
1698 add_flag(flgs, TR_SH_COLD);
1699 add_flag(flgs, TR_LEVITATION);
1700 add_flag(flgs, TR_LITE_1);
1701 add_flag(flgs, TR_SEE_INVIS);
1702 add_flag(flgs, TR_TELEPATHY);
1703 add_flag(flgs, TR_SLOW_DIGEST);
1704 add_flag(flgs, TR_REGEN);
1705 add_flag(flgs, TR_SUST_STR);
1706 add_flag(flgs, TR_SUST_INT);
1707 add_flag(flgs, TR_SUST_WIS);
1708 add_flag(flgs, TR_SUST_DEX);
1709 add_flag(flgs, TR_SUST_CON);
1710 add_flag(flgs, TR_SUST_CHR);
1716 * @brief プレイヤーの一時的魔法効果による耐性を返す
1717 * Prints ratings on certain abilities
1718 * @param creature_ptr プレーヤーへの参照ポインタ
1719 * @param flgs フラグを保管する配列
1722 * xtra1.c周りと多重実装になっているのを何とかする
1724 static void tim_player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1726 for (int i = 0; i < TR_FLAG_SIZE; i++)
1729 if (IS_HERO(creature_ptr) || creature_ptr->shero)
1730 add_flag(flgs, TR_RES_FEAR);
1731 if (creature_ptr->tim_invis)
1732 add_flag(flgs, TR_SEE_INVIS);
1733 if (creature_ptr->tim_regen)
1734 add_flag(flgs, TR_REGEN);
1735 if (is_time_limit_esp(creature_ptr))
1736 add_flag(flgs, TR_TELEPATHY);
1737 if (IS_FAST(creature_ptr) || creature_ptr->slow)
1738 add_flag(flgs, TR_SPEED);
1740 if (is_oppose_acid(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_ACID) && !(PRACE_IS_(creature_ptr, RACE_YEEK) && (creature_ptr->lev > 19)))
1741 add_flag(flgs, TR_RES_ACID);
1742 if (is_oppose_elec(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_ELEC))
1743 add_flag(flgs, TR_RES_ELEC);
1744 if (is_oppose_fire(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_FIRE))
1745 add_flag(flgs, TR_RES_FIRE);
1746 if (is_oppose_cold(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_COLD))
1747 add_flag(flgs, TR_RES_COLD);
1748 if (is_oppose_pois(creature_ptr))
1749 add_flag(flgs, TR_RES_POIS);
1751 if (creature_ptr->special_attack & ATTACK_ACID)
1752 add_flag(flgs, TR_BRAND_ACID);
1753 if (creature_ptr->special_attack & ATTACK_ELEC)
1754 add_flag(flgs, TR_BRAND_ELEC);
1755 if (creature_ptr->special_attack & ATTACK_FIRE)
1756 add_flag(flgs, TR_BRAND_FIRE);
1757 if (creature_ptr->special_attack & ATTACK_COLD)
1758 add_flag(flgs, TR_BRAND_COLD);
1759 if (creature_ptr->special_attack & ATTACK_POIS)
1760 add_flag(flgs, TR_BRAND_POIS);
1761 if (creature_ptr->special_defense & DEFENSE_ACID)
1762 add_flag(flgs, TR_IM_ACID);
1763 if (creature_ptr->special_defense & DEFENSE_ELEC)
1764 add_flag(flgs, TR_IM_ELEC);
1765 if (creature_ptr->special_defense & DEFENSE_FIRE)
1766 add_flag(flgs, TR_IM_FIRE);
1767 if (creature_ptr->special_defense & DEFENSE_COLD)
1768 add_flag(flgs, TR_IM_COLD);
1769 if (creature_ptr->wraith_form)
1770 add_flag(flgs, TR_REFLECT);
1771 if (creature_ptr->tim_reflect)
1772 add_flag(flgs, TR_REFLECT);
1774 if (creature_ptr->magicdef)
1776 add_flag(flgs, TR_RES_BLIND);
1777 add_flag(flgs, TR_RES_CONF);
1778 add_flag(flgs, TR_REFLECT);
1779 add_flag(flgs, TR_FREE_ACT);
1780 add_flag(flgs, TR_LEVITATION);
1783 if (creature_ptr->tim_res_nether) add_flag(flgs, TR_RES_NETHER);
1785 if (creature_ptr->tim_sh_fire) add_flag(flgs, TR_SH_FIRE);
1787 if (creature_ptr->ult_res)
1789 add_flag(flgs, TR_RES_FEAR);
1790 add_flag(flgs, TR_RES_LITE);
1791 add_flag(flgs, TR_RES_DARK);
1792 add_flag(flgs, TR_RES_BLIND);
1793 add_flag(flgs, TR_RES_CONF);
1794 add_flag(flgs, TR_RES_SOUND);
1795 add_flag(flgs, TR_RES_SHARDS);
1796 add_flag(flgs, TR_RES_NETHER);
1797 add_flag(flgs, TR_RES_NEXUS);
1798 add_flag(flgs, TR_RES_CHAOS);
1799 add_flag(flgs, TR_RES_DISEN);
1800 add_flag(flgs, TR_REFLECT);
1801 add_flag(flgs, TR_HOLD_EXP);
1802 add_flag(flgs, TR_FREE_ACT);
1803 add_flag(flgs, TR_SH_FIRE);
1804 add_flag(flgs, TR_SH_ELEC);
1805 add_flag(flgs, TR_SH_COLD);
1806 add_flag(flgs, TR_LEVITATION);
1807 add_flag(flgs, TR_LITE_1);
1808 add_flag(flgs, TR_SEE_INVIS);
1809 add_flag(flgs, TR_TELEPATHY);
1810 add_flag(flgs, TR_SLOW_DIGEST);
1811 add_flag(flgs, TR_REGEN);
1812 add_flag(flgs, TR_SUST_STR);
1813 add_flag(flgs, TR_SUST_INT);
1814 add_flag(flgs, TR_SUST_WIS);
1815 add_flag(flgs, TR_SUST_DEX);
1816 add_flag(flgs, TR_SUST_CON);
1817 add_flag(flgs, TR_SUST_CHR);
1820 if (creature_ptr->realm1 != REALM_HEX) return;
1822 if (hex_spelling(creature_ptr, HEX_DEMON_AURA))
1824 add_flag(flgs, TR_SH_FIRE);
1825 add_flag(flgs, TR_REGEN);
1828 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
1829 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
1834 * @brief プレイヤーの装備一覧をシンボルで並べる
1836 * @param creature_ptr プレーヤーへの参照ポインタ
1837 * @param y 表示するコンソールの行
1838 * @param x 表示するコンソールの列
1842 void display_player_equippy(player_type *creature_ptr, TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
1844 /* Weapon flags need only two column */
1845 int max_i = (mode & DP_WP) ? INVEN_LARM + 1 : INVEN_TOTAL;
1847 /* Dump equippy chars */
1848 for (int i = INVEN_RARM; i < max_i; i++)
1851 o_ptr = &creature_ptr->inventory_list[i];
1853 TERM_COLOR a = object_attr(o_ptr);
1854 char c = object_char(o_ptr);
1856 if (!equippy_chars || !o_ptr->k_idx)
1862 Term_putch(x + i - INVEN_RARM, y, a, c);
1868 * @brief プレイヤーの装備による免疫フラグを返す
1869 * @param creature_ptr プレーヤーへの参照ポインタ
1870 * @param flgs フラグを保管する配列
1873 * xtra1.c周りと多重実装になっているのを何とかする
1875 static void known_obj_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1877 for (int i = 0; i < TR_FLAG_SIZE; i++)
1880 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
1882 u32b o_flgs[TR_FLAG_SIZE];
1884 o_ptr = &creature_ptr->inventory_list[i];
1885 if (!o_ptr->k_idx) continue;
1887 object_flags_known(o_ptr, o_flgs);
1888 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
1889 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
1890 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
1891 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
1897 * @brief プレイヤーの種族による免疫フラグを返す
1898 * @param creature_ptr プレーヤーへの参照ポインタ
1899 * @param flgs フラグを保管する配列
1902 * xtra1.c周りと多重実装になっているのを何とかする
1904 static void player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1906 for (int i = 0; i < TR_FLAG_SIZE; i++)
1909 if (PRACE_IS_(creature_ptr, RACE_SPECTRE))
1910 add_flag(flgs, TR_RES_NETHER);
1911 if (creature_ptr->mimic_form == MIMIC_VAMPIRE || PRACE_IS_(creature_ptr, RACE_VAMPIRE))
1912 add_flag(flgs, TR_RES_DARK);
1913 if (creature_ptr->mimic_form == MIMIC_DEMON_LORD)
1914 add_flag(flgs, TR_RES_FIRE);
1915 else if (PRACE_IS_(creature_ptr, RACE_YEEK) && creature_ptr->lev > 19)
1916 add_flag(flgs, TR_RES_ACID);
1921 * @brief プレイヤーの一時的魔法効果による免疫フラグを返す
1922 * @param creature_ptr プレーヤーへの参照ポインタ
1923 * @param flgs フラグを保管する配列
1926 * xtra1.c周りと多重実装になっているのを何とかする
1928 static void tim_player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1930 for (int i = 0; i < TR_FLAG_SIZE; i++)
1933 if (creature_ptr->special_defense & DEFENSE_ACID)
1934 add_flag(flgs, TR_RES_ACID);
1935 if (creature_ptr->special_defense & DEFENSE_ELEC)
1936 add_flag(flgs, TR_RES_ELEC);
1937 if (creature_ptr->special_defense & DEFENSE_FIRE)
1938 add_flag(flgs, TR_RES_FIRE);
1939 if (creature_ptr->special_defense & DEFENSE_COLD)
1940 add_flag(flgs, TR_RES_COLD);
1941 if (creature_ptr->wraith_form)
1942 add_flag(flgs, TR_RES_DARK);
1947 * @brief プレイヤーの種族による弱点フラグを返す
1948 * @param creature_ptr プレーヤーへの参照ポインタ
1949 * @param flgs フラグを保管する配列
1952 * xtra1.c周りと多重実装になっているのを何とかする
1954 static void player_vuln_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1956 for (int i = 0; i < TR_FLAG_SIZE; i++)
1959 if ((creature_ptr->muta3 & MUT3_VULN_ELEM) || (creature_ptr->special_defense & KATA_KOUKIJIN))
1961 add_flag(flgs, TR_RES_ACID);
1962 add_flag(flgs, TR_RES_ELEC);
1963 add_flag(flgs, TR_RES_FIRE);
1964 add_flag(flgs, TR_RES_COLD);
1967 if (PRACE_IS_(creature_ptr, RACE_ANDROID))
1968 add_flag(flgs, TR_RES_ELEC);
1969 if (PRACE_IS_(creature_ptr, RACE_ENT))
1970 add_flag(flgs, TR_RES_FIRE);
1971 if (PRACE_IS_(creature_ptr, RACE_VAMPIRE) || PRACE_IS_(creature_ptr, RACE_S_FAIRY) ||
1972 (creature_ptr->mimic_form == MIMIC_VAMPIRE))
1973 add_flag(flgs, TR_RES_LITE);
1978 * A struct for storing misc. flags
1981 BIT_FLAGS player_flags[TR_FLAG_SIZE];
1982 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
1983 BIT_FLAGS player_imm[TR_FLAG_SIZE];
1984 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
1985 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
1986 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
1990 * @brief プレイヤーの特性フラグ一種を表示するサブルーチン /
1991 * Helper function, see below
1992 * @param creature_ptr プレーヤーへの参照ポインタ
1993 * @param row コンソール表示位置の左上行
1994 * @param col コンソール表示位置の左上列
1995 * @param header コンソール上で表示する特性名
1996 * @param flag1 参照する特性ID
1997 * @param f プレイヤーの特性情報構造体
1998 * @param mode 表示オプション
2001 static void display_flag_aux(player_type *creature_ptr, TERM_LEN row, TERM_LEN col, concptr header, int flag1, all_player_flags *f, u16b mode)
2003 byte header_color = TERM_L_DARK;
2004 int header_col = col;
2007 if (have_flag(f->player_vuln, flag1) &&
2008 !(have_flag(f->known_obj_imm, flag1) ||
2009 have_flag(f->player_imm, flag1) ||
2010 have_flag(f->tim_player_imm, flag1)))
2013 col += strlen(header) + 1;
2015 /* Weapon flags need only two column */
2016 int max_i = (mode & DP_WP) ? INVEN_LARM + 1 : INVEN_TOTAL;
2018 for (int i = INVEN_RARM; i < max_i; i++)
2020 BIT_FLAGS flgs[TR_FLAG_SIZE];
2022 o_ptr = &creature_ptr->inventory_list[i];
2023 object_flags_known(o_ptr, flgs);
2024 if (!(mode & DP_IMM))
2025 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
2027 if (mode & DP_CURSE)
2029 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
2031 c_put_str(TERM_L_DARK, "+", row, col);
2032 header_color = TERM_WHITE;
2035 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
2037 c_put_str(TERM_WHITE, "+", row, col);
2038 header_color = TERM_WHITE;
2041 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2043 c_put_str(TERM_WHITE, "*", row, col);
2044 header_color = TERM_WHITE;
2051 if (flag1 == TR_LITE_1)
2053 if (HAVE_DARK_FLAG(flgs))
2055 c_put_str(TERM_L_DARK, "+", row, col);
2056 header_color = TERM_WHITE;
2058 else if (HAVE_LITE_FLAG(flgs))
2060 c_put_str(TERM_WHITE, "+", row, col);
2061 header_color = TERM_WHITE;
2068 if (have_flag(flgs, flag1))
2070 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
2071 (mode & DP_IMM) ? "*" : "+", row, col);
2072 header_color = TERM_WHITE;
2080 if (header_color != TERM_L_DARK)
2082 c_put_str(header_color, header, row, header_col);
2088 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
2089 if (have_flag(f->player_flags, flag1))
2091 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
2092 header_color = TERM_WHITE;
2095 if (have_flag(f->tim_player_flags, flag1))
2097 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
2098 header_color = TERM_WHITE;
2101 if (have_flag(f->tim_player_imm, flag1))
2103 c_put_str(TERM_YELLOW, "*", row, col);
2104 header_color = TERM_WHITE;
2107 if (have_flag(f->player_imm, flag1))
2109 c_put_str(TERM_WHITE, "*", row, col);
2110 header_color = TERM_WHITE;
2113 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
2114 c_put_str(header_color, header, row, header_col);
2119 * @brief プレイヤーの特性フラグ一覧表示1 /
2120 * @param creature_ptr プレーヤーへの参照ポインタ
2121 * Special display, part 1
2124 static void display_player_flag_info(player_type *creature_ptr)
2127 player_flags(creature_ptr, f.player_flags);
2128 tim_player_flags(creature_ptr, f.tim_player_flags);
2129 player_immunity(creature_ptr, f.player_imm);
2130 tim_player_immunity(creature_ptr, f.tim_player_imm);
2131 known_obj_immunity(creature_ptr, f.known_obj_imm);
2132 player_vuln_flags(creature_ptr, f.player_vuln);
2137 display_player_equippy(creature_ptr, row - 2, col + 8, 0);
2138 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 8);
2141 display_flag_aux(creature_ptr, row + 0, col, "耐酸 :", TR_RES_ACID, &f, 0);
2142 display_flag_aux(creature_ptr, row + 0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
2143 display_flag_aux(creature_ptr, row + 1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
2144 display_flag_aux(creature_ptr, row + 1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
2145 display_flag_aux(creature_ptr, row + 2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
2146 display_flag_aux(creature_ptr, row + 2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
2147 display_flag_aux(creature_ptr, row + 3, col, "耐冷気:", TR_RES_COLD, &f, 0);
2148 display_flag_aux(creature_ptr, row + 3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
2149 display_flag_aux(creature_ptr, row + 4, col, "耐毒 :", TR_RES_POIS, &f, 0);
2150 display_flag_aux(creature_ptr, row + 5, col, "耐閃光:", TR_RES_LITE, &f, 0);
2151 display_flag_aux(creature_ptr, row + 6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
2152 display_flag_aux(creature_ptr, row + 7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
2153 display_flag_aux(creature_ptr, row + 8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
2154 display_flag_aux(creature_ptr, row + 9, col, "耐混乱:", TR_RES_CONF, &f, 0);
2156 display_flag_aux(creature_ptr, row + 0, col, "Acid :", TR_RES_ACID, &f, 0);
2157 display_flag_aux(creature_ptr, row + 0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
2158 display_flag_aux(creature_ptr, row + 1, col, "Elec :", TR_RES_ELEC, &f, 0);
2159 display_flag_aux(creature_ptr, row + 1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
2160 display_flag_aux(creature_ptr, row + 2, col, "Fire :", TR_RES_FIRE, &f, 0);
2161 display_flag_aux(creature_ptr, row + 2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
2162 display_flag_aux(creature_ptr, row + 3, col, "Cold :", TR_RES_COLD, &f, 0);
2163 display_flag_aux(creature_ptr, row + 3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
2164 display_flag_aux(creature_ptr, row + 4, col, "Poison:", TR_RES_POIS, &f, 0);
2165 display_flag_aux(creature_ptr, row + 5, col, "Light :", TR_RES_LITE, &f, 0);
2166 display_flag_aux(creature_ptr, row + 6, col, "Dark :", TR_RES_DARK, &f, 0);
2167 display_flag_aux(creature_ptr, row + 7, col, "Shard :", TR_RES_SHARDS, &f, 0);
2168 display_flag_aux(creature_ptr, row + 8, col, "Blind :", TR_RES_BLIND, &f, 0);
2169 display_flag_aux(creature_ptr, row + 9, col, "Conf :", TR_RES_CONF, &f, 0);
2175 display_player_equippy(creature_ptr, row - 2, col + 8, 0);
2176 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 8);
2179 display_flag_aux(creature_ptr, row + 0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
2180 display_flag_aux(creature_ptr, row + 1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
2181 display_flag_aux(creature_ptr, row + 2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
2182 display_flag_aux(creature_ptr, row + 3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
2183 display_flag_aux(creature_ptr, row + 4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
2184 display_flag_aux(creature_ptr, row + 5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
2185 display_flag_aux(creature_ptr, row + 6, col, "反射 :", TR_REFLECT, &f, 0);
2186 display_flag_aux(creature_ptr, row + 7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
2187 display_flag_aux(creature_ptr, row + 8, col, "電気オ:", TR_SH_ELEC, &f, 0);
2188 display_flag_aux(creature_ptr, row + 9, col, "冷気オ:", TR_SH_COLD, &f, 0);
2190 display_flag_aux(creature_ptr, row + 0, col, "Sound :", TR_RES_SOUND, &f, 0);
2191 display_flag_aux(creature_ptr, row + 1, col, "Nether:", TR_RES_NETHER, &f, 0);
2192 display_flag_aux(creature_ptr, row + 2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
2193 display_flag_aux(creature_ptr, row + 3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
2194 display_flag_aux(creature_ptr, row + 4, col, "Disnch:", TR_RES_DISEN, &f, 0);
2195 display_flag_aux(creature_ptr, row + 5, col, "Fear :", TR_RES_FEAR, &f, 0);
2196 display_flag_aux(creature_ptr, row + 6, col, "Reflct:", TR_REFLECT, &f, 0);
2197 display_flag_aux(creature_ptr, row + 7, col, "AuFire:", TR_SH_FIRE, &f, 0);
2198 display_flag_aux(creature_ptr, row + 8, col, "AuElec:", TR_SH_ELEC, &f, 0);
2199 display_flag_aux(creature_ptr, row + 9, col, "AuCold:", TR_SH_COLD, &f, 0);
2205 display_player_equippy(creature_ptr, row - 2, col + 12, 0);
2206 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 12);
2209 display_flag_aux(creature_ptr, row + 0, col, "加速 :", TR_SPEED, &f, 0);
2210 display_flag_aux(creature_ptr, row + 1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
2211 display_flag_aux(creature_ptr, row + 2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
2212 display_flag_aux(creature_ptr, row + 3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
2213 display_flag_aux(creature_ptr, row + 4, col, "警告 :", TR_WARNING, &f, 0);
2214 display_flag_aux(creature_ptr, row + 5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
2215 display_flag_aux(creature_ptr, row + 6, col, "急回復 :", TR_REGEN, &f, 0);
2216 display_flag_aux(creature_ptr, row + 7, col, "浮遊 :", TR_LEVITATION, &f, 0);
2217 display_flag_aux(creature_ptr, row + 8, col, "永遠光源 :", TR_LITE_1, &f, 0);
2218 display_flag_aux(creature_ptr, row + 9, col, "呪い :", 0, &f, DP_CURSE);
2220 display_flag_aux(creature_ptr, row + 0, col, "Speed :", TR_SPEED, &f, 0);
2221 display_flag_aux(creature_ptr, row + 1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
2222 display_flag_aux(creature_ptr, row + 2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
2223 display_flag_aux(creature_ptr, row + 3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
2224 display_flag_aux(creature_ptr, row + 4, col, "Warning :", TR_WARNING, &f, 0);
2225 display_flag_aux(creature_ptr, row + 5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
2226 display_flag_aux(creature_ptr, row + 6, col, "Regene. :", TR_REGEN, &f, 0);
2227 display_flag_aux(creature_ptr, row + 7, col, "Levitation:", TR_LEVITATION, &f, 0);
2228 display_flag_aux(creature_ptr, row + 8, col, "Perm Lite :", TR_LITE_1, &f, 0);
2229 display_flag_aux(creature_ptr, row + 9, col, "Cursed :", 0, &f, DP_CURSE);
2235 * @brief プレイヤーの特性フラグ一覧表示2 /
2236 * @param creature_ptr プレーヤーへの参照ポインタ
2237 * Special display, part 2
2240 static void display_player_other_flag_info(player_type *creature_ptr)
2242 /* Extract flags and store */
2244 player_flags(creature_ptr, f.player_flags);
2245 tim_player_flags(creature_ptr, f.tim_player_flags);
2246 player_immunity(creature_ptr, f.player_imm);
2247 tim_player_immunity(creature_ptr, f.tim_player_imm);
2248 known_obj_immunity(creature_ptr, f.known_obj_imm);
2249 player_vuln_flags(creature_ptr, f.player_vuln);
2254 display_player_equippy(creature_ptr, row - 2, col + 12, DP_WP);
2255 c_put_str(TERM_WHITE, "ab@", row - 1, col + 12);
2258 display_flag_aux(creature_ptr, row + 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
2259 display_flag_aux(creature_ptr, row + 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP | DP_IMM));
2260 display_flag_aux(creature_ptr, row + 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
2261 display_flag_aux(creature_ptr, row + 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP | DP_IMM));
2262 display_flag_aux(creature_ptr, row + 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
2263 display_flag_aux(creature_ptr, row + 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP | DP_IMM));
2264 display_flag_aux(creature_ptr, row + 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
2265 display_flag_aux(creature_ptr, row + 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP | DP_IMM));
2266 display_flag_aux(creature_ptr, row + 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
2267 display_flag_aux(creature_ptr, row + 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP | DP_IMM));
2268 display_flag_aux(creature_ptr, row + 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
2269 display_flag_aux(creature_ptr, row + 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP | DP_IMM));
2270 display_flag_aux(creature_ptr, row + 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
2271 display_flag_aux(creature_ptr, row + 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP | DP_IMM));
2272 display_flag_aux(creature_ptr, row + 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
2273 display_flag_aux(creature_ptr, row + 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP | DP_IMM));
2274 display_flag_aux(creature_ptr, row + 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
2275 display_flag_aux(creature_ptr, row + 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP | DP_IMM));
2276 display_flag_aux(creature_ptr, row + 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
2277 display_flag_aux(creature_ptr, row + 10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
2278 display_flag_aux(creature_ptr, row + 11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
2279 display_flag_aux(creature_ptr, row + 12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
2280 display_flag_aux(creature_ptr, row + 13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
2281 display_flag_aux(creature_ptr, row + 14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
2282 display_flag_aux(creature_ptr, row + 15, col, "地震 :", TR_IMPACT, &f, DP_WP);
2283 display_flag_aux(creature_ptr, row + 16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
2284 display_flag_aux(creature_ptr, row + 17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
2285 display_flag_aux(creature_ptr, row + 18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
2287 display_flag_aux(creature_ptr, row + 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
2288 display_flag_aux(creature_ptr, row + 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP | DP_IMM));
2289 display_flag_aux(creature_ptr, row + 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
2290 display_flag_aux(creature_ptr, row + 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP | DP_IMM));
2291 display_flag_aux(creature_ptr, row + 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
2292 display_flag_aux(creature_ptr, row + 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP | DP_IMM));
2293 display_flag_aux(creature_ptr, row + 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
2294 display_flag_aux(creature_ptr, row + 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP | DP_IMM));
2295 display_flag_aux(creature_ptr, row + 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
2296 display_flag_aux(creature_ptr, row + 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP | DP_IMM));
2297 display_flag_aux(creature_ptr, row + 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
2298 display_flag_aux(creature_ptr, row + 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP | DP_IMM));
2299 display_flag_aux(creature_ptr, row + 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
2300 display_flag_aux(creature_ptr, row + 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP | DP_IMM));
2301 display_flag_aux(creature_ptr, row + 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
2302 display_flag_aux(creature_ptr, row + 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP | DP_IMM));
2303 display_flag_aux(creature_ptr, row + 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
2304 display_flag_aux(creature_ptr, row + 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP | DP_IMM));
2305 display_flag_aux(creature_ptr, row + 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
2306 display_flag_aux(creature_ptr, row + 10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
2307 display_flag_aux(creature_ptr, row + 11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
2308 display_flag_aux(creature_ptr, row + 12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
2309 display_flag_aux(creature_ptr, row + 13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
2310 display_flag_aux(creature_ptr, row + 14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
2311 display_flag_aux(creature_ptr, row + 15, col, "Quake :", TR_IMPACT, &f, DP_WP);
2312 display_flag_aux(creature_ptr, row + 16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
2313 display_flag_aux(creature_ptr, row + 17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
2314 display_flag_aux(creature_ptr, row + 18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
2320 display_player_equippy(creature_ptr, row - 2, col + 13, 0);
2321 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 13);
2324 display_flag_aux(creature_ptr, row + 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
2325 display_flag_aux(creature_ptr, row + 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
2326 display_flag_aux(creature_ptr, row + 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
2327 display_flag_aux(creature_ptr, row + 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
2328 display_flag_aux(creature_ptr, row + 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
2329 display_flag_aux(creature_ptr, row + 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
2330 display_flag_aux(creature_ptr, row + 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
2331 display_flag_aux(creature_ptr, row + 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
2332 display_flag_aux(creature_ptr, row + 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
2333 display_flag_aux(creature_ptr, row + 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
2334 display_flag_aux(creature_ptr, row + 10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
2335 display_flag_aux(creature_ptr, row + 11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
2336 display_flag_aux(creature_ptr, row + 12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
2337 display_flag_aux(creature_ptr, row + 13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
2338 display_flag_aux(creature_ptr, row + 14, col, "知力維持 :", TR_SUST_INT, &f, 0);
2339 display_flag_aux(creature_ptr, row + 15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
2340 display_flag_aux(creature_ptr, row + 16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
2341 display_flag_aux(creature_ptr, row + 17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
2342 display_flag_aux(creature_ptr, row + 18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
2344 display_flag_aux(creature_ptr, row + 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
2345 display_flag_aux(creature_ptr, row + 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
2346 display_flag_aux(creature_ptr, row + 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
2347 display_flag_aux(creature_ptr, row + 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
2348 display_flag_aux(creature_ptr, row + 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
2349 display_flag_aux(creature_ptr, row + 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
2350 display_flag_aux(creature_ptr, row + 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
2351 display_flag_aux(creature_ptr, row + 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
2352 display_flag_aux(creature_ptr, row + 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
2353 display_flag_aux(creature_ptr, row + 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
2354 display_flag_aux(creature_ptr, row + 10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
2355 display_flag_aux(creature_ptr, row + 11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
2356 display_flag_aux(creature_ptr, row + 12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
2357 display_flag_aux(creature_ptr, row + 13, col, "Sust Str :", TR_SUST_STR, &f, 0);
2358 display_flag_aux(creature_ptr, row + 14, col, "Sust Int :", TR_SUST_INT, &f, 0);
2359 display_flag_aux(creature_ptr, row + 15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
2360 display_flag_aux(creature_ptr, row + 16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
2361 display_flag_aux(creature_ptr, row + 17, col, "Sust Con :", TR_SUST_CON, &f, 0);
2362 display_flag_aux(creature_ptr, row + 18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
2367 col = col + 12 + 17;
2368 display_player_equippy(creature_ptr, row - 2, col + 14, 0);
2369 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 14);
2372 display_flag_aux(creature_ptr, row + 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
2373 display_flag_aux(creature_ptr, row + 1, col, "採掘 :", TR_TUNNEL, &f, 0);
2374 display_flag_aux(creature_ptr, row + 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
2375 display_flag_aux(creature_ptr, row + 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
2376 display_flag_aux(creature_ptr, row + 4, col, "隠密 :", TR_STEALTH, &f, 0);
2377 display_flag_aux(creature_ptr, row + 5, col, "探索 :", TR_SEARCH, &f, 0);
2379 display_flag_aux(creature_ptr, row + 7, col, "乗馬 :", TR_RIDING, &f, 0);
2380 display_flag_aux(creature_ptr, row + 8, col, "投擲 :", TR_THROW, &f, 0);
2381 display_flag_aux(creature_ptr, row + 9, col, "祝福 :", TR_BLESSED, &f, 0);
2382 display_flag_aux(creature_ptr, row + 10, col, "反テレポート:", TR_NO_TELE, &f, 0);
2383 display_flag_aux(creature_ptr, row + 11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
2384 display_flag_aux(creature_ptr, row + 12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
2386 display_flag_aux(creature_ptr, row + 14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
2387 display_flag_aux(creature_ptr, row + 15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
2388 display_flag_aux(creature_ptr, row + 16, col, "反感 :", TR_AGGRAVATE, &f, 0);
2389 display_flag_aux(creature_ptr, row + 17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
2391 display_flag_aux(creature_ptr, row + 0, col, "Add Blows :", TR_BLOWS, &f, 0);
2392 display_flag_aux(creature_ptr, row + 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
2393 display_flag_aux(creature_ptr, row + 2, col, "Add Infra :", TR_INFRA, &f, 0);
2394 display_flag_aux(creature_ptr, row + 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
2395 display_flag_aux(creature_ptr, row + 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
2396 display_flag_aux(creature_ptr, row + 5, col, "Add Search :", TR_SEARCH, &f, 0);
2398 display_flag_aux(creature_ptr, row + 7, col, "Riding :", TR_RIDING, &f, 0);
2399 display_flag_aux(creature_ptr, row + 8, col, "Throw :", TR_THROW, &f, 0);
2400 display_flag_aux(creature_ptr, row + 9, col, "Blessed :", TR_BLESSED, &f, 0);
2401 display_flag_aux(creature_ptr, row + 10, col, "No Teleport :", TR_NO_TELE, &f, 0);
2402 display_flag_aux(creature_ptr, row + 11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
2403 display_flag_aux(creature_ptr, row + 12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
2405 display_flag_aux(creature_ptr, row + 14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
2406 display_flag_aux(creature_ptr, row + 15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
2407 display_flag_aux(creature_ptr, row + 16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
2408 display_flag_aux(creature_ptr, row + 17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
2415 * @brief プレイヤーの特性フラグ一覧表示2a /
2416 * @param creature_ptr プレーヤーへの参照ポインタ
2417 * Special display, part 2a
2420 static void display_player_misc_info(player_type *creature_ptr)
2423 put_str("名前 :", 1, 26);
2424 put_str("性別 :", 3, 1);
2425 put_str("種族 :", 4, 1);
2426 put_str("職業 :", 5, 1);
2428 put_str("Name :", 1, 26);
2429 put_str("Sex :", 3, 1);
2430 put_str("Race :", 4, 1);
2431 put_str("Class :", 5, 1);
2436 strcpy(tmp, ap_ptr->title);
2438 if (ap_ptr->no == 1)
2443 strcat(tmp, creature_ptr->name);
2445 c_put_str(TERM_L_BLUE, tmp, 1, 34);
2446 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
2447 c_put_str(TERM_L_BLUE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), 4, 9);
2448 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
2451 put_str("レベル:", 6, 1);
2452 put_str("HP :", 7, 1);
2453 put_str("MP :", 8, 1);
2455 put_str("Level :", 6, 1);
2456 put_str("Hits :", 7, 1);
2457 put_str("Mana :", 8, 1);
2460 (void)sprintf(buf, "%d", (int)creature_ptr->lev);
2461 c_put_str(TERM_L_BLUE, buf, 6, 9);
2462 (void)sprintf(buf, "%d/%d", (int)creature_ptr->chp, (int)creature_ptr->mhp);
2463 c_put_str(TERM_L_BLUE, buf, 7, 9);
2464 (void)sprintf(buf, "%d/%d", (int)creature_ptr->csp, (int)creature_ptr->msp);
2465 c_put_str(TERM_L_BLUE, buf, 8, 9);
2470 * @brief プレイヤーの特性フラグ一覧表示2b /
2471 * Special display, part 2b
2472 * @param creature_ptr プレーヤーへの参照ポインタ
2476 * How to print out the modifications and sustains.
2477 * Positive mods with no sustain will be light green.
2478 * Positive mods with a sustain will be dark green.
2479 * Sustains (with no modification) will be a dark green 's'.
2480 * Negative mods (from a curse) will be red.
2481 * Huge mods (>9), like from MICoMorgoth, will be a '*'
2482 * No mod, no sustain, will be a slate '.'
2485 static void display_player_stat_info(player_type *creature_ptr)
2487 /* Print out the labels for the columns */
2490 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col + 1);
2491 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col + 7);
2492 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col + 13);
2493 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col + 28);
2494 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col + 35);
2496 /* Display the stats */
2498 for (int i = 0; i < A_MAX; i++)
2501 if (creature_ptr->mimic_form) r_adj = mimic_info[creature_ptr->mimic_form].r_adj[i];
2502 else r_adj = rp_ptr->r_adj[i];
2506 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] > 18))
2507 e_adj = (creature_ptr->stat_top[i] - creature_ptr->stat_max[i]) / 10;
2508 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] <= 18))
2509 e_adj = creature_ptr->stat_top[i] - creature_ptr->stat_max[i];
2510 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] > 18))
2511 e_adj = (creature_ptr->stat_top[i] - 18) / 10 - creature_ptr->stat_max[i] + 18;
2513 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] <= 18))
2514 e_adj = creature_ptr->stat_top[i] - (creature_ptr->stat_max[i] - 19) / 10 - 19;
2516 if (PRACE_IS_(creature_ptr, RACE_ENT))
2522 if (creature_ptr->lev > 25) r_adj++;
2523 if (creature_ptr->lev > 40) r_adj++;
2524 if (creature_ptr->lev > 45) r_adj++;
2527 if (creature_ptr->lev > 25) r_adj--;
2528 if (creature_ptr->lev > 40) r_adj--;
2529 if (creature_ptr->lev > 45) r_adj--;
2535 e_adj -= cp_ptr->c_adj[i];
2536 e_adj -= ap_ptr->a_adj[i];
2538 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
2539 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i + 1, stat_col + 1);
2541 c_put_str(TERM_WHITE, stat_names[i], row + i + 1, stat_col + 1);
2543 /* Internal "natural" max value. Maxes at 18/100 */
2544 /* This is useful to see if you are maxed out */
2545 cnv_stat(creature_ptr->stat_max[i], buf);
2546 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
2548 c_put_str(TERM_WHITE, "!", row + i + 1, _(stat_col + 6, stat_col + 4));
2551 c_put_str(TERM_BLUE, buf, row + i + 1, stat_col + 13 - strlen(buf));
2553 /* Race, class, and equipment modifiers */
2554 (void)sprintf(buf, "%3d", r_adj);
2555 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 13);
2556 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
2557 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 16);
2558 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
2559 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 19);
2560 (void)sprintf(buf, "%3d", (int)e_adj);
2561 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 22);
2563 /* Actual maximal modified value */
2564 cnv_stat(creature_ptr->stat_top[i], buf);
2565 c_put_str(TERM_L_GREEN, buf, row + i + 1, stat_col + 26);
2567 /* Only display stat_use if not maximal */
2568 if (creature_ptr->stat_use[i] < creature_ptr->stat_top[i])
2570 cnv_stat(creature_ptr->stat_use[i], buf);
2571 c_put_str(TERM_YELLOW, buf, row + i + 1, stat_col + 33);
2575 int col = stat_col + 41;
2576 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
2577 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
2579 BIT_FLAGS flgs[TR_FLAG_SIZE];
2580 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
2583 o_ptr = &creature_ptr->inventory_list[i];
2584 object_flags_known(o_ptr, flgs);
2586 /* Initialize color based of sign of pval. */
2587 for (int stat = 0; stat < A_MAX; stat++)
2589 byte a = TERM_SLATE;
2593 if (have_flag(flgs, stat))
2599 if (o_ptr->pval > 0)
2605 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
2608 if (have_flag(flgs, stat + TR_SUST_STR))
2610 /* Dark green for sustained stats */
2615 if (o_ptr->pval < 0)
2621 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
2626 else if (have_flag(flgs, stat + TR_SUST_STR))
2628 /* Dark green "s" */
2633 Term_putch(col, row + stat + 1, a, c);
2639 player_flags(creature_ptr, flgs);
2641 for (int stat = 0; stat < A_MAX; stat++)
2643 byte a = TERM_SLATE;
2646 if (creature_ptr->muta3 || creature_ptr->tsuyoshi)
2652 if (creature_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
2653 if (creature_ptr->muta3 & MUT3_PUNY) dummy -= 4;
2654 if (creature_ptr->tsuyoshi) dummy += 4;
2656 else if (stat == A_WIS || stat == A_INT)
2658 if (creature_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
2659 if (creature_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
2661 else if (stat == A_DEX)
2663 if (creature_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
2664 if (creature_ptr->muta3 & MUT3_LIMBER) dummy += 3;
2665 if (creature_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
2667 else if (stat == A_CON)
2669 if (creature_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
2670 if (creature_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
2671 if (creature_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
2672 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
2673 if (creature_ptr->tsuyoshi) dummy += 4;
2675 else if (stat == A_CHR)
2677 if (creature_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
2678 if (creature_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
2679 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
2680 if (creature_ptr->muta3 & MUT3_SCALES) dummy -= 1;
2681 if (creature_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
2682 if (creature_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
2697 if (dummy < 10) c = '0' + dummy;
2707 if (dummy > -10) c = '0' - dummy;
2712 if (have_flag(flgs, stat + TR_SUST_STR))
2714 /* Dark green "s" */
2719 Term_putch(col, row + stat + 1, a, c);
2725 * @brief プレイヤーのステータス表示メイン処理
2726 * Display the character on the screen (various modes)
2727 * @param creature_ptr プレーヤーへの参照ポインタ
2728 * @param mode 表示モードID
2732 * The top one and bottom two lines are left blank.
2733 * Mode 0 = standard display with skills
2734 * Mode 1 = standard display with history
2735 * Mode 2 = summary of various things
2736 * Mode 3 = summary of various things (part 2)
2737 * Mode 4 = mutations
2740 void display_player(player_type *creature_ptr, int mode)
2742 if ((creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3) && display_mutations)
2751 display_player_misc_info(creature_ptr);
2752 display_player_stat_info(creature_ptr);
2753 display_player_flag_info(creature_ptr);
2759 display_player_other_flag_info(creature_ptr);
2765 do_cmd_knowledge_mutations(creature_ptr);
2770 if ((mode != 0) && (mode != 1)) return;
2772 /* Name, Sex, Race, Class */
2774 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の" : "", creature_ptr->name);
2776 sprintf(tmp, "%s %s", ap_ptr->title, creature_ptr->name);
2779 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
2780 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
2781 display_player_one_line(ENTRY_RACE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
2782 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
2784 if (creature_ptr->realm1)
2786 if (creature_ptr->realm2)
2787 sprintf(tmp, "%s, %s", realm_names[creature_ptr->realm1], realm_names[creature_ptr->realm2]);
2789 strcpy(tmp, realm_names[creature_ptr->realm1]);
2790 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
2793 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
2794 display_player_one_line(ENTRY_PATRON, chaos_patrons[creature_ptr->chaos_patron], TERM_L_BLUE);
2796 /* Age, Height, Weight, Social */
2797 /* 身長はセンチメートルに、体重はキログラムに変更してあります */
2799 display_player_one_line(ENTRY_AGE, format("%d才", (int)creature_ptr->age), TERM_L_BLUE);
2800 display_player_one_line(ENTRY_HEIGHT, format("%dcm", (int)((creature_ptr->ht * 254) / 100)), TERM_L_BLUE);
2801 display_player_one_line(ENTRY_WEIGHT, format("%dkg", (int)((creature_ptr->wt * 4536) / 10000)), TERM_L_BLUE);
2802 display_player_one_line(ENTRY_SOCIAL, format("%d ", (int)creature_ptr->sc), TERM_L_BLUE);
2804 display_player_one_line(ENTRY_AGE, format("%d", (int)creature_ptr->age), TERM_L_BLUE);
2805 display_player_one_line(ENTRY_HEIGHT, format("%d", (int)creature_ptr->ht), TERM_L_BLUE);
2806 display_player_one_line(ENTRY_WEIGHT, format("%d", (int)creature_ptr->wt), TERM_L_BLUE);
2807 display_player_one_line(ENTRY_SOCIAL, format("%d", (int)creature_ptr->sc), TERM_L_BLUE);
2809 display_player_one_line(ENTRY_ALIGN, format("%s", your_alignment(creature_ptr)), TERM_L_BLUE);
2812 for (int i = 0; i < A_MAX; i++)
2814 /* Special treatment of "injured" stats */
2815 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
2819 /* Use lowercase stat name */
2820 put_str(stat_names_reduced[i], 3 + i, 53);
2822 /* Get the current stat */
2823 value = creature_ptr->stat_use[i];
2825 /* Obtain the current stat (modified) */
2826 cnv_stat(value, buf);
2828 /* Display the current stat (modified) */
2829 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
2831 /* Acquire the max stat */
2832 value = creature_ptr->stat_top[i];
2834 /* Obtain the maximum stat (modified) */
2835 cnv_stat(value, buf);
2837 /* Display the maximum stat (modified) */
2838 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
2841 /* Normal treatment of "normal" stats */
2844 /* Assume uppercase stat name */
2845 put_str(stat_names[i], 3 + i, 53);
2847 /* Obtain the current stat (modified) */
2848 cnv_stat(creature_ptr->stat_use[i], buf);
2850 /* Display the current stat (modified) */
2851 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
2854 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
2856 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58 - 2));
2860 /* Display "history" info */
2861 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2864 display_player_middle(creature_ptr);
2865 display_player_various(creature_ptr);
2870 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
2872 for (int i = 0; i < 4; i++)
2874 put_str(creature_ptr->history[i], i + 12, 10);
2879 if (creature_ptr->is_dead)
2881 if (current_world_ptr->total_winner)
2884 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(creature_ptr->died_from, "Seppuku") ? "切腹" : "引退");
2886 sprintf(statmsg, "...You %s after winning.", streq(creature_ptr->died_from, "Seppuku") ? "committed seppuku" : "retired from the adventure");
2889 else if (!floor_ptr->dun_level)
2892 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(creature_ptr), creature_ptr->died_from);
2894 sprintf(statmsg, "...You were killed by %s in %s.", creature_ptr->died_from, map_name(creature_ptr));
2897 else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
2899 /* Get the quest text */
2900 /* Bewere that INIT_ASSIGN resets the cur_num. */
2901 init_flags = INIT_NAME_ONLY;
2903 process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
2906 sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[floor_ptr->inside_quest].name, creature_ptr->died_from);
2908 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", creature_ptr->died_from, quest[floor_ptr->inside_quest].name);
2914 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(creature_ptr), (int)floor_ptr->dun_level, creature_ptr->died_from);
2916 sprintf(statmsg, "...You were killed by %s on level %d of %s.", creature_ptr->died_from, floor_ptr->dun_level, map_name(creature_ptr));
2920 else if (current_world_ptr->character_dungeon)
2922 if (!floor_ptr->dun_level)
2924 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name(creature_ptr));
2926 else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
2928 /* Clear the text */
2929 /* Must be done before doing INIT_SHOW_TEXT */
2930 for (int i = 0; i < 10; i++)
2932 quest_text[i][0] = '\0';
2935 quest_text_line = 0;
2937 /* Get the quest text */
2938 init_flags = INIT_NAME_ONLY;
2939 process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
2940 sprintf(statmsg, _("…あなたは現在、 クエスト「%s」を遂行中だ。", "...Now, you are in the quest '%s'."), quest[floor_ptr->inside_quest].name);
2945 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(creature_ptr), (int)floor_ptr->dun_level);
2947 sprintf(statmsg, "...Now, you are exploring level %d of %s.", floor_ptr->dun_level, map_name(creature_ptr));
2952 if (!*statmsg) return;
2955 roff_to_buf(statmsg, 60, temp, sizeof(temp));
2958 for (int i = 0; i < 2; i++)
2960 if (t[0] == 0) return;
2962 put_str(t, i + 5 + 12, 10);
2969 * @brief プレイヤーのステータス表示をファイルにダンプする
2970 * @param creature_ptr プレーヤーへの参照ポインタ
2971 * @param fff ファイルポインタ
2974 static void dump_aux_display_player(player_type *creature_ptr, FILE *fff)
2979 display_player(creature_ptr, 0);
2981 for (TERM_LEN y = 1; y < 22; y++)
2984 for (x = 0; x < 79; x++)
2986 (void)(Term_what(x, y, &a, &c));
2991 while ((x > 0) && (buf[x - 1] == ' '))
2994 fprintf(fff, _("%s\n", "%s\n"), buf);
2997 display_player(creature_ptr, 1);
2998 for (TERM_LEN y = 10; y < 19; y++)
3001 for (x = 0; x < 79; x++)
3003 (void)(Term_what(x, y, &a, &c));
3008 while ((x > 0) && (buf[x - 1] == ' '))
3011 fprintf(fff, "%s\n", buf);
3015 display_player(creature_ptr, 2);
3016 for (TERM_LEN y = 2; y < 22; y++)
3019 for (x = 0; x < 79; x++)
3021 (void)(Term_what(x, y, &a, &c));
3029 while ((x > 0) && (buf[x - 1] == ' '))
3032 fprintf(fff, "%s\n", buf);
3036 display_player(creature_ptr, 3);
3037 for (TERM_LEN y = 1; y < 22; y++)
3040 for (x = 0; x < 79; x++)
3042 (void)(Term_what(x, y, &a, &c));
3050 while ((x > 0) && (buf[x - 1] == ' '))
3053 fprintf(fff, "%s\n", buf);
3061 * @brief プレイヤーのペット情報をファイルにダンプする
3062 * @param creature_ptr プレーヤーへの参照ポインタ
3063 * @param fff ファイルポインタ
3066 static void dump_aux_pet(player_type *master_ptr, FILE *fff)
3069 bool pet_settings = FALSE;
3070 for (int i = master_ptr->current_floor_ptr->m_max - 1; i >= 1; i--)
3072 monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[i];
3074 if (!monster_is_valid(m_ptr)) continue;
3075 if (!is_pet(m_ptr)) continue;
3076 pet_settings = TRUE;
3077 if (!m_ptr->nickname && (master_ptr->riding != i)) continue;
3080 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
3084 GAME_TEXT pet_name[MAX_NLEN];
3085 monster_desc(master_ptr, pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
3086 fprintf(fff, "%s\n", pet_name);
3089 if (!pet_settings) return;
3091 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
3093 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
3094 (master_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
3096 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
3097 (master_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
3099 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
3100 (master_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
3102 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
3103 (master_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
3105 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
3106 (master_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
3108 fprintf(fff, _("\n プレイヤーを巻き込む範囲魔法を使う: %s", "\n Allow involve player in area spell: %s"),
3109 (master_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
3116 * todo ここはenum/switchで扱いたい
3117 * @brief プレイヤーの職業能力情報をファイルにダンプする
3118 * @param creature_ptr プレーヤーへの参照ポインタ
3119 * @param fff ファイルポインタ
3122 static void dump_aux_class_special(player_type *creature_ptr, FILE *fff)
3124 bool is_special_class = creature_ptr->pclass == CLASS_MAGIC_EATER;
3125 is_special_class |= creature_ptr->pclass == CLASS_SMITH;
3126 is_special_class |= creature_ptr->pclass != CLASS_BLUE_MAGE;
3127 if (!is_special_class) return;
3129 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
3131 char s[EATER_EXT][MAX_NLEN];
3132 OBJECT_TYPE_VALUE tval = 0;
3133 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
3135 for (int ext = 0; ext < 3; ext++)
3139 /* Dump an extent name */
3144 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
3148 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
3152 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
3156 /* Get magic device names that were eaten */
3157 for (OBJECT_SUBTYPE_VALUE i = 0; i < EATER_EXT; i++)
3159 int idx = EATER_EXT * ext + i;
3160 int magic_num = creature_ptr->magic_num2[idx];
3161 if (!magic_num) continue;
3163 KIND_OBJECT_IDX k_idx = lookup_kind(tval, i);
3164 if (!k_idx) continue;
3165 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
3169 /* Dump magic devices in this extent */
3172 fputs(_(" (なし)\n", " (none)\n"), fff);
3176 OBJECT_SUBTYPE_VALUE i;
3177 for (i = 0; i < eat_num; i++)
3180 if (i % 3 < 2) fputs(" ", fff);
3181 else fputs("\n", fff);
3184 if (i % 3 > 0) fputs("\n", fff);
3190 if (creature_ptr->pclass == CLASS_SMITH)
3192 int i, id[250], n = 0, row;
3194 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
3195 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
3196 "Essence Num Essence Num Essence Num "));
3197 for (i = 0; essence_name[i]; i++)
3199 if (!essence_name[i][0]) continue;
3206 for (i = 0; i < row; i++)
3209 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)creature_ptr->magic_num1[id[i]]);
3210 if (i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)creature_ptr->magic_num1[id[i + row]]);
3211 if (i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)creature_ptr->magic_num1[id[i + row * 2]]);
3221 int spellnum[MAX_MONSPELLS];
3222 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
3227 for (int i = 0; i < 60; i++)
3232 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
3234 for (int j = 1; j < 6; j++)
3237 set_rf_masks(&f4, &f5, &f6, j);
3240 case MONSPELL_TYPE_BOLT:
3241 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
3244 case MONSPELL_TYPE_BALL:
3245 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
3248 case MONSPELL_TYPE_BREATH:
3249 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
3252 case MONSPELL_TYPE_SUMMON:
3253 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
3256 case MONSPELL_TYPE_OTHER:
3257 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
3262 for (int i = 0; i < 32; i++)
3264 if ((0x00000001 << i) & f4) spellnum[num++] = i;
3267 for (int i = 32; i < 64; i++)
3269 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
3272 for (int i = 64; i < 96; i++)
3274 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
3279 strcat(p[col], " ");
3281 for (int i = 0; i < num; i++)
3283 if (creature_ptr->magic_num2[spellnum[i]] == 0) continue;
3286 /* Dump blue magic */
3287 l1 = strlen(p[col]);
3288 l2 = strlen(monster_powers_short[spellnum[i]]);
3289 if ((l1 + l2) >= 75)
3291 strcat(p[col], "\n");
3293 strcat(p[col], " ");
3296 strcat(p[col], monster_powers_short[spellnum[i]]);
3297 strcat(p[col], ", ");
3302 strcat(p[col], _("なし", "None"));
3303 strcat(p[col], "\n");
3307 if (p[col][strlen(p[col]) - 2] == ',')
3309 p[col][strlen(p[col]) - 2] = '\0';
3313 p[col][strlen(p[col]) - 10] = '\0';
3316 strcat(p[col], "\n");
3319 for (int i = 0; i <= col; i++)
3327 * @brief クエスト情報をファイルにダンプする
3328 * @param creature_ptr プレーヤーへの参照ポインタ
3329 * @param fff ファイルポインタ
3332 static void dump_aux_quest(player_type *creature_ptr, FILE *fff)
3334 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
3335 QUEST_IDX *quest_num;
3336 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
3338 for (QUEST_IDX i = 1; i < max_q_idx; i++)
3341 ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
3344 do_cmd_knowledge_quests_completed(creature_ptr, fff, quest_num);
3346 do_cmd_knowledge_quests_failed(creature_ptr, fff, quest_num);
3349 C_KILL(quest_num, max_q_idx, QUEST_IDX);
3354 * @brief 死の直前メッセージ並びに遺言をファイルにダンプする
3355 * @param creature_ptr プレーヤーへの参照ポインタ
3356 * @param fff ファイルポインタ
3359 static void dump_aux_last_message(player_type *creature_ptr, FILE *fff)
3361 if (!creature_ptr->is_dead) return;
3363 if (!current_world_ptr->total_winner)
3365 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
3366 for (int i = MIN(message_num(), 30); i >= 0; i--)
3368 fprintf(fff, "> %s\n", message_str((s16b)i));
3375 if (creature_ptr->last_message)
3377 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
3378 fprintf(fff, " %s\n", creature_ptr->last_message);
3385 * @brief 帰還場所情報をファイルにダンプする
3386 * @param fff ファイルポインタ
3389 static void dump_aux_recall(FILE *fff)
3391 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
3392 for (int y = 1; y < current_world_ptr->max_d_idx; y++)
3396 if (!d_info[y].maxdepth) continue;
3397 if (!max_dlv[y]) continue;
3398 if (d_info[y].final_guardian)
3400 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
3402 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
3404 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
3405 seiha ? '!' : ' ', d_name + d_info[y].name, (int)max_dlv[y]);
3411 * @brief オプション情報をファイルにダンプする
3412 * @param fff ファイルポインタ
3415 static void dump_aux_options(FILE *fff)
3417 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
3419 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
3422 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
3424 if (ironman_small_levels)
3425 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
3426 else if (always_small_levels)
3427 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
3428 else if (small_levels)
3429 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
3431 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
3434 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
3436 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
3439 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
3441 if (ironman_downward)
3442 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
3445 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
3447 if (ironman_nightmare)
3448 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
3450 if (ironman_empty_levels)
3451 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
3452 else if (empty_levels)
3453 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
3455 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
3459 if (current_world_ptr->noscore)
3460 fprintf(fff, _("\n 何か不正なことをしてしまっています。\n", "\n You have done something illegal.\n"));
3467 * @brief 闘技場の情報をファイルにダンプする
3468 * @param creature_ptr プレーヤーへの参照ポインタ
3469 * @param fff ファイルポインタ
3472 static void dump_aux_arena(player_type *creature_ptr, FILE *fff)
3474 if (lite_town || vanilla_town) return;
3476 if (creature_ptr->arena_number < 0)
3478 if (creature_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
3480 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
3485 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -creature_ptr->arena_number,
3486 r_name + r_info[arena_info[-1 - creature_ptr->arena_number].r_idx].name);
3488 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
3489 r_name + r_info[arena_info[-1 - creature_ptr->arena_number].r_idx].name,
3490 -creature_ptr->arena_number, get_ordinal_number_suffix(-creature_ptr->arena_number));
3498 if (creature_ptr->arena_number > MAX_ARENA_MONS + 2)
3500 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
3505 if (creature_ptr->arena_number > MAX_ARENA_MONS - 1)
3507 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
3513 fprintf(fff, "\n 闘技場: %2d勝\n", (creature_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : creature_ptr->arena_number));
3515 fprintf(fff, "\n Arena: %2d Victor%s\n", (creature_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : creature_ptr->arena_number), (creature_ptr->arena_number > 1) ? "ies" : "y");
3522 * @brief 撃破モンスターの情報をファイルにダンプする
3523 * @param fff ファイルポインタ
3526 static void dump_aux_monsters(FILE *fff)
3528 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
3530 /* Allocate the "who" array */
3533 C_MAKE(who, max_r_idx, MONRACE_IDX);
3535 /* Count monster kills */
3536 long uniq_total = 0;
3537 long norm_total = 0;
3538 for (IDX k = 1; k < max_r_idx; k++)
3540 /* Ignore unused index */
3541 monster_race *r_ptr = &r_info[k];
3542 if (!r_ptr->name) continue;
3544 if (r_ptr->flags1 & RF1_UNIQUE)
3546 bool dead = (r_ptr->max_num == 0);
3551 /* Add a unique monster to the list */
3552 who[uniq_total++] = k;
3558 if (r_ptr->r_pkills > 0)
3560 norm_total += r_ptr->r_pkills;
3564 /* No monsters is defeated */
3567 fprintf(fff, _("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
3568 C_KILL(who, max_r_idx, s16b);
3572 /* Defeated more than one normal monsters */
3573 if (uniq_total == 0)
3576 fprintf(fff, "%ld体の敵を倒しています。\n", norm_total);
3578 fprintf(fff, "You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
3580 C_KILL(who, max_r_idx, s16b);
3584 /* Defeated more than one unique monsters */
3586 fprintf(fff, "%ld体のユニーク・モンスターを含む、合計%ld体の敵を倒しています。\n", uniq_total, norm_total);
3588 fprintf(fff, "You have defeated %ld %s including %ld unique monster%s in total.\n", norm_total, norm_total == 1 ? "enemy" : "enemies", uniq_total, (uniq_total == 1 ? "" : "s"));
3591 /* Sort the array by dungeon depth of monsters */
3592 ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
3593 fprintf(fff, _("\n《上位%ld体のユニーク・モンスター》\n", "\n< Unique monsters top %ld >\n"), MIN(uniq_total, 10));
3595 for (IDX k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
3597 monster_race *r_ptr = &r_info[who[k]];
3598 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
3601 C_KILL(who, max_r_idx, s16b);
3606 * @brief 元種族情報をファイルにダンプする
3607 * @param creature_ptr プレーヤーへの参照ポインタ
3608 * @param fff ファイルポインタ
3611 static void dump_aux_race_history(player_type *creature_ptr, FILE *fff)
3613 if (!creature_ptr->old_race1 && !creature_ptr->old_race2) return;
3615 fprintf(fff, _("\n\n あなたは%sとして生まれた。", "\n\n You were born as %s."), race_info[creature_ptr->start_race].title);
3616 for (int i = 0; i < MAX_RACES; i++)
3618 if (creature_ptr->start_race == i) continue;
3621 if (!(creature_ptr->old_race1 & 1L << i)) continue;
3625 if (!(creature_ptr->old_race2 & 1L << (i - 32))) continue;
3628 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
3636 * @brief 元魔法領域情報をファイルにダンプする
3637 * @param creature_ptr プレーヤーへの参照ポインタ
3638 * @param fff ファイルポインタ
3641 static void dump_aux_realm_history(player_type *creature_ptr, FILE *fff)
3643 if (creature_ptr->old_realm) return;
3646 for (int i = 0; i < MAX_MAGIC; i++)
3648 if (!(creature_ptr->old_realm & 1L << i)) continue;
3649 fprintf(fff, _("\n あなたはかつて%s魔法を使えた。", "\n You were able to use %s magic before."), realm_names[i + 1]);
3657 * @brief 徳の情報をファイルにダンプする
3658 * @param creature_ptr プレーヤーへの参照ポインタ
3659 * @param fff ファイルポインタ
3662 static void dump_aux_virtues(player_type *creature_ptr, FILE *fff)
3664 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
3666 int percent = (int)(((long)creature_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
3667 (2 * creature_ptr->hitdie +
3668 ((PY_MAX_LEVEL - 1 + 3) * (creature_ptr->hitdie + 1))));
3671 if (creature_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
3672 else fprintf(fff, "現在の体力ランク : ???\n\n");
3673 fprintf(fff, "能力の最大値\n");
3675 if (creature_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
3676 else fprintf(fff, "Your current Life Rating is ???.\n\n");
3677 fprintf(fff, "Limits of maximum stats\n");
3679 for (int v_nr = 0; v_nr < A_MAX; v_nr++)
3681 if ((creature_ptr->knowledge & KNOW_STAT) || creature_ptr->stat_max[v_nr] == creature_ptr->stat_max_max[v_nr]) fprintf(fff, "%s 18/%d\n", stat_names[v_nr], creature_ptr->stat_max_max[v_nr] - 18);
3682 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
3685 fprintf(fff, _("\n属性 : %s\n", "\nYour alignment : %s\n"), your_alignment(creature_ptr));
3687 dump_virtues(creature_ptr, fff);
3692 * @brief 突然変異の情報をファイルにダンプする
3693 * @param creature_ptr プレーヤーへの参照ポインタ
3694 * @param fff ファイルポインタ
3697 static void dump_aux_mutations(player_type *creature_ptr, FILE *fff)
3699 if (creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3)
3701 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
3702 dump_mutations(creature_ptr, fff);
3708 * @brief 所持品の情報をファイルにダンプする
3709 * @param creature_ptr プレーヤーへの参照ポインタ
3710 * @param fff ファイルポインタ
3713 static void dump_aux_equipment_inventory(player_type *creature_ptr, FILE *fff)
3715 GAME_TEXT o_name[MAX_NLEN];
3716 if (creature_ptr->equip_cnt)
3718 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
3719 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
3721 object_desc(creature_ptr, o_name, &creature_ptr->inventory_list[i], 0);
3722 if ((((i == INVEN_RARM) && creature_ptr->hidarite) || ((i == INVEN_LARM) && creature_ptr->migite)) && creature_ptr->ryoute)
3723 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
3725 fprintf(fff, "%c) %s\n",
3726 index_to_label(i), o_name);
3729 fprintf(fff, "\n\n");
3732 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
3734 for (int i = 0; i < INVEN_PACK; i++)
3736 if (!creature_ptr->inventory_list[i].k_idx) break;
3737 object_desc(creature_ptr, o_name, &creature_ptr->inventory_list[i], 0);
3738 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
3741 fprintf(fff, "\n\n");
3746 * @brief 我が家と博物館のオブジェクト情報をファイルにダンプする
3747 * @param fff ファイルポインタ
3750 static void dump_aux_home_museum(player_type *creature_ptr, FILE *fff)
3753 st_ptr = &town_info[1].store[STORE_HOME];
3755 GAME_TEXT o_name[MAX_NLEN];
3756 if (st_ptr->stock_num)
3758 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
3761 for (int i = 0; i < st_ptr->stock_num; i++)
3764 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
3765 object_desc(creature_ptr, o_name, &st_ptr->stock[i], 0);
3766 fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
3769 fprintf(fff, "\n\n");
3772 st_ptr = &town_info[1].store[STORE_MUSEUM];
3774 if (st_ptr->stock_num == 0) return;
3776 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
3779 for (int i = 0; i < st_ptr->stock_num; i++)
3782 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
3783 object_desc(creature_ptr, o_name, &st_ptr->stock[i], 0);
3784 fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
3786 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
3787 object_desc(creature_ptr, o_name, &st_ptr->stock[i], 0);
3788 fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
3792 fprintf(fff, "\n\n");
3797 * @brief ダンプ出力のメインルーチン
3798 * Output the character dump to a file
3799 * @param creature_ptr プレーヤーへの参照ポインタ
3800 * @param fff ファイルポインタ
3803 errr make_character_dump(player_type *creature_ptr, FILE *fff)
3806 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
3807 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
3809 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
3810 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
3814 dump_aux_display_player(creature_ptr, fff);
3815 dump_aux_last_message(creature_ptr, fff);
3816 dump_aux_options(fff);
3817 dump_aux_recall(fff);
3818 dump_aux_quest(creature_ptr, fff);
3819 dump_aux_arena(creature_ptr, fff);
3820 dump_aux_monsters(fff);
3821 dump_aux_virtues(creature_ptr, fff);
3822 dump_aux_race_history(creature_ptr, fff);
3823 dump_aux_realm_history(creature_ptr, fff);
3824 dump_aux_class_special(creature_ptr, fff);
3825 dump_aux_mutations(creature_ptr, fff);
3826 dump_aux_pet(creature_ptr, fff);
3828 dump_aux_equipment_inventory(creature_ptr, fff);
3829 dump_aux_home_museum(creature_ptr, fff);
3831 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
3837 * @brief プレイヤーステータスをファイルダンプ出力する
3838 * Hack -- Dump a character description file
3839 * @param creature_ptr プレーヤーへの参照ポインタ
3840 * @param name 出力ファイル名
3843 * Allow the "full" flag to dump additional info,
3844 * and trigger its usage from various places in the code.
3846 errr file_character(player_type *creature_ptr, concptr name)
3849 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
3851 FILE_TYPE(FILE_TYPE_TEXT);
3853 int fd = fd_open(buf, O_RDONLY);
3858 (void)sprintf(out_val, _("現存するファイル %s に上書きしますか? ", "Replace existing file %s? "), buf);
3859 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
3863 if (fd < 0) fff = my_fopen(buf, "w");
3867 prt(_("キャラクタ情報のファイルへの書き出しに失敗しました!", "Character dump failed!"), 0, 0);
3872 (void)make_character_dump(creature_ptr, fff);
3874 msg_print(_("キャラクタ情報のファイルへの書き出しに成功しました。", "Character dump successful."));
3881 * @brief ファイル内容の一行をコンソールに出力する
3882 * Display single line of on-line help file
3883 * @param str 出力する文字列
3889 * You can insert some special color tag to change text color.
3891 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
3892 * A colored segment is between "[[[[y|" and the last "|".
3893 * You can use any single character in place of the "|".
3896 static void show_file_aux_line(concptr str, int cy, concptr shower)
3906 Term_gotoxy(cx, cy);
3908 static const char tag_str[] = "[[[[";
3909 byte color = TERM_WHITE;
3911 for (int i = 0; str[i];)
3913 int len = strlen(&str[i]);
3914 int showercol = len + 1;
3915 int bracketcol = len + 1;
3919 /* Search for a shower string in the line */
3922 ptr = my_strstr(&lcstr[i], shower);
3923 if (ptr) showercol = ptr - &lcstr[i];
3926 /* Search for a color segment tag */
3927 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
3928 if (ptr) bracketcol = ptr - &str[i];
3930 /* A color tag is found */
3931 if (bracketcol < endcol) endcol = bracketcol;
3933 /* The shower string is found before the color tag */
3934 if (showercol < endcol) endcol = showercol;
3936 /* Print a segment of the line */
3937 Term_addstr(endcol, color, &str[i]);
3941 if (endcol == showercol)
3943 int showerlen = strlen(shower);
3945 /* Print the shower string in yellow */
3946 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
3952 if (endcol != bracketcol) continue;
3956 /* Found the end of colored segment */
3959 /* Now looking for an another tag_str */
3962 /* Set back to the default color */
3967 /* Found a tag_str, and get a tag color */
3968 i += sizeof(tag_str) - 1;
3971 color = color_char_to_attr(str[i]);
3973 /* Illegal color tag */
3974 if (color == 255 || str[i + 1] == '\0')
3976 /* Illegal color tag */
3979 /* Print the broken tag as a string */
3980 Term_addstr(-1, TERM_WHITE, tag_str);
3981 cx += sizeof(tag_str) - 1;
3990 Term_erase(cx, cy, 255);
3995 * @brief ファイル内容をコンソールに出力する
3996 * Recursive file perusal.
3997 * @param creature_ptr プレーヤーへの参照ポインタ
3998 * @param show_version TRUEならばコンソール上にゲームのバージョンを表示する
3999 * @param name ファイル名の文字列
4000 * @param what 内容キャプションの文字列
4001 * @param line 表示の現在行
4006 * Process various special text in the input file, including
4007 * the "menu" structures used by the "help file" system.
4008 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
4011 bool show_file(player_type *creature_ptr, bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
4019 concptr find = NULL;
4021 char finder_str[81];
4022 char shower_str[81];
4024 concptr shower = NULL;
4025 char filename[1024];
4030 bool reverse = (line < 0);
4032 Term_get_size(&wid, &hgt);
4035 strcpy(finder_str, "");
4036 strcpy(shower_str, "");
4037 strcpy(caption, "");
4038 for (i = 0; i < 68; i++)
4043 strcpy(filename, name);
4044 n = strlen(filename);
4046 for (i = 0; i < n; i++)
4048 if (filename[i] == '#')
4051 tag = filename + i + 1;
4059 strcpy(caption, what);
4061 fff = my_fopen(path, "r");
4066 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
4067 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
4068 fff = my_fopen(path, "r");
4073 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
4074 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
4075 fff = my_fopen(path, "r");
4080 path_build(path, sizeof(path), ANGBAND_DIR, name);
4082 for (i = 0; path[i]; i++)
4083 if ('\\' == path[i])
4084 path[i] = PATH_SEP[0];
4086 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
4087 fff = my_fopen(path, "r");
4092 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
4101 if (my_fgets(fff, buf, sizeof(buf))) break;
4102 if (!prefix(str, "***** "))
4108 if ((str[6] == '[') && isalpha(str[7]))
4110 int k = str[7] - 'A';
4112 if ((str[8] == ']') && (str[9] == ' '))
4114 strncpy(hook[k], str + 10, 31);
4121 if (str[6] != '<') continue;
4123 size_t len = strlen(str);
4124 if (str[len - 1] == '>')
4126 str[len - 1] = '\0';
4127 if (tag && streq(str + 7, tag)) line = next;
4132 if (line == -1) line = ((size - 1) / rows)*rows;
4137 if (line >= size - rows)
4139 if (line < 0) line = 0;
4144 fff = my_fopen(path, "r");
4145 if (!fff) return FALSE;
4152 if (my_fgets(fff, buf, sizeof(buf))) break;
4153 if (prefix(buf, "***** ")) continue;
4157 for (i = 0; i < rows; )
4160 if (!i) line = next;
4161 if (my_fgets(fff, buf, sizeof(buf))) break;
4162 if (prefix(buf, "***** ")) continue;
4167 strcpy(lc_buf, str);
4168 str_tolower(lc_buf);
4169 if (!my_strstr(lc_buf, find)) continue;
4173 show_file_aux_line(str, i + 2, shower);
4179 Term_erase(0, i + 2, 255);
4193 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
4194 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH,
4195 caption, line, size), 0, 0);
4199 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
4200 caption, line, size), 0, 0);
4205 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
4211 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
4213 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
4215 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
4219 skey = inkey_special(TRUE);
4223 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
4224 show_file(creature_ptr, TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
4227 prt(_("強調: ", "Show: "), hgt - 1, 0);
4229 strcpy(back_str, shower_str);
4230 if (askfor(shower_str, 80))
4234 str_tolower(shower_str);
4235 shower = shower_str;
4239 else strcpy(shower_str, back_str);
4244 prt(_("検索: ", "Find: "), hgt - 1, 0);
4245 strcpy(back_str, finder_str);
4246 if (askfor(finder_str, 80))
4253 str_tolower(finder_str);
4254 shower = finder_str;
4258 else strcpy(finder_str, back_str);
4264 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
4267 if (askfor(tmp, 80)) line = atoi(tmp);
4276 line = ((size - 1) / rows) * rows;
4282 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
4283 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
4285 if (askfor(tmp, 80))
4287 if (!show_file(creature_ptr, TRUE, tmp, NULL, 0, mode)) skey = 'q';
4294 line = line + (reverse ? rows : -rows);
4295 if (line < 0) line = 0;
4300 if (line < 0) line = 0;
4305 line = line + (reverse ? -1 : 1);
4306 if (line < 0) line = 0;
4312 if (line < 0) line = 0;
4321 line = line + (reverse ? -rows : rows);
4322 if (line < 0) line = 0;
4333 if (!(skey & SKEY_MASK) && isalpha(skey))
4336 if ((key > -1) && hook[key][0])
4338 /* Recurse on that file */
4339 if (!show_file(creature_ptr, TRUE, hook[key], NULL, 0, mode))
4352 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
4354 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
4356 /* Hack -- Re-Open the file */
4357 fff = my_fopen(path, "r");
4359 ffp = my_fopen(buff, "w");
4363 msg_print(_("ファイルを開けません。", "Failed to open file."));
4368 sprintf(xtmp, "%s: %s", creature_ptr->name, what ? what : caption);
4369 my_fputs(ffp, xtmp, 80);
4370 my_fputs(ffp, "\n", 80);
4372 while (!my_fgets(fff, buff, sizeof(buff)))
4373 my_fputs(ffp, buff, 80);
4376 fff = my_fopen(path, "r");
4379 if ((skey == ESCAPE) || (skey == '<')) break;
4381 if (skey == KTRL('q')) skey = 'q';
4383 if (skey == 'q') break;
4387 if (skey == 'q') return FALSE;
4394 * @brief ヘルプを表示するコマンドのメインルーチン
4395 * Peruse the On-Line-Help
4396 * @param creature_ptr プレーヤーへの参照ポインタ
4400 void do_cmd_help(player_type *creature_ptr)
4403 (void)show_file(creature_ptr, TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
4409 * @brief プレイヤーの名前をチェックして修正する
4410 * Process the player name.
4411 * @param player_ptr プレーヤーへの参照ポインタ
4412 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
4415 * Extract a clean "base name".
4416 * Build the savefile name if needed.
4418 void process_player_name(player_type *creature_ptr, bool sf)
4420 char old_player_base[32] = "";
4421 if (current_world_ptr->character_generated)
4422 strcpy(old_player_base, creature_ptr->base_name);
4424 for (int i = 0; creature_ptr->name[i]; i++)
4427 if (iskanji(creature_ptr->name[i])) { i++; continue; }
4428 if (iscntrl((unsigned char)creature_ptr->name[i]))
4430 if (iscntrl(creature_ptr->name[i]))
4433 quit_fmt(_("'%s' という名前は不正なコントロールコードを含んでいます。", "The name '%s' contains control chars!"), creature_ptr->name);
4438 for (int i = 0; creature_ptr->name[i]; i++)
4441 unsigned char c = creature_ptr->name[i];
4443 char c = creature_ptr->name[i];
4448 if (k + 2 >= sizeof(creature_ptr->base_name) || !creature_ptr->name[i + 1])
4450 creature_ptr->base_name[k++] = c;
4452 creature_ptr->base_name[k++] = creature_ptr->name[i];
4455 else if (iskana(c)) creature_ptr->base_name[k++] = c;
4459 if (!strncmp(PATH_SEP, creature_ptr->name + i, strlen(PATH_SEP)))
4461 creature_ptr->base_name[k++] = '_';
4462 i += strlen(PATH_SEP);
4464 #if defined(WINDOWS)
4465 else if (my_strchr("\"*,/:;<>?\\|", c))
4466 creature_ptr->base_name[k++] = '_';
4468 else if (isprint(c))
4469 creature_ptr->base_name[k++] = c;
4472 creature_ptr->base_name[k] = '\0';
4473 if (!creature_ptr->base_name[0])
4474 strcpy(creature_ptr->base_name, "PLAYER");
4476 #ifdef SAVEFILE_MUTABLE
4479 if (!savefile_base[0] && savefile[0])
4486 t = my_strstr(s, PATH_SEP);
4492 strcpy(savefile_base, s);
4495 if (!savefile_base[0] || !savefile[0])
4502 strcpy(savefile_base, creature_ptr->base_name);
4504 #ifdef SAVEFILE_USE_UID
4505 /* Rename the savefile, using the creature_ptr->player_uid and creature_ptr->base_name */
4506 (void)sprintf(temp, "%d.%s", creature_ptr->player_uid, creature_ptr->base_name);
4508 /* Rename the savefile, using the creature_ptr->base_name */
4509 (void)sprintf(temp, "%s", creature_ptr->base_name);
4511 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
4514 if (current_world_ptr->character_generated && !streq(old_player_base, creature_ptr->base_name))
4516 autopick_load_pref(creature_ptr, FALSE);
4522 * @brief プレイヤーの名前を変更するコマンドのメインルーチン
4523 * Gets a name for the character, reacting to name changes.
4524 * @param creature_ptr プレーヤーへの参照ポインタ
4528 * Assumes that "display_player()" has just been called
4529 * Perhaps we should NOT ask for a name (at "birth()") on
4530 * Unix machines? XXX XXX
4531 * What a horrible name for a global function.
4534 void get_name(player_type *creature_ptr)
4537 strcpy(tmp, creature_ptr->name);
4539 if (get_string(_("キャラクターの名前を入力して下さい: ", "Enter a name for your character: "), tmp, 15))
4541 strcpy(creature_ptr->name, tmp);
4544 if (strlen(creature_ptr->name) == 0)
4546 strcpy(creature_ptr->name, "PLAYER");
4549 strcpy(tmp, ap_ptr->title);
4551 if (ap_ptr->no == 1)
4556 strcat(tmp, creature_ptr->name);
4558 Term_erase(34, 1, 255);
4559 c_put_str(TERM_L_BLUE, tmp, 1, 34);
4565 * @brief セーブするコマンドのメインルーチン
4567 * @param creature_ptr プレーヤーへの参照ポインタ
4568 * @param is_autosave オートセーブ中の処理ならばTRUE
4572 void do_cmd_save_game(player_type *creature_ptr, int is_autosave)
4576 msg_print(_("自動セーブ中", "Autosaving the game..."));
4580 disturb(creature_ptr, TRUE, TRUE);
4584 handle_stuff(creature_ptr);
4585 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
4587 (void)strcpy(creature_ptr->died_from, _("(セーブ)", "(saved)"));
4588 signals_ignore_tstp();
4589 if (save_player(creature_ptr))
4591 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
4595 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
4598 signals_handle_tstp();
4600 (void)strcpy(creature_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
4601 current_world_ptr->is_loading_now = FALSE;
4602 update_creature(creature_ptr);
4603 mproc_init(creature_ptr->current_floor_ptr);
4604 current_world_ptr->is_loading_now = TRUE;
4609 * @brief セーブ後にゲーム中断フラグを立てる/
4610 * Save the game and exit
4614 void do_cmd_save_and_exit(player_type *creature_ptr)
4616 creature_ptr->playing = FALSE;
4617 creature_ptr->leaving = TRUE;
4618 exe_write_diary(creature_ptr, DIARY_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
4623 * @brief 異常発生時のゲーム緊急終了処理 /
4624 * Handle abrupt death of the visual system
4625 * @param creature_ptr プレーヤーへの参照ポインタ
4629 * This routine is called only in very rare situations, and only
4630 * by certain visual systems, when they experience fatal errors.
4631 * XXX XXX Hack -- clear the death flag when creating a HANGUP
4632 * save file so that player can see tombstone when restart.
4635 void exit_game_panic(player_type *creature_ptr)
4637 if (!current_world_ptr->character_generated || current_world_ptr->character_saved)
4638 quit(_("緊急事態", "panic"));
4642 disturb(creature_ptr, TRUE, TRUE);
4643 if (creature_ptr->chp < 0) creature_ptr->is_dead = FALSE;
4645 creature_ptr->panic_save = 1;
4646 signals_ignore_tstp();
4647 (void)strcpy(creature_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
4648 if (!save_player(creature_ptr)) quit(_("緊急セーブ失敗!", "panic save failed!"));
4649 quit(_("緊急セーブ成功!", "panic save succeeded!"));
4654 * @brief ファイルからランダムに行を一つ取得する /
4655 * Get a random line from a file
4656 * @param file_name ファイル名
4657 * @param entry 特定条件時のN:タグヘッダID
4658 * @param output 出力先の文字列参照ポインタ
4662 * Based on the monster speech patch by Matt Graham,
4665 errr get_rnd_line(concptr file_name, int entry, char *output)
4668 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
4670 fp = my_fopen(buf, "r");
4677 if (my_fgets(fp, buf, sizeof(buf)) != 0)
4684 if ((buf[0] != 'N') || (buf[1] != ':')) continue;
4690 else if (buf[2] == 'M')
4692 if (r_info[entry].flags1 & RF1_MALE) break;
4694 else if (buf[2] == 'F')
4696 if (r_info[entry].flags1 & RF1_FEMALE) break;
4698 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
4700 if (test == entry) break;
4703 msg_format("Error in line %d of %s!", line_num, file_name);
4709 for (counter = 0; ; counter++)
4713 test = my_fgets(fp, buf, sizeof(buf));
4716 /* Ignore lines starting with 'N:' */
4717 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
4719 if (buf[0] != '#') break;
4726 if (one_in_(counter + 1)) strcpy(output, buf);
4730 return counter ? 0 : -1;
4736 * @brief ファイルからランダムに行を一つ取得する(日本語文字列のみ) /
4737 * @param file_name ファイル名
4738 * @param entry 特定条件時のN:タグヘッダID
4739 * @param output 出力先の文字列参照ポインタ
4744 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
4747 for (int i = 0; i < count; i++)
4749 result = get_rnd_line(file_name, entry, output);
4752 for (int j = 0; output[j]; j++) kanji |= iskanji(output[j]);
4762 * @brief 自動拾いファイルを読み込む /
4763 * @param creature_ptr プレーヤーへの参照ポインタ
4767 errr process_autopick_file(player_type *creature_ptr, concptr name)
4770 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
4771 errr err = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_AUTOPICK);
4777 * @brief プレイヤーの生い立ちファイルを読み込む /
4778 * Process file for player's history editor.
4779 * @param creature_ptr プレーヤーへの参照ポインタ
4784 errr process_histpref_file(player_type *creature_ptr, concptr name)
4786 bool old_character_xtra = current_world_ptr->character_xtra;
4788 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
4790 /* Hack -- prevent modification birth options in this file */
4791 current_world_ptr->character_xtra = TRUE;
4792 errr err = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_HISTPREF);
4793 current_world_ptr->character_xtra = old_character_xtra;
4799 * @brief ファイル位置をシーク /
4800 * @param creature_ptr プレーヤーへの参照ポインタ
4801 * @param fd ファイルディスクリプタ
4802 * @param where ファイルバイト位置
4803 * @param flag FALSEならば現ファイルを超えた位置へシーク時エラー、TRUEなら足りない間を0で埋め尽くす
4807 static errr counts_seek(player_type *creature_ptr, int fd, u32b where, bool flag)
4809 char temp1[128], temp2[128];
4810 #ifdef SAVEFILE_USE_UID
4811 (void)sprintf(temp1, "%d.%s.%d%d%d", creature_ptr->player_uid, savefile_base, creature_ptr->pclass, creature_ptr->pseikaku, creature_ptr->age);
4813 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, creature_ptr->pclass, creature_ptr->pseikaku, creature_ptr->age);
4815 for (int i = 0; temp1[i]; i++)
4816 temp1[i] ^= (i + 1) * 63;
4819 u32b zero_header[3] = { 0L, 0L, 0L };
4822 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
4824 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
4829 fd_seek(fd, seekpoint);
4830 fd_write(fd, (char*)zero_header, 3 * sizeof(u32b));
4831 fd_write(fd, (char*)(temp1), sizeof(temp1));
4835 if (strcmp(temp1, temp2) == 0)
4838 seekpoint += 128 + 3 * sizeof(u32b);
4841 return fd_seek(fd, seekpoint + where * sizeof(u32b));
4846 * @brief ファイル位置を読み込む
4847 * @param creature_ptr プレーヤーへの参照ポインタ
4848 * @param where ファイルバイト位置
4852 u32b counts_read(player_type *creature_ptr, int where)
4855 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
4856 int fd = fd_open(buf, O_RDONLY);
4859 if (counts_seek(creature_ptr, fd, where, FALSE) ||
4860 fd_read(fd, (char*)(&count), sizeof(u32b)))
4870 * @brief ファイル位置に書き込む /
4871 * @param creature_ptr プレーヤーへの参照ポインタ
4872 * @param where ファイルバイト位置
4873 * @param count 書き込む値
4877 errr counts_write(player_type *creature_ptr, int where, u32b count)
4880 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
4882 /* Grab permissions */
4885 int fd = fd_open(buf, O_RDWR);
4887 /* Drop permissions */
4892 /* File type is "DATA" */
4893 FILE_TYPE(FILE_TYPE_DATA);
4895 /* Grab permissions */
4898 /* Create a new high score file */
4899 fd = fd_make(buf, 0644);
4901 /* Drop permissions */
4905 /* Grab permissions */
4908 errr err = fd_lock(fd, F_WRLCK);
4910 /* Drop permissions */
4915 counts_seek(creature_ptr, fd, where, TRUE);
4916 fd_write(fd, (char*)(&count), sizeof(u32b));
4918 /* Grab permissions */
4921 err = fd_lock(fd, F_UNLCK);
4923 /* Drop permissions */
4935 * @brief 墓のアスキーアートテンプレを読み込む
4936 * @param buf テンプレへのバッファ
4937 * @param buf_size バッファの長さ
4940 void read_dead_file(char *buf, size_t buf_size)
4942 path_build(buf, buf_size, ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
4945 fp = my_fopen(buf, "r");
4949 while (my_fgets(fp, buf, buf_size) == 0)
4951 put_str(buf, i++, 0);