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
26 #include "cmd-magiceat.h"
29 #include "player-race.h"
30 #include "player-status.h"
31 #include "player-move.h"
32 #include "player-class.h"
33 #include "player-skill.h"
34 #include "player-personality.h"
35 #include "player-sex.h"
36 #include "player-effects.h"
46 #include "monster-process.h"
47 #include "monster-status.h"
48 #include "object-flavor.h"
49 #include "object-hook.h"
51 #include "realm-hex.h"
55 #include "view-mainwindow.h"
56 #include "floor-events.h"
57 #include "floor-town.h"
58 #include "dungeon-file.h"
60 #include "monster-spell.h"
64 #include "objectkind.h"
67 #include "realm-song.h"
69 concptr ANGBAND_DIR; //!< Path name: The main "lib" directory This variable is not actually used anywhere in the code
70 concptr ANGBAND_DIR_APEX; //!< High score files (binary) These files may be portable between platforms
71 concptr ANGBAND_DIR_BONE; //!< Bone files for player ghosts (ascii) These files are portable between platforms
72 concptr ANGBAND_DIR_DATA; //!< Binary image files for the "*_info" arrays (binary) These files are not portable between platforms
73 concptr ANGBAND_DIR_EDIT; //!< Textual template files for the "*_info" arrays (ascii) These files are portable between platforms
74 concptr ANGBAND_DIR_SCRIPT; //!< Script files These files are portable between platforms.
75 concptr ANGBAND_DIR_FILE; //!< Various extra files (ascii) These files may be portable between platforms
76 concptr ANGBAND_DIR_HELP; //!< Help files (normal) for the online help (ascii) These files are portable between platforms
77 concptr ANGBAND_DIR_INFO; //!< Help files (spoilers) for the online help (ascii) These files are portable between platforms
78 concptr ANGBAND_DIR_PREF; //!< Default user "preference" files (ascii) These files are rarely portable between platforms
79 concptr ANGBAND_DIR_SAVE; //!< Savefiles for current characters (binary)
80 concptr ANGBAND_DIR_USER; //!< User "preference" files (ascii) These files are rarely portable between platforms
81 concptr ANGBAND_DIR_XTRA; //!< Various extra files (binary) These files are rarely portable between platforms
83 s16b signal_count; /* Hack -- Count interupts */
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];
95 * You may or may not want to use the following "#undef".
97 /* #undef _POSIX_SAVED_IDS */
101 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
103 void safe_setuid_drop(void)
110 # ifdef SAFE_SETUID_POSIX
112 if (setuid(getuid()) != 0)
114 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
116 if (setgid(getgid()) != 0)
118 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
123 if (setreuid(geteuid(), getuid()) != 0)
125 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
127 if (setregid(getegid(), getgid()) != 0)
129 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
142 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
144 void safe_setuid_grab(void)
151 # ifdef SAFE_SETUID_POSIX
153 if (setuid(p_ptr->player_egid) != 0)
155 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
157 if (setgid(p_ptr->player_egid) != 0)
159 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
164 if (setreuid(geteuid(), getuid()) != 0)
166 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
168 if (setregid(getegid(), getgid()) != 0)
170 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
173 # endif /* SAFE_SETUID_POSIX */
175 # endif /* SAFE_SETUID */
183 * @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
184 * @param buf データテキストの参照ポインタ
186 * @param tokens トークンを保管する文字列参照ポインタ配列
191 * This function uses "colon" and "slash" as the delimeter characters.
192 * We never extract more than "num" tokens. The "last" token may include
193 * "delimeter" characters, allowing the buffer to include a "string" token.
194 * We save pointers to the tokens in "tokens", and return the number found.
195 * Hack -- Attempt to handle the 'c' character formalism
196 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
197 * Hack -- We will always extract at least one token
200 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
212 /* Scan the string */
215 /* Found a delimiter */
216 if ((*t == ':') || (*t == '/')) break;
218 /* Handle single quotes */
219 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
224 /* Handle backslash */
227 /* Require a character */
233 /* Hack -- Require a close quote */
234 if (*t != '\'') *t = '\'';
237 /* Handle back-slash */
244 /* Nuke and advance */
262 /* A number with a name */
263 typedef struct named_num named_num;
267 concptr name; /* The name of this thing */
268 int num; /* A number associated with it */
272 /* Index of spell type names */
273 static named_num gf_desc[] =
275 {"GF_ELEC", GF_ELEC },
276 {"GF_POIS", GF_POIS },
277 {"GF_ACID", GF_ACID },
278 {"GF_COLD", GF_COLD },
279 {"GF_FIRE", GF_FIRE },
280 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
281 {"GF_MISSILE", GF_MISSILE },
282 {"GF_ARROW", GF_ARROW },
283 {"GF_PLASMA", GF_PLASMA },
284 {"GF_WATER", GF_WATER },
285 {"GF_LITE", GF_LITE },
286 {"GF_DARK", GF_DARK },
287 {"GF_LITE_WEAK", GF_LITE_WEAK },
288 {"GF_DARK_WEAK", GF_DARK_WEAK },
289 {"GF_SHARDS", GF_SHARDS },
290 {"GF_SOUND", GF_SOUND },
291 {"GF_CONFUSION", GF_CONFUSION },
292 {"GF_FORCE", GF_FORCE },
293 {"GF_INERTIA", GF_INERTIAL },
294 {"GF_MANA", GF_MANA },
295 {"GF_METEOR", GF_METEOR },
297 {"GF_CHAOS", GF_CHAOS },
298 {"GF_NETHER", GF_NETHER },
299 {"GF_DISENCHANT", GF_DISENCHANT },
300 {"GF_NEXUS", GF_NEXUS },
301 {"GF_TIME", GF_TIME },
302 {"GF_GRAVITY", GF_GRAVITY },
303 {"GF_KILL_WALL", GF_KILL_WALL },
304 {"GF_KILL_DOOR", GF_KILL_DOOR },
305 {"GF_KILL_TRAP", GF_KILL_TRAP },
306 {"GF_MAKE_WALL", GF_MAKE_WALL },
307 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
308 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
309 {"GF_MAKE_TREE", GF_MAKE_TREE },
310 {"GF_OLD_CLONE", GF_OLD_CLONE },
311 {"GF_OLD_POLY", GF_OLD_POLY },
312 {"GF_OLD_HEAL", GF_OLD_HEAL },
313 {"GF_OLD_SPEED", GF_OLD_SPEED },
314 {"GF_OLD_SLOW", GF_OLD_SLOW },
315 {"GF_OLD_CONF", GF_OLD_CONF },
316 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
317 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
318 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
319 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
320 {"GF_AWAY_ALL", GF_AWAY_ALL },
321 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
322 {"GF_TURN_EVIL", GF_TURN_EVIL },
323 {"GF_TURN_ALL", GF_TURN_ALL },
324 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
325 {"GF_DISP_EVIL", GF_DISP_EVIL },
326 {"GF_DISP_ALL", GF_DISP_ALL },
327 {"GF_DISP_DEMON", GF_DISP_DEMON },
328 {"GF_DISP_LIVING", GF_DISP_LIVING },
329 {"GF_ROCKET", GF_ROCKET },
330 {"GF_NUKE", GF_NUKE },
331 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
332 {"GF_STASIS", GF_STASIS },
333 {"GF_STONE_WALL", GF_STONE_WALL },
334 {"GF_DEATH_RAY", GF_DEATH_RAY },
335 {"GF_STUN", GF_STUN },
336 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
337 {"GF_HELL_FIRE", GF_HELL_FIRE },
338 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
339 {"GF_CHARM", GF_CHARM },
340 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
341 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
343 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
344 {"GF_TELEKINESIS", GF_TELEKINESIS },
345 {"GF_JAM_DOOR", GF_JAM_DOOR },
346 {"GF_DOMINATION", GF_DOMINATION },
347 {"GF_DISP_GOOD", GF_DISP_GOOD },
348 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
349 {"GF_MIND_BLAST", GF_MIND_BLAST },
350 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
351 {"GF_CAUSE_1", GF_CAUSE_1 },
352 {"GF_CAUSE_2", GF_CAUSE_2 },
353 {"GF_CAUSE_3", GF_CAUSE_3 },
354 {"GF_CAUSE_4", GF_CAUSE_4 },
355 {"GF_HAND_DOOM", GF_HAND_DOOM },
356 {"GF_CAPTURE", GF_CAPTURE },
357 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
358 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
359 {"GF_IDENTIFY", GF_IDENTIFY },
360 {"GF_ATTACK", GF_ATTACK },
361 {"GF_ENGETSU", GF_ENGETSU },
362 {"GF_GENOCIDE", GF_GENOCIDE },
363 {"GF_PHOTO", GF_PHOTO },
364 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
365 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
366 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
367 {"GF_SEEKER", GF_SEEKER },
368 {"GF_SUPER_RAY", GF_SUPER_RAY },
369 {"GF_STAR_HEAL", GF_STAR_HEAL },
370 {"GF_WATER_FLOW", GF_WATER_FLOW },
371 {"GF_CRUSADE", GF_CRUSADE },
372 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
373 {"GF_WOUNDS", GF_WOUNDS },
379 * @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 /
380 * Parse a sub-file of the "extra info" (format shown below)
381 * @param buf データテキストの参照ポインタ
385 * Each "action" line has an "action symbol" in the first column,
386 * followed by a colon, followed by some command specific info,
387 * usually in the form of "tokens" separated by colons or slashes.
388 * Blank lines, lines starting with white space, and lines starting
389 * with pound signs ("#") are ignored (as comments).
390 * Note the use of "tokenize()" to allow the use of both colons and
391 * slashes as delimeters, while still allowing final tokens which
392 * may contain any characters including "delimiters".
393 * Note the use of "strtol()" to allow all "integers" to be encoded
394 * in decimal, hexidecimal, or octal form.
395 * Note that "monster zero" is used for the "player" attr/char, "object
396 * zero" will be used for the "stack" attr/char, and "feature zero" is
397 * used for the "nothing" attr/char.
398 * Parse another file recursively, see below for details
400 * Specify the attr/char values for "monsters" by race index
401 * R:\<num\>:\<a\>:\<c\>
402 * Specify the attr/char values for "objects" by kind index
403 * K:\<num\>:\<a\>:\<c\>
404 * Specify the attr/char values for "features" by feature index
405 * F:\<num\>:\<a\>:\<c\>
406 * Specify the attr/char values for unaware "objects" by kind tval
407 * U:\<tv\>:\<a\>:\<c\>
408 * Specify the attr/char values for p_ptr->inventory_list "objects" by kind tval
409 * E:\<tv\>:\<a\>:\<c\>
410 * Define a macro action, given an encoded macro action
412 * Create a normal macro, given an encoded macro trigger
414 * Create a command macro, given an encoded macro trigger
416 * Create a keyset mapping
417 * S:\<key\>:\<key\>:\<dir\>
418 * Turn an option off, given its name
420 * Turn an option on, given its name
422 * Specify visual information, given an index, and some data
423 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
424 * Specify the set of colors to use when drawing a zapped spell
426 * Specify a macro trigger template and macro trigger names.
427 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
428 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
431 errr process_pref_file_command(char *buf)
441 /* Require "?:*" format */
442 if (buf[1] != ':') return 1;
447 /* Mega-Hack -- read external player's history file */
448 /* Process "H:<history>" */
450 add_history_from_pref_line(buf + 2);
453 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
455 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
458 i = (huge)strtol(zz[0], NULL, 0);
459 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
460 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
461 if (i >= max_r_idx) return 1;
463 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
464 if (n2) r_ptr->x_char = n2;
469 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
471 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
474 i = (huge)strtol(zz[0], NULL, 0);
475 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
476 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
477 if (i >= max_k_idx) return 1;
479 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
480 if (n2) k_ptr->x_char = n2;
485 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
486 /* "F:<num>:<a>/<c>" */
487 /* "F:<num>:<a>/<c>:LIT" */
488 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
492 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
494 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
495 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
497 i = (huge)strtol(zz[0], NULL, 0);
498 if (i >= max_f_idx) return 1;
501 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
502 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
503 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
504 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
506 /* Mega-hack -- feat supports lighting */
509 /* No lighting support */
511 n1 = f_ptr->x_attr[F_LIT_STANDARD];
512 n2 = f_ptr->x_char[F_LIT_STANDARD];
513 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
515 f_ptr->x_attr[j] = n1;
516 f_ptr->x_char[j] = n2;
520 /* Use default lighting */
522 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
525 /* Use desired lighting */
526 case F_LIT_MAX * 2 + 1:
527 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
529 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
530 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
531 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
532 if (n2) f_ptr->x_char[j] = n2;
539 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
541 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
543 j = (byte)strtol(zz[0], NULL, 0);
544 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
545 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
546 misc_to_attr[j] = n1;
547 misc_to_char[j] = n2;
552 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
554 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
556 j = (huge)strtol(zz[0], NULL, 0);
557 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
558 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
559 for (i = 1; i < max_k_idx; i++)
561 object_kind *k_ptr = &k_info[i];
562 if (k_ptr->tval == j)
564 if (n1) k_ptr->d_attr = n1;
565 if (n2) k_ptr->d_char = n2;
572 /* Process "E:<tv>:<a>" -- attribute for p_ptr->inventory_list objects */
574 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
576 j = (byte)strtol(zz[0], NULL, 0) % 128;
577 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
578 if (n1) tval_to_attr[j] = n1;
583 /* Process "A:<str>" -- save an "action" for later */
585 text_to_ascii(macro__buf, buf+2);
588 /* Process "P:<str>" -- normal macro */
593 text_to_ascii(tmp, buf+2);
594 macro_add(tmp, macro__buf);
598 /* Process "C:<str>" -- create keymap */
604 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
606 mode = strtol(zz[0], NULL, 0);
607 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
609 text_to_ascii(tmp, zz[1]);
610 if (!tmp[0] || tmp[1]) return 1;
613 string_free(keymap_act[mode][i]);
615 keymap_act[mode][i] = string_make(macro__buf);
620 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
622 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
624 i = (byte)strtol(zz[0], NULL, 0);
625 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
626 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
627 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
628 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
633 /* Process "X:<str>" -- current_world_ptr->game_turn option off */
634 /* Process "Y:<str>" -- current_world_ptr->game_turn option on */
637 for (i = 0; option_info[i].o_desc; i++)
639 if (option_info[i].o_var &&
640 option_info[i].o_text &&
641 streq(option_info[i].o_text, buf + 2))
643 int os = option_info[i].o_set;
644 int ob = option_info[i].o_bit;
646 if ((p_ptr->playing || current_world_ptr->character_xtra) &&
647 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
649 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);
657 option_flag[os] &= ~(1L << ob);
658 (*option_info[i].o_var) = FALSE;
663 option_flag[os] |= (1L << ob);
664 (*option_info[i].o_var) = TRUE;
670 /* don't know that option. ignore it.*/
671 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);
675 /* Process "Z:<type>:<str>" -- set spell color */
679 char *t = my_strchr(buf + 2, ':');
686 for (i = 0; gf_desc[i].name; i++)
688 /* Match this type */
689 if (streq(gf_desc[i].name, buf + 2))
691 /* Remember this color set */
692 gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
702 /* Initialize macro trigger names and a template */
703 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
704 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
707 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
709 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
714 if (macro_template != NULL)
716 num = strlen(macro_modifier_chr);
718 /* Kill the template string */
719 string_free(macro_template);
720 macro_template = NULL;
722 /* Kill flag characters of modifier keys */
723 string_free(macro_modifier_chr);
725 /* Kill corresponding modifier names */
726 for (i = 0; i < num; i++)
728 string_free(macro_modifier_name[i]);
731 /* Kill trigger name strings */
732 for (i = 0; i < max_macrotrigger; i++)
734 string_free(macro_trigger_name[i]);
735 string_free(macro_trigger_keycode[0][i]);
736 string_free(macro_trigger_keycode[1][i]);
739 max_macrotrigger = 0;
742 if (*zz[0] == '\0') return 0; /* clear template */
744 /* Number of modifier flags */
747 /* Limit the number */
748 num = MIN(MAX_MACRO_MOD, num);
750 /* Stop if number of modifier is not correct */
751 if (2 + num != tok) return 1;
753 /* Get a template string */
754 macro_template = string_make(zz[0]);
756 /* Get flag characters of modifier keys */
757 macro_modifier_chr = string_make(zz[1]);
759 /* Get corresponding modifier names */
760 for (i = 0; i < num; i++)
762 macro_modifier_name[i] = string_make(zz[2+i]);
766 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
772 if (max_macrotrigger >= MAX_MACRO_TRIG)
774 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
777 m = max_macrotrigger;
780 /* Take into account the escape character */
790 /* Get a trigger name */
791 macro_trigger_name[m] = string_make(buf_aux);
793 /* Get the corresponding key code */
794 macro_trigger_keycode[0][m] = string_make(zz[1]);
798 /* Key code of a combination of it with the shift key */
799 macro_trigger_keycode[1][m] = string_make(zz[2]);
803 macro_trigger_keycode[1][m] = string_make(zz[1]);
818 * @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 /
819 * Helper function for "process_pref_file()"
820 * @param sp テキスト文字列の参照ポインタ
821 * @param fp 再帰中のポインタ参照
826 * v: output buffer array
832 concptr process_pref_file_expr(char **sp, char *fp)
849 while (iswspace(*s)) s++;
867 t = process_pref_file_expr(&s, &f);
875 else if (streq(t, "IOR"))
878 while (*s && (f != b2))
880 t = process_pref_file_expr(&s, &f);
881 if (*t && !streq(t, "0")) v = "1";
886 else if (streq(t, "AND"))
889 while (*s && (f != b2))
891 t = process_pref_file_expr(&s, &f);
892 if (*t && streq(t, "0")) v = "0";
897 else if (streq(t, "NOT"))
900 while (*s && (f != b2))
902 t = process_pref_file_expr(&s, &f);
903 if (*t && streq(t, "1")) v = "0";
908 else if (streq(t, "EQU"))
913 t = process_pref_file_expr(&s, &f);
915 while (*s && (f != b2))
917 p = process_pref_file_expr(&s, &f);
918 if (streq(t, p)) v = "1";
923 else if (streq(t, "LEQ"))
928 t = process_pref_file_expr(&s, &f);
930 while (*s && (f != b2))
933 t = process_pref_file_expr(&s, &f);
934 if (*t && atoi(p) > atoi(t)) v = "0";
939 else if (streq(t, "GEQ"))
944 t = process_pref_file_expr(&s, &f);
946 while (*s && (f != b2))
949 t = process_pref_file_expr(&s, &f);
951 /* Compare two numbers instead of string */
952 if (*t && atoi(p) < atoi(t)) v = "0";
958 while (*s && (f != b2))
960 t = process_pref_file_expr(&s, &f);
965 if (f != b2) v = "?x?x?";
967 /* Extract final and Terminate */
968 if ((f = *s) != '\0') *s++ = '\0';
974 /* Accept all printables except spaces and brackets */
976 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
978 if (iskanji(*s)) s++;
982 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
985 /* Extract final and Terminate */
986 if ((f = *s) != '\0') *s++ = '\0';
992 if (streq(b+1, "SYS"))
997 else if (streq(b+1, "KEYBOARD"))
999 v = ANGBAND_KEYBOARD;
1003 else if (streq(b+1, "GRAF"))
1008 /* Monochrome mode */
1009 else if (streq(b+1, "MONOCHROME"))
1018 else if (streq(b+1, "RACE"))
1021 v = rp_ptr->E_title;
1028 else if (streq(b+1, "CLASS"))
1031 v = cp_ptr->E_title;
1038 else if (streq(b+1, "PLAYER"))
1040 static char tmp_player_name[32];
1042 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
1052 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
1055 v = tmp_player_name;
1059 else if (streq(b+1, "REALM1"))
1062 v = E_realm_names[p_ptr->realm1];
1064 v = realm_names[p_ptr->realm1];
1069 else if (streq(b+1, "REALM2"))
1072 v = E_realm_names[p_ptr->realm2];
1074 v = realm_names[p_ptr->realm2];
1079 else if (streq(b+1, "LEVEL"))
1081 sprintf(tmp, "%02d", p_ptr->lev);
1085 /* Autopick auto-register is in-use or not? */
1086 else if (streq(b+1, "AUTOREGISTER"))
1088 if (p_ptr->autopick_autoregister)
1095 else if (streq(b+1, "MONEY"))
1097 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1116 #define PREF_TYPE_NORMAL 0
1117 #define PREF_TYPE_AUTOPICK 1
1118 #define PREF_TYPE_HISTPREF 2
1121 * @brief process_pref_fileのサブルーチン /
1122 * Open the "user pref file" and parse it.
1123 * @param name 読み込むファイル名
1124 * @param preftype prefファイルのタイプ
1129 * v: output buffer array
1130 * f: final character
1135 static errr process_pref_file_aux(concptr name, int preftype)
1147 bool bypass = FALSE;
1151 fp = my_fopen(name, "r");
1154 if (!fp) return (-1);
1156 /* Process the file */
1157 while (0 == my_fgets(fp, buf, sizeof(buf)))
1162 /* Skip "empty" lines */
1163 if (!buf[0]) continue;
1165 /* Skip "blank" lines */
1167 if (!iskanji(buf[0]))
1169 if (iswspace(buf[0])) continue;
1172 if (buf[0] == '#') continue;
1179 /* Process "?:<expr>" */
1180 if ((buf[0] == '?') && (buf[1] == ':'))
1189 /* Parse the expr */
1190 v = process_pref_file_expr(&s, &f);
1193 bypass = (streq(v, "0") ? TRUE : FALSE);
1197 /* Apply conditionals */
1198 if (bypass) continue;
1201 /* Process "%:<file>" */
1204 static int depth_count = 0;
1206 /* Ignore if deeper than 20 level */
1207 if (depth_count > 20) continue;
1209 /* Count depth level */
1212 /* Process that file if allowed */
1215 case PREF_TYPE_AUTOPICK:
1216 (void)process_autopick_file(buf + 2);
1218 case PREF_TYPE_HISTPREF:
1219 (void)process_histpref_file(buf + 2);
1222 (void)process_pref_file(buf + 2);
1226 /* Set back depth level */
1232 /* Process the line */
1233 err = process_pref_file_command(buf);
1235 /* This is not original pref line... */
1238 if (preftype != PREF_TYPE_AUTOPICK)
1240 err = process_autopick_file_command(buf);
1248 /* Print error message */
1249 /* ToDo: Add better error messages */
1250 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'."),
1251 _(name, err), line, _(err, name));
1252 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1261 * @brief pref設定ファイルを読み込み設定を反映させる /
1262 * Process the "user pref file" with the given name
1263 * @param name 読み込むファイル名
1267 * See the functions above for a list of legal "commands".
1268 * We also accept the special "?" and "%" directives, which
1269 * allow conditional evaluation and filename inclusion.
1272 errr process_pref_file(concptr name)
1278 /* Build the filename */
1279 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1281 /* Process the system pref file */
1282 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1284 /* Stop at parser errors, but not at non-existing file */
1285 if (err1 > 0) return err1;
1288 /* Build the filename */
1289 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1291 /* Process the user pref file */
1292 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1295 /* User file does not exist, but read system pref file */
1296 if (err2 < 0 && !err1)
1299 /* Result of user file processing */
1308 * Operating hours for ANGBAND (defaults to non-work hours)
1310 static char days[7][29] =
1312 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1313 "MON:XXXXXXXX.........XXXXXXX",
1314 "TUE:XXXXXXXX.........XXXXXXX",
1315 "WED:XXXXXXXX.........XXXXXXX",
1316 "THU:XXXXXXXX.........XXXXXXX",
1317 "FRI:XXXXXXXX.........XXXXXXX",
1318 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1322 * Restict usage (defaults to no restrictions)
1324 static bool check_time_flag = FALSE;
1330 * @brief Angbandプレイ禁止時刻をチェック /
1334 errr check_time(void)
1342 /* No restrictions */
1343 if (!check_time_flag) return (0);
1345 /* Check for time violation */
1346 c = time((time_t *)0);
1350 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1360 * @brief Angbandプレイ禁止時刻の初期化 /
1361 * Initialize CHECK_TIME
1364 errr check_time_init(void)
1374 /* Build the filename */
1375 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1378 fp = my_fopen(buf, "r");
1380 /* No file, no restrictions */
1381 if (!fp) return (0);
1383 /* Assume restrictions */
1384 check_time_flag = TRUE;
1386 /* Parse the file */
1387 while (0 == my_fgets(fp, buf, sizeof(buf)))
1389 /* Skip comments and blank lines */
1390 if (!buf[0] || (buf[0] == '#')) continue;
1392 /* Chop the buffer */
1395 /* Extract the info */
1396 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1397 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1398 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1399 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1400 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1401 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1402 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1416 #ifndef MAXHOSTNAMELEN
1417 # define MAXHOSTNAMELEN 64
1420 typedef struct statstime statstime;
1426 unsigned int v_pgpgin;
1427 unsigned int v_pgpgout;
1428 unsigned int v_pswpin;
1429 unsigned int v_pswpout;
1430 unsigned int v_intr;
1436 unsigned int v_swtch;
1438 struct timeval boottime;
1439 struct timeval curtime;
1443 * Maximal load (if any).
1445 static int check_load_value = 0;
1451 * @brief Angbandプレイ禁止ホストのチェック /
1455 errr check_load(void)
1460 struct statstime st;
1462 /* Success if not checking */
1463 if (!check_load_value) return (0);
1465 /* Check the load */
1466 if (0 == rstat("localhost", &st))
1468 long val1 = (long)(st.avenrun[2]);
1469 long val2 = (long)(check_load_value) * FSCALE;
1471 /* Check for violation */
1472 if (val1 >= val2) return (1);
1483 * @brief Angbandプレイ禁止ホストの設定初期化 /
1484 * Initialize CHECK_LOAD
1487 errr check_load_init(void)
1496 char temphost[MAXHOSTNAMELEN+1];
1497 char thishost[MAXHOSTNAMELEN+1];
1500 /* Build the filename */
1501 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1503 /* Open the "load" file */
1504 fp = my_fopen(buf, "r");
1506 /* No file, no restrictions */
1507 if (!fp) return (0);
1510 check_load_value = 100;
1512 /* Get the host name */
1513 (void)gethostname(thishost, (sizeof thishost) - 1);
1516 while (0 == my_fgets(fp, buf, sizeof(buf)))
1520 /* Skip comments and blank lines */
1521 if (!buf[0] || (buf[0] == '#')) continue;
1523 /* Parse, or ignore */
1524 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1526 /* Skip other hosts */
1527 if (!streq(temphost, thishost) &&
1528 !streq(temphost, "localhost")) continue;
1530 /* Use that value */
1531 check_load_value = value;
1544 #define ENTRY_BARE_HAND 0
1545 #define ENTRY_TWO_HANDS 1
1546 #define ENTRY_RIGHT_HAND1 2
1547 #define ENTRY_LEFT_HAND1 3
1548 #define ENTRY_LEFT_HAND2 4
1549 #define ENTRY_RIGHT_HAND2 5
1550 #define ENTRY_POSTURE 6
1551 #define ENTRY_SHOOT_HIT_DAM 7
1552 #define ENTRY_SHOOT_POWER 8
1553 #define ENTRY_SPEED 9
1554 #define ENTRY_BASE_AC 10
1555 #define ENTRY_LEVEL 11
1556 #define ENTRY_CUR_EXP 12
1557 #define ENTRY_MAX_EXP 13
1558 #define ENTRY_EXP_TO_ADV 14
1559 #define ENTRY_GOLD 15
1560 #define ENTRY_DAY 16
1563 #define ENTRY_PLAY_TIME 19
1564 #define ENTRY_SKILL_FIGHT 20
1565 #define ENTRY_SKILL_SHOOT 21
1566 #define ENTRY_SKILL_SAVING 22
1567 #define ENTRY_SKILL_STEALTH 23
1568 #define ENTRY_SKILL_PERCEP 24
1569 #define ENTRY_SKILL_SEARCH 25
1570 #define ENTRY_SKILL_DISARM 26
1571 #define ENTRY_SKILL_DEVICE 27
1572 #define ENTRY_SKILL_DIG 45
1575 #define ENTRY_BLOWS 28
1576 #define ENTRY_SHOTS 29
1577 #define ENTRY_AVG_DMG 30
1578 #define ENTRY_INFRA 31
1580 #define ENTRY_NAME 32
1581 #define ENTRY_SEX 33
1582 #define ENTRY_RACE 34
1583 #define ENTRY_CLASS 35
1584 #define ENTRY_REALM 36
1585 #define ENTRY_PATRON 37
1586 #define ENTRY_AGE 38
1587 #define ENTRY_HEIGHT 39
1588 #define ENTRY_WEIGHT 40
1589 #define ENTRY_SOCIAL 41
1590 #define ENTRY_ALIGN 42
1592 #define ENTRY_EXP_ANDR 43
1593 #define ENTRY_EXP_TO_ADV_ANDR 44
1602 } disp_player_line[]
1605 { 1, 10, 25, "打撃修正(格闘)"},
1606 { 1, 10, 25, "打撃修正(両手)"},
1607 { 1, 10, 25, "打撃修正(右手)"},
1608 { 1, 10, 25, "打撃修正(左手)"},
1609 { 1, 11, 25, "打撃修正(左手)"},
1610 { 1, 11, 25, "打撃修正(右手)"},
1612 { 1, 15, 25, "射撃攻撃修正"},
1613 { 1, 16, 25, "射撃武器倍率"},
1616 {29, 13, 21, "レベル"},
1617 {29, 14, 21, "経験値"},
1618 {29, 15, 21, "最大経験"},
1619 {29, 16, 21, "次レベル"},
1620 {29, 17, 21, "所持金"},
1624 {29, 20, 21, "プレイ時間"},
1625 {53, 10, -1, "打撃命中 :"},
1626 {53, 11, -1, "射撃命中 :"},
1627 {53, 12, -1, "魔法防御 :"},
1628 {53, 13, -1, "隠密行動 :"},
1629 {53, 15, -1, "知覚 :"},
1630 {53, 16, -1, "探索 :"},
1631 {53, 17, -1, "解除 :"},
1632 {53, 18, -1, "魔法道具 :"},
1633 { 1, 12, 25, "打撃回数"},
1634 { 1, 17, 25, "射撃回数"},
1635 { 1, 13, 25, "平均ダメージ"},
1636 {53, 20, -1, "赤外線視力:"},
1637 {26, 1, -1, "名前 : "},
1638 { 1, 3, -1, "性別 : "},
1639 { 1, 4, -1, "種族 : "},
1640 { 1, 5, -1, "職業 : "},
1641 { 1, 6, -1, "魔法 : "},
1642 { 1, 7, -1, "守護魔神 : "},
1646 {29, 6, 21, "社会的地位"},
1648 {29, 14, 21, "強化度"},
1649 {29, 16, 21, "次レベル"},
1650 {53, 19, -1, "掘削 :" },
1654 { 1, 10, 25, "Bare hand"},
1655 { 1, 10, 25, "Two hands"},
1656 { 1, 10, 25, "Right hand"},
1657 { 1, 10, 25, "Left hand"},
1658 { 1, 11, 25, "Left hand"},
1659 { 1, 11, 25, "Right hand"},
1660 { 1, 11, 25, "Posture"},
1661 { 1, 15, 25, "Shooting"},
1662 { 1, 16, 25, "Multiplier"},
1663 { 1, 20, 25, "Speed"},
1665 {29, 13, 21, "Level"},
1666 {29, 14, 21, "Experience"},
1667 {29, 15, 21, "Max Exp"},
1668 {29, 16, 21, "Exp to Adv"},
1669 {29, 17, 21, "Gold"},
1670 {29, 19, 21, "Time"},
1671 {29, 10, 21, "Hit point"},
1672 {29, 11, 21, "SP (Mana)"},
1673 {29, 20, 21, "Play time"},
1674 {53, 10, -1, "Fighting : "},
1675 {53, 11, -1, "Bows/Throw : "},
1676 {53, 12, -1, "SavingThrow: "},
1677 {53, 13, -1, "Stealth : "},
1678 {53, 15, -1, "Perception : "},
1679 {53, 16, -1, "Searching : "},
1680 {53, 17, -1, "Disarming : "},
1681 {53, 18, -1, "MagicDevice: "},
1682 { 1, 12, 25, "Blows/Round"},
1683 { 1, 17, 25, "Shots/Round"},
1684 { 1, 13, 25, "AverageDmg/Rnd"},
1685 {53, 20, -1, "Infra-Vision: "},
1686 {26, 1, -1, "Name : "},
1687 { 1, 3, -1, "Sex : "},
1688 { 1, 4, -1, "Race : "},
1689 { 1, 5, -1, "Class : "},
1690 { 1, 6, -1, "Magic : "},
1691 { 1, 7, -1, "Patron : "},
1693 {29, 4, 21, "Height"},
1694 {29, 5, 21, "Weight"},
1695 {29, 6, 21, "Social Class"},
1696 {29, 7, 21, "Align"},
1697 {29, 14, 21, "Construction"},
1698 {29, 16, 21, "Const to Adv"},
1699 {53, 19, -1, "Digging :" },
1704 * @brief プレイヤーのステータス1種を出力する
1706 * @param val 値を保管した文字列ポインタ
1707 * @param attr 項目表示の色
1710 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1714 int row = disp_player_line[entry].row;
1715 int col = disp_player_line[entry].col;
1716 int len = disp_player_line[entry].len;
1717 concptr head = disp_player_line[entry].header;
1719 int head_len = strlen(head);
1721 Term_putstr(col, row, -1, TERM_WHITE, head);
1728 int val_len = len - head_len;
1729 sprintf(buf, "%*.*s", val_len, val_len, val);
1730 Term_putstr(col + head_len, row, -1, attr, buf);
1734 Term_putstr(col + head_len, row, -1, attr, val);
1741 * @brief プレイヤーの打撃能力修正を表示する
1742 * @param hand 武器の装備部位ID
1743 * @param hand_entry 項目ID
1746 static void display_player_melee_bonus(int hand, int hand_entry)
1749 HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
1750 HIT_POINT show_todam = p_ptr->dis_to_d[hand];
1751 object_type *o_ptr = &p_ptr->inventory_list[INVEN_RARM + hand];
1753 /* Hack -- add in weapon info if known */
1754 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1755 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1757 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1760 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1762 /* Dump the bonuses to hit/dam */
1763 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
1764 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1765 else if (p_ptr->ryoute)
1766 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1768 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1773 * @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
1774 * Prints the following information on the screen.
1777 static void display_player_middle(void)
1782 HIT_PROB show_tohit = p_ptr->dis_to_h_b;
1783 HIT_POINT show_todam = 0;
1786 object_type *o_ptr = &p_ptr->inventory_list[INVEN_BOW];
1793 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1796 if (p_ptr->hidarite)
1798 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1800 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
1803 if (p_ptr->special_defense & KAMAE_MASK)
1805 for (i = 0; i < MAX_KAMAE; i++)
1807 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1810 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1813 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1816 /* Apply weapon bonuses */
1817 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1818 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1820 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1821 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1823 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1825 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1828 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1830 if (p_ptr->inventory_list[INVEN_BOW].k_idx)
1832 tmul = bow_tmul(p_ptr->inventory_list[INVEN_BOW].sval);
1834 /* Get extra "power" from "extra might" */
1835 if (p_ptr->xtra_might) tmul++;
1837 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1841 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1843 /* Dump the armor class */
1844 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1852 i = p_ptr->pspeed-110;
1854 /* Hack -- Visually "undo" the Search Mode Slowdown */
1855 if (p_ptr->action == ACTION_SEARCH) i += 10;
1860 attr = TERM_L_GREEN;
1874 attr = TERM_L_UMBER;
1881 if (IS_FAST()) tmp_speed += 10;
1882 if (p_ptr->slow) tmp_speed -= 10;
1883 if (p_ptr->lightspeed) tmp_speed = 99;
1887 if (MON_FAST(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed += 10;
1888 if (MON_SLOW(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed -= 10;
1894 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1896 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1906 sprintf(buf, "(%+d)", i);
1908 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1911 display_player_one_line(ENTRY_SPEED, buf, attr);
1914 /* Dump character level */
1915 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1917 /* Dump experience */
1918 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1919 else e = ENTRY_CUR_EXP;
1921 if (p_ptr->exp >= p_ptr->max_exp)
1922 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1924 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1926 /* Dump max experience */
1927 if (p_ptr->prace == RACE_ANDROID)
1930 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1932 /* Dump exp to advance */
1933 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1934 else e = ENTRY_EXP_TO_ADV;
1936 if (p_ptr->lev >= PY_MAX_LEVEL)
1937 display_player_one_line(e, "*****", TERM_L_GREEN);
1938 else if (p_ptr->prace == RACE_ANDROID)
1939 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1941 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1944 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1949 extract_day_hour_min(&day, &hour, &min);
1951 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1952 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1954 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1956 /* Dump hit point */
1957 if (p_ptr->chp >= p_ptr->mhp)
1958 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1959 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1960 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1962 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1964 /* Dump mana power */
1965 if (p_ptr->csp >= p_ptr->msp)
1966 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1967 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1968 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1970 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1972 /* Dump play time */
1973 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);
1978 * Hack -- pass color info around this file
1980 static TERM_COLOR likert_color = TERM_WHITE;
1984 * @brief 技能ランクの表示基準を定める
1985 * Returns a "rating" of x depending on y
1987 * @param y 技能値に対するランク基準比
1990 static concptr likert(int x, int y)
1992 static char dummy[20] = "", dummy2[20] = "";
1993 memset(dummy, 0, strlen(dummy));
1994 memset(dummy2, 0, strlen(dummy2));
1997 if(show_actual_value)
1999 sprintf(dummy, "%3d-", x);
2002 /* Negative value */
2005 likert_color = TERM_L_DARK;
2006 strcat(dummy, _("最低", "Very Bad"));
2011 /* Analyze the value */
2016 likert_color = TERM_RED;
2017 strcat(dummy, _("悪い", "Bad"));
2020 likert_color = TERM_L_RED;
2021 strcat(dummy, _("劣る", "Poor"));
2026 likert_color = TERM_ORANGE;
2027 strcat(dummy, _("普通", "Fair"));
2031 likert_color = TERM_YELLOW;
2032 strcat(dummy, _("良い", "Good"));
2036 likert_color = TERM_YELLOW;
2037 strcat(dummy, _("大変良い", "Very Good"));
2042 likert_color = TERM_L_GREEN;
2043 strcat(dummy, _("卓越", "Excellent"));
2051 likert_color = TERM_GREEN;
2052 strcat(dummy, _("超越", "Superb"));
2059 likert_color = TERM_BLUE;
2060 strcat(dummy, _("英雄的", "Heroic"));
2064 likert_color = TERM_VIOLET;
2065 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2066 (int)((((x / y) - 17) * 5) / 2));
2067 strcat(dummy, dummy2);
2078 * @brief プレイヤーステータスの1ページ目各種詳細をまとめて表示するサブルーチン
2079 * Prints ratings on certain abilities
2082 * This code is "imitated" elsewhere to "dump" a character sheet.
2084 static void display_player_various(void)
2086 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2087 int xthn, xthb, xfos, xsrh;
2088 int xdis, xdev, xsav, xstl;
2092 BIT_FLAGS flgs[TR_FLAG_SIZE];
2093 int shots, shot_frac;
2098 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2099 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2100 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2101 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2102 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2104 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2106 /* Shooting Skill (with current bow and normal missile) */
2107 o_ptr = &p_ptr->inventory_list[INVEN_BOW];
2108 tmp = p_ptr->to_h_b + o_ptr->to_h;
2109 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2111 /* If the player is wielding one? */
2114 ENERGY energy_fire = bow_energy(o_ptr->sval);
2116 /* Calculate shots per round */
2117 shots = p_ptr->num_fire * 100;
2118 shot_frac = (shots * 100 / energy_fire) % 100;
2119 shots = shots / energy_fire;
2120 if (o_ptr->name1 == ART_CRIMSON)
2124 if (p_ptr->pclass == CLASS_ARCHER)
2126 /* Extra shot at level 10 */
2127 if (p_ptr->lev >= 10) shots++;
2129 /* Extra shot at level 30 */
2130 if (p_ptr->lev >= 30) shots++;
2132 /* Extra shot at level 45 */
2133 if (p_ptr->lev >= 45) shots++;
2143 for(i = 0; i < 2; i++)
2145 damage[i] = p_ptr->dis_to_d[i] * 100;
2146 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
2148 PLAYER_LEVEL level = p_ptr->lev;
2154 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2155 if (p_ptr->special_defense & KAMAE_BYAKKO)
2156 basedam = monk_ave_damage[level][1];
2157 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2158 basedam = monk_ave_damage[level][2];
2160 basedam = monk_ave_damage[level][0];
2164 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
2166 /* Average damage per round */
2172 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2173 if (object_is_known(o_ptr))
2175 damage[i] += o_ptr->to_d * 100;
2176 to_h[i] += o_ptr->to_h;
2178 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2179 object_flags_known(o_ptr, flgs);
2181 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2182 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2188 else if (have_flag(flgs, TR_VORPAL))
2190 /* vorpal flag only */
2194 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2195 basedam = basedam * 7 / 2;
2199 damage[i] += basedam;
2200 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2201 if (damage[i] < 0) damage[i] = 0;
2203 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2204 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2206 /* Basic abilities */
2208 xdis = p_ptr->skill_dis;
2209 xdev = p_ptr->skill_dev;
2210 xsav = p_ptr->skill_sav;
2211 xstl = p_ptr->skill_stl;
2212 xsrh = p_ptr->skill_srh;
2213 xfos = p_ptr->skill_fos;
2214 xdig = p_ptr->skill_dig;
2217 desc = likert(xthn, 12);
2218 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2220 desc = likert(xthb, 12);
2221 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2223 desc = likert(xsav, 7);
2224 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2226 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2227 desc = likert((xstl > 0) ? xstl : -1, 1);
2228 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2230 desc = likert(xfos, 6);
2231 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2233 desc = likert(xsrh, 6);
2234 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2236 desc = likert(xdis, 8);
2237 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2239 desc = likert(xdev, 6);
2240 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2242 desc = likert(xdev, 6);
2243 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2245 desc = likert(xdig, 4);
2246 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2249 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2251 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2253 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2256 if ((damage[0]+damage[1]) == 0)
2259 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2261 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2263 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2269 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2270 * Prints ratings on certain abilities
2271 * @param flgs フラグを保管する配列
2274 * Obtain the "flags" for the player as if he was an item
2276 * xtra1.c周りと多重実装になっているのを何とかする
2278 static void player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2283 for (i = 0; i < TR_FLAG_SIZE; i++)
2287 switch (p_ptr->pclass)
2290 if (p_ptr->lev > 44)
2291 add_flag(flgs, TR_REGEN);
2293 if (p_ptr->lev > 29)
2294 add_flag(flgs, TR_RES_FEAR);
2297 if (p_ptr->lev > 39)
2298 add_flag(flgs, TR_RES_FEAR);
2300 case CLASS_CHAOS_WARRIOR:
2301 if (p_ptr->lev > 29)
2302 add_flag(flgs, TR_RES_CHAOS);
2303 if (p_ptr->lev > 39)
2304 add_flag(flgs, TR_RES_FEAR);
2307 case CLASS_FORCETRAINER:
2308 if ((p_ptr->lev > 9) && !heavy_armor())
2309 add_flag(flgs, TR_SPEED);
2310 if ((p_ptr->lev>24) && !heavy_armor())
2311 add_flag(flgs, TR_FREE_ACT);
2315 add_flag(flgs, TR_SPEED);
2318 if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
2319 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
2320 add_flag(flgs, TR_SPEED);
2322 add_flag(flgs, TR_FREE_ACT);
2324 add_flag(flgs, TR_SLOW_DIGEST);
2325 add_flag(flgs, TR_RES_FEAR);
2326 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2327 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2328 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2330 case CLASS_MINDCRAFTER:
2332 add_flag(flgs, TR_RES_FEAR);
2333 if (p_ptr->lev > 19)
2334 add_flag(flgs, TR_SUST_WIS);
2335 if (p_ptr->lev > 29)
2336 add_flag(flgs, TR_RES_CONF);
2337 if (p_ptr->lev > 39)
2338 add_flag(flgs, TR_TELEPATHY);
2341 add_flag(flgs, TR_RES_SOUND);
2343 case CLASS_BERSERKER:
2344 add_flag(flgs, TR_SUST_STR);
2345 add_flag(flgs, TR_SUST_DEX);
2346 add_flag(flgs, TR_SUST_CON);
2347 add_flag(flgs, TR_REGEN);
2348 add_flag(flgs, TR_FREE_ACT);
2349 add_flag(flgs, TR_SPEED);
2350 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2352 case CLASS_MIRROR_MASTER:
2353 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2356 break; /* Do nothing */
2360 if (p_ptr->mimic_form)
2362 switch(p_ptr->mimic_form)
2365 add_flag(flgs, TR_HOLD_EXP);
2366 add_flag(flgs, TR_RES_CHAOS);
2367 add_flag(flgs, TR_RES_NETHER);
2368 add_flag(flgs, TR_RES_FIRE);
2369 add_flag(flgs, TR_SEE_INVIS);
2370 add_flag(flgs, TR_SPEED);
2372 case MIMIC_DEMON_LORD:
2373 add_flag(flgs, TR_HOLD_EXP);
2374 add_flag(flgs, TR_RES_CHAOS);
2375 add_flag(flgs, TR_RES_NETHER);
2376 add_flag(flgs, TR_RES_FIRE);
2377 add_flag(flgs, TR_RES_COLD);
2378 add_flag(flgs, TR_RES_ELEC);
2379 add_flag(flgs, TR_RES_ACID);
2380 add_flag(flgs, TR_RES_POIS);
2381 add_flag(flgs, TR_RES_CONF);
2382 add_flag(flgs, TR_RES_DISEN);
2383 add_flag(flgs, TR_RES_NEXUS);
2384 add_flag(flgs, TR_RES_FEAR);
2385 add_flag(flgs, TR_IM_FIRE);
2386 add_flag(flgs, TR_SH_FIRE);
2387 add_flag(flgs, TR_SEE_INVIS);
2388 add_flag(flgs, TR_TELEPATHY);
2389 add_flag(flgs, TR_LEVITATION);
2390 add_flag(flgs, TR_SPEED);
2393 add_flag(flgs, TR_HOLD_EXP);
2394 add_flag(flgs, TR_RES_DARK);
2395 add_flag(flgs, TR_RES_NETHER);
2396 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2397 add_flag(flgs, TR_RES_POIS);
2398 add_flag(flgs, TR_RES_COLD);
2399 add_flag(flgs, TR_SEE_INVIS);
2400 add_flag(flgs, TR_SPEED);
2406 switch (p_ptr->prace)
2409 add_flag(flgs, TR_RES_LITE);
2412 add_flag(flgs, TR_HOLD_EXP);
2415 add_flag(flgs, TR_FREE_ACT);
2418 add_flag(flgs, TR_RES_BLIND);
2421 add_flag(flgs, TR_RES_DARK);
2423 case RACE_HALF_TROLL:
2424 add_flag(flgs, TR_SUST_STR);
2425 if (p_ptr->lev > 14)
2427 add_flag(flgs, TR_REGEN);
2428 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2430 add_flag(flgs, TR_SLOW_DIGEST);
2432 * Let's not make Regeneration a disadvantage
2433 * for the poor warriors who can never learn
2434 * a spell that satisfies hunger (actually
2435 * neither can rogues, but half-trolls are not
2436 * supposed to play rogues)
2442 add_flag(flgs, TR_SUST_CON);
2443 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2446 add_flag(flgs, TR_RES_LITE);
2447 add_flag(flgs, TR_SEE_INVIS);
2449 case RACE_BARBARIAN:
2450 add_flag(flgs, TR_RES_FEAR);
2452 case RACE_HALF_OGRE:
2453 add_flag(flgs, TR_SUST_STR);
2454 add_flag(flgs, TR_RES_DARK);
2456 case RACE_HALF_GIANT:
2457 add_flag(flgs, TR_RES_SHARDS);
2458 add_flag(flgs, TR_SUST_STR);
2460 case RACE_HALF_TITAN:
2461 add_flag(flgs, TR_RES_CHAOS);
2464 add_flag(flgs, TR_RES_SOUND);
2467 add_flag(flgs, TR_RES_ACID);
2468 if (p_ptr->lev > 19)
2469 add_flag(flgs, TR_IM_ACID);
2472 add_flag(flgs, TR_RES_CONF);
2473 add_flag(flgs, TR_RES_ACID);
2475 add_flag(flgs, TR_SPEED);
2478 add_flag(flgs, TR_RES_POIS);
2481 add_flag(flgs, TR_RES_DISEN);
2482 add_flag(flgs, TR_RES_DARK);
2485 add_flag(flgs, TR_RES_DARK);
2486 if (p_ptr->lev > 19)
2487 add_flag(flgs, TR_SEE_INVIS);
2489 case RACE_DRACONIAN:
2490 add_flag(flgs, TR_LEVITATION);
2492 add_flag(flgs, TR_RES_FIRE);
2494 add_flag(flgs, TR_RES_COLD);
2495 if (p_ptr->lev > 14)
2496 add_flag(flgs, TR_RES_ACID);
2497 if (p_ptr->lev > 19)
2498 add_flag(flgs, TR_RES_ELEC);
2499 if (p_ptr->lev > 34)
2500 add_flag(flgs, TR_RES_POIS);
2502 case RACE_MIND_FLAYER:
2503 add_flag(flgs, TR_SUST_INT);
2504 add_flag(flgs, TR_SUST_WIS);
2505 if (p_ptr->lev > 14)
2506 add_flag(flgs, TR_SEE_INVIS);
2507 if (p_ptr->lev > 29)
2508 add_flag(flgs, TR_TELEPATHY);
2511 add_flag(flgs, TR_RES_FIRE);
2513 add_flag(flgs, TR_SEE_INVIS);
2516 add_flag(flgs, TR_SEE_INVIS);
2517 add_flag(flgs, TR_FREE_ACT);
2518 add_flag(flgs, TR_RES_POIS);
2519 add_flag(flgs, TR_SLOW_DIGEST);
2520 if (p_ptr->lev > 34)
2521 add_flag(flgs, TR_HOLD_EXP);
2524 add_flag(flgs, TR_SEE_INVIS);
2525 add_flag(flgs, TR_RES_SHARDS);
2526 add_flag(flgs, TR_HOLD_EXP);
2527 add_flag(flgs, TR_RES_POIS);
2529 add_flag(flgs, TR_RES_COLD);
2532 add_flag(flgs, TR_SEE_INVIS);
2533 add_flag(flgs, TR_HOLD_EXP);
2534 add_flag(flgs, TR_RES_NETHER);
2535 add_flag(flgs, TR_RES_POIS);
2536 add_flag(flgs, TR_SLOW_DIGEST);
2538 add_flag(flgs, TR_RES_COLD);
2541 add_flag(flgs, TR_HOLD_EXP);
2542 add_flag(flgs, TR_RES_DARK);
2543 add_flag(flgs, TR_RES_NETHER);
2544 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2545 add_flag(flgs, TR_RES_POIS);
2546 add_flag(flgs, TR_RES_COLD);
2549 add_flag(flgs, TR_LEVITATION);
2550 add_flag(flgs, TR_FREE_ACT);
2551 add_flag(flgs, TR_RES_COLD);
2552 add_flag(flgs, TR_SEE_INVIS);
2553 add_flag(flgs, TR_HOLD_EXP);
2554 add_flag(flgs, TR_RES_NETHER);
2555 add_flag(flgs, TR_RES_POIS);
2556 add_flag(flgs, TR_SLOW_DIGEST);
2558 if (p_ptr->lev > 34)
2559 add_flag(flgs, TR_TELEPATHY);
2562 add_flag(flgs, TR_RES_LITE);
2563 add_flag(flgs, TR_LEVITATION);
2565 add_flag(flgs, TR_SPEED);
2568 add_flag(flgs, TR_RES_SOUND);
2569 add_flag(flgs, TR_RES_CONF);
2572 add_flag(flgs, TR_LEVITATION);
2573 add_flag(flgs, TR_SEE_INVIS);
2576 add_flag(flgs, TR_RES_FIRE);
2577 add_flag(flgs, TR_RES_NETHER);
2578 add_flag(flgs, TR_HOLD_EXP);
2580 add_flag(flgs, TR_SEE_INVIS);
2583 add_flag(flgs, TR_SUST_CON);
2586 add_flag(flgs, TR_LEVITATION);
2589 add_flag(flgs, TR_RES_CONF);
2592 add_flag(flgs, TR_FREE_ACT);
2593 add_flag(flgs, TR_RES_POIS);
2594 add_flag(flgs, TR_SLOW_DIGEST);
2595 add_flag(flgs, TR_HOLD_EXP);
2605 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2607 remove_flag(flgs, TR_REGEN);
2610 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2611 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2612 (p_ptr->muta3 & MUT3_SHORT_LEG))
2614 add_flag(flgs, TR_SPEED);
2617 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2619 add_flag(flgs, TR_SH_ELEC);
2622 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2624 add_flag(flgs, TR_SH_FIRE);
2625 add_flag(flgs, TR_LITE_1);
2628 if (p_ptr->muta3 & MUT3_WINGS)
2630 add_flag(flgs, TR_LEVITATION);
2633 if (p_ptr->muta3 & MUT3_FEARLESS)
2635 add_flag(flgs, TR_RES_FEAR);
2638 if (p_ptr->muta3 & MUT3_REGEN)
2640 add_flag(flgs, TR_REGEN);
2643 if (p_ptr->muta3 & MUT3_ESP)
2645 add_flag(flgs, TR_TELEPATHY);
2648 if (p_ptr->muta3 & MUT3_MOTION)
2650 add_flag(flgs, TR_FREE_ACT);
2654 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2655 add_flag(flgs, TR_AGGRAVATE);
2656 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2657 add_flag(flgs, TR_RES_CONF);
2658 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2660 add_flag(flgs, TR_RES_BLIND);
2661 add_flag(flgs, TR_RES_CONF);
2662 add_flag(flgs, TR_HOLD_EXP);
2663 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2665 add_flag(flgs, TR_SPEED);
2667 if (p_ptr->special_defense & KATA_FUUJIN)
2668 add_flag(flgs, TR_REFLECT);
2669 if (p_ptr->special_defense & KAMAE_GENBU)
2670 add_flag(flgs, TR_REFLECT);
2671 if (p_ptr->special_defense & KAMAE_SUZAKU)
2672 add_flag(flgs, TR_LEVITATION);
2673 if (p_ptr->special_defense & KAMAE_SEIRYU)
2675 add_flag(flgs, TR_RES_FIRE);
2676 add_flag(flgs, TR_RES_COLD);
2677 add_flag(flgs, TR_RES_ACID);
2678 add_flag(flgs, TR_RES_ELEC);
2679 add_flag(flgs, TR_RES_POIS);
2680 add_flag(flgs, TR_LEVITATION);
2681 add_flag(flgs, TR_SH_FIRE);
2682 add_flag(flgs, TR_SH_ELEC);
2683 add_flag(flgs, TR_SH_COLD);
2685 if (p_ptr->special_defense & KATA_MUSOU)
2687 add_flag(flgs, TR_RES_FEAR);
2688 add_flag(flgs, TR_RES_LITE);
2689 add_flag(flgs, TR_RES_DARK);
2690 add_flag(flgs, TR_RES_BLIND);
2691 add_flag(flgs, TR_RES_CONF);
2692 add_flag(flgs, TR_RES_SOUND);
2693 add_flag(flgs, TR_RES_SHARDS);
2694 add_flag(flgs, TR_RES_NETHER);
2695 add_flag(flgs, TR_RES_NEXUS);
2696 add_flag(flgs, TR_RES_CHAOS);
2697 add_flag(flgs, TR_RES_DISEN);
2698 add_flag(flgs, TR_REFLECT);
2699 add_flag(flgs, TR_HOLD_EXP);
2700 add_flag(flgs, TR_FREE_ACT);
2701 add_flag(flgs, TR_SH_FIRE);
2702 add_flag(flgs, TR_SH_ELEC);
2703 add_flag(flgs, TR_SH_COLD);
2704 add_flag(flgs, TR_LEVITATION);
2705 add_flag(flgs, TR_LITE_1);
2706 add_flag(flgs, TR_SEE_INVIS);
2707 add_flag(flgs, TR_TELEPATHY);
2708 add_flag(flgs, TR_SLOW_DIGEST);
2709 add_flag(flgs, TR_REGEN);
2710 add_flag(flgs, TR_SUST_STR);
2711 add_flag(flgs, TR_SUST_INT);
2712 add_flag(flgs, TR_SUST_WIS);
2713 add_flag(flgs, TR_SUST_DEX);
2714 add_flag(flgs, TR_SUST_CON);
2715 add_flag(flgs, TR_SUST_CHR);
2720 * @brief プレイヤーの一時的魔法効果による耐性を返す
2721 * Prints ratings on certain abilities
2722 * @param flgs フラグを保管する配列
2725 * xtra1.c周りと多重実装になっているのを何とかする
2727 static void tim_player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2732 for (i = 0; i < TR_FLAG_SIZE; i++)
2735 if (IS_HERO() || p_ptr->shero)
2736 add_flag(flgs, TR_RES_FEAR);
2737 if (p_ptr->tim_invis)
2738 add_flag(flgs, TR_SEE_INVIS);
2739 if (p_ptr->tim_regen)
2740 add_flag(flgs, TR_REGEN);
2742 add_flag(flgs, TR_TELEPATHY);
2743 if (IS_FAST() || p_ptr->slow)
2744 add_flag(flgs, TR_SPEED);
2746 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(PRACE_IS_(p_ptr, RACE_YEEK) && (p_ptr->lev > 19)))
2747 add_flag(flgs, TR_RES_ACID);
2748 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2749 add_flag(flgs, TR_RES_ELEC);
2750 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2751 add_flag(flgs, TR_RES_FIRE);
2752 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2753 add_flag(flgs, TR_RES_COLD);
2754 if (IS_OPPOSE_POIS())
2755 add_flag(flgs, TR_RES_POIS);
2757 if (p_ptr->special_attack & ATTACK_ACID)
2758 add_flag(flgs, TR_BRAND_ACID);
2759 if (p_ptr->special_attack & ATTACK_ELEC)
2760 add_flag(flgs, TR_BRAND_ELEC);
2761 if (p_ptr->special_attack & ATTACK_FIRE)
2762 add_flag(flgs, TR_BRAND_FIRE);
2763 if (p_ptr->special_attack & ATTACK_COLD)
2764 add_flag(flgs, TR_BRAND_COLD);
2765 if (p_ptr->special_attack & ATTACK_POIS)
2766 add_flag(flgs, TR_BRAND_POIS);
2767 if (p_ptr->special_defense & DEFENSE_ACID)
2768 add_flag(flgs, TR_IM_ACID);
2769 if (p_ptr->special_defense & DEFENSE_ELEC)
2770 add_flag(flgs, TR_IM_ELEC);
2771 if (p_ptr->special_defense & DEFENSE_FIRE)
2772 add_flag(flgs, TR_IM_FIRE);
2773 if (p_ptr->special_defense & DEFENSE_COLD)
2774 add_flag(flgs, TR_IM_COLD);
2775 if (p_ptr->wraith_form)
2776 add_flag(flgs, TR_REFLECT);
2778 if (p_ptr->tim_reflect)
2779 add_flag(flgs, TR_REFLECT);
2781 if (p_ptr->magicdef)
2783 add_flag(flgs, TR_RES_BLIND);
2784 add_flag(flgs, TR_RES_CONF);
2785 add_flag(flgs, TR_REFLECT);
2786 add_flag(flgs, TR_FREE_ACT);
2787 add_flag(flgs, TR_LEVITATION);
2789 if (p_ptr->tim_res_nether)
2791 add_flag(flgs, TR_RES_NETHER);
2793 if (p_ptr->tim_sh_fire)
2795 add_flag(flgs, TR_SH_FIRE);
2799 add_flag(flgs, TR_RES_FEAR);
2800 add_flag(flgs, TR_RES_LITE);
2801 add_flag(flgs, TR_RES_DARK);
2802 add_flag(flgs, TR_RES_BLIND);
2803 add_flag(flgs, TR_RES_CONF);
2804 add_flag(flgs, TR_RES_SOUND);
2805 add_flag(flgs, TR_RES_SHARDS);
2806 add_flag(flgs, TR_RES_NETHER);
2807 add_flag(flgs, TR_RES_NEXUS);
2808 add_flag(flgs, TR_RES_CHAOS);
2809 add_flag(flgs, TR_RES_DISEN);
2810 add_flag(flgs, TR_REFLECT);
2811 add_flag(flgs, TR_HOLD_EXP);
2812 add_flag(flgs, TR_FREE_ACT);
2813 add_flag(flgs, TR_SH_FIRE);
2814 add_flag(flgs, TR_SH_ELEC);
2815 add_flag(flgs, TR_SH_COLD);
2816 add_flag(flgs, TR_LEVITATION);
2817 add_flag(flgs, TR_LITE_1);
2818 add_flag(flgs, TR_SEE_INVIS);
2819 add_flag(flgs, TR_TELEPATHY);
2820 add_flag(flgs, TR_SLOW_DIGEST);
2821 add_flag(flgs, TR_REGEN);
2822 add_flag(flgs, TR_SUST_STR);
2823 add_flag(flgs, TR_SUST_INT);
2824 add_flag(flgs, TR_SUST_WIS);
2825 add_flag(flgs, TR_SUST_DEX);
2826 add_flag(flgs, TR_SUST_CON);
2827 add_flag(flgs, TR_SUST_CHR);
2831 if (p_ptr->realm1 == REALM_HEX)
2833 if (hex_spelling(HEX_DEMON_AURA))
2835 add_flag(flgs, TR_SH_FIRE);
2836 add_flag(flgs, TR_REGEN);
2838 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2839 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2844 /* Mode flags for displaying player flags */
2845 #define DP_CURSE 0x01
2851 * @brief プレイヤーの装備一覧をシンボルで並べる
2853 * @param y 表示するコンソールの行
2854 * @param x 表示するコンソールの列
2858 void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2867 /* Weapon flags need only two column */
2868 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2869 else max_i = INVEN_TOTAL;
2871 /* Dump equippy chars */
2872 for (i = INVEN_RARM; i < max_i; i++)
2875 o_ptr = &p_ptr->inventory_list[i];
2877 a = object_attr(o_ptr);
2878 c = object_char(o_ptr);
2880 /* Clear the part of the screen */
2881 if (!equippy_chars || !o_ptr->k_idx)
2888 Term_putch(x + i - INVEN_RARM, y, a, c);
2894 * @brief プレイヤーの装備による免疫フラグを返す
2895 * @param flgs フラグを保管する配列
2898 * xtra1.c周りと多重実装になっているのを何とかする
2900 static void known_obj_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2905 for (i = 0; i < TR_FLAG_SIZE; i++)
2908 /* Check equipment */
2909 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2911 u32b o_flgs[TR_FLAG_SIZE];
2916 o_ptr = &p_ptr->inventory_list[i];
2918 if (!o_ptr->k_idx) continue;
2921 object_flags_known(o_ptr, o_flgs);
2923 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2924 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2925 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2926 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2931 * @brief プレイヤーの種族による免疫フラグを返す
2932 * @param flgs フラグを保管する配列
2935 * xtra1.c周りと多重実装になっているのを何とかする
2937 static void player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2942 for (i = 0; i < TR_FLAG_SIZE; i++)
2945 if (PRACE_IS_(p_ptr, RACE_SPECTRE))
2946 add_flag(flgs, TR_RES_NETHER);
2947 if (p_ptr->mimic_form == MIMIC_VAMPIRE || PRACE_IS_(p_ptr, RACE_VAMPIRE))
2948 add_flag(flgs, TR_RES_DARK);
2949 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2950 add_flag(flgs, TR_RES_FIRE);
2951 else if (PRACE_IS_(p_ptr, RACE_YEEK) && p_ptr->lev > 19)
2952 add_flag(flgs, TR_RES_ACID);
2956 * @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
2957 * @param flgs フラグを保管する配列
2960 * xtra1.c周りと多重実装になっているのを何とかする
2962 static void tim_player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2967 for (i = 0; i < TR_FLAG_SIZE; i++)
2970 if (p_ptr->special_defense & DEFENSE_ACID)
2971 add_flag(flgs, TR_RES_ACID);
2972 if (p_ptr->special_defense & DEFENSE_ELEC)
2973 add_flag(flgs, TR_RES_ELEC);
2974 if (p_ptr->special_defense & DEFENSE_FIRE)
2975 add_flag(flgs, TR_RES_FIRE);
2976 if (p_ptr->special_defense & DEFENSE_COLD)
2977 add_flag(flgs, TR_RES_COLD);
2978 if (p_ptr->wraith_form)
2979 add_flag(flgs, TR_RES_DARK);
2983 * @brief プレイヤーの種族による弱点フラグを返す
2984 * @param flgs フラグを保管する配列
2987 * xtra1.c周りと多重実装になっているのを何とかする
2989 static void player_vuln_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2994 for (i = 0; i < TR_FLAG_SIZE; i++)
2997 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2999 add_flag(flgs, TR_RES_ACID);
3000 add_flag(flgs, TR_RES_ELEC);
3001 add_flag(flgs, TR_RES_FIRE);
3002 add_flag(flgs, TR_RES_COLD);
3004 if (PRACE_IS_(p_ptr, RACE_ANDROID))
3005 add_flag(flgs, TR_RES_ELEC);
3006 if (PRACE_IS_(p_ptr, RACE_ENT))
3007 add_flag(flgs, TR_RES_FIRE);
3008 if (PRACE_IS_(p_ptr, RACE_VAMPIRE) || PRACE_IS_(p_ptr, RACE_S_FAIRY) ||
3009 (p_ptr->mimic_form == MIMIC_VAMPIRE))
3010 add_flag(flgs, TR_RES_LITE);
3015 * A struct for storing misc. flags
3018 BIT_FLAGS player_flags[TR_FLAG_SIZE];
3019 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
3020 BIT_FLAGS player_imm[TR_FLAG_SIZE];
3021 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
3022 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
3023 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
3028 * @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 /
3029 * Helper function, see below
3030 * @param row コンソール表示位置の左上行
3031 * @param col コンソール表示位置の左上列
3032 * @param header コンソール上で表示する特性名
3033 * @param flag1 参照する特性ID
3034 * @param f プレイヤーの特性情報構造体
3035 * @param mode 表示オプション
3038 static void display_flag_aux(TERM_LEN row, TERM_LEN col, concptr header,
3039 int flag1, all_player_flags *f, u16b mode)
3044 byte header_color = TERM_L_DARK;
3045 int header_col = col;
3047 if (have_flag(f->player_vuln, flag1) &&
3048 !(have_flag(f->known_obj_imm, flag1) ||
3049 have_flag(f->player_imm, flag1) ||
3050 have_flag(f->tim_player_imm, flag1)))
3054 col += strlen(header) + 1;
3056 /* Weapon flags need only two column */
3057 if (mode & DP_WP) max_i = INVEN_LARM + 1;
3058 else max_i = INVEN_TOTAL;
3060 /* Check equipment */
3061 for (i = INVEN_RARM; i < max_i; i++)
3063 BIT_FLAGS flgs[TR_FLAG_SIZE];
3067 o_ptr = &p_ptr->inventory_list[i];
3070 object_flags_known(o_ptr, flgs);
3073 if (!(mode & DP_IMM))
3074 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3077 if (mode & DP_CURSE)
3079 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3081 c_put_str(TERM_L_DARK, "+", row, col);
3082 header_color = TERM_WHITE;
3084 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3086 c_put_str(TERM_WHITE, "+", row, col);
3087 header_color = TERM_WHITE;
3089 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3091 c_put_str(TERM_WHITE, "*", row, col);
3092 header_color = TERM_WHITE;
3095 else if (flag1 == TR_LITE_1)
3097 if (HAVE_DARK_FLAG(flgs))
3099 c_put_str(TERM_L_DARK, "+", row, col);
3100 header_color = TERM_WHITE;
3102 else if (HAVE_LITE_FLAG(flgs))
3104 c_put_str(TERM_WHITE, "+", row, col);
3105 header_color = TERM_WHITE;
3110 if (have_flag(flgs, flag1))
3112 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3113 (mode & DP_IMM) ? "*" : "+", row, col);
3114 header_color = TERM_WHITE;
3122 /* Assume that player flag is already written */
3125 if (header_color != TERM_L_DARK)
3127 /* Overwrite Header Color */
3128 c_put_str(header_color, header, row, header_col);
3134 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3137 if (have_flag(f->player_flags, flag1))
3139 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3140 header_color = TERM_WHITE;
3143 /* Timed player flags */
3144 if (have_flag(f->tim_player_flags, flag1))
3146 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3147 header_color = TERM_WHITE;
3151 if (have_flag(f->tim_player_imm, flag1))
3153 c_put_str(TERM_YELLOW, "*", row, col);
3154 header_color = TERM_WHITE;
3156 if (have_flag(f->player_imm, flag1))
3158 c_put_str(TERM_WHITE, "*", row, col);
3159 header_color = TERM_WHITE;
3163 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3166 c_put_str(header_color, header, row, header_col);
3171 * @brief プレイヤーの特性フラグ一覧表示1 /
3172 * Special display, part 1
3175 static void display_player_flag_info(void)
3182 /* Extract flags and store */
3183 player_flags(f.player_flags);
3184 tim_player_flags(f.tim_player_flags);
3185 player_immunity(f.player_imm);
3186 tim_player_immunity(f.tim_player_imm);
3187 known_obj_immunity(f.known_obj_imm);
3188 player_vuln_flags(f.player_vuln);
3195 display_player_equippy(row-2, col+8, 0);
3196 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3199 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3200 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3201 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3202 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3203 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3204 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3205 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3206 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3207 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3208 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3209 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3210 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3211 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3212 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3214 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3215 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3216 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3217 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3218 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3219 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3220 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3221 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3222 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3223 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3224 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3225 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3226 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3227 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3236 display_player_equippy(row-2, col+8, 0);
3238 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3241 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3242 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3243 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3244 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3245 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3246 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3247 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3248 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3249 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3250 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3252 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3253 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3254 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3255 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3256 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3257 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3258 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3259 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3260 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3261 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3270 display_player_equippy(row-2, col+12, 0);
3272 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3275 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3276 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3277 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3278 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3279 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3280 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3281 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3282 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3283 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3284 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3286 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3287 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3288 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3289 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3290 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3291 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3292 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3293 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3294 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3295 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3302 * @brief プレイヤーの特性フラグ一覧表示2 /
3303 * Special display, part 2
3306 static void display_player_other_flag_info(void)
3313 /* Extract flags and store */
3314 player_flags(f.player_flags);
3315 tim_player_flags(f.tim_player_flags);
3316 player_immunity(f.player_imm);
3317 tim_player_immunity(f.tim_player_imm);
3318 known_obj_immunity(f.known_obj_imm);
3319 player_vuln_flags(f.player_vuln);
3326 display_player_equippy(row-2, col+12, DP_WP);
3328 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3331 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3332 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3333 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3334 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3335 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3336 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3337 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3338 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3339 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3340 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3341 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3342 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3343 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3344 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3345 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3346 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3347 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3348 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3349 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3350 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3351 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3352 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3353 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3354 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3355 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3356 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3357 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3358 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3360 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3361 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3362 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3363 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3364 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3365 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3366 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3367 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3368 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3369 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3370 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3371 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3372 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3373 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3374 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3375 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3376 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3377 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3378 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3379 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3380 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3381 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3382 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3383 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3384 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3385 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3386 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3387 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3396 display_player_equippy(row-2, col+13, 0);
3397 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3400 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3401 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3402 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3403 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3404 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3405 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3406 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3407 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3408 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3409 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3410 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3411 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3412 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3413 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3414 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3415 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3416 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3417 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3418 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3420 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3421 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3422 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3423 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3424 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3425 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3426 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3427 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3428 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3429 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3430 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3431 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3432 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3433 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3434 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3435 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3436 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3437 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3438 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3445 col = col + 12 + 17;
3447 display_player_equippy(row-2, col+14, 0);
3449 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3452 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3453 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3454 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3455 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3456 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3457 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3459 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3460 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3461 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3462 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3463 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3464 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3466 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3467 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3468 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3469 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3471 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3472 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3473 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3474 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3475 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3476 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3478 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3479 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3480 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3481 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3482 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3483 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3485 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3486 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3487 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3488 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3495 * @brief プレイヤーの特性フラグ一覧表示2a /
3496 * Special display, part 2a
3499 static void display_player_misc_info(void)
3504 /* Display basics */
3506 put_str("名前 :", 1, 26);
3507 put_str("性別 :", 3, 1);
3508 put_str("種族 :", 4, 1);
3509 put_str("職業 :", 5, 1);
3511 put_str("Name :", 1, 26);
3512 put_str("Sex :", 3, 1);
3513 put_str("Race :", 4, 1);
3514 put_str("Class :", 5, 1);
3517 strcpy(tmp,ap_ptr->title);
3524 strcat(tmp,p_ptr->name);
3526 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3527 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3528 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3529 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3531 /* Display extras */
3533 put_str("レベル:", 6, 1);
3534 put_str("HP :", 7, 1);
3535 put_str("MP :", 8, 1);
3537 put_str("Level :", 6, 1);
3538 put_str("Hits :", 7, 1);
3539 put_str("Mana :", 8, 1);
3543 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3544 c_put_str(TERM_L_BLUE, buf, 6, 9);
3545 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3546 c_put_str(TERM_L_BLUE, buf, 7, 9);
3547 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3548 c_put_str(TERM_L_BLUE, buf, 8, 9);
3553 * @brief プレイヤーの特性フラグ一覧表示2b /
3554 * Special display, part 2b
3558 * How to print out the modifications and sustains.
3559 * Positive mods with no sustain will be light green.
3560 * Positive mods with a sustain will be dark green.
3561 * Sustains (with no modification) will be a dark green 's'.
3562 * Negative mods (from a curse) will be red.
3563 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3564 * No mod, no sustain, will be a slate '.'
3567 static void display_player_stat_info(void)
3574 BIT_FLAGS flgs[TR_FLAG_SIZE];
3588 /* Print out the labels for the columns */
3589 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col+1);
3590 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col+7);
3591 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col+13);
3592 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col+28);
3593 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col+35);
3595 /* Display the stats */
3596 for (i = 0; i < A_MAX; i++)
3600 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3601 else r_adj = rp_ptr->r_adj[i];
3603 /* Calculate equipment adjustment */
3606 /* Icky formula to deal with the 18 barrier */
3607 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] > 18))
3608 e_adj = (p_ptr->stat_top[i] - p_ptr->stat_max[i]) / 10;
3609 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3610 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3611 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3612 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3614 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3615 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3617 if (PRACE_IS_(p_ptr, RACE_ENT))
3623 if (p_ptr->lev > 25) r_adj++;
3624 if (p_ptr->lev > 40) r_adj++;
3625 if (p_ptr->lev > 45) r_adj++;
3628 if (p_ptr->lev > 25) r_adj--;
3629 if (p_ptr->lev > 40) r_adj--;
3630 if (p_ptr->lev > 45) r_adj--;
3636 e_adj -= cp_ptr->c_adj[i];
3637 e_adj -= ap_ptr->a_adj[i];
3639 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3640 /* Reduced name of stat */
3641 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3643 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3646 /* Internal "natural" max value. Maxes at 18/100 */
3647 /* This is useful to see if you are maxed out */
3648 cnv_stat(p_ptr->stat_max[i], buf);
3649 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3651 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3653 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3655 /* Race, class, and equipment modifiers */
3656 (void)sprintf(buf, "%3d", r_adj);
3657 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3658 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3659 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3660 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3661 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3662 (void)sprintf(buf, "%3d", (int)e_adj);
3663 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3665 /* Actual maximal modified value */
3666 cnv_stat(p_ptr->stat_top[i], buf);
3667 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3669 /* Only display stat_use if not maximal */
3670 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3672 cnv_stat(p_ptr->stat_use[i], buf);
3673 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3678 col = stat_col + 41;
3680 /* Header and Footer */
3681 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3682 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3684 /* Process equipment */
3685 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3687 o_ptr = &p_ptr->inventory_list[i];
3689 /* Acquire "known" flags */
3690 object_flags_known(o_ptr, flgs);
3692 /* Initialize color based of sign of pval. */
3693 for (stat = 0; stat < A_MAX; stat++)
3700 if (have_flag(flgs, stat))
3706 if (o_ptr->pval > 0)
3712 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3715 if (have_flag(flgs, stat + TR_SUST_STR))
3717 /* Dark green for sustained stats */
3722 if (o_ptr->pval < 0)
3728 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3733 else if (have_flag(flgs, stat + TR_SUST_STR))
3735 /* Dark green "s" */
3740 /* Dump proper character */
3741 Term_putch(col, row + stat+1, a, c);
3752 for (stat = 0; stat < A_MAX; stat++)
3759 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3765 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3766 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3767 if (p_ptr->tsuyoshi) dummy += 4;
3769 else if (stat == A_WIS || stat == A_INT)
3771 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3772 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3774 else if (stat == A_DEX)
3776 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3777 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3778 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3780 else if (stat == A_CON)
3782 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3783 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3784 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3785 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3786 if (p_ptr->tsuyoshi) dummy += 4;
3788 else if (stat == A_CHR)
3790 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3791 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3792 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3793 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3794 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3795 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3811 if (dummy < 10) c = '0' + dummy;
3821 if (dummy > -10) c = '0' - dummy;
3828 if (have_flag(flgs, stat + TR_SUST_STR))
3830 /* Dark green "s" */
3837 Term_putch(col, row + stat+1, a, c);
3843 * @brief プレイヤーのステータス表示メイン処理
3844 * Display the character on the screen (various modes)
3845 * @param mode 表示モードID
3849 * The top one and bottom two lines are left blank.
3850 * Mode 0 = standard display with skills
3851 * Mode 1 = standard display with history
3852 * Mode 2 = summary of various things
3853 * Mode 3 = summary of various things (part 2)
3854 * Mode 4 = mutations
3857 void display_player(int mode)
3863 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3872 if ((mode == 0) || (mode == 1))
3874 /* Name, Sex, Race, Class */
3876 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", p_ptr->name);
3878 sprintf(tmp, "%s %s", ap_ptr->title, p_ptr->name);
3881 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3882 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3883 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3884 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3889 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3891 strcpy(tmp, realm_names[p_ptr->realm1]);
3892 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3895 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3896 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3898 /* Age, Height, Weight, Social */
3899 /* 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 */
3901 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3902 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3903 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3904 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3906 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3907 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3908 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3909 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3911 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3914 /* Display the stats */
3915 for (i = 0; i < A_MAX; i++)
3917 /* Special treatment of "injured" stats */
3918 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3922 /* Use lowercase stat name */
3923 put_str(stat_names_reduced[i], 3 + i, 53);
3925 /* Get the current stat */
3926 value = p_ptr->stat_use[i];
3928 /* Obtain the current stat (modified) */
3929 cnv_stat(value, buf);
3931 /* Display the current stat (modified) */
3932 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3934 /* Acquire the max stat */
3935 value = p_ptr->stat_top[i];
3937 /* Obtain the maximum stat (modified) */
3938 cnv_stat(value, buf);
3940 /* Display the maximum stat (modified) */
3941 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3944 /* Normal treatment of "normal" stats */
3947 /* Assume uppercase stat name */
3948 put_str(stat_names[i], 3 + i, 53);
3950 /* Obtain the current stat (modified) */
3951 cnv_stat(p_ptr->stat_use[i], buf);
3953 /* Display the current stat (modified) */
3954 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3957 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3959 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3963 /* Display "history" info */
3967 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3969 for (i = 0; i < 4; i++)
3971 put_str(p_ptr->history[i], i + 12, 10);
3978 if (p_ptr->total_winner)
3981 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3983 sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3986 else if (!current_floor_ptr->dun_level)
3989 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3991 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3994 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3996 /* Get the quest text */
3997 /* Bewere that INIT_ASSIGN resets the cur_num. */
3998 init_flags = INIT_NAME_ONLY;
4000 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
4003 sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[p_ptr->inside_quest].name, p_ptr->died_from);
4005 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
4011 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), (int)current_floor_ptr->dun_level, p_ptr->died_from);
4013 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, current_floor_ptr->dun_level, map_name());
4017 else if (current_world_ptr->character_dungeon)
4019 if (!current_floor_ptr->dun_level)
4021 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
4023 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
4025 /* Clear the text */
4026 /* Must be done before doing INIT_SHOW_TEXT */
4027 for (i = 0; i < 10; i++)
4029 quest_text[i][0] = '\0';
4031 quest_text_line = 0;
4033 /* Get the quest text */
4034 init_flags = INIT_NAME_ONLY;
4036 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
4038 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[p_ptr->inside_quest].name);
4043 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)current_floor_ptr->dun_level);
4045 sprintf(statmsg, "...Now, you are exploring level %d of %s.", current_floor_ptr->dun_level, map_name());
4052 char temp[64*2], *t;
4053 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4055 for(i=0 ; i<2 ; i++)
4061 put_str(t, i + 5 + 12, 10);
4069 /* Display "various" info */
4072 display_player_middle();
4073 display_player_various();
4080 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4083 display_player_misc_info();
4084 display_player_stat_info();
4085 display_player_flag_info();
4091 display_player_other_flag_info();
4096 do_cmd_knowledge_mutations();
4101 * @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
4102 * @param fff ファイルポインタ
4105 static void dump_aux_display_player(FILE *fff)
4114 /* Dump part of the screen */
4115 for (y = 1; y < 22; y++)
4118 for (x = 0; x < 79; x++)
4120 /* Get the attr/char */
4121 (void)(Term_what(x, y, &a, &c));
4127 /* End the string */
4130 /* Kill trailing spaces */
4131 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4134 fprintf(fff, _("%s\n", "%s\n"), buf);
4137 /* Display history */
4140 /* Dump part of the screen */
4141 for (y = 10; y < 19; y++)
4144 for (x = 0; x < 79; x++)
4146 /* Get the attr/char */
4147 (void)(Term_what(x, y, &a, &c));
4153 /* End the string */
4156 /* Kill trailing spaces */
4157 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4160 fprintf(fff, "%s\n", buf);
4165 /* Display flags (part 1) */
4168 /* Dump part of the screen */
4169 for (y = 2; y < 22; y++)
4172 for (x = 0; x < 79; x++)
4174 /* Get the attr/char */
4175 (void)(Term_what(x, y, &a, &c));
4177 /* Dump it (Ignore equippy tile graphic) */
4184 /* End the string */
4187 /* Kill trailing spaces */
4188 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4191 fprintf(fff, "%s\n", buf);
4196 /* Display flags (part 2) */
4199 /* Dump part of the screen */
4200 for (y = 1; y < 22; y++)
4203 for (x = 0; x < 79; x++)
4205 /* Get the attr/char */
4206 (void)(Term_what(x, y, &a, &c));
4208 /* Dump it (Ignore equippy tile graphic) */
4215 /* End the string */
4218 /* Kill trailing spaces */
4219 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4222 fprintf(fff, "%s\n", buf);
4230 * @brief プレイヤーのペット情報をファイルにダンプする
4231 * @param fff ファイルポインタ
4234 static void dump_aux_pet(FILE *fff)
4238 bool pet_settings = FALSE;
4239 GAME_TEXT pet_name[MAX_NLEN];
4241 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
4243 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
4245 if (!monster_is_valid(m_ptr)) continue;
4246 if (!is_pet(m_ptr)) continue;
4247 pet_settings = TRUE;
4248 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4251 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4254 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4255 fprintf(fff, "%s\n", pet_name);
4260 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4262 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4263 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4265 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4266 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4268 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4269 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4271 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4272 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4274 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4275 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4277 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"),
4278 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4286 * @brief プレイヤーの職業能力情報をファイルにダンプする
4287 * @param fff ファイルポインタ
4290 static void dump_aux_class_special(FILE *fff)
4292 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4299 int spellnum[MAX_MONSPELLS];
4300 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4305 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4307 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4312 set_rf_masks(&f4, &f5, &f6, j);
4315 case MONSPELL_TYPE_BOLT:
4316 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4319 case MONSPELL_TYPE_BALL:
4320 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4323 case MONSPELL_TYPE_BREATH:
4324 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4327 case MONSPELL_TYPE_SUMMON:
4328 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4331 case MONSPELL_TYPE_OTHER:
4332 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4336 for (i = 0, num = 0; i < 32; i++)
4338 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4342 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4346 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4351 strcat(p[col], " ");
4353 for (i = 0; i < num; i++)
4355 if (p_ptr->magic_num2[spellnum[i]])
4358 /* Dump blue magic */
4359 l1 = strlen(p[col]);
4360 l2 = strlen(monster_powers_short[spellnum[i]]);
4361 if ((l1 + l2) >= 75)
4363 strcat(p[col], "\n");
4365 strcat(p[col], " ");
4367 strcat(p[col], monster_powers_short[spellnum[i]]);
4368 strcat(p[col], ", ");
4374 strcat(p[col], _("なし", "None"));
4378 if (p[col][strlen(p[col])-2] == ',')
4380 p[col][strlen(p[col])-2] = '\0';
4384 p[col][strlen(p[col])-10] = '\0';
4388 strcat(p[col], "\n");
4391 for (i=0;i<=col;i++)
4396 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4398 char s[EATER_EXT][MAX_NLEN];
4399 OBJECT_TYPE_VALUE tval = 0;
4401 KIND_OBJECT_IDX k_idx;
4402 OBJECT_SUBTYPE_VALUE i;
4405 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4407 for (ext = 0; ext < 3; ext++)
4411 /* Dump an extent name */
4416 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4420 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4424 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4428 /* Get magic device names that were eaten */
4429 for (i = 0; i < EATER_EXT; i++)
4431 int idx = EATER_EXT * ext + i;
4433 magic_num = p_ptr->magic_num2[idx];
4434 if (!magic_num) continue;
4436 k_idx = lookup_kind(tval, i);
4437 if (!k_idx) continue;
4438 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4442 /* Dump magic devices in this extent */
4445 for (i = 0; i < eat_num; i++)
4448 if (i % 3 < 2) fputs(" ", fff);
4449 else fputs("\n", fff);
4452 if (i % 3 > 0) fputs("\n", fff);
4454 else /* Not found */
4456 fputs(_(" (なし)\n", " (none)\n"), fff);
4460 else if (p_ptr->pclass == CLASS_SMITH)
4462 int i, id[250], n = 0, row;
4464 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4465 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4466 "Essence Num Essence Num Essence Num "));
4467 for (i = 0; essence_name[i]; i++)
4469 if (!essence_name[i][0]) continue;
4476 for (i = 0; i < row; i++)
4479 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4480 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4481 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4491 * @brief クエスト情報をファイルにダンプする
4492 * @param fff ファイルポインタ
4495 static void dump_aux_quest(FILE *fff)
4498 QUEST_IDX *quest_num;
4501 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4503 /* Allocate Memory */
4504 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4506 /* Sort by compete level */
4507 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4508 ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
4510 /* Dump Quest Information */
4512 do_cmd_knowledge_quests_completed(fff, quest_num);
4514 do_cmd_knowledge_quests_failed(fff, quest_num);
4518 C_KILL(quest_num, max_q_idx, QUEST_IDX);
4523 * @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
4524 * @param fff ファイルポインタ
4527 static void dump_aux_last_message(FILE *fff)
4531 if (!p_ptr->total_winner)
4535 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4536 for (i = MIN(message_num(), 30); i >= 0; i--)
4538 fprintf(fff,"> %s\n",message_str((s16b)i));
4543 /* Hack -- *Winning* message */
4544 else if (p_ptr->last_message)
4546 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4547 fprintf(fff," %s\n", p_ptr->last_message);
4554 * @brief 帰還場所情報をファイルにダンプする
4555 * @param fff ファイルポインタ
4558 static void dump_aux_recall(FILE *fff)
4561 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4563 for (y = 1; y < max_d_idx; y++)
4567 if (!d_info[y].maxdepth) continue;
4568 if (!max_dlv[y]) continue;
4569 if (d_info[y].final_guardian)
4571 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4573 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4575 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4576 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4582 * @brief オプション情報をファイルにダンプする
4583 * @param fff ファイルポインタ
4586 static void dump_aux_options(FILE *fff)
4588 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4591 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4594 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4596 if (ironman_small_levels)
4597 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4598 else if (always_small_levels)
4599 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4600 else if (small_levels)
4601 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4603 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4607 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4609 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4613 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4615 if (ironman_downward)
4616 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4619 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4621 if (ironman_nightmare)
4622 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4625 if (ironman_empty_levels)
4626 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4627 else if (empty_levels)
4628 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4630 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4635 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"));
4642 * @brief 闘技場の情報をファイルにダンプする
4643 * @param fff ファイルポインタ
4646 static void dump_aux_arena(FILE *fff)
4648 if (lite_town || vanilla_town) return;
4650 if (p_ptr->arena_number < 0)
4652 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4654 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4659 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4660 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4662 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4663 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4664 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4668 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4670 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4672 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4674 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4679 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4681 fprintf(fff, "\n Arena: %2d Victor%s\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number), (p_ptr->arena_number > 1) ? "ies" : "y");
4690 * @brief 撃破モンスターの情報をファイルにダンプする
4691 * @param fff ファイルポインタ
4694 static void dump_aux_monsters(FILE *fff)
4696 /* Monsters slain */
4699 long uniq_total = 0;
4700 long norm_total = 0;
4703 /* Sort by monster level */
4706 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4708 /* Allocate the "who" array */
4709 C_MAKE(who, max_r_idx, MONRACE_IDX);
4711 /* Count monster kills */
4712 for (k = 1; k < max_r_idx; k++)
4714 monster_race *r_ptr = &r_info[k];
4716 /* Ignore unused index */
4717 if (!r_ptr->name) continue;
4719 if (r_ptr->flags1 & RF1_UNIQUE)
4721 bool dead = (r_ptr->max_num == 0);
4726 /* Add a unique monster to the list */
4727 who[uniq_total++] = k;
4732 if (r_ptr->r_pkills > 0)
4734 norm_total += r_ptr->r_pkills;
4740 /* No monsters is defeated */
4743 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4746 /* Defeated more than one normal monsters */
4747 else if (uniq_total == 0)
4750 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4752 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4756 /* Defeated more than one unique monsters */
4757 else /* if (uniq_total > 0) */
4760 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);
4762 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"));
4765 /* Sort the array by dungeon depth of monsters */
4766 ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
4767 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));
4770 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4772 monster_race *r_ptr = &r_info[who[k]];
4773 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4778 /* Free the "who" array */
4779 C_KILL(who, max_r_idx, s16b);
4784 * @brief 元種族情報をファイルにダンプする
4785 * @param fff ファイルポインタ
4788 static void dump_aux_race_history(FILE *fff)
4790 if (p_ptr->old_race1 || p_ptr->old_race2)
4794 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[p_ptr->start_race].title);
4795 for (i = 0; i < MAX_RACES; i++)
4797 if (p_ptr->start_race == i) continue;
4800 if (!(p_ptr->old_race1 & 1L << i)) continue;
4804 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4806 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4815 * @brief 元魔法領域情報をファイルにダンプする
4816 * @param fff ファイルポインタ
4819 static void dump_aux_realm_history(FILE *fff)
4821 if (p_ptr->old_realm)
4826 for (i = 0; i < MAX_MAGIC; i++)
4828 if (!(p_ptr->old_realm & 1L << i)) continue;
4829 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]);
4837 * @brief 徳の情報をファイルにダンプする
4838 * @param fff ファイルポインタ
4841 static void dump_aux_virtues(FILE *fff)
4845 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4847 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4848 (2 * p_ptr->hitdie +
4849 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4852 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4853 else fprintf(fff, "現在の体力ランク : ???\n\n");
4854 fprintf(fff, "能力の最大値\n");
4856 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4857 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4858 fprintf(fff, "Limits of maximum stats\n");
4860 for (v_nr = 0; v_nr < A_MAX; v_nr++)
4862 if ((p_ptr->knowledge & KNOW_STAT) || p_ptr->stat_max[v_nr] == p_ptr->stat_max_max[v_nr]) fprintf(fff, "%s 18/%d\n", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
4863 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4866 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment());
4873 * @brief 突然変異の情報をファイルにダンプする
4874 * @param fff ファイルポインタ
4877 static void dump_aux_mutations(FILE *fff)
4879 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4881 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4882 dump_mutations(fff);
4888 * @brief 所持品の情報をファイルにダンプする
4889 * @param fff ファイルポインタ
4892 static void dump_aux_equipment_inventory(FILE *fff)
4895 GAME_TEXT o_name[MAX_NLEN];
4897 /* Dump the equipment */
4898 if (p_ptr->equip_cnt)
4900 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4901 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4903 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4904 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4905 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4907 fprintf(fff, "%c) %s\n",
4908 index_to_label(i), o_name);
4910 fprintf(fff, "\n\n");
4913 /* Dump the p_ptr->inventory_list */
4914 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4916 for (i = 0; i < INVEN_PACK; i++)
4918 /* Don't dump the empty slots */
4919 if (!p_ptr->inventory_list[i].k_idx) break;
4921 /* Dump the p_ptr->inventory_list slots */
4922 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4923 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4926 /* Add an empty line */
4927 fprintf(fff, "\n\n");
4932 * @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
4933 * @param fff ファイルポインタ
4936 static void dump_aux_home_museum(FILE *fff)
4938 GAME_TEXT o_name[MAX_NLEN];
4941 /* Do we need it?? */
4942 /* process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x); */
4944 /* Print the home */
4945 st_ptr = &town_info[1].store[STORE_HOME];
4947 /* Home -- if anything there */
4948 if (st_ptr->stock_num)
4953 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4955 /* Dump all available items */
4956 for (i = 0; i < st_ptr->stock_num; i++)
4959 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4960 object_desc(o_name, &st_ptr->stock[i], 0);
4961 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4964 /* Add an empty line */
4965 fprintf(fff, "\n\n");
4969 /* Print the home */
4970 st_ptr = &town_info[1].store[STORE_MUSEUM];
4972 /* Home -- if anything there */
4973 if (st_ptr->stock_num)
4978 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4980 /* Dump all available items */
4981 for (i = 0; i < st_ptr->stock_num; i++)
4984 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4985 object_desc(o_name, &st_ptr->stock[i], 0);
4986 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4988 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4989 object_desc(o_name, &st_ptr->stock[i], 0);
4990 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4995 /* Add an empty line */
4996 fprintf(fff, "\n\n");
5002 * @brief ダンプ出力のメインルーチン
5003 * Output the character dump to a file
5004 * @param fff ファイルポインタ
5007 errr make_character_dump(FILE *fff)
5010 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
5011 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
5013 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
5014 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
5019 dump_aux_display_player(fff);
5020 dump_aux_last_message(fff);
5021 dump_aux_options(fff);
5022 dump_aux_recall(fff);
5023 dump_aux_quest(fff);
5024 dump_aux_arena(fff);
5025 dump_aux_monsters(fff);
5026 dump_aux_virtues(fff);
5027 dump_aux_race_history(fff);
5028 dump_aux_realm_history(fff);
5029 dump_aux_class_special(fff);
5030 dump_aux_mutations(fff);
5033 dump_aux_equipment_inventory(fff);
5034 dump_aux_home_museum(fff);
5036 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
5041 * @brief プレイヤーステータスをファイルダンプ出力する
5042 * Hack -- Dump a character description file
5043 * @param name 出力ファイル名
5046 * Allow the "full" flag to dump additional info,
5047 * and trigger its usage from various places in the code.
5049 errr file_character(concptr name)
5055 /* Build the filename */
5056 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5058 /* File type is "TEXT" */
5059 FILE_TYPE(FILE_TYPE_TEXT);
5061 /* Check for existing file */
5062 fd = fd_open(buf, O_RDONLY);
5071 (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);
5074 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5077 /* Open the non-existing file */
5078 if (fd < 0) fff = my_fopen(buf, "w");
5083 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);
5091 (void)make_character_dump(fff);
5095 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."));
5104 * @brief ファイル内容の一行をコンソールに出力する
5105 * Display single line of on-line help file
5106 * @param str 出力する文字列
5112 * You can insert some special color tag to change text color.
5114 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5115 * A colored segment is between "[[[[y|" and the last "|".
5116 * You can use any single character in place of the "|".
5119 static void show_file_aux_line(concptr str, int cy, concptr shower)
5121 static const char tag_str[] = "[[[[";
5122 byte color = TERM_WHITE;
5130 /* Make a lower case version of str for searching */
5135 /* Initial cursor position */
5136 Term_gotoxy(cx, cy);
5138 for (i = 0; str[i];)
5140 int len = strlen(&str[i]);
5141 int showercol = len + 1;
5142 int bracketcol = len + 1;
5146 /* Search for a shower string in the line */
5149 ptr = my_strstr(&lcstr[i], shower);
5150 if (ptr) showercol = ptr - &lcstr[i];
5153 /* Search for a color segment tag */
5154 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5155 if (ptr) bracketcol = ptr - &str[i];
5157 /* A color tag is found */
5158 if (bracketcol < endcol) endcol = bracketcol;
5160 /* The shower string is found before the color tag */
5161 if (showercol < endcol) endcol = showercol;
5163 /* Print a segment of the line */
5164 Term_addstr(endcol, color, &str[i]);
5168 /* Shower string? */
5169 if (endcol == showercol)
5171 int showerlen = strlen(shower);
5173 /* Print the shower string in yellow */
5174 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5179 /* Colored segment? */
5180 else if (endcol == bracketcol)
5184 /* Found the end of colored segment */
5187 /* Now looking for an another tag_str */
5190 /* Set back to the default color */
5195 /* Found a tag_str, and get a tag color */
5196 i += sizeof(tag_str)-1;
5199 color = color_char_to_attr(str[i]);
5201 /* Illegal color tag */
5202 if (color == 255 || str[i+1] == '\0')
5204 /* Illegal color tag */
5207 /* Print the broken tag as a string */
5208 Term_addstr(-1, TERM_WHITE, tag_str);
5209 cx += sizeof(tag_str)-1;
5213 /* Skip the color tag */
5216 /* Now looking for a close tag */
5219 /* Skip the close-tag-indicator */
5225 } /* for (i = 0; str[i];) */
5227 /* Clear rest of line */
5228 Term_erase(cx, cy, 255);
5233 * @brief ファイル内容をコンソールに出力する
5234 * Recursive file perusal.
5235 * @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
5236 * @param name ファイル名の文字列
5237 * @param what 内容キャプションの文字列
5238 * @param line 表示の現在行
5243 * Process various special text in the input file, including
5244 * the "menu" structures used by the "help file" system.
5245 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5248 bool show_file(bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
5252 /* Number of "real" lines passed by */
5255 /* Number of "real" lines in the file */
5258 /* Backup value for "line" */
5261 /* This screen has sub-screens */
5264 /* Current help file */
5267 /* Find this string (if any) */
5268 concptr find = NULL;
5270 /* Jump to this tag */
5273 /* Hold strings to find/show */
5274 char finder_str[81];
5275 char shower_str[81];
5278 /* String to show */
5279 concptr shower = NULL;
5282 char filename[1024];
5284 /* Describe this thing */
5290 /* General buffer */
5293 /* Sub-menu information */
5296 bool reverse = (line < 0);
5300 Term_get_size(&wid, &hgt);
5304 strcpy(finder_str, "");
5307 strcpy(shower_str, "");
5310 strcpy(caption, "");
5312 /* Wipe the hooks */
5313 for (i = 0; i < 68; i++)
5318 /* Copy the filename */
5319 strcpy(filename, name);
5321 n = strlen(filename);
5323 /* Extract the tag from the filename */
5324 for (i = 0; i < n; i++)
5326 if (filename[i] == '#')
5329 tag = filename + i + 1;
5334 /* Redirect the name */
5341 strcpy(caption, what);
5343 /* Access the "file" */
5347 fff = my_fopen(path, "r");
5350 /* Look in "help" */
5354 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5356 /* Build the filename */
5357 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5360 fff = my_fopen(path, "r");
5363 /* Look in "info" */
5367 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5369 /* Build the filename */
5370 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5373 fff = my_fopen(path, "r");
5376 /* Look in "info" */
5379 /* Build the filename */
5380 path_build(path, sizeof(path), ANGBAND_DIR, name);
5382 for (i = 0; path[i]; i++)
5383 if ('\\' == path[i])
5384 path[i] = PATH_SEP[0];
5387 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5390 fff = my_fopen(path, "r");
5395 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5402 /* Pre-Parse the file */
5407 /* Read a line or stop */
5408 if (my_fgets(fff, buf, sizeof(buf))) break;
5410 /* XXX Parse "menu" items */
5411 if (prefix(str, "***** "))
5413 /* Notice "menu" requests */
5414 if ((str[6] == '[') && isalpha(str[7]))
5416 /* Extract the menu item */
5417 int k = str[7] - 'A';
5419 /* This is a menu file */
5422 if ((str[8] == ']') && (str[9] == ' '))
5424 /* Extract the menu item */
5425 strncpy(hook[k], str + 10, 31);
5427 /* Make sure it's null-terminated */
5431 /* Notice "tag" requests */
5432 else if (str[6] == '<')
5434 size_t len = strlen(str);
5436 if (str[len - 1] == '>')
5438 str[len - 1] = '\0';
5439 if (tag && streq(str + 7, tag)) line = next;
5447 /* Count the "real" lines */
5451 /* Save the number of "real" lines */
5454 /* start from bottom when reverse mode */
5455 if (line == -1) line = ((size-1)/rows)*rows;
5458 /* Display the file */
5461 /* Restart when necessary */
5462 if (line >= size - rows) line = size - rows;
5463 if (line < 0) line = 0;
5465 /* Re-open the file if needed */
5470 /* Hack -- Re-Open the file */
5471 fff = my_fopen(path, "r");
5473 if (!fff) return (FALSE);
5475 /* File has been restarted */
5479 /* Goto the selected line */
5483 if (my_fgets(fff, buf, sizeof(buf))) break;
5485 /* Skip tags/links */
5486 if (prefix(buf, "***** ")) continue;
5488 /* Count the lines */
5492 /* Dump the next 20, or rows, lines of the file */
5493 for (i = 0; i < rows; )
5497 /* Hack -- track the "first" line */
5498 if (!i) line = next;
5500 /* Get a line of the file or stop */
5501 if (my_fgets(fff, buf, sizeof(buf))) break;
5503 /* Hack -- skip "special" lines */
5504 if (prefix(buf, "***** ")) continue;
5506 /* Count the "real" lines */
5509 /* Hack -- keep searching */
5514 /* Make a lower case version of str for searching */
5515 strcpy(lc_buf, str);
5516 str_tolower(lc_buf);
5518 if (!my_strstr(lc_buf, find)) continue;
5521 /* Hack -- stop searching */
5525 show_file_aux_line(str, i + 2, shower);
5527 /* Count the printed lines */
5533 /* Clear rest of line */
5534 Term_erase(0, i + 2, 255);
5539 /* Hack -- failed search */
5549 /* Show a general "title" */
5552 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5553 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5554 caption, line, size), 0, 0);
5558 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5559 caption, line, size), 0, 0);
5562 /* Prompt -- small files */
5566 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5569 /* Prompt -- large files */
5574 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5576 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5578 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5582 /* Get a special key code */
5583 skey = inkey_special(TRUE);
5587 /* Show the help for the help */
5589 /* Hack - prevent silly recursion */
5590 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5591 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5594 /* Hack -- try showing */
5597 prt(_("強調: ", "Show: "), hgt - 1, 0);
5599 strcpy(back_str, shower_str);
5600 if (askfor(shower_str, 80))
5604 /* Make it lowercase */
5605 str_tolower(shower_str);
5608 shower = shower_str;
5610 else shower = NULL; /* Stop showing */
5612 else strcpy(shower_str, back_str);
5615 /* Hack -- try finding */
5619 prt(_("検索: ", "Find: "), hgt - 1, 0);
5621 strcpy(back_str, finder_str);
5622 if (askfor(finder_str, 80))
5631 /* Make finder lowercase */
5632 str_tolower(finder_str);
5635 shower = finder_str;
5637 else shower = NULL; /* Stop showing */
5639 else strcpy(finder_str, back_str);
5642 /* Hack -- go to a specific line */
5646 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5649 if (askfor(tmp, 80)) line = atoi(tmp);
5653 /* Hack -- go to the top line */
5658 /* Hack -- go to the bottom line */
5660 line = ((size - 1) / rows) * rows;
5663 /* Hack -- go to a specific file */
5667 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5668 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5670 if (askfor(tmp, 80))
5672 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5677 /* Allow backing up */
5679 line = line + (reverse ? rows : -rows);
5680 if (line < 0) line = 0;
5686 if (line < 0) line = 0;
5689 /* Advance a single line */
5692 line = line + (reverse ? -1 : 1);
5693 if (line < 0) line = 0;
5696 /* Move up / down */
5700 if (line < 0) line = 0;
5708 /* Advance one page */
5710 line = line + (reverse ? -rows : rows);
5711 if (line < 0) line = 0;
5720 /* Recurse on numbers */
5725 if (!(skey & SKEY_MASK) && isalpha(skey))
5728 if ((key > -1) && hook[key][0])
5730 /* Recurse on that file */
5731 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5736 /* Hack, dump to file */
5745 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5748 /* Build the filename */
5749 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5751 /* Hack -- Re-Open the file */
5752 fff = my_fopen(path, "r");
5754 ffp = my_fopen(buff, "w");
5758 msg_print(_("ファイルを開けません。", "Failed to open file."));
5763 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5764 my_fputs(ffp, xtmp, 80);
5765 my_fputs(ffp, "\n", 80);
5767 while (!my_fgets(fff, buff, sizeof(buff)))
5768 my_fputs(ffp, buff, 80);
5772 /* Hack -- Re-Open the file */
5773 fff = my_fopen(path, "r");
5776 /* Return to last screen */
5777 if ((skey == ESCAPE) || (skey == '<')) break;
5779 /* Exit on the ^q */
5780 if (skey == KTRL('q')) skey = 'q';
5782 /* Exit on the q key */
5783 if (skey == 'q') break;
5788 if (skey == 'q') return (FALSE);
5796 * @brief ヘルプを表示するコマンドのメインルーチン
5797 * Peruse the On-Line-Help
5801 void do_cmd_help(void)
5805 /* Peruse the main help file */
5806 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5812 * @brief プレイヤーの名前をチェックして修正する
5813 * Process the player name.
5814 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5817 * Extract a clean "base name".
5818 * Build the savefile name if needed.
5820 void process_player_name(bool sf)
5823 char old_player_base[32] = "";
5825 if (current_world_ptr->character_generated) strcpy(old_player_base, p_ptr->base_name);
5827 /* Cannot be too long */
5828 #if defined(MACINTOSH) || defined(ACORN)
5829 if (strlen(p_ptr->name) > 15)
5832 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5836 /* Cannot contain "icky" characters */
5837 for (i = 0; p_ptr->name[i]; i++)
5839 /* No control characters */
5841 if (iskanji(p_ptr->name[i])){i++;continue;}
5842 if (iscntrl( (unsigned char)p_ptr->name[i]))
5844 if (iscntrl(p_ptr->name[i]))
5848 /* Illegal characters */
5849 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!"), p_ptr->name);
5856 /* Extract "useful" letters */
5857 for (i = 0; p_ptr->name[i]; i++)
5860 unsigned char c = p_ptr->name[i];
5862 char c = p_ptr->name[i];
5866 /* Convert "dot" to "underscore" */
5867 if (c == '.') c = '_';
5869 /* Accept all the letters */
5870 p_ptr->base_name[k++] = c;
5875 /* Extract "useful" letters */
5876 for (i = 0; p_ptr->name[i]; i++)
5879 unsigned char c = p_ptr->name[i];
5881 char c = p_ptr->name[i];
5884 /* Accept some letters */
5887 if(k + 2 >= sizeof(p_ptr->base_name) || !p_ptr->name[i+1]) break;
5888 p_ptr->base_name[k++] = c;
5890 p_ptr->base_name[k++] = p_ptr->name[i];
5893 else if (iskana(c)) p_ptr->base_name[k++] = c;
5897 /* Convert path separator to underscore */
5898 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5899 p_ptr->base_name[k++] = '_';
5900 i += strlen(PATH_SEP);
5902 /* Convert some characters to underscore */
5903 #if defined(WINDOWS)
5904 else if (my_strchr("\"*,/:;<>?\\|", c)) p_ptr->base_name[k++] = '_';
5906 else if (isprint(c)) p_ptr->base_name[k++] = c;
5912 p_ptr->base_name[k] = '\0';
5914 /* Require a "base" name */
5915 if (!p_ptr->base_name[0]) strcpy(p_ptr->base_name, "PLAYER");
5918 #ifdef SAVEFILE_MUTABLE
5924 if (!savefile_base[0] && savefile[0])
5931 t = my_strstr(s, PATH_SEP);
5936 strcpy(savefile_base, s);
5939 if (!savefile_base[0] || !savefile[0])
5942 /* Change the savefile name */
5947 strcpy(savefile_base, p_ptr->base_name);
5949 #ifdef SAVEFILE_USE_UID
5950 /* Rename the savefile, using the p_ptr->player_uid and p_ptr->base_name */
5951 (void)sprintf(temp, "%d.%s", p_ptr->player_uid, p_ptr->base_name);
5953 /* Rename the savefile, using the p_ptr->base_name */
5954 (void)sprintf(temp, "%s", p_ptr->base_name);
5957 /* Build the filename */
5958 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5961 /* Load an autopick preference file */
5962 if (current_world_ptr->character_generated)
5964 if (!streq(old_player_base, p_ptr->base_name)) autopick_load_pref(FALSE);
5970 * @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
5971 * Gets a name for the character, reacting to name changes.
5975 * Assumes that "display_player(0)" has just been called
5976 * Perhaps we should NOT ask for a name (at "birth()") on
5977 * Unix machines? XXX XXX
5978 * What a horrible name for a global function.
5985 /* Save the player name */
5986 strcpy(tmp, p_ptr->name);
5988 /* Prompt for a new name */
5989 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))
5992 strcpy(p_ptr->name, tmp);
5995 if (0 == strlen(p_ptr->name))
5997 /* Use default name */
5998 strcpy(p_ptr->name, "PLAYER");
6001 strcpy(tmp,ap_ptr->title);
6008 strcat(tmp,p_ptr->name);
6010 /* Re-Draw the name (in light blue) */
6011 Term_erase(34, 1, 255);
6012 c_put_str(TERM_L_BLUE, tmp, 1, 34);
6014 /* Erase the prompt, etc */
6021 * @brief セーブするコマンドのメインルーチン
6023 * @param is_autosave オートセーブ中の処理ならばTRUE
6027 void do_cmd_save_game(int is_autosave)
6029 /* Autosaves do not disturb */
6032 msg_print(_("自動セーブ中", "Autosaving the game..."));
6036 disturb(TRUE, TRUE);
6039 /* Clear messages */
6043 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
6047 /* The player is not dead */
6048 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
6050 /* Forbid suspend */
6051 signals_ignore_tstp();
6053 /* Save the player */
6056 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6059 /* Save failed (oops) */
6062 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6065 /* Allow suspend again */
6066 signals_handle_tstp();
6070 /* Note that the player is not dead */
6071 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6073 /* HACK -- don't get sanity blast on updating view */
6074 current_world_ptr->is_loading_now = FALSE;
6076 update_creature(p_ptr);
6078 /* Initialize monster process */
6081 /* HACK -- reset the hackish flag */
6082 current_world_ptr->is_loading_now = TRUE;
6087 * @brief セーブ後にゲーム中断フラグを立てる/
6088 * Save the game and exit
6092 void do_cmd_save_and_exit(void)
6094 p_ptr->playing = FALSE;
6095 p_ptr->leaving = TRUE;
6096 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6100 #define GRAVE_LINE_WIDTH 31
6103 * @brief 墓石の真ん中に文字列を書き込む /
6104 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6108 static void center_string(char *buf, concptr str)
6115 /* Necessary border */
6116 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6119 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6126 * Save a "bones" file for a dead character
6129 * Note that we will not use these files until Angband 2.8.0, and
6130 * then we will only use the name and level on which death occured.
6131 * Should probably attempt some form of locking...
6134 static void make_bones(void)
6141 /* Ignore wizards and borgs */
6142 if (!(p_ptr->noscore & 0x00FF))
6144 /* Ignore people who die in town */
6145 if (current_floor_ptr->dun_level)
6150 sprintf(tmp, "bone.%03d", current_floor_ptr->dun_level);
6152 /* Build the filename */
6153 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6155 /* Attempt to open the bones file */
6156 fp = my_fopen(str, "r");
6158 /* Close it right away */
6159 if (fp) my_fclose(fp);
6161 /* Do not over-write a previous ghost */
6164 /* File type is "TEXT" */
6165 FILE_TYPE(FILE_TYPE_TEXT);
6167 /* Grab permissions */
6170 /* Try to write a new "Bones File" */
6171 fp = my_fopen(str, "w");
6173 /* Drop permissions */
6176 /* Not allowed to write it? Weird. */
6180 fprintf(fp, "%s\n", p_ptr->name);
6181 fprintf(fp, "%d\n", p_ptr->mhp);
6182 fprintf(fp, "%d\n", p_ptr->prace);
6183 fprintf(fp, "%d\n", p_ptr->pclass);
6185 /* Close and save the Bones file */
6194 * Redefinable "print_tombstone" action
6196 bool (*tombstone_aux)(void) = NULL;
6200 * @brief 墓石のアスキーアート表示 /
6201 * Display a "tomb-stone"
6204 void print_tomb(void)
6208 /* Do we use a special tombstone ? */
6211 /* Use tombstone hook */
6212 done = (*tombstone_aux)();
6215 /* Print the text-tombstone */
6224 time_t ct = time((time_t)0);
6230 /* Build the filename */
6231 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6233 /* Open the News file */
6234 fp = my_fopen(buf, "r");
6241 /* Dump the file to the screen */
6242 while (0 == my_fgets(fp, buf, sizeof(buf)))
6244 /* Display and advance */
6245 put_str(buf, i++, 0);
6253 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6266 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6269 center_string(buf, p_ptr->name);
6270 put_str(buf, 6, 11);
6273 center_string(buf, "the");
6274 put_str(buf, 7, 11);
6277 center_string(buf, p);
6278 put_str(buf, 8, 11);
6280 center_string(buf, cp_ptr->title);
6281 put_str(buf, 10, 11);
6283 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6284 center_string(buf, tmp);
6285 put_str(buf, 11, 11);
6287 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6288 center_string(buf, tmp);
6289 put_str(buf, 12, 11);
6291 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6292 center_string(buf, tmp);
6293 put_str(buf, 13, 11);
6296 /* 墓に刻む言葉をオリジナルより細かく表示 */
6297 if (streq(p_ptr->died_from, "途中終了"))
6299 strcpy(tmp, "<自殺>");
6301 else if (streq(p_ptr->died_from, "ripe"))
6303 strcpy(tmp, "引退後に天寿を全う");
6305 else if (streq(p_ptr->died_from, "Seppuku"))
6307 strcpy(tmp, "勝利の後、切腹");
6311 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6312 t = tmp + strlen(tmp) + 1;
6315 strcpy(dummy, t); /* 2nd line */
6316 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6318 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6321 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6324 char *name_head = my_strstr(tmp, "『");
6325 sprintf(dummy2, "%s%s", name_head, dummy);
6326 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6328 strcpy(dummy, dummy2);
6332 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6335 char *name_head = my_strstr(tmp, "「");
6336 sprintf(dummy2, "%s%s", name_head, dummy);
6337 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6339 strcpy(dummy, dummy2);
6343 center_string(buf, dummy);
6344 put_str(buf, 15, 11);
6348 center_string(buf, tmp);
6349 put_str(buf, 14, 11);
6351 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6353 if (current_floor_ptr->dun_level == 0)
6355 concptr field_name = p_ptr->town_num ? "街" : "荒野";
6356 if (streq(p_ptr->died_from, "途中終了"))
6358 sprintf(tmp, "%sで死んだ", field_name);
6362 sprintf(tmp, "に%sで殺された", field_name);
6367 if (streq(p_ptr->died_from, "途中終了"))
6369 sprintf(tmp, "地下 %d 階で死んだ", (int)current_floor_ptr->dun_level);
6373 sprintf(tmp, "に地下 %d 階で殺された", (int)current_floor_ptr->dun_level);
6376 center_string(buf, tmp);
6377 put_str(buf, 15 + extra_line, 11);
6380 (void)sprintf(tmp, "Killed on Level %d", current_floor_ptr->dun_level);
6381 center_string(buf, tmp);
6382 put_str(buf, 14, 11);
6384 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6385 center_string(buf, tmp);
6386 put_str(buf, 15, 11);
6387 t = tmp + strlen(tmp) + 1;
6390 strcpy(dummy, t); /* 2nd line */
6391 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6393 int dummy_len = strlen(dummy);
6394 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6396 center_string(buf, dummy);
6397 put_str(buf, 16, 11);
6401 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6402 center_string(buf, tmp);
6403 put_str(buf, 17, 11);
6404 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6410 * @brief 死亡、引退時の簡易ステータス表示 /
6411 * Display some character info
6414 void show_info(void)
6420 /* Hack -- Know everything in the inven/equip */
6421 for (i = 0; i < INVEN_TOTAL; i++)
6423 o_ptr = &p_ptr->inventory_list[i];
6424 if (!o_ptr->k_idx) continue;
6426 /* Aware and Known */
6427 object_aware(o_ptr);
6428 object_known(o_ptr);
6431 for (i = 1; i < max_towns; i++)
6433 st_ptr = &town_info[i].store[STORE_HOME];
6435 /* Hack -- Know everything in the home */
6436 for (j = 0; j < st_ptr->stock_num; j++)
6438 o_ptr = &st_ptr->stock[j];
6439 if (!o_ptr->k_idx) continue;
6441 /* Aware and Known */
6442 object_aware(o_ptr);
6443 object_known(o_ptr);
6447 /* Hack -- Recalculate bonuses */
6448 p_ptr->update |= (PU_BONUS);
6451 /* Flush all input keys */
6457 /* Describe options */
6458 prt(_("キャラクターの記録をファイルに書き出すことができます。", "You may now dump a character record to one or more files."), 21, 0);
6459 prt(_("リターンキーでキャラクターを見ます。ESCで中断します。", "Then, hit RETURN to see the character, or ESC to abort."), 22, 0);
6461 /* Dump character records as requested */
6467 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6470 strcpy(out_val, "");
6472 /* Ask for filename (or abort) */
6473 if (!askfor(out_val, 60)) return;
6475 /* Return means "show on screen" */
6476 if (!out_val[0]) break;
6479 /* Dump a character file */
6480 (void)file_character(out_val);
6487 /* Prompt for p_ptr->inventory_list */
6488 prt(_("何かキーを押すとさらに情報が続きます (ESCで中断): ", "Hit any key to see more information (ESC to abort): "), 23, 0);
6490 /* Allow abort at this point */
6491 if (inkey() == ESCAPE) return;
6494 /* Show equipment and p_ptr->inventory_list */
6496 /* Equipment -- if any */
6497 if (p_ptr->equip_cnt)
6500 (void)show_equip(0, USE_FULL, 0);
6501 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6503 if (inkey() == ESCAPE) return;
6506 /* Inventory -- if any */
6507 if (p_ptr->inven_cnt)
6510 (void)show_inven(0, USE_FULL, 0);
6511 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6513 if (inkey() == ESCAPE) return;
6516 /* Homes in the different towns */
6517 for (l = 1; l < max_towns; l++)
6519 st_ptr = &town_info[l].store[STORE_HOME];
6521 /* Home -- if anything there */
6522 if (st_ptr->stock_num)
6524 /* Display contents of the home */
6525 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6530 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6532 GAME_TEXT o_name[MAX_NLEN];
6536 o_ptr = &st_ptr->stock[i];
6538 /* Print header, clear line */
6539 sprintf(tmp_val, "%c) ", I2A(j));
6540 prt(tmp_val, j+2, 4);
6542 /* Display object description */
6543 object_desc(o_name, o_ptr, 0);
6544 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6548 prt(format(_("我が家に置いてあったアイテム ( %d ページ): -続く-", "Your home contains (page %d): -more-"), k+1), 0, 0);
6551 if (inkey() == ESCAPE) return;
6559 * @brief 異常発生時のゲーム緊急終了処理 /
6560 * Handle abrupt death of the visual system
6564 * This routine is called only in very rare situations, and only
6565 * by certain visual systems, when they experience fatal errors.
6566 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6567 * save file so that player can see tombstone when restart.
6570 void exit_game_panic(void)
6572 /* If nothing important has happened, just quit */
6573 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(_("緊急事態", "panic"));
6575 /* Mega-Hack -- see "msg_print()" */
6578 /* Clear the top line */
6581 /* Hack -- current_world_ptr->game_turn off some things */
6582 disturb(TRUE, TRUE);
6584 /* Mega-Hack -- Delay death */
6585 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6587 /* Hardcode panic save */
6588 p_ptr->panic_save = 1;
6590 /* Forbid suspend */
6591 signals_ignore_tstp();
6593 /* Indicate panic save */
6594 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6596 /* Panic save, or get worried */
6597 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6599 /* Successful panic save */
6600 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6605 * @brief ファイルからランダムに行を一つ取得する /
6606 * Get a random line from a file
6607 * @param file_name ファイル名
6608 * @param entry 特定条件時のN:タグヘッダID
6609 * @param output 出力先の文字列参照ポインタ
6613 * Based on the monster speech patch by Matt Graham,
6616 errr get_rnd_line(concptr file_name, int entry, char *output)
6624 /* Build the filename */
6625 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6628 fp = my_fopen(buf, "r");
6633 /* Find the entry of the monster */
6636 /* Get a line from the file */
6637 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6639 /* Count the lines */
6642 /* Look for lines starting with 'N:' */
6643 if ((buf[0] == 'N') && (buf[1] == ':'))
6645 /* Allow default lines */
6651 else if (buf[2] == 'M')
6653 if (r_info[entry].flags1 & RF1_MALE) break;
6655 else if (buf[2] == 'F')
6657 if (r_info[entry].flags1 & RF1_FEMALE) break;
6659 /* Get the monster number */
6660 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6662 /* Is it the right number? */
6663 if (test == entry) break;
6667 /* Error while converting the number */
6668 msg_format("Error in line %d of %s!", line_num, file_name);
6676 /* Reached end of file */
6682 /* Get the random line */
6683 for (counter = 0; ; counter++)
6687 test = my_fgets(fp, buf, sizeof(buf));
6689 /* Count the lines */
6690 /* line_num++; No more needed */
6694 /* Ignore lines starting with 'N:' */
6695 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6697 if (buf[0] != '#') break;
6706 if (one_in_(counter + 1)) strcpy(output, buf);
6711 return counter ? 0 : -1;
6717 * @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) /
6718 * @param file_name ファイル名
6719 * @param entry 特定条件時のN:タグヘッダID
6720 * @param output 出力先の文字列参照ポインタ
6725 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
6730 for (i = 0; i < count; i++)
6732 result = get_rnd_line(file_name, entry, output);
6735 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
6743 * @brief 自動拾いファイルを読み込む /
6747 errr process_autopick_file(concptr name)
6753 /* Build the filename */
6754 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6756 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
6762 * @brief プレイヤーの生い立ちファイルを読み込む /
6763 * Process file for player's history editor.
6768 errr process_histpref_file(concptr name)
6772 bool old_character_xtra = current_world_ptr->character_xtra;
6774 /* Build the filename */
6775 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6777 /* Hack -- prevent modification birth options in this file */
6778 current_world_ptr->character_xtra = TRUE;
6780 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
6782 current_world_ptr->character_xtra = old_character_xtra;
6787 * @brief ファイル位置をシーク /
6788 * @param fd ファイルディスクリプタ
6789 * @param where ファイルバイト位置
6790 * @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
6794 static errr counts_seek(int fd, u32b where, bool flag)
6797 char temp1[128], temp2[128];
6798 u32b zero_header[3] = {0L, 0L, 0L};
6801 #ifdef SAVEFILE_USE_UID
6802 (void)sprintf(temp1, "%d.%s.%d%d%d", p_ptr->player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6804 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6806 for (i = 0; temp1[i]; i++)
6807 temp1[i] ^= (i+1) * 63;
6812 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
6814 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
6819 fd_seek(fd, seekpoint);
6820 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
6821 fd_write(fd, (char*)(temp1), sizeof(temp1));
6825 if (strcmp(temp1, temp2) == 0)
6828 seekpoint += 128 + 3 * sizeof(u32b);
6831 return fd_seek(fd, seekpoint + where * sizeof(u32b));
6835 * @brief ファイル位置を読み込む
6836 * @param where ファイルバイト位置
6840 u32b counts_read(int where)
6846 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6847 fd = fd_open(buf, O_RDONLY);
6849 if (counts_seek(fd, where, FALSE) ||
6850 fd_read(fd, (char*)(&count), sizeof(u32b)))
6859 * @brief ファイル位置に書き込む /
6860 * @param where ファイルバイト位置
6861 * @param count 書き込む値
6865 errr counts_write(int where, u32b count)
6871 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6873 /* Grab permissions */
6876 fd = fd_open(buf, O_RDWR);
6878 /* Drop permissions */
6883 /* File type is "DATA" */
6884 FILE_TYPE(FILE_TYPE_DATA);
6886 /* Grab permissions */
6889 /* Create a new high score file */
6890 fd = fd_make(buf, 0644);
6892 /* Drop permissions */
6896 /* Grab permissions */
6899 err = fd_lock(fd, F_WRLCK);
6901 /* Drop permissions */
6906 counts_seek(fd, where, TRUE);
6907 fd_write(fd, (char*)(&count), sizeof(u32b));
6909 /* Grab permissions */
6912 err = fd_lock(fd, F_UNLCK);
6914 /* Drop permissions */
6925 #ifdef HANDLE_SIGNALS
6932 * @brief OSからのシグナルを受けてサスペンド状態に入る /
6933 * Handle signals -- suspend
6934 * @param sig 受け取ったシグナル
6936 * Actually suspend the game, and then resume cleanly
6938 static void handle_signal_suspend(int sig)
6940 /* Disable handler */
6941 (void)signal(sig, SIG_IGN);
6948 /* Suspend the "Term" */
6949 Term_xtra(TERM_XTRA_ALIVE, 0);
6951 /* Suspend ourself */
6952 (void)kill(0, SIGSTOP);
6954 /* Resume the "Term" */
6955 Term_xtra(TERM_XTRA_ALIVE, 1);
6957 /* Redraw the term */
6960 /* Flush the term */
6965 /* Restore handler */
6966 (void)signal(sig, handle_signal_suspend);
6971 * @brief OSからのシグナルを受けて中断、終了する /
6972 * Handle signals -- simple (interrupt and quit)
6973 * @param sig 受け取ったシグナル
6976 * This function was causing a *huge* number of problems, so it has
6977 * been simplified greatly. We keep a global variable which counts
6978 * the number of times the user attempts to kill the process, and
6979 * we commit suicide if the user does this a certain number of times.
6980 * We attempt to give "feedback" to the user as he approaches the
6981 * suicide thresh-hold, but without penalizing accidental keypresses.
6982 * To prevent messy accidents, we should reset this global variable
6983 * whenever the user enters a keypress, or something like that.
6986 static void handle_signal_simple(int sig)
6988 /* Disable handler */
6989 (void)signal(sig, SIG_IGN);
6992 /* Nothing to save, just quit */
6993 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(NULL);
6996 /* Count the signals */
7000 /* Terminate dead characters */
7003 /* Mark the savefile */
7004 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
7014 quit(_("強制終了", "interrupt"));
7017 /* Allow suicide (after 5) */
7018 else if (signal_count >= 5)
7020 /* Cause of "death" */
7021 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
7028 p_ptr->playing = FALSE;
7031 p_ptr->is_dead = TRUE;
7032 p_ptr->leaving = TRUE;
7038 quit(_("強制終了", "interrupt"));
7041 /* Give warning (after 4) */
7042 else if (signal_count >= 4)
7045 Term_xtra(TERM_XTRA_NOISE, 0);
7047 /* Clear the top line */
7048 Term_erase(0, 0, 255);
7050 /* Display the cause */
7051 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7056 /* Give warning (after 2) */
7057 else if (signal_count >= 2)
7060 Term_xtra(TERM_XTRA_NOISE, 0);
7063 /* Restore handler */
7064 (void)signal(sig, handle_signal_simple);
7069 * @brief OSからのシグナルを受けて強制終了する /
7070 * Handle signal -- abort, kill, etc
7071 * @param sig 受け取ったシグナル
7075 * This function was causing a *huge* number of problems, so it has
7076 * been simplified greatly. We keep a global variable which counts
7077 * the number of times the user attempts to kill the process, and
7078 * we commit suicide if the user does this a certain number of times.
7079 * We attempt to give "feedback" to the user as he approaches the
7080 * suicide thresh-hold, but without penalizing accidental keypresses.
7081 * To prevent messy accidents, we should reset this global variable
7082 * whenever the user enters a keypress, or something like that.
7085 static void handle_signal_abort(int sig)
7089 Term_get_size(&wid, &hgt);
7091 /* Disable handler */
7092 (void)signal(sig, SIG_IGN);
7095 /* Nothing to save, just quit */
7096 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(NULL);
7103 /* Clear the bottom line */
7104 Term_erase(0, hgt - 1, 255);
7106 /* Give a warning */
7107 Term_putstr(0, hgt - 1, -1, TERM_RED,
7108 _("恐ろしいソフトのバグが飛びかかってきた!", "A gruesome software bug LEAPS out at you!"));
7111 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7113 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7119 p_ptr->panic_save = 1;
7122 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7124 /* Forbid suspend */
7125 signals_ignore_tstp();
7127 /* Attempt to save */
7130 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7136 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7143 quit(_("ソフトのバグ", "software bug"));
7147 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7148 * Ignore SIGTSTP signals (keyboard suspend)
7152 void signals_ignore_tstp(void)
7156 (void)signal(SIGTSTP, SIG_IGN);
7162 * @brief OSからのSIGTSTPシグナルハンドラ /
7163 * Handle SIGTSTP signals (keyboard suspend)
7167 void signals_handle_tstp(void)
7171 (void)signal(SIGTSTP, handle_signal_suspend);
7178 * @brief OSからのシグナルハンドルを初期化する /
7179 * Prepare to handle the relevant signals
7183 void signals_init(void)
7187 (void)signal(SIGHUP, SIG_IGN);
7192 (void)signal(SIGTSTP, handle_signal_suspend);
7197 (void)signal(SIGINT, handle_signal_simple);
7201 (void)signal(SIGQUIT, handle_signal_simple);
7206 (void)signal(SIGFPE, handle_signal_abort);
7210 (void)signal(SIGILL, handle_signal_abort);
7214 (void)signal(SIGTRAP, handle_signal_abort);
7218 (void)signal(SIGIOT, handle_signal_abort);
7222 (void)signal(SIGKILL, handle_signal_abort);
7226 (void)signal(SIGBUS, handle_signal_abort);
7230 (void)signal(SIGSEGV, handle_signal_abort);
7234 (void)signal(SIGTERM, handle_signal_abort);
7238 (void)signal(SIGPIPE, handle_signal_abort);
7242 (void)signal(SIGEMT, handle_signal_abort);
7246 (void)signal(SIGDANGER, handle_signal_abort);
7250 (void)signal(SIGSYS, handle_signal_abort);
7254 (void)signal(SIGXCPU, handle_signal_abort);
7258 (void)signal(SIGPWR, handle_signal_abort);
7264 #else /* HANDLE_SIGNALS */
7271 void signals_ignore_tstp(void)
7279 void signals_handle_tstp(void)
7287 void signals_init(void)
7290 #endif /* HANDLE_SIGNALS */