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[hengband/hengband.git] / src / files.c
1 /*!
2  * @file files.c
3  * @brief ファイル入出力管理 / Purpose: code dealing with files (and death)
4  * @date 2014/01/28
5  * @author
6  * <pre>
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
12  * </pre>
13  */
14
15 #include "angband.h"
16 #include "term.h"
17 #include "signal-handlers.h"
18 #include "view/display-util.h"
19 #include "view/status-first-page.h"
20 #include "uid-checker.h"
21 #include "util.h"
22 #include "files.h"
23 #include "core.h"
24
25 #include "birth.h"
26 #include "files.h"
27
28 #include "bldg.h"
29
30 #include "cmd-magiceat.h"
31 #include "cmd-dump.h"
32 #include "world.h"
33 #include "player-inventory.h"
34 #include "player-move.h"
35 #include "player-skill.h"
36 #include "player-personality.h"
37 #include "player-sex.h"
38 #include "player-effects.h"
39 #include "sort.h"
40 #include "mutation.h"
41 #include "quest.h"
42 #include "store.h"
43 #include "avatar.h"
44 #include "shoot.h"
45 #include "patron.h"
46 #include "monster-status.h"
47 #include "object-flavor.h"
48 #include "object-hook.h"
49 #include "realm-hex.h"
50 #include "cmd-pet.h"
51 #include "view-mainwindow.h"
52 #include "floor-town.h"
53 #include "dungeon-file.h"
54 #include "init.h"
55 #include "monster-spell.h"
56 #include "dungeon.h"
57 #include "objectkind.h"
58 #include "autopick.h"
59 #include "save.h"
60 #include "realm-song.h"
61
62 #define PREF_TYPE_NORMAL   0
63 #define PREF_TYPE_AUTOPICK 1
64 #define PREF_TYPE_HISTPREF 2
65
66  /* Mode flags for displaying player flags */
67 #define DP_CURSE   0x01
68 #define DP_IMM     0x02
69 #define DP_WP      0x08
70
71 concptr ANGBAND_DIR; //!< Path name: The main "lib" directory This variable is not actually used anywhere in the code
72 concptr ANGBAND_DIR_APEX; //!< High score files (binary) These files may be portable between platforms
73 concptr ANGBAND_DIR_BONE; //!< Bone files for player ghosts (ascii) These files are portable between platforms
74 concptr ANGBAND_DIR_DATA; //!< Binary image files for the "*_info" arrays (binary) These files are not portable between platforms
75 concptr ANGBAND_DIR_EDIT; //!< Textual template files for the "*_info" arrays (ascii) These files are portable between platforms
76 concptr ANGBAND_DIR_SCRIPT; //!< Script files These files are portable between platforms.
77 concptr ANGBAND_DIR_HELP; //!< Help files (normal) for the online help (ascii) These files are portable between platforms
78 concptr ANGBAND_DIR_INFO; //!< Help files (spoilers) for the online help (ascii) These files are portable between platforms
79 concptr ANGBAND_DIR_PREF; //!< Default user "preference" files (ascii) These files are rarely portable between platforms
80 concptr ANGBAND_DIR_SAVE; //!< Savefiles for current characters (binary)
81 concptr ANGBAND_DIR_USER; //!< User "preference" files (ascii) These files are rarely portable between platforms
82 concptr ANGBAND_DIR_XTRA; //!< Various extra files (binary) These files are rarely portable between platforms
83
84 /*
85  * Buffer to hold the current savefile name
86  * 'savefile' holds full path name. 'savefile_base' holds only base name.
87  */
88 char savefile[1024];
89 char savefile_base[40];
90
91 /*!
92  * @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
93  * @param buf データテキストの参照ポインタ
94  * @param num トークンの数
95  * @param tokens トークンを保管する文字列参照ポインタ配列
96  * @param mode オプション
97  * @return 解釈した文字列数
98  * @details
99  * <pre>
100  * This function uses "colon" and "slash" as the delimeter characters.
101  * We never extract more than "num" tokens.  The "last" token may include
102  * "delimeter" characters, allowing the buffer to include a "string" token.
103  * We save pointers to the tokens in "tokens", and return the number found.
104  * Hack -- Attempt to handle the 'c' character formalism
105  * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
106  * Hack -- We will always extract at least one token
107  * </pre>
108  */
109 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
110 {
111         s16b i = 0;
112         char *s = buf;
113         while (i < num - 1)
114         {
115                 char *t;
116                 for (t = s; *t; t++)
117                 {
118                         /* Found a delimiter */
119                         if ((*t == ':') || (*t == '/')) break;
120
121                         /* Handle single quotes */
122                         if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
123                         {
124                                 /* Advance */
125                                 t++;
126
127                                 /* Handle backslash */
128                                 if (*t == '\\') t++;
129
130                                 /* Require a character */
131                                 if (!*t) break;
132
133                                 /* Advance */
134                                 t++;
135
136                                 /* Hack -- Require a close quote */
137                                 if (*t != '\'') *t = '\'';
138                         }
139
140                         /* Handle back-slash */
141                         if (*t == '\\') t++;
142                 }
143
144                 if (!*t) break;
145                 *t++ = '\0';
146                 tokens[i++] = s;
147                 s = t;
148         }
149
150         tokens[i++] = s;
151         return i;
152 }
153
154 /* A number with a name */
155 typedef struct named_num named_num;
156
157 struct named_num
158 {
159         concptr name;           /* The name of this thing */
160         int num;                        /* A number associated with it */
161 };
162
163 /* Index of spell type names */
164 static named_num gf_desc[] =
165 {
166         {"GF_ELEC",                             GF_ELEC                         },
167         {"GF_POIS",                             GF_POIS                         },
168         {"GF_ACID",                             GF_ACID                         },
169         {"GF_COLD",                             GF_COLD                         },
170         {"GF_FIRE",                                     GF_FIRE                         },
171         {"GF_PSY_SPEAR",                        GF_PSY_SPEAR            },
172         {"GF_MISSILE",                          GF_MISSILE                      },
173         {"GF_ARROW",                            GF_ARROW                        },
174         {"GF_PLASMA",                           GF_PLASMA                       },
175         {"GF_WATER",                            GF_WATER                        },
176         {"GF_LITE",                                     GF_LITE                         },
177         {"GF_DARK",                                     GF_DARK                         },
178         {"GF_LITE_WEAK",                        GF_LITE_WEAK            },
179         {"GF_DARK_WEAK",                        GF_DARK_WEAK            },
180         {"GF_SHARDS",                           GF_SHARDS                       },
181         {"GF_SOUND",                            GF_SOUND                        },
182         {"GF_CONFUSION",                        GF_CONFUSION            },
183         {"GF_FORCE",                            GF_FORCE                        },
184         {"GF_INERTIA",                          GF_INERTIAL                     },
185         {"GF_MANA",                                     GF_MANA                         },
186         {"GF_METEOR",                           GF_METEOR                       },
187         {"GF_ICE",                                      GF_ICE                          },
188         {"GF_CHAOS",                            GF_CHAOS                        },
189         {"GF_NETHER",                           GF_NETHER                       },
190         {"GF_DISENCHANT",                       GF_DISENCHANT           },
191         {"GF_NEXUS",                            GF_NEXUS                        },
192         {"GF_TIME",                                     GF_TIME                         },
193         {"GF_GRAVITY",                          GF_GRAVITY                      },
194         {"GF_KILL_WALL",                        GF_KILL_WALL            },
195         {"GF_KILL_DOOR",                        GF_KILL_DOOR            },
196         {"GF_KILL_TRAP",                        GF_KILL_TRAP            },
197         {"GF_MAKE_WALL",                        GF_MAKE_WALL            },
198         {"GF_MAKE_DOOR",                        GF_MAKE_DOOR            },
199         {"GF_MAKE_TRAP",                        GF_MAKE_TRAP            },
200         {"GF_MAKE_TREE",                        GF_MAKE_TREE            },
201         {"GF_OLD_CLONE",                        GF_OLD_CLONE            },
202         {"GF_OLD_POLY",                         GF_OLD_POLY                     },
203         {"GF_OLD_HEAL",                         GF_OLD_HEAL                     },
204         {"GF_OLD_SPEED",                        GF_OLD_SPEED            },
205         {"GF_OLD_SLOW",                         GF_OLD_SLOW                     },
206         {"GF_OLD_CONF",                         GF_OLD_CONF                     },
207         {"GF_OLD_SLEEP",                        GF_OLD_SLEEP            },
208         {"GF_HYPODYNAMIA",                      GF_HYPODYNAMIA          },
209         {"GF_AWAY_UNDEAD",                      GF_AWAY_UNDEAD          },
210         {"GF_AWAY_EVIL",                        GF_AWAY_EVIL            },
211         {"GF_AWAY_ALL",                         GF_AWAY_ALL                     },
212         {"GF_TURN_UNDEAD",                      GF_TURN_UNDEAD          },
213         {"GF_TURN_EVIL",                        GF_TURN_EVIL            },
214         {"GF_TURN_ALL",                         GF_TURN_ALL                     },
215         {"GF_DISP_UNDEAD",                      GF_DISP_UNDEAD          },
216         {"GF_DISP_EVIL",                        GF_DISP_EVIL            },
217         {"GF_DISP_ALL",                         GF_DISP_ALL                     },
218         {"GF_DISP_DEMON",                       GF_DISP_DEMON           },
219         {"GF_DISP_LIVING",                      GF_DISP_LIVING          },
220         {"GF_ROCKET",                           GF_ROCKET                       },
221         {"GF_NUKE",                                     GF_NUKE                         },
222         {"GF_MAKE_GLYPH",                       GF_MAKE_GLYPH           },
223         {"GF_STASIS",                           GF_STASIS                       },
224         {"GF_STONE_WALL",                       GF_STONE_WALL           },
225         {"GF_DEATH_RAY",                        GF_DEATH_RAY            },
226         {"GF_STUN",                                     GF_STUN                         },
227         {"GF_HOLY_FIRE",                        GF_HOLY_FIRE            },
228         {"GF_HELL_FIRE",                        GF_HELL_FIRE            },
229         {"GF_DISINTEGRATE",                     GF_DISINTEGRATE         },
230         {"GF_CHARM",                            GF_CHARM                        },
231         {"GF_CONTROL_UNDEAD",           GF_CONTROL_UNDEAD       },
232         {"GF_CONTROL_ANIMAL",           GF_CONTROL_ANIMAL       },
233         {"GF_PSI",                                      GF_PSI                          },
234         {"GF_PSI_DRAIN",                        GF_PSI_DRAIN            },
235         {"GF_TELEKINESIS",                      GF_TELEKINESIS          },
236         {"GF_JAM_DOOR",                         GF_JAM_DOOR                     },
237         {"GF_DOMINATION",                       GF_DOMINATION           },
238         {"GF_DISP_GOOD",                        GF_DISP_GOOD            },
239         {"GF_DRAIN_MANA",                       GF_DRAIN_MANA           },
240         {"GF_MIND_BLAST",                       GF_MIND_BLAST           },
241         {"GF_BRAIN_SMASH",                      GF_BRAIN_SMASH          },
242         {"GF_CAUSE_1",                          GF_CAUSE_1                      },
243         {"GF_CAUSE_2",                          GF_CAUSE_2                      },
244         {"GF_CAUSE_3",                          GF_CAUSE_3                      },
245         {"GF_CAUSE_4",                          GF_CAUSE_4                      },
246         {"GF_HAND_DOOM",                        GF_HAND_DOOM            },
247         {"GF_CAPTURE",                          GF_CAPTURE                      },
248         {"GF_ANIM_DEAD",                        GF_ANIM_DEAD            },
249         {"GF_CHARM_LIVING",                     GF_CHARM_LIVING         },
250         {"GF_IDENTIFY",                         GF_IDENTIFY                     },
251         {"GF_ATTACK",                           GF_ATTACK                       },
252         {"GF_ENGETSU",                          GF_ENGETSU                      },
253         {"GF_GENOCIDE",                         GF_GENOCIDE                     },
254         {"GF_PHOTO",                            GF_PHOTO                        },
255         {"GF_CONTROL_DEMON",            GF_CONTROL_DEMON        },
256         {"GF_LAVA_FLOW",                        GF_LAVA_FLOW            },
257         {"GF_BLOOD_CURSE",                      GF_BLOOD_CURSE          },
258         {"GF_SEEKER",                           GF_SEEKER                       },
259         {"GF_SUPER_RAY",                        GF_SUPER_RAY            },
260         {"GF_STAR_HEAL",                        GF_STAR_HEAL            },
261         {"GF_WATER_FLOW",                       GF_WATER_FLOW           },
262         {"GF_CRUSADE",                          GF_CRUSADE                      },
263         {"GF_STASIS_EVIL",                      GF_STASIS_EVIL          },
264         {"GF_WOUNDS",                           GF_WOUNDS                       },
265         {NULL,                                          0                                       }
266 };
267
268
269 /*!
270  * @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 /
271  * Parse a sub-file of the "extra info" (format shown below)
272  * @param creature_ptr プレーヤーへの参照ポインタ
273  * @param buf データテキストの参照ポインタ
274  * @return エラーコード
275  * @details
276  * <pre>
277  * Each "action" line has an "action symbol" in the first column,
278  * followed by a colon, followed by some command specific info,
279  * usually in the form of "tokens" separated by colons or slashes.
280  * Blank lines, lines starting with white space, and lines starting
281  * with pound signs ("#") are ignored (as comments).
282  * Note the use of "tokenize()" to allow the use of both colons and
283  * slashes as delimeters, while still allowing final tokens which
284  * may contain any characters including "delimiters".
285  * Note the use of "strtol()" to allow all "integers" to be encoded
286  * in decimal, hexidecimal, or octal form.
287  * Note that "monster zero" is used for the "player" attr/char, "object
288  * zero" will be used for the "stack" attr/char, and "feature zero" is
289  * used for the "nothing" attr/char.
290  * Parse another file recursively, see below for details
291  *   %:\<filename\>
292  * Specify the attr/char values for "monsters" by race index
293  *   R:\<num\>:\<a\>:\<c\>
294  * Specify the attr/char values for "objects" by kind index
295  *   K:\<num\>:\<a\>:\<c\>
296  * Specify the attr/char values for "features" by feature index
297  *   F:\<num\>:\<a\>:\<c\>
298  * Specify the attr/char values for unaware "objects" by kind tval
299  *   U:\<tv\>:\<a\>:\<c\>
300  * Specify the attr/char values for inventory "objects" by kind tval
301  *   E:\<tv\>:\<a\>:\<c\>
302  * Define a macro action, given an encoded macro action
303  *   A:\<str\>
304  * Create a normal macro, given an encoded macro trigger
305  *   P:\<str\>
306  * Create a command macro, given an encoded macro trigger
307  *   C:\<str\>
308  * Create a keyset mapping
309  *   S:\<key\>:\<key\>:\<dir\>
310  * Turn an option off, given its name
311  *   X:\<str\>
312  * Turn an option on, given its name
313  *   Y:\<str\>
314  * Specify visual information, given an index, and some data
315  *   V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
316  * Specify the set of colors to use when drawing a zapped spell
317  *   Z:\<type\>:\<str\>
318  * Specify a macro trigger template and macro trigger names.
319  *   T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
320  *   T:\<trigger\>:\<keycode\>:\<shift-keycode\>
321  * </pre>
322  */
323 errr process_pref_file_command(player_type *creature_ptr, char *buf)
324 {
325         if (buf[1] != ':') return 1;
326
327         char *zz[16];
328         switch (buf[0])
329         {
330                 /* Mega-Hack -- read external player's history file */
331                 /* Process "H:<history>" */
332         case 'H':
333                 add_history_from_pref_line(buf + 2);
334                 return 0;
335
336                 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
337         case 'R':
338         {
339                 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) break;
340                 monster_race *r_ptr;
341                 int i = (huge)strtol(zz[0], NULL, 0);
342                 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
343                 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
344                 if (i >= max_r_idx) return 1;
345                 r_ptr = &r_info[i];
346                 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
347                 if (n2) r_ptr->x_char = n2;
348                 return 0;
349         }
350
351         /* Process "K:<num>:<a>/<c>"  -- attr/char for object kinds */
352         case 'K':
353         {
354                 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) break;
355
356                 object_kind *k_ptr;
357                 int i = (huge)strtol(zz[0], NULL, 0);
358                 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
359                 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
360                 if (i >= max_k_idx) return 1;
361                 k_ptr = &k_info[i];
362                 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
363                 if (n2) k_ptr->x_char = n2;
364                 return 0;
365         }
366
367         /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
368         /* "F:<num>:<a>/<c>" */
369         /* "F:<num>:<a>/<c>:LIT" */
370         /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
371         case 'F':
372         {
373                 feature_type *f_ptr;
374                 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
375
376                 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
377                 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
378
379                 int i = (huge)strtol(zz[0], NULL, 0);
380                 if (i >= max_f_idx) return 1;
381                 f_ptr = &f_info[i];
382
383                 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
384                 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
385                 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
386                 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
387
388                 /* Mega-hack -- feat supports lighting */
389                 switch (num)
390                 {
391                         /* No lighting support */
392                 case 3:
393                         n1 = f_ptr->x_attr[F_LIT_STANDARD];
394                         n2 = f_ptr->x_char[F_LIT_STANDARD];
395                         for (int j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
396                         {
397                                 f_ptr->x_attr[j] = n1;
398                                 f_ptr->x_char[j] = n2;
399                         }
400
401                         break;
402
403                         /* Use default lighting */
404                 case 4:
405                         apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
406                         break;
407
408                         /* Use desired lighting */
409                 case F_LIT_MAX * 2 + 1:
410                         for (int j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
411                         {
412                                 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
413                                 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
414                                 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
415                                 if (n2) f_ptr->x_char[j] = n2;
416                         }
417
418                         break;
419                 }
420         }
421
422         return 0;
423
424         /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
425         case 'S':
426         {
427                 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) break;
428
429                 int j = (byte)strtol(zz[0], NULL, 0);
430                 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
431                 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
432                 misc_to_attr[j] = n1;
433                 misc_to_char[j] = n2;
434                 return 0;
435         }
436
437         /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
438         case 'U':
439         {
440                 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) break;
441
442                 int j = (huge)strtol(zz[0], NULL, 0);
443                 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
444                 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
445                 for (int i = 1; i < max_k_idx; i++)
446                 {
447                         object_kind *k_ptr = &k_info[i];
448                         if (k_ptr->tval == j)
449                         {
450                                 if (n1) k_ptr->d_attr = n1;
451                                 if (n2) k_ptr->d_char = n2;
452                         }
453                 }
454
455                 return 0;
456         }
457
458         /* Process "E:<tv>:<a>" -- attribute for inventory objects */
459         case 'E':
460         {
461                 if (tokenize(buf + 2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) break;
462
463                 int j = (byte)strtol(zz[0], NULL, 0) % 128;
464                 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
465                 if (n1) tval_to_attr[j] = n1;
466                 return 0;
467         }
468
469         /* Process "A:<str>" -- save an "action" for later */
470         case 'A':
471                 text_to_ascii(macro__buf, buf + 2);
472                 return 0;
473
474                 /* Process "P:<str>" -- normal macro */
475         case 'P':
476         {
477                 char tmp[1024];
478
479                 text_to_ascii(tmp, buf + 2);
480                 macro_add(tmp, macro__buf);
481                 return 0;
482         }
483
484         /* Process "C:<str>" -- create keymap */
485         case 'C':
486         {
487                 if (tokenize(buf + 2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
488
489                 int mode = strtol(zz[0], NULL, 0);
490                 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
491
492                 char tmp[1024];
493                 text_to_ascii(tmp, zz[1]);
494                 if (!tmp[0] || tmp[1]) return 1;
495                 int i = (byte)(tmp[0]);
496
497                 string_free(keymap_act[mode][i]);
498
499                 keymap_act[mode][i] = string_make(macro__buf);
500
501                 return 0;
502         }
503
504         /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
505         case 'V':
506         {
507                 if (tokenize(buf + 2, 5, zz, TOKENIZE_CHECKQUOTE) != 5) break;
508
509                 int i = (byte)strtol(zz[0], NULL, 0);
510                 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
511                 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
512                 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
513                 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
514                 return 0;
515         }
516
517         /* Process "X:<str>" -- turn option off */
518         /* Process "Y:<str>" -- turn option on */
519         case 'X':
520         case 'Y':
521         {
522                 for (int i = 0; option_info[i].o_desc; i++)
523                 {
524                         bool is_option = option_info[i].o_var != NULL;
525                         is_option &= option_info[i].o_text != NULL;
526                         is_option &= streq(option_info[i].o_text, buf + 2);
527                         if (!is_option) continue;
528
529                         int os = option_info[i].o_set;
530                         int ob = option_info[i].o_bit;
531
532                         if ((creature_ptr->playing || current_world_ptr->character_xtra) &&
533                                 (OPT_PAGE_BIRTH == option_info[i].o_page) && !current_world_ptr->wizard)
534                         {
535                                 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);
536                                 msg_print(NULL);
537                                 return 0;
538                         }
539
540                         if (buf[0] == 'X')
541                         {
542                                 option_flag[os] &= ~(1L << ob);
543                                 (*option_info[i].o_var) = FALSE;
544                                 return 0;
545                         }
546
547                         option_flag[os] |= (1L << ob);
548                         (*option_info[i].o_var) = TRUE;
549                         return 0;
550                 }
551
552                 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);
553                 msg_print(NULL);
554                 return 0;
555         }
556
557         /* Process "Z:<type>:<str>" -- set spell color */
558         case 'Z':
559         {
560                 char *t = my_strchr(buf + 2, ':');
561                 if (!t) return 1;
562                 *(t++) = '\0';
563                 for (int i = 0; gf_desc[i].name; i++)
564                 {
565                         if (!streq(gf_desc[i].name, buf + 2)) continue;
566                         gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
567                         return 0;
568                 }
569
570                 break;
571         }
572
573         /* Initialize macro trigger names and a template */
574         /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
575         /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
576         case 'T':
577         {
578                 int tok = tokenize(buf + 2, 2 + MAX_MACRO_MOD, zz, 0);
579
580                 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
581                 if (tok >= 4)
582                 {
583                         if (macro_template != NULL)
584                         {
585                                 int macro_modifier_length = strlen(macro_modifier_chr);
586                                 string_free(macro_template);
587                                 macro_template = NULL;
588                                 string_free(macro_modifier_chr);
589                                 for (int i = 0; i < macro_modifier_length; i++)
590                                 {
591                                         string_free(macro_modifier_name[i]);
592                                 }
593
594                                 for (int i = 0; i < max_macrotrigger; i++)
595                                 {
596                                         string_free(macro_trigger_name[i]);
597                                         string_free(macro_trigger_keycode[0][i]);
598                                         string_free(macro_trigger_keycode[1][i]);
599                                 }
600
601                                 max_macrotrigger = 0;
602                         }
603
604                         if (*zz[0] == '\0') return 0;
605
606                         int zz_length = strlen(zz[1]);
607                         zz_length = MIN(MAX_MACRO_MOD, zz_length);
608                         if (2 + zz_length != tok) return 1;
609
610                         macro_template = string_make(zz[0]);
611                         macro_modifier_chr = string_make(zz[1]);
612                         for (int i = 0; i < zz_length; i++)
613                         {
614                                 macro_modifier_name[i] = string_make(zz[2 + i]);
615                         }
616
617                         return 0;
618                 }
619
620                 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
621                 if (tok < 2) return 0;
622
623                 char buf_aux[1024];
624                 char *t, *s;
625                 if (max_macrotrigger >= MAX_MACRO_TRIG)
626                 {
627                         msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
628                         return 1;
629                 }
630
631                 int m = max_macrotrigger;
632                 max_macrotrigger++;
633                 t = buf_aux;
634                 s = zz[0];
635                 while (*s)
636                 {
637                         if ('\\' == *s) s++;
638                         *t++ = *s++;
639                 }
640
641                 *t = '\0';
642                 macro_trigger_name[m] = string_make(buf_aux);
643                 macro_trigger_keycode[0][m] = string_make(zz[1]);
644                 if (tok == 3)
645                 {
646                         macro_trigger_keycode[1][m] = string_make(zz[2]);
647                         return 0;
648                 }
649
650                 macro_trigger_keycode[1][m] = string_make(zz[1]);
651                 return 0;
652         }
653         }
654
655         return 1;
656 }
657
658
659 /*!
660  * @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 /
661  * Helper function for "process_pref_file()"
662  * @param creature_ptr プレーヤーへの参照ポインタ
663  * @param sp テキスト文字列の参照ポインタ
664  * @param fp 再帰中のポインタ参照
665  * @return
666  * @details
667  * <pre>
668  * Input:
669  *   v: output buffer array
670  *   f: final character
671  * Output:
672  *   result
673  * </pre>
674  */
675 concptr process_pref_file_expr(player_type *creature_ptr, char **sp, char *fp)
676 {
677         char *s;
678         s = (*sp);
679         while (iswspace(*s)) s++;
680
681         char *b;
682         b = s;
683
684         concptr v = "?o?o?";
685
686         char b1 = '[';
687         char b2 = ']';
688         char f = ' ';
689         static char tmp[16];
690         if (*s == b1)
691         {
692                 concptr p;
693                 concptr t;
694
695                 /* Skip b1 */
696                 s++;
697
698                 /* First */
699                 t = process_pref_file_expr(creature_ptr, &s, &f);
700
701                 if (!*t)
702                 {
703                 }
704                 else if (streq(t, "IOR"))
705                 {
706                         v = "0";
707                         while (*s && (f != b2))
708                         {
709                                 t = process_pref_file_expr(creature_ptr, &s, &f);
710                                 if (*t && !streq(t, "0")) v = "1";
711                         }
712                 }
713                 else if (streq(t, "AND"))
714                 {
715                         v = "1";
716                         while (*s && (f != b2))
717                         {
718                                 t = process_pref_file_expr(creature_ptr, &s, &f);
719                                 if (*t && streq(t, "0")) v = "0";
720                         }
721                 }
722                 else if (streq(t, "NOT"))
723                 {
724                         v = "1";
725                         while (*s && (f != b2))
726                         {
727                                 t = process_pref_file_expr(creature_ptr, &s, &f);
728                                 if (*t && streq(t, "1")) v = "0";
729                         }
730                 }
731                 else if (streq(t, "EQU"))
732                 {
733                         v = "0";
734                         if (*s && (f != b2))
735                         {
736                                 t = process_pref_file_expr(creature_ptr, &s, &f);
737                         }
738                         while (*s && (f != b2))
739                         {
740                                 p = process_pref_file_expr(creature_ptr, &s, &f);
741                                 if (streq(t, p)) v = "1";
742                         }
743                 }
744                 else if (streq(t, "LEQ"))
745                 {
746                         v = "1";
747                         if (*s && (f != b2))
748                         {
749                                 t = process_pref_file_expr(creature_ptr, &s, &f);
750                         }
751                         while (*s && (f != b2))
752                         {
753                                 p = t;
754                                 t = process_pref_file_expr(creature_ptr, &s, &f);
755                                 if (*t && atoi(p) > atoi(t)) v = "0";
756                         }
757                 }
758                 else if (streq(t, "GEQ"))
759                 {
760                         v = "1";
761                         if (*s && (f != b2))
762                         {
763                                 t = process_pref_file_expr(creature_ptr, &s, &f);
764                         }
765                         while (*s && (f != b2))
766                         {
767                                 p = t;
768                                 t = process_pref_file_expr(creature_ptr, &s, &f);
769                                 if (*t && atoi(p) < atoi(t)) v = "0";
770                         }
771                 }
772                 else
773                 {
774                         while (*s && (f != b2))
775                         {
776                                 t = process_pref_file_expr(creature_ptr, &s, &f);
777                         }
778                 }
779
780                 if (f != b2) v = "?x?x?";
781
782                 if ((f = *s) != '\0') *s++ = '\0';
783
784                 *fp = f;
785                 *sp = s;
786                 return v;
787         }
788
789         /* Accept all printables except spaces and brackets */
790 #ifdef JP
791         while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
792         {
793                 if (iskanji(*s)) s++;
794                 s++;
795         }
796 #else
797         while (isprint(*s) && !my_strchr(" []", *s)) ++s;
798 #endif
799
800         if ((f = *s) != '\0') *s++ = '\0';
801
802         if (*b != '$')
803         {
804                 v = b;
805                 *fp = f;
806                 *sp = s;
807                 return v;
808         }
809
810         if (streq(b + 1, "SYS"))
811         {
812                 v = ANGBAND_SYS;
813         }
814         else if (streq(b + 1, "KEYBOARD"))
815         {
816                 v = ANGBAND_KEYBOARD;
817         }
818         else if (streq(b + 1, "GRAF"))
819         {
820                 v = ANGBAND_GRAF;
821         }
822         else if (streq(b + 1, "MONOCHROME"))
823         {
824                 if (arg_monochrome)
825                         v = "ON";
826                 else
827                         v = "OFF";
828         }
829         else if (streq(b + 1, "RACE"))
830         {
831 #ifdef JP
832                 v = rp_ptr->E_title;
833 #else
834                 v = rp_ptr->title;
835 #endif
836         }
837         else if (streq(b + 1, "CLASS"))
838         {
839 #ifdef JP
840                 v = cp_ptr->E_title;
841 #else
842                 v = cp_ptr->title;
843 #endif
844         }
845         else if (streq(b + 1, "PLAYER"))
846         {
847                 static char tmp_player_name[32];
848                 char *pn, *tpn;
849                 for (pn = creature_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
850                 {
851 #ifdef JP
852                         if (iskanji(*pn))
853                         {
854                                 *(tpn++) = *(pn++);
855                                 *tpn = *pn;
856                                 continue;
857                         }
858 #endif
859                         *tpn = my_strchr(" []", *pn) ? '_' : *pn;
860                 }
861
862                 *tpn = '\0';
863                 v = tmp_player_name;
864         }
865         else if (streq(b + 1, "REALM1"))
866         {
867 #ifdef JP
868                 v = E_realm_names[creature_ptr->realm1];
869 #else
870                 v = realm_names[creature_ptr->realm1];
871 #endif
872         }
873         else if (streq(b + 1, "REALM2"))
874         {
875 #ifdef JP
876                 v = E_realm_names[creature_ptr->realm2];
877 #else
878                 v = realm_names[creature_ptr->realm2];
879 #endif
880         }
881         else if (streq(b + 1, "LEVEL"))
882         {
883                 sprintf(tmp, "%02d", creature_ptr->lev);
884                 v = tmp;
885         }
886         else if (streq(b + 1, "AUTOREGISTER"))
887         {
888                 if (creature_ptr->autopick_autoregister)
889                         v = "1";
890                 else
891                         v = "0";
892         }
893         else if (streq(b + 1, "MONEY"))
894         {
895                 sprintf(tmp, "%09ld", (long int)creature_ptr->au);
896                 v = tmp;
897         }
898
899         *fp = f;
900         *sp = s;
901         return v;
902 }
903
904
905 /*!
906  * @brief process_pref_fileのサブルーチン /
907  * Open the "user pref file" and parse it.
908  * @param creature_ptr プレーヤーへの参照ポインタ
909  * @param name 読み込むファイル名
910  * @param preftype prefファイルのタイプ
911  * @return エラーコード
912  * @details
913  * <pre>
914  * Input:
915  *   v: output buffer array
916  *   f: final character
917  * Output:
918  *   result
919  * </pre>
920  */
921 static errr process_pref_file_aux(player_type *creature_ptr, concptr name, int preftype)
922 {
923         FILE *fp;
924         fp = my_fopen(name, "r");
925         if (!fp) return -1;
926
927         char buf[1024];
928         char old[1024];
929         int line = -1;
930         errr err = 0;
931         bool bypass = FALSE;
932         while (my_fgets(fp, buf, sizeof(buf)) == 0)
933         {
934                 line++;
935                 if (!buf[0]) continue;
936
937 #ifdef JP
938                 if (!iskanji(buf[0]))
939 #endif
940                         if (iswspace(buf[0])) continue;
941
942                 if (buf[0] == '#') continue;
943                 strcpy(old, buf);
944
945                 /* Process "?:<expr>" */
946                 if ((buf[0] == '?') && (buf[1] == ':'))
947                 {
948                         char f;
949                         char *s;
950                         s = buf + 2;
951                         concptr v = process_pref_file_expr(creature_ptr, &s, &f);
952                         bypass = streq(v, "0");
953                         continue;
954                 }
955
956                 if (bypass) continue;
957
958                 /* Process "%:<file>" */
959                 if (buf[0] == '%')
960                 {
961                         static int depth_count = 0;
962                         if (depth_count > 20) continue;
963
964                         depth_count++;
965
966                         /* Process that file if allowed */
967                         switch (preftype)
968                         {
969                         case PREF_TYPE_AUTOPICK:
970                                 (void)process_autopick_file(creature_ptr, buf + 2);
971                                 break;
972                         case PREF_TYPE_HISTPREF:
973                                 (void)process_histpref_file(creature_ptr, buf + 2);
974                                 break;
975                         default:
976                                 (void)process_pref_file(creature_ptr, buf + 2);
977                                 break;
978                         }
979
980                         depth_count--;
981                         continue;
982                 }
983
984                 err = process_pref_file_command(creature_ptr, buf);
985                 if (err != 0)
986                 {
987                         if (preftype != PREF_TYPE_AUTOPICK)
988                                 break;
989                         err = process_autopick_file_command(buf);
990                 }
991         }
992
993         if (err != 0)
994         {
995                 /* Print error message */
996                 /* ToDo: Add better error messages */
997                 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'."),
998                         _(name, err), line, _(err, name));
999                 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1000                 msg_print(NULL);
1001         }
1002
1003         my_fclose(fp);
1004         return (err);
1005 }
1006
1007
1008 /*!
1009  * @brief pref設定ファイルを読み込み設定を反映させる /
1010  * Process the "user pref file" with the given name
1011  * @param creature_ptr プレーヤーへの参照ポインタ
1012  * @param name 読み込むファイル名
1013  * @return エラーコード
1014  * @details
1015  * <pre>
1016  * See the functions above for a list of legal "commands".
1017  * We also accept the special "?" and "%" directives, which
1018  * allow conditional evaluation and filename inclusion.
1019  * </pre>
1020  */
1021 errr process_pref_file(player_type *creature_ptr, concptr name)
1022 {
1023         char buf[1024];
1024         path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1025
1026         /* Process the system pref file */
1027         errr err1 = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_NORMAL);
1028
1029         /* Stop at parser errors, but not at non-existing file */
1030         if (err1 > 0) return err1;
1031
1032         path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1033
1034         /* Process the user pref file */
1035         errr err2 = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_NORMAL);
1036
1037         /* User file does not exist, but read system pref file */
1038         if (err2 < 0 && !err1)
1039                 return -2;
1040
1041         /* Result of user file processing */
1042         return err2;
1043 }
1044
1045
1046 /*!
1047  * @brief プレイヤーの打撃能力修正を表示する
1048  * @param creature_ptr プレーヤーへの参照ポインタ
1049  * @param hand 武器の装備部位ID
1050  * @param hand_entry 項目ID
1051  * @return なし
1052  */
1053 static void display_player_melee_bonus(player_type *creature_ptr, int hand, int hand_entry)
1054 {
1055         HIT_PROB show_tohit = creature_ptr->dis_to_h[hand];
1056         HIT_POINT show_todam = creature_ptr->dis_to_d[hand];
1057         object_type *o_ptr = &creature_ptr->inventory_list[INVEN_RARM + hand];
1058
1059         /* Hack -- add in weapon info if known */
1060         if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1061         if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1062
1063         show_tohit += creature_ptr->skill_thn / BTH_PLUS_ADJ;
1064
1065         char buf[160];
1066         sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1067
1068         /* Dump the bonuses to hit/dam */
1069         if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
1070                 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1071         else if (creature_ptr->ryoute)
1072                 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1073         else
1074                 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1075 }
1076
1077
1078 /*!
1079  * @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
1080  * @param creature_ptr プレーヤーへの参照ポインタ
1081  * Prints the following information on the screen.
1082  * @return なし
1083  */
1084 static void display_player_middle(player_type *creature_ptr)
1085 {
1086         HIT_PROB show_tohit = creature_ptr->dis_to_h_b;
1087         HIT_POINT show_todam = 0;
1088
1089         if (creature_ptr->migite)
1090         {
1091                 display_player_melee_bonus(creature_ptr, 0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1092         }
1093
1094         if (creature_ptr->hidarite)
1095         {
1096                 display_player_melee_bonus(creature_ptr, 1, left_hander ? ENTRY_RIGHT_HAND2 : ENTRY_LEFT_HAND2);
1097         }
1098         else if ((creature_ptr->pclass == CLASS_MONK) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
1099         {
1100                 int i;
1101                 if (creature_ptr->special_defense & KAMAE_MASK)
1102                 {
1103                         for (i = 0; i < MAX_KAMAE; i++)
1104                         {
1105                                 if ((creature_ptr->special_defense >> i) & KAMAE_GENBU) break;
1106                         }
1107                         if (i < MAX_KAMAE)
1108                         {
1109                                 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1110                         }
1111                 }
1112                 else
1113                 {
1114                         display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1115                 }
1116         }
1117
1118         /* Apply weapon bonuses */
1119         object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
1120         if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1121         if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1122
1123         if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1124                 show_tohit += creature_ptr->weapon_exp[0][o_ptr->sval] / 400;
1125         else
1126                 show_tohit += (creature_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1127
1128         show_tohit += creature_ptr->skill_thb / BTH_PLUS_ADJ;
1129
1130         /* Range attacks */
1131         display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1132
1133         int tmul = 0;
1134         if (creature_ptr->inventory_list[INVEN_BOW].k_idx)
1135         {
1136                 tmul = bow_tmul(creature_ptr->inventory_list[INVEN_BOW].sval);
1137
1138                 /* Get extra "power" from "extra might" */
1139                 if (creature_ptr->xtra_might) tmul++;
1140
1141                 tmul = tmul * (100 + (int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
1142         }
1143
1144         /* shoot power */
1145         display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul / 100, tmul % 100), TERM_L_BLUE);
1146
1147         /* Dump the armor class */
1148         display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", creature_ptr->dis_ac, creature_ptr->dis_to_a), TERM_L_BLUE);
1149
1150         int i = creature_ptr->pspeed - 110;
1151
1152         /* Hack -- Visually "undo" the Search Mode Slowdown */
1153         if (creature_ptr->action == ACTION_SEARCH) i += 10;
1154
1155         TERM_COLOR attr;
1156         if (i > 0)
1157         {
1158                 if (!creature_ptr->riding)
1159                         attr = TERM_L_GREEN;
1160                 else
1161                         attr = TERM_GREEN;
1162         }
1163         else if (i == 0)
1164         {
1165                 if (!creature_ptr->riding)
1166                         attr = TERM_L_BLUE;
1167                 else
1168                         attr = TERM_GREEN;
1169         }
1170         else
1171         {
1172                 if (!creature_ptr->riding)
1173                         attr = TERM_L_UMBER;
1174                 else
1175                         attr = TERM_RED;
1176         }
1177
1178         int tmp_speed = 0;
1179         if (!creature_ptr->riding)
1180         {
1181                 if (IS_FAST(creature_ptr)) tmp_speed += 10;
1182                 if (creature_ptr->slow) tmp_speed -= 10;
1183                 if (creature_ptr->lightspeed) tmp_speed = 99;
1184         }
1185         else
1186         {
1187                 if (MON_FAST(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed += 10;
1188                 if (MON_SLOW(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed -= 10;
1189         }
1190
1191         char buf[160];
1192         if (tmp_speed)
1193         {
1194                 if (!creature_ptr->riding)
1195                         sprintf(buf, "(%+d%+d)", i - tmp_speed, tmp_speed);
1196                 else
1197                         sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i - tmp_speed, tmp_speed);
1198
1199                 if (tmp_speed > 0)
1200                         attr = TERM_YELLOW;
1201                 else
1202                         attr = TERM_VIOLET;
1203         }
1204         else
1205         {
1206                 if (!creature_ptr->riding)
1207                         sprintf(buf, "(%+d)", i);
1208                 else
1209                         sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1210         }
1211
1212         display_player_one_line(ENTRY_SPEED, buf, attr);
1213
1214         /* Dump character level */
1215         display_player_one_line(ENTRY_LEVEL, format("%d", creature_ptr->lev), TERM_L_GREEN);
1216
1217         /* Dump experience */
1218         int e;
1219         if (creature_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1220         else e = ENTRY_CUR_EXP;
1221
1222         if (creature_ptr->exp >= creature_ptr->max_exp)
1223                 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_L_GREEN);
1224         else
1225                 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_YELLOW);
1226
1227         /* Dump max experience */
1228         if (creature_ptr->prace == RACE_ANDROID)
1229                 /* Nothing */;
1230         else
1231                 display_player_one_line(ENTRY_MAX_EXP, format("%ld", creature_ptr->max_exp), TERM_L_GREEN);
1232
1233         /* Dump exp to advance */
1234         if (creature_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1235         else e = ENTRY_EXP_TO_ADV;
1236
1237         if (creature_ptr->lev >= PY_MAX_LEVEL)
1238                 display_player_one_line(e, "*****", TERM_L_GREEN);
1239         else if (creature_ptr->prace == RACE_ANDROID)
1240                 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1241         else
1242                 display_player_one_line(e, format("%ld", (s32b)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1243
1244         /* Dump gold */
1245         display_player_one_line(ENTRY_GOLD, format("%ld", creature_ptr->au), TERM_L_GREEN);
1246
1247         /* Dump Day */
1248         int day, hour, min;
1249         extract_day_hour_min(creature_ptr, &day, &hour, &min);
1250
1251         if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1252         else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1253         display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1254
1255         /* Dump hit point */
1256         if (creature_ptr->chp >= creature_ptr->mhp)
1257                 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_L_GREEN);
1258         else if (creature_ptr->chp > (creature_ptr->mhp * hitpoint_warn) / 10)
1259                 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_YELLOW);
1260         else
1261                 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_RED);
1262
1263         /* Dump mana power */
1264         if (creature_ptr->csp >= creature_ptr->msp)
1265                 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_L_GREEN);
1266         else if (creature_ptr->csp > (creature_ptr->msp * mana_warn) / 10)
1267                 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_YELLOW);
1268         else
1269                 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_RED);
1270
1271         /* Dump play time */
1272         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);
1273 }
1274
1275
1276 /*!
1277  * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
1278  * Prints ratings on certain abilities
1279  * @param creature_ptr 参照元クリーチャーポインタ
1280  * @param flgs フラグを保管する配列
1281  * @return なし
1282  * @details
1283  * Obtain the "flags" for the player as if he was an item
1284  * @todo
1285  * xtra1.c周りと多重実装になっているのを何とかする
1286  */
1287 static void player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1288 {
1289         for (int i = 0; i < TR_FLAG_SIZE; i++)
1290                 flgs[i] = 0L;
1291
1292         switch (creature_ptr->pclass)
1293         {
1294         case CLASS_WARRIOR:
1295                 if (creature_ptr->lev > 44)
1296                         add_flag(flgs, TR_REGEN);
1297         case CLASS_SAMURAI:
1298                 if (creature_ptr->lev > 29)
1299                         add_flag(flgs, TR_RES_FEAR);
1300                 break;
1301         case CLASS_PALADIN:
1302                 if (creature_ptr->lev > 39)
1303                         add_flag(flgs, TR_RES_FEAR);
1304                 break;
1305         case CLASS_CHAOS_WARRIOR:
1306                 if (creature_ptr->lev > 29)
1307                         add_flag(flgs, TR_RES_CHAOS);
1308                 if (creature_ptr->lev > 39)
1309                         add_flag(flgs, TR_RES_FEAR);
1310                 break;
1311         case CLASS_MONK:
1312         case CLASS_FORCETRAINER:
1313                 if ((creature_ptr->lev > 9) && !heavy_armor(creature_ptr))
1314                         add_flag(flgs, TR_SPEED);
1315                 if ((creature_ptr->lev > 24) && !heavy_armor(creature_ptr))
1316                         add_flag(flgs, TR_FREE_ACT);
1317                 break;
1318         case CLASS_NINJA:
1319                 if (heavy_armor(creature_ptr))
1320                         add_flag(flgs, TR_SPEED);
1321                 else
1322                 {
1323                         if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
1324                                 (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
1325                                 add_flag(flgs, TR_SPEED);
1326                         if (creature_ptr->lev > 24)
1327                                 add_flag(flgs, TR_FREE_ACT);
1328                 }
1329
1330                 add_flag(flgs, TR_SLOW_DIGEST);
1331                 add_flag(flgs, TR_RES_FEAR);
1332                 if (creature_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
1333                 if (creature_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
1334                 if (creature_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
1335                 break;
1336         case CLASS_MINDCRAFTER:
1337                 if (creature_ptr->lev > 9)
1338                         add_flag(flgs, TR_RES_FEAR);
1339                 if (creature_ptr->lev > 19)
1340                         add_flag(flgs, TR_SUST_WIS);
1341                 if (creature_ptr->lev > 29)
1342                         add_flag(flgs, TR_RES_CONF);
1343                 if (creature_ptr->lev > 39)
1344                         add_flag(flgs, TR_TELEPATHY);
1345                 break;
1346         case CLASS_BARD:
1347                 add_flag(flgs, TR_RES_SOUND);
1348                 break;
1349         case CLASS_BERSERKER:
1350                 add_flag(flgs, TR_SUST_STR);
1351                 add_flag(flgs, TR_SUST_DEX);
1352                 add_flag(flgs, TR_SUST_CON);
1353                 add_flag(flgs, TR_REGEN);
1354                 add_flag(flgs, TR_FREE_ACT);
1355                 add_flag(flgs, TR_SPEED);
1356                 if (creature_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
1357                 break;
1358         case CLASS_MIRROR_MASTER:
1359                 if (creature_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
1360                 break;
1361         default:
1362                 break; /* Do nothing */
1363         }
1364
1365         /* Races */
1366         if (creature_ptr->mimic_form)
1367         {
1368                 switch (creature_ptr->mimic_form)
1369                 {
1370                 case MIMIC_DEMON:
1371                         add_flag(flgs, TR_HOLD_EXP);
1372                         add_flag(flgs, TR_RES_CHAOS);
1373                         add_flag(flgs, TR_RES_NETHER);
1374                         add_flag(flgs, TR_RES_FIRE);
1375                         add_flag(flgs, TR_SEE_INVIS);
1376                         add_flag(flgs, TR_SPEED);
1377                         break;
1378                 case MIMIC_DEMON_LORD:
1379                         add_flag(flgs, TR_HOLD_EXP);
1380                         add_flag(flgs, TR_RES_CHAOS);
1381                         add_flag(flgs, TR_RES_NETHER);
1382                         add_flag(flgs, TR_RES_FIRE);
1383                         add_flag(flgs, TR_RES_COLD);
1384                         add_flag(flgs, TR_RES_ELEC);
1385                         add_flag(flgs, TR_RES_ACID);
1386                         add_flag(flgs, TR_RES_POIS);
1387                         add_flag(flgs, TR_RES_CONF);
1388                         add_flag(flgs, TR_RES_DISEN);
1389                         add_flag(flgs, TR_RES_NEXUS);
1390                         add_flag(flgs, TR_RES_FEAR);
1391                         add_flag(flgs, TR_IM_FIRE);
1392                         add_flag(flgs, TR_SH_FIRE);
1393                         add_flag(flgs, TR_SEE_INVIS);
1394                         add_flag(flgs, TR_TELEPATHY);
1395                         add_flag(flgs, TR_LEVITATION);
1396                         add_flag(flgs, TR_SPEED);
1397                         break;
1398                 case MIMIC_VAMPIRE:
1399                         add_flag(flgs, TR_HOLD_EXP);
1400                         add_flag(flgs, TR_RES_DARK);
1401                         add_flag(flgs, TR_RES_NETHER);
1402                         if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
1403                         add_flag(flgs, TR_RES_POIS);
1404                         add_flag(flgs, TR_RES_COLD);
1405                         add_flag(flgs, TR_SEE_INVIS);
1406                         add_flag(flgs, TR_SPEED);
1407                         break;
1408                 }
1409         }
1410         else
1411         {
1412                 switch (creature_ptr->prace)
1413                 {
1414                 case RACE_ELF:
1415                         add_flag(flgs, TR_RES_LITE);
1416                         break;
1417                 case RACE_HOBBIT:
1418                         add_flag(flgs, TR_HOLD_EXP);
1419                         break;
1420                 case RACE_GNOME:
1421                         add_flag(flgs, TR_FREE_ACT);
1422                         break;
1423                 case RACE_DWARF:
1424                         add_flag(flgs, TR_RES_BLIND);
1425                         break;
1426                 case RACE_HALF_ORC:
1427                         add_flag(flgs, TR_RES_DARK);
1428                         break;
1429                 case RACE_HALF_TROLL:
1430                         add_flag(flgs, TR_SUST_STR);
1431                         if (creature_ptr->lev <= 14) break;
1432
1433                         add_flag(flgs, TR_REGEN);
1434                         if ((creature_ptr->pclass == CLASS_WARRIOR) || (creature_ptr->pclass == CLASS_BERSERKER))
1435                         {
1436                                 add_flag(flgs, TR_SLOW_DIGEST);
1437                                 /*
1438                                  * Let's not make Regeneration a disadvantage
1439                                  * for the poor warriors who can never learn
1440                                  * a spell that satisfies hunger (actually
1441                                  * neither can rogues, but half-trolls are not
1442                                  * supposed to play rogues)
1443                                  */
1444                         }
1445
1446                         break;
1447                 case RACE_AMBERITE:
1448                         add_flag(flgs, TR_SUST_CON);
1449                         add_flag(flgs, TR_REGEN);
1450                         break;
1451                 case RACE_HIGH_ELF:
1452                         add_flag(flgs, TR_RES_LITE);
1453                         add_flag(flgs, TR_SEE_INVIS);
1454                         break;
1455                 case RACE_BARBARIAN:
1456                         add_flag(flgs, TR_RES_FEAR);
1457                         break;
1458                 case RACE_HALF_OGRE:
1459                         add_flag(flgs, TR_SUST_STR);
1460                         add_flag(flgs, TR_RES_DARK);
1461                         break;
1462                 case RACE_HALF_GIANT:
1463                         add_flag(flgs, TR_RES_SHARDS);
1464                         add_flag(flgs, TR_SUST_STR);
1465                         break;
1466                 case RACE_HALF_TITAN:
1467                         add_flag(flgs, TR_RES_CHAOS);
1468                         break;
1469                 case RACE_CYCLOPS:
1470                         add_flag(flgs, TR_RES_SOUND);
1471                         break;
1472                 case RACE_YEEK:
1473                         add_flag(flgs, TR_RES_ACID);
1474                         if (creature_ptr->lev > 19)
1475                                 add_flag(flgs, TR_IM_ACID);
1476                         break;
1477                 case RACE_KLACKON:
1478                         add_flag(flgs, TR_RES_CONF);
1479                         add_flag(flgs, TR_RES_ACID);
1480                         if (creature_ptr->lev > 9)
1481                                 add_flag(flgs, TR_SPEED);
1482                         break;
1483                 case RACE_KOBOLD:
1484                         add_flag(flgs, TR_RES_POIS);
1485                         break;
1486                 case RACE_NIBELUNG:
1487                         add_flag(flgs, TR_RES_DISEN);
1488                         add_flag(flgs, TR_RES_DARK);
1489                         break;
1490                 case RACE_DARK_ELF:
1491                         add_flag(flgs, TR_RES_DARK);
1492                         if (creature_ptr->lev > 19)
1493                                 add_flag(flgs, TR_SEE_INVIS);
1494                         break;
1495                 case RACE_DRACONIAN:
1496                         add_flag(flgs, TR_LEVITATION);
1497                         if (creature_ptr->lev > 4)
1498                                 add_flag(flgs, TR_RES_FIRE);
1499                         if (creature_ptr->lev > 9)
1500                                 add_flag(flgs, TR_RES_COLD);
1501                         if (creature_ptr->lev > 14)
1502                                 add_flag(flgs, TR_RES_ACID);
1503                         if (creature_ptr->lev > 19)
1504                                 add_flag(flgs, TR_RES_ELEC);
1505                         if (creature_ptr->lev > 34)
1506                                 add_flag(flgs, TR_RES_POIS);
1507                         break;
1508                 case RACE_MIND_FLAYER:
1509                         add_flag(flgs, TR_SUST_INT);
1510                         add_flag(flgs, TR_SUST_WIS);
1511                         if (creature_ptr->lev > 14)
1512                                 add_flag(flgs, TR_SEE_INVIS);
1513                         if (creature_ptr->lev > 29)
1514                                 add_flag(flgs, TR_TELEPATHY);
1515                         break;
1516                 case RACE_IMP:
1517                         add_flag(flgs, TR_RES_FIRE);
1518                         if (creature_ptr->lev > 9)
1519                                 add_flag(flgs, TR_SEE_INVIS);
1520                         break;
1521                 case RACE_GOLEM:
1522                         add_flag(flgs, TR_SEE_INVIS);
1523                         add_flag(flgs, TR_FREE_ACT);
1524                         add_flag(flgs, TR_RES_POIS);
1525                         add_flag(flgs, TR_SLOW_DIGEST);
1526                         if (creature_ptr->lev > 34)
1527                                 add_flag(flgs, TR_HOLD_EXP);
1528                         break;
1529                 case RACE_SKELETON:
1530                         add_flag(flgs, TR_SEE_INVIS);
1531                         add_flag(flgs, TR_RES_SHARDS);
1532                         add_flag(flgs, TR_HOLD_EXP);
1533                         add_flag(flgs, TR_RES_POIS);
1534                         if (creature_ptr->lev > 9)
1535                                 add_flag(flgs, TR_RES_COLD);
1536                         break;
1537                 case RACE_ZOMBIE:
1538                         add_flag(flgs, TR_SEE_INVIS);
1539                         add_flag(flgs, TR_HOLD_EXP);
1540                         add_flag(flgs, TR_RES_NETHER);
1541                         add_flag(flgs, TR_RES_POIS);
1542                         add_flag(flgs, TR_SLOW_DIGEST);
1543                         if (creature_ptr->lev > 4)
1544                                 add_flag(flgs, TR_RES_COLD);
1545                         break;
1546                 case RACE_VAMPIRE:
1547                         add_flag(flgs, TR_HOLD_EXP);
1548                         add_flag(flgs, TR_RES_DARK);
1549                         add_flag(flgs, TR_RES_NETHER);
1550                         if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
1551                         add_flag(flgs, TR_RES_POIS);
1552                         add_flag(flgs, TR_RES_COLD);
1553                         break;
1554                 case RACE_SPECTRE:
1555                         add_flag(flgs, TR_LEVITATION);
1556                         add_flag(flgs, TR_FREE_ACT);
1557                         add_flag(flgs, TR_RES_COLD);
1558                         add_flag(flgs, TR_SEE_INVIS);
1559                         add_flag(flgs, TR_HOLD_EXP);
1560                         add_flag(flgs, TR_RES_NETHER);
1561                         add_flag(flgs, TR_RES_POIS);
1562                         add_flag(flgs, TR_SLOW_DIGEST);
1563                         /* XXX pass_wall */
1564                         if (creature_ptr->lev > 34)
1565                                 add_flag(flgs, TR_TELEPATHY);
1566                         break;
1567                 case RACE_SPRITE:
1568                         add_flag(flgs, TR_RES_LITE);
1569                         add_flag(flgs, TR_LEVITATION);
1570                         if (creature_ptr->lev > 9)
1571                                 add_flag(flgs, TR_SPEED);
1572                         break;
1573                 case RACE_BEASTMAN:
1574                         add_flag(flgs, TR_RES_SOUND);
1575                         add_flag(flgs, TR_RES_CONF);
1576                         break;
1577                 case RACE_ANGEL:
1578                         add_flag(flgs, TR_LEVITATION);
1579                         add_flag(flgs, TR_SEE_INVIS);
1580                         break;
1581                 case RACE_DEMON:
1582                         add_flag(flgs, TR_RES_FIRE);
1583                         add_flag(flgs, TR_RES_NETHER);
1584                         add_flag(flgs, TR_HOLD_EXP);
1585                         if (creature_ptr->lev > 9)
1586                                 add_flag(flgs, TR_SEE_INVIS);
1587                         break;
1588                 case RACE_DUNADAN:
1589                         add_flag(flgs, TR_SUST_CON);
1590                         break;
1591                 case RACE_S_FAIRY:
1592                         add_flag(flgs, TR_LEVITATION);
1593                         break;
1594                 case RACE_KUTAR:
1595                         add_flag(flgs, TR_RES_CONF);
1596                         break;
1597                 case RACE_ANDROID:
1598                         add_flag(flgs, TR_FREE_ACT);
1599                         add_flag(flgs, TR_RES_POIS);
1600                         add_flag(flgs, TR_SLOW_DIGEST);
1601                         add_flag(flgs, TR_HOLD_EXP);
1602                         break;
1603                 default:
1604                         ; /* Do nothing */
1605                 }
1606         }
1607
1608         /* Mutations */
1609         if (creature_ptr->muta3)
1610         {
1611                 if (creature_ptr->muta3 & MUT3_FLESH_ROT)
1612                 {
1613                         remove_flag(flgs, TR_REGEN);
1614                 }
1615
1616                 if ((creature_ptr->muta3 & MUT3_XTRA_FAT) ||
1617                         (creature_ptr->muta3 & MUT3_XTRA_LEGS) ||
1618                         (creature_ptr->muta3 & MUT3_SHORT_LEG))
1619                 {
1620                         add_flag(flgs, TR_SPEED);
1621                 }
1622
1623                 if (creature_ptr->muta3  & MUT3_ELEC_TOUC)
1624                 {
1625                         add_flag(flgs, TR_SH_ELEC);
1626                 }
1627
1628                 if (creature_ptr->muta3 & MUT3_FIRE_BODY)
1629                 {
1630                         add_flag(flgs, TR_SH_FIRE);
1631                         add_flag(flgs, TR_LITE_1);
1632                 }
1633
1634                 if (creature_ptr->muta3 & MUT3_WINGS)
1635                 {
1636                         add_flag(flgs, TR_LEVITATION);
1637                 }
1638
1639                 if (creature_ptr->muta3 & MUT3_FEARLESS)
1640                 {
1641                         add_flag(flgs, TR_RES_FEAR);
1642                 }
1643
1644                 if (creature_ptr->muta3 & MUT3_REGEN)
1645                 {
1646                         add_flag(flgs, TR_REGEN);
1647                 }
1648
1649                 if (creature_ptr->muta3 & MUT3_ESP)
1650                 {
1651                         add_flag(flgs, TR_TELEPATHY);
1652                 }
1653
1654                 if (creature_ptr->muta3 & MUT3_MOTION)
1655                 {
1656                         add_flag(flgs, TR_FREE_ACT);
1657                 }
1658         }
1659
1660         if (creature_ptr->pseikaku == SEIKAKU_SEXY)
1661                 add_flag(flgs, TR_AGGRAVATE);
1662         if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN)
1663                 add_flag(flgs, TR_RES_CONF);
1664         if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1665         {
1666                 add_flag(flgs, TR_RES_BLIND);
1667                 add_flag(flgs, TR_RES_CONF);
1668                 add_flag(flgs, TR_HOLD_EXP);
1669                 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
1670                 if (creature_ptr->lev > 9)
1671                         add_flag(flgs, TR_SPEED);
1672         }
1673
1674         if (creature_ptr->special_defense & KATA_FUUJIN)
1675                 add_flag(flgs, TR_REFLECT);
1676
1677         if (creature_ptr->special_defense & KAMAE_GENBU)
1678                 add_flag(flgs, TR_REFLECT);
1679
1680         if (creature_ptr->special_defense & KAMAE_SUZAKU)
1681                 add_flag(flgs, TR_LEVITATION);
1682
1683         if (creature_ptr->special_defense & KAMAE_SEIRYU)
1684         {
1685                 add_flag(flgs, TR_RES_FIRE);
1686                 add_flag(flgs, TR_RES_COLD);
1687                 add_flag(flgs, TR_RES_ACID);
1688                 add_flag(flgs, TR_RES_ELEC);
1689                 add_flag(flgs, TR_RES_POIS);
1690                 add_flag(flgs, TR_LEVITATION);
1691                 add_flag(flgs, TR_SH_FIRE);
1692                 add_flag(flgs, TR_SH_ELEC);
1693                 add_flag(flgs, TR_SH_COLD);
1694         }
1695
1696         if (creature_ptr->special_defense & KATA_MUSOU)
1697         {
1698                 add_flag(flgs, TR_RES_FEAR);
1699                 add_flag(flgs, TR_RES_LITE);
1700                 add_flag(flgs, TR_RES_DARK);
1701                 add_flag(flgs, TR_RES_BLIND);
1702                 add_flag(flgs, TR_RES_CONF);
1703                 add_flag(flgs, TR_RES_SOUND);
1704                 add_flag(flgs, TR_RES_SHARDS);
1705                 add_flag(flgs, TR_RES_NETHER);
1706                 add_flag(flgs, TR_RES_NEXUS);
1707                 add_flag(flgs, TR_RES_CHAOS);
1708                 add_flag(flgs, TR_RES_DISEN);
1709                 add_flag(flgs, TR_REFLECT);
1710                 add_flag(flgs, TR_HOLD_EXP);
1711                 add_flag(flgs, TR_FREE_ACT);
1712                 add_flag(flgs, TR_SH_FIRE);
1713                 add_flag(flgs, TR_SH_ELEC);
1714                 add_flag(flgs, TR_SH_COLD);
1715                 add_flag(flgs, TR_LEVITATION);
1716                 add_flag(flgs, TR_LITE_1);
1717                 add_flag(flgs, TR_SEE_INVIS);
1718                 add_flag(flgs, TR_TELEPATHY);
1719                 add_flag(flgs, TR_SLOW_DIGEST);
1720                 add_flag(flgs, TR_REGEN);
1721                 add_flag(flgs, TR_SUST_STR);
1722                 add_flag(flgs, TR_SUST_INT);
1723                 add_flag(flgs, TR_SUST_WIS);
1724                 add_flag(flgs, TR_SUST_DEX);
1725                 add_flag(flgs, TR_SUST_CON);
1726                 add_flag(flgs, TR_SUST_CHR);
1727         }
1728 }
1729
1730
1731 /*!
1732  * @brief プレイヤーの一時的魔法効果による耐性を返す
1733  * Prints ratings on certain abilities
1734  * @param creature_ptr プレーヤーへの参照ポインタ
1735  * @param flgs フラグを保管する配列
1736  * @return なし
1737  * @todo
1738  * xtra1.c周りと多重実装になっているのを何とかする
1739  */
1740 static void tim_player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1741 {
1742         for (int i = 0; i < TR_FLAG_SIZE; i++)
1743                 flgs[i] = 0L;
1744
1745         if (IS_HERO(creature_ptr) || creature_ptr->shero)
1746                 add_flag(flgs, TR_RES_FEAR);
1747         if (creature_ptr->tim_invis)
1748                 add_flag(flgs, TR_SEE_INVIS);
1749         if (creature_ptr->tim_regen)
1750                 add_flag(flgs, TR_REGEN);
1751         if (is_time_limit_esp(creature_ptr))
1752                 add_flag(flgs, TR_TELEPATHY);
1753         if (IS_FAST(creature_ptr) || creature_ptr->slow)
1754                 add_flag(flgs, TR_SPEED);
1755
1756         if (is_oppose_acid(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_ACID) && !(PRACE_IS_(creature_ptr, RACE_YEEK) && (creature_ptr->lev > 19)))
1757                 add_flag(flgs, TR_RES_ACID);
1758         if (is_oppose_elec(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_ELEC))
1759                 add_flag(flgs, TR_RES_ELEC);
1760         if (is_oppose_fire(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_FIRE))
1761                 add_flag(flgs, TR_RES_FIRE);
1762         if (is_oppose_cold(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_COLD))
1763                 add_flag(flgs, TR_RES_COLD);
1764         if (is_oppose_pois(creature_ptr))
1765                 add_flag(flgs, TR_RES_POIS);
1766
1767         if (creature_ptr->special_attack & ATTACK_ACID)
1768                 add_flag(flgs, TR_BRAND_ACID);
1769         if (creature_ptr->special_attack & ATTACK_ELEC)
1770                 add_flag(flgs, TR_BRAND_ELEC);
1771         if (creature_ptr->special_attack & ATTACK_FIRE)
1772                 add_flag(flgs, TR_BRAND_FIRE);
1773         if (creature_ptr->special_attack & ATTACK_COLD)
1774                 add_flag(flgs, TR_BRAND_COLD);
1775         if (creature_ptr->special_attack & ATTACK_POIS)
1776                 add_flag(flgs, TR_BRAND_POIS);
1777         if (creature_ptr->special_defense & DEFENSE_ACID)
1778                 add_flag(flgs, TR_IM_ACID);
1779         if (creature_ptr->special_defense & DEFENSE_ELEC)
1780                 add_flag(flgs, TR_IM_ELEC);
1781         if (creature_ptr->special_defense & DEFENSE_FIRE)
1782                 add_flag(flgs, TR_IM_FIRE);
1783         if (creature_ptr->special_defense & DEFENSE_COLD)
1784                 add_flag(flgs, TR_IM_COLD);
1785         if (creature_ptr->wraith_form)
1786                 add_flag(flgs, TR_REFLECT);
1787         if (creature_ptr->tim_reflect)
1788                 add_flag(flgs, TR_REFLECT);
1789
1790         if (creature_ptr->magicdef)
1791         {
1792                 add_flag(flgs, TR_RES_BLIND);
1793                 add_flag(flgs, TR_RES_CONF);
1794                 add_flag(flgs, TR_REFLECT);
1795                 add_flag(flgs, TR_FREE_ACT);
1796                 add_flag(flgs, TR_LEVITATION);
1797         }
1798
1799         if (creature_ptr->tim_res_nether) add_flag(flgs, TR_RES_NETHER);
1800
1801         if (creature_ptr->tim_sh_fire) add_flag(flgs, TR_SH_FIRE);
1802
1803         if (creature_ptr->ult_res)
1804         {
1805                 add_flag(flgs, TR_RES_FEAR);
1806                 add_flag(flgs, TR_RES_LITE);
1807                 add_flag(flgs, TR_RES_DARK);
1808                 add_flag(flgs, TR_RES_BLIND);
1809                 add_flag(flgs, TR_RES_CONF);
1810                 add_flag(flgs, TR_RES_SOUND);
1811                 add_flag(flgs, TR_RES_SHARDS);
1812                 add_flag(flgs, TR_RES_NETHER);
1813                 add_flag(flgs, TR_RES_NEXUS);
1814                 add_flag(flgs, TR_RES_CHAOS);
1815                 add_flag(flgs, TR_RES_DISEN);
1816                 add_flag(flgs, TR_REFLECT);
1817                 add_flag(flgs, TR_HOLD_EXP);
1818                 add_flag(flgs, TR_FREE_ACT);
1819                 add_flag(flgs, TR_SH_FIRE);
1820                 add_flag(flgs, TR_SH_ELEC);
1821                 add_flag(flgs, TR_SH_COLD);
1822                 add_flag(flgs, TR_LEVITATION);
1823                 add_flag(flgs, TR_LITE_1);
1824                 add_flag(flgs, TR_SEE_INVIS);
1825                 add_flag(flgs, TR_TELEPATHY);
1826                 add_flag(flgs, TR_SLOW_DIGEST);
1827                 add_flag(flgs, TR_REGEN);
1828                 add_flag(flgs, TR_SUST_STR);
1829                 add_flag(flgs, TR_SUST_INT);
1830                 add_flag(flgs, TR_SUST_WIS);
1831                 add_flag(flgs, TR_SUST_DEX);
1832                 add_flag(flgs, TR_SUST_CON);
1833                 add_flag(flgs, TR_SUST_CHR);
1834         }
1835
1836         if (creature_ptr->realm1 != REALM_HEX) return;
1837
1838         if (hex_spelling(creature_ptr, HEX_DEMON_AURA))
1839         {
1840                 add_flag(flgs, TR_SH_FIRE);
1841                 add_flag(flgs, TR_REGEN);
1842         }
1843
1844         if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
1845         if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
1846 }
1847
1848
1849 /*!
1850  * @brief プレイヤーの装備一覧をシンボルで並べる
1851  * Equippy chars
1852  * @param creature_ptr プレーヤーへの参照ポインタ
1853  * @param y 表示するコンソールの行
1854  * @param x 表示するコンソールの列
1855  * @param mode オプション
1856  * @return なし
1857  */
1858 void display_player_equippy(player_type *creature_ptr, TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
1859 {
1860         /* Weapon flags need only two column */
1861         int max_i = (mode & DP_WP) ? INVEN_LARM + 1 : INVEN_TOTAL;
1862
1863         /* Dump equippy chars */
1864         for (int i = INVEN_RARM; i < max_i; i++)
1865         {
1866                 object_type *o_ptr;
1867                 o_ptr = &creature_ptr->inventory_list[i];
1868
1869                 TERM_COLOR a = object_attr(o_ptr);
1870                 char c = object_char(o_ptr);
1871
1872                 if (!equippy_chars || !o_ptr->k_idx)
1873                 {
1874                         c = ' ';
1875                         a = TERM_DARK;
1876                 }
1877
1878                 Term_putch(x + i - INVEN_RARM, y, a, c);
1879         }
1880 }
1881
1882
1883 /*!
1884  * @brief プレイヤーの装備による免疫フラグを返す
1885  * @param creature_ptr プレーヤーへの参照ポインタ
1886  * @param flgs フラグを保管する配列
1887  * @return なし
1888  * @todo
1889  * xtra1.c周りと多重実装になっているのを何とかする
1890  */
1891 static void known_obj_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1892 {
1893         for (int i = 0; i < TR_FLAG_SIZE; i++)
1894                 flgs[i] = 0L;
1895
1896         for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
1897         {
1898                 u32b o_flgs[TR_FLAG_SIZE];
1899                 object_type *o_ptr;
1900                 o_ptr = &creature_ptr->inventory_list[i];
1901                 if (!o_ptr->k_idx) continue;
1902
1903                 object_flags_known(o_ptr, o_flgs);
1904                 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
1905                 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
1906                 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
1907                 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
1908         }
1909 }
1910
1911
1912 /*!
1913  * @brief プレイヤーの種族による免疫フラグを返す
1914  * @param creature_ptr プレーヤーへの参照ポインタ
1915  * @param flgs フラグを保管する配列
1916  * @return なし
1917  * @todo
1918  * xtra1.c周りと多重実装になっているのを何とかする
1919  */
1920 static void player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1921 {
1922         for (int i = 0; i < TR_FLAG_SIZE; i++)
1923                 flgs[i] = 0L;
1924
1925         if (PRACE_IS_(creature_ptr, RACE_SPECTRE))
1926                 add_flag(flgs, TR_RES_NETHER);
1927         if (creature_ptr->mimic_form == MIMIC_VAMPIRE || PRACE_IS_(creature_ptr, RACE_VAMPIRE))
1928                 add_flag(flgs, TR_RES_DARK);
1929         if (creature_ptr->mimic_form == MIMIC_DEMON_LORD)
1930                 add_flag(flgs, TR_RES_FIRE);
1931         else if (PRACE_IS_(creature_ptr, RACE_YEEK) && creature_ptr->lev > 19)
1932                 add_flag(flgs, TR_RES_ACID);
1933 }
1934
1935
1936 /*!
1937  * @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
1938  * @param creature_ptr プレーヤーへの参照ポインタ
1939  * @param flgs フラグを保管する配列
1940  * @return なし
1941  * @todo
1942  * xtra1.c周りと多重実装になっているのを何とかする
1943  */
1944 static void tim_player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1945 {
1946         for (int i = 0; i < TR_FLAG_SIZE; i++)
1947                 flgs[i] = 0L;
1948
1949         if (creature_ptr->special_defense & DEFENSE_ACID)
1950                 add_flag(flgs, TR_RES_ACID);
1951         if (creature_ptr->special_defense & DEFENSE_ELEC)
1952                 add_flag(flgs, TR_RES_ELEC);
1953         if (creature_ptr->special_defense & DEFENSE_FIRE)
1954                 add_flag(flgs, TR_RES_FIRE);
1955         if (creature_ptr->special_defense & DEFENSE_COLD)
1956                 add_flag(flgs, TR_RES_COLD);
1957         if (creature_ptr->wraith_form)
1958                 add_flag(flgs, TR_RES_DARK);
1959 }
1960
1961
1962 /*!
1963  * @brief プレイヤーの種族による弱点フラグを返す
1964  * @param creature_ptr プレーヤーへの参照ポインタ
1965  * @param flgs フラグを保管する配列
1966  * @return なし
1967  * @todo
1968  * xtra1.c周りと多重実装になっているのを何とかする
1969  */
1970 static void player_vuln_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1971 {
1972         for (int i = 0; i < TR_FLAG_SIZE; i++)
1973                 flgs[i] = 0L;
1974
1975         if ((creature_ptr->muta3 & MUT3_VULN_ELEM) || (creature_ptr->special_defense & KATA_KOUKIJIN))
1976         {
1977                 add_flag(flgs, TR_RES_ACID);
1978                 add_flag(flgs, TR_RES_ELEC);
1979                 add_flag(flgs, TR_RES_FIRE);
1980                 add_flag(flgs, TR_RES_COLD);
1981         }
1982
1983         if (PRACE_IS_(creature_ptr, RACE_ANDROID))
1984                 add_flag(flgs, TR_RES_ELEC);
1985         if (PRACE_IS_(creature_ptr, RACE_ENT))
1986                 add_flag(flgs, TR_RES_FIRE);
1987         if (PRACE_IS_(creature_ptr, RACE_VAMPIRE) || PRACE_IS_(creature_ptr, RACE_S_FAIRY) ||
1988                 (creature_ptr->mimic_form == MIMIC_VAMPIRE))
1989                 add_flag(flgs, TR_RES_LITE);
1990 }
1991
1992
1993 /*
1994  * A struct for storing misc. flags
1995  */
1996 typedef struct {
1997         BIT_FLAGS player_flags[TR_FLAG_SIZE];
1998         BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
1999         BIT_FLAGS player_imm[TR_FLAG_SIZE];
2000         BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
2001         BIT_FLAGS player_vuln[TR_FLAG_SIZE];
2002         BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
2003 } all_player_flags;
2004
2005 /*!
2006  * @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 /
2007  * Helper function, see below
2008  * @param creature_ptr プレーヤーへの参照ポインタ
2009  * @param row コンソール表示位置の左上行
2010  * @param col コンソール表示位置の左上列
2011  * @param header コンソール上で表示する特性名
2012  * @param flag1 参照する特性ID
2013  * @param f プレイヤーの特性情報構造体
2014  * @param mode 表示オプション
2015  * @return なし
2016  */
2017 static void display_flag_aux(player_type *creature_ptr, TERM_LEN row, TERM_LEN col, concptr header, int flag1, all_player_flags *f, u16b mode)
2018 {
2019         byte header_color = TERM_L_DARK;
2020         int header_col = col;
2021
2022         bool vuln = FALSE;
2023         if (have_flag(f->player_vuln, flag1) &&
2024                 !(have_flag(f->known_obj_imm, flag1) ||
2025                         have_flag(f->player_imm, flag1) ||
2026                         have_flag(f->tim_player_imm, flag1)))
2027                 vuln = TRUE;
2028
2029         col += strlen(header) + 1;
2030
2031         /* Weapon flags need only two column */
2032         int max_i = (mode & DP_WP) ? INVEN_LARM + 1 : INVEN_TOTAL;
2033
2034         for (int i = INVEN_RARM; i < max_i; i++)
2035         {
2036                 BIT_FLAGS flgs[TR_FLAG_SIZE];
2037                 object_type *o_ptr;
2038                 o_ptr = &creature_ptr->inventory_list[i];
2039                 object_flags_known(o_ptr, flgs);
2040                 if (!(mode & DP_IMM))
2041                         c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
2042
2043                 if (mode & DP_CURSE)
2044                 {
2045                         if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
2046                         {
2047                                 c_put_str(TERM_L_DARK, "+", row, col);
2048                                 header_color = TERM_WHITE;
2049                         }
2050
2051                         if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
2052                         {
2053                                 c_put_str(TERM_WHITE, "+", row, col);
2054                                 header_color = TERM_WHITE;
2055                         }
2056
2057                         if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2058                         {
2059                                 c_put_str(TERM_WHITE, "*", row, col);
2060                                 header_color = TERM_WHITE;
2061                         }
2062
2063                         col++;
2064                         continue;
2065                 }
2066
2067                 if (flag1 == TR_LITE_1)
2068                 {
2069                         if (HAVE_DARK_FLAG(flgs))
2070                         {
2071                                 c_put_str(TERM_L_DARK, "+", row, col);
2072                                 header_color = TERM_WHITE;
2073                         }
2074                         else if (HAVE_LITE_FLAG(flgs))
2075                         {
2076                                 c_put_str(TERM_WHITE, "+", row, col);
2077                                 header_color = TERM_WHITE;
2078                         }
2079
2080                         col++;
2081                         continue;
2082                 }
2083
2084                 if (have_flag(flgs, flag1))
2085                 {
2086                         c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
2087                                 (mode & DP_IMM) ? "*" : "+", row, col);
2088                         header_color = TERM_WHITE;
2089                 }
2090
2091                 col++;
2092         }
2093
2094         if (mode & DP_IMM)
2095         {
2096                 if (header_color != TERM_L_DARK)
2097                 {
2098                         c_put_str(header_color, header, row, header_col);
2099                 }
2100
2101                 return;
2102         }
2103
2104         c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
2105         if (have_flag(f->player_flags, flag1))
2106         {
2107                 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
2108                 header_color = TERM_WHITE;
2109         }
2110
2111         if (have_flag(f->tim_player_flags, flag1))
2112         {
2113                 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
2114                 header_color = TERM_WHITE;
2115         }
2116
2117         if (have_flag(f->tim_player_imm, flag1))
2118         {
2119                 c_put_str(TERM_YELLOW, "*", row, col);
2120                 header_color = TERM_WHITE;
2121         }
2122
2123         if (have_flag(f->player_imm, flag1))
2124         {
2125                 c_put_str(TERM_WHITE, "*", row, col);
2126                 header_color = TERM_WHITE;
2127         }
2128
2129         if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
2130         c_put_str(header_color, header, row, header_col);
2131 }
2132
2133
2134 /*!
2135  * @brief プレイヤーの特性フラグ一覧表示1 /
2136  * @param creature_ptr プレーヤーへの参照ポインタ
2137  * Special display, part 1
2138  * @return なし
2139  */
2140 static void display_player_flag_info(player_type *creature_ptr)
2141 {
2142         all_player_flags f;
2143         player_flags(creature_ptr, f.player_flags);
2144         tim_player_flags(creature_ptr, f.tim_player_flags);
2145         player_immunity(creature_ptr, f.player_imm);
2146         tim_player_immunity(creature_ptr, f.tim_player_imm);
2147         known_obj_immunity(creature_ptr, f.known_obj_imm);
2148         player_vuln_flags(creature_ptr, f.player_vuln);
2149
2150         /*** Set 1 ***/
2151         TERM_LEN row = 12;
2152         TERM_LEN col = 1;
2153         display_player_equippy(creature_ptr, row - 2, col + 8, 0);
2154         c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 8);
2155
2156 #ifdef JP
2157         display_flag_aux(creature_ptr, row + 0, col, "耐酸  :", TR_RES_ACID, &f, 0);
2158         display_flag_aux(creature_ptr, row + 0, col, "耐酸  :", TR_IM_ACID, &f, DP_IMM);
2159         display_flag_aux(creature_ptr, row + 1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
2160         display_flag_aux(creature_ptr, row + 1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
2161         display_flag_aux(creature_ptr, row + 2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
2162         display_flag_aux(creature_ptr, row + 2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
2163         display_flag_aux(creature_ptr, row + 3, col, "耐冷気:", TR_RES_COLD, &f, 0);
2164         display_flag_aux(creature_ptr, row + 3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
2165         display_flag_aux(creature_ptr, row + 4, col, "耐毒  :", TR_RES_POIS, &f, 0);
2166         display_flag_aux(creature_ptr, row + 5, col, "耐閃光:", TR_RES_LITE, &f, 0);
2167         display_flag_aux(creature_ptr, row + 6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
2168         display_flag_aux(creature_ptr, row + 7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
2169         display_flag_aux(creature_ptr, row + 8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
2170         display_flag_aux(creature_ptr, row + 9, col, "耐混乱:", TR_RES_CONF, &f, 0);
2171 #else
2172         display_flag_aux(creature_ptr, row + 0, col, "Acid  :", TR_RES_ACID, &f, 0);
2173         display_flag_aux(creature_ptr, row + 0, col, "Acid  :", TR_IM_ACID, &f, DP_IMM);
2174         display_flag_aux(creature_ptr, row + 1, col, "Elec  :", TR_RES_ELEC, &f, 0);
2175         display_flag_aux(creature_ptr, row + 1, col, "Elec  :", TR_IM_ELEC, &f, DP_IMM);
2176         display_flag_aux(creature_ptr, row + 2, col, "Fire  :", TR_RES_FIRE, &f, 0);
2177         display_flag_aux(creature_ptr, row + 2, col, "Fire  :", TR_IM_FIRE, &f, DP_IMM);
2178         display_flag_aux(creature_ptr, row + 3, col, "Cold  :", TR_RES_COLD, &f, 0);
2179         display_flag_aux(creature_ptr, row + 3, col, "Cold  :", TR_IM_COLD, &f, DP_IMM);
2180         display_flag_aux(creature_ptr, row + 4, col, "Poison:", TR_RES_POIS, &f, 0);
2181         display_flag_aux(creature_ptr, row + 5, col, "Light :", TR_RES_LITE, &f, 0);
2182         display_flag_aux(creature_ptr, row + 6, col, "Dark  :", TR_RES_DARK, &f, 0);
2183         display_flag_aux(creature_ptr, row + 7, col, "Shard :", TR_RES_SHARDS, &f, 0);
2184         display_flag_aux(creature_ptr, row + 8, col, "Blind :", TR_RES_BLIND, &f, 0);
2185         display_flag_aux(creature_ptr, row + 9, col, "Conf  :", TR_RES_CONF, &f, 0);
2186 #endif
2187
2188         /*** Set 2 ***/
2189         row = 12;
2190         col = 26;
2191         display_player_equippy(creature_ptr, row - 2, col + 8, 0);
2192         c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 8);
2193
2194 #ifdef JP
2195         display_flag_aux(creature_ptr, row + 0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
2196         display_flag_aux(creature_ptr, row + 1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
2197         display_flag_aux(creature_ptr, row + 2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
2198         display_flag_aux(creature_ptr, row + 3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
2199         display_flag_aux(creature_ptr, row + 4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
2200         display_flag_aux(creature_ptr, row + 5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
2201         display_flag_aux(creature_ptr, row + 6, col, "反射  :", TR_REFLECT, &f, 0);
2202         display_flag_aux(creature_ptr, row + 7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
2203         display_flag_aux(creature_ptr, row + 8, col, "電気オ:", TR_SH_ELEC, &f, 0);
2204         display_flag_aux(creature_ptr, row + 9, col, "冷気オ:", TR_SH_COLD, &f, 0);
2205 #else
2206         display_flag_aux(creature_ptr, row + 0, col, "Sound :", TR_RES_SOUND, &f, 0);
2207         display_flag_aux(creature_ptr, row + 1, col, "Nether:", TR_RES_NETHER, &f, 0);
2208         display_flag_aux(creature_ptr, row + 2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
2209         display_flag_aux(creature_ptr, row + 3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
2210         display_flag_aux(creature_ptr, row + 4, col, "Disnch:", TR_RES_DISEN, &f, 0);
2211         display_flag_aux(creature_ptr, row + 5, col, "Fear  :", TR_RES_FEAR, &f, 0);
2212         display_flag_aux(creature_ptr, row + 6, col, "Reflct:", TR_REFLECT, &f, 0);
2213         display_flag_aux(creature_ptr, row + 7, col, "AuFire:", TR_SH_FIRE, &f, 0);
2214         display_flag_aux(creature_ptr, row + 8, col, "AuElec:", TR_SH_ELEC, &f, 0);
2215         display_flag_aux(creature_ptr, row + 9, col, "AuCold:", TR_SH_COLD, &f, 0);
2216 #endif
2217
2218         /*** Set 3 ***/
2219         row = 12;
2220         col = 51;
2221         display_player_equippy(creature_ptr, row - 2, col + 12, 0);
2222         c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 12);
2223
2224 #ifdef JP
2225         display_flag_aux(creature_ptr, row + 0, col, "加速      :", TR_SPEED, &f, 0);
2226         display_flag_aux(creature_ptr, row + 1, col, "耐麻痺    :", TR_FREE_ACT, &f, 0);
2227         display_flag_aux(creature_ptr, row + 2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
2228         display_flag_aux(creature_ptr, row + 3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
2229         display_flag_aux(creature_ptr, row + 4, col, "警告      :", TR_WARNING, &f, 0);
2230         display_flag_aux(creature_ptr, row + 5, col, "遅消化    :", TR_SLOW_DIGEST, &f, 0);
2231         display_flag_aux(creature_ptr, row + 6, col, "急回復    :", TR_REGEN, &f, 0);
2232         display_flag_aux(creature_ptr, row + 7, col, "浮遊      :", TR_LEVITATION, &f, 0);
2233         display_flag_aux(creature_ptr, row + 8, col, "永遠光源  :", TR_LITE_1, &f, 0);
2234         display_flag_aux(creature_ptr, row + 9, col, "呪い      :", 0, &f, DP_CURSE);
2235 #else
2236         display_flag_aux(creature_ptr, row + 0, col, "Speed     :", TR_SPEED, &f, 0);
2237         display_flag_aux(creature_ptr, row + 1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
2238         display_flag_aux(creature_ptr, row + 2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
2239         display_flag_aux(creature_ptr, row + 3, col, "Hold Exp  :", TR_HOLD_EXP, &f, 0);
2240         display_flag_aux(creature_ptr, row + 4, col, "Warning   :", TR_WARNING, &f, 0);
2241         display_flag_aux(creature_ptr, row + 5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
2242         display_flag_aux(creature_ptr, row + 6, col, "Regene.   :", TR_REGEN, &f, 0);
2243         display_flag_aux(creature_ptr, row + 7, col, "Levitation:", TR_LEVITATION, &f, 0);
2244         display_flag_aux(creature_ptr, row + 8, col, "Perm Lite :", TR_LITE_1, &f, 0);
2245         display_flag_aux(creature_ptr, row + 9, col, "Cursed    :", 0, &f, DP_CURSE);
2246 #endif
2247 }
2248
2249
2250 /*!
2251  * @brief プレイヤーの特性フラグ一覧表示2 /
2252  * @param creature_ptr プレーヤーへの参照ポインタ
2253  * Special display, part 2
2254  * @return なし
2255  */
2256 static void display_player_other_flag_info(player_type *creature_ptr)
2257 {
2258         /* Extract flags and store */
2259         all_player_flags f;
2260         player_flags(creature_ptr, f.player_flags);
2261         tim_player_flags(creature_ptr, f.tim_player_flags);
2262         player_immunity(creature_ptr, f.player_imm);
2263         tim_player_immunity(creature_ptr, f.tim_player_imm);
2264         known_obj_immunity(creature_ptr, f.known_obj_imm);
2265         player_vuln_flags(creature_ptr, f.player_vuln);
2266
2267         /*** Set 1 ***/
2268         TERM_LEN row = 3;
2269         TERM_LEN col = 1;
2270         display_player_equippy(creature_ptr, row - 2, col + 12, DP_WP);
2271         c_put_str(TERM_WHITE, "ab@", row - 1, col + 12);
2272
2273 #ifdef JP
2274         display_flag_aux(creature_ptr, row + 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
2275         display_flag_aux(creature_ptr, row + 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP | DP_IMM));
2276         display_flag_aux(creature_ptr, row + 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
2277         display_flag_aux(creature_ptr, row + 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP | DP_IMM));
2278         display_flag_aux(creature_ptr, row + 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
2279         display_flag_aux(creature_ptr, row + 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP | DP_IMM));
2280         display_flag_aux(creature_ptr, row + 3, col, "龍 倍打   :", TR_SLAY_DRAGON, &f, DP_WP);
2281         display_flag_aux(creature_ptr, row + 3, col, "龍 倍打   :", TR_KILL_DRAGON, &f, (DP_WP | DP_IMM));
2282         display_flag_aux(creature_ptr, row + 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
2283         display_flag_aux(creature_ptr, row + 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP | DP_IMM));
2284         display_flag_aux(creature_ptr, row + 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
2285         display_flag_aux(creature_ptr, row + 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP | DP_IMM));
2286         display_flag_aux(creature_ptr, row + 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
2287         display_flag_aux(creature_ptr, row + 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP | DP_IMM));
2288         display_flag_aux(creature_ptr, row + 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
2289         display_flag_aux(creature_ptr, row + 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP | DP_IMM));
2290         display_flag_aux(creature_ptr, row + 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
2291         display_flag_aux(creature_ptr, row + 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP | DP_IMM));
2292         display_flag_aux(creature_ptr, row + 9, col, "溶解      :", TR_BRAND_ACID, &f, DP_WP);
2293         display_flag_aux(creature_ptr, row + 10, col, "電撃      :", TR_BRAND_ELEC, &f, DP_WP);
2294         display_flag_aux(creature_ptr, row + 11, col, "焼棄      :", TR_BRAND_FIRE, &f, DP_WP);
2295         display_flag_aux(creature_ptr, row + 12, col, "凍結      :", TR_BRAND_COLD, &f, DP_WP);
2296         display_flag_aux(creature_ptr, row + 13, col, "毒殺      :", TR_BRAND_POIS, &f, DP_WP);
2297         display_flag_aux(creature_ptr, row + 14, col, "切れ味    :", TR_VORPAL, &f, DP_WP);
2298         display_flag_aux(creature_ptr, row + 15, col, "地震      :", TR_IMPACT, &f, DP_WP);
2299         display_flag_aux(creature_ptr, row + 16, col, "吸血      :", TR_VAMPIRIC, &f, DP_WP);
2300         display_flag_aux(creature_ptr, row + 17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
2301         display_flag_aux(creature_ptr, row + 18, col, "理力      :", TR_FORCE_WEAPON, &f, DP_WP);
2302 #else
2303         display_flag_aux(creature_ptr, row + 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
2304         display_flag_aux(creature_ptr, row + 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP | DP_IMM));
2305         display_flag_aux(creature_ptr, row + 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
2306         display_flag_aux(creature_ptr, row + 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP | DP_IMM));
2307         display_flag_aux(creature_ptr, row + 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
2308         display_flag_aux(creature_ptr, row + 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP | DP_IMM));
2309         display_flag_aux(creature_ptr, row + 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
2310         display_flag_aux(creature_ptr, row + 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP | DP_IMM));
2311         display_flag_aux(creature_ptr, row + 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
2312         display_flag_aux(creature_ptr, row + 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP | DP_IMM));
2313         display_flag_aux(creature_ptr, row + 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
2314         display_flag_aux(creature_ptr, row + 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP | DP_IMM));
2315         display_flag_aux(creature_ptr, row + 6, col, "Slay Orc  :", TR_SLAY_ORC, &f, DP_WP);
2316         display_flag_aux(creature_ptr, row + 6, col, "Slay Orc  :", TR_KILL_ORC, &f, (DP_WP | DP_IMM));
2317         display_flag_aux(creature_ptr, row + 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
2318         display_flag_aux(creature_ptr, row + 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP | DP_IMM));
2319         display_flag_aux(creature_ptr, row + 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
2320         display_flag_aux(creature_ptr, row + 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP | DP_IMM));
2321         display_flag_aux(creature_ptr, row + 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
2322         display_flag_aux(creature_ptr, row + 10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
2323         display_flag_aux(creature_ptr, row + 11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
2324         display_flag_aux(creature_ptr, row + 12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
2325         display_flag_aux(creature_ptr, row + 13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
2326         display_flag_aux(creature_ptr, row + 14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
2327         display_flag_aux(creature_ptr, row + 15, col, "Quake     :", TR_IMPACT, &f, DP_WP);
2328         display_flag_aux(creature_ptr, row + 16, col, "Vampiric  :", TR_VAMPIRIC, &f, DP_WP);
2329         display_flag_aux(creature_ptr, row + 17, col, "Chaotic   :", TR_CHAOTIC, &f, DP_WP);
2330         display_flag_aux(creature_ptr, row + 18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
2331 #endif
2332
2333         /*** Set 2 ***/
2334         row = 3;
2335         col = col + 12 + 7;
2336         display_player_equippy(creature_ptr, row - 2, col + 13, 0);
2337         c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 13);
2338
2339 #ifdef JP
2340         display_flag_aux(creature_ptr, row + 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
2341         display_flag_aux(creature_ptr, row + 1, col, "邪悪ESP    :", TR_ESP_EVIL, &f, 0);
2342         display_flag_aux(creature_ptr, row + 2, col, "無生物ESP  :", TR_ESP_NONLIVING, &f, 0);
2343         display_flag_aux(creature_ptr, row + 3, col, "善良ESP    :", TR_ESP_GOOD, &f, 0);
2344         display_flag_aux(creature_ptr, row + 4, col, "不死ESP    :", TR_ESP_UNDEAD, &f, 0);
2345         display_flag_aux(creature_ptr, row + 5, col, "悪魔ESP    :", TR_ESP_DEMON, &f, 0);
2346         display_flag_aux(creature_ptr, row + 6, col, "龍ESP      :", TR_ESP_DRAGON, &f, 0);
2347         display_flag_aux(creature_ptr, row + 7, col, "人間ESP    :", TR_ESP_HUMAN, &f, 0);
2348         display_flag_aux(creature_ptr, row + 8, col, "動物ESP    :", TR_ESP_ANIMAL, &f, 0);
2349         display_flag_aux(creature_ptr, row + 9, col, "オークESP  :", TR_ESP_ORC, &f, 0);
2350         display_flag_aux(creature_ptr, row + 10, col, "トロルESP  :", TR_ESP_TROLL, &f, 0);
2351         display_flag_aux(creature_ptr, row + 11, col, "巨人ESP    :", TR_ESP_GIANT, &f, 0);
2352         display_flag_aux(creature_ptr, row + 12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
2353         display_flag_aux(creature_ptr, row + 13, col, "腕力維持   :", TR_SUST_STR, &f, 0);
2354         display_flag_aux(creature_ptr, row + 14, col, "知力維持   :", TR_SUST_INT, &f, 0);
2355         display_flag_aux(creature_ptr, row + 15, col, "賢さ維持   :", TR_SUST_WIS, &f, 0);
2356         display_flag_aux(creature_ptr, row + 16, col, "器用維持   :", TR_SUST_DEX, &f, 0);
2357         display_flag_aux(creature_ptr, row + 17, col, "耐久維持   :", TR_SUST_CON, &f, 0);
2358         display_flag_aux(creature_ptr, row + 18, col, "魅力維持   :", TR_SUST_CHR, &f, 0);
2359 #else
2360         display_flag_aux(creature_ptr, row + 0, col, "Telepathy  :", TR_TELEPATHY, &f, 0);
2361         display_flag_aux(creature_ptr, row + 1, col, "ESP Evil   :", TR_ESP_EVIL, &f, 0);
2362         display_flag_aux(creature_ptr, row + 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
2363         display_flag_aux(creature_ptr, row + 3, col, "ESP Good   :", TR_ESP_GOOD, &f, 0);
2364         display_flag_aux(creature_ptr, row + 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
2365         display_flag_aux(creature_ptr, row + 5, col, "ESP Demon  :", TR_ESP_DEMON, &f, 0);
2366         display_flag_aux(creature_ptr, row + 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
2367         display_flag_aux(creature_ptr, row + 7, col, "ESP Human  :", TR_ESP_HUMAN, &f, 0);
2368         display_flag_aux(creature_ptr, row + 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
2369         display_flag_aux(creature_ptr, row + 9, col, "ESP Orc    :", TR_ESP_ORC, &f, 0);
2370         display_flag_aux(creature_ptr, row + 10, col, "ESP Troll  :", TR_ESP_TROLL, &f, 0);
2371         display_flag_aux(creature_ptr, row + 11, col, "ESP Giant  :", TR_ESP_GIANT, &f, 0);
2372         display_flag_aux(creature_ptr, row + 12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
2373         display_flag_aux(creature_ptr, row + 13, col, "Sust Str   :", TR_SUST_STR, &f, 0);
2374         display_flag_aux(creature_ptr, row + 14, col, "Sust Int   :", TR_SUST_INT, &f, 0);
2375         display_flag_aux(creature_ptr, row + 15, col, "Sust Wis   :", TR_SUST_WIS, &f, 0);
2376         display_flag_aux(creature_ptr, row + 16, col, "Sust Dex   :", TR_SUST_DEX, &f, 0);
2377         display_flag_aux(creature_ptr, row + 17, col, "Sust Con   :", TR_SUST_CON, &f, 0);
2378         display_flag_aux(creature_ptr, row + 18, col, "Sust Chr   :", TR_SUST_CHR, &f, 0);
2379 #endif
2380
2381         /*** Set 3 ***/
2382         row = 3;
2383         col = col + 12 + 17;
2384         display_player_equippy(creature_ptr, row - 2, col + 14, 0);
2385         c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 14);
2386
2387 #ifdef JP
2388         display_flag_aux(creature_ptr, row + 0, col, "追加攻撃    :", TR_BLOWS, &f, 0);
2389         display_flag_aux(creature_ptr, row + 1, col, "採掘        :", TR_TUNNEL, &f, 0);
2390         display_flag_aux(creature_ptr, row + 2, col, "赤外線視力  :", TR_INFRA, &f, 0);
2391         display_flag_aux(creature_ptr, row + 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
2392         display_flag_aux(creature_ptr, row + 4, col, "隠密        :", TR_STEALTH, &f, 0);
2393         display_flag_aux(creature_ptr, row + 5, col, "探索        :", TR_SEARCH, &f, 0);
2394
2395         display_flag_aux(creature_ptr, row + 7, col, "乗馬        :", TR_RIDING, &f, 0);
2396         display_flag_aux(creature_ptr, row + 8, col, "投擲        :", TR_THROW, &f, 0);
2397         display_flag_aux(creature_ptr, row + 9, col, "祝福        :", TR_BLESSED, &f, 0);
2398         display_flag_aux(creature_ptr, row + 10, col, "反テレポート:", TR_NO_TELE, &f, 0);
2399         display_flag_aux(creature_ptr, row + 11, col, "反魔法      :", TR_NO_MAGIC, &f, 0);
2400         display_flag_aux(creature_ptr, row + 12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
2401
2402         display_flag_aux(creature_ptr, row + 14, col, "経験値減少  :", TR_DRAIN_EXP, &f, 0);
2403         display_flag_aux(creature_ptr, row + 15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
2404         display_flag_aux(creature_ptr, row + 16, col, "反感        :", TR_AGGRAVATE, &f, 0);
2405         display_flag_aux(creature_ptr, row + 17, col, "太古の怨念  :", TR_TY_CURSE, &f, 0);
2406 #else
2407         display_flag_aux(creature_ptr, row + 0, col, "Add Blows   :", TR_BLOWS, &f, 0);
2408         display_flag_aux(creature_ptr, row + 1, col, "Add Tunnel  :", TR_TUNNEL, &f, 0);
2409         display_flag_aux(creature_ptr, row + 2, col, "Add Infra   :", TR_INFRA, &f, 0);
2410         display_flag_aux(creature_ptr, row + 3, col, "Add Device  :", TR_MAGIC_MASTERY, &f, 0);
2411         display_flag_aux(creature_ptr, row + 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
2412         display_flag_aux(creature_ptr, row + 5, col, "Add Search  :", TR_SEARCH, &f, 0);
2413
2414         display_flag_aux(creature_ptr, row + 7, col, "Riding      :", TR_RIDING, &f, 0);
2415         display_flag_aux(creature_ptr, row + 8, col, "Throw       :", TR_THROW, &f, 0);
2416         display_flag_aux(creature_ptr, row + 9, col, "Blessed     :", TR_BLESSED, &f, 0);
2417         display_flag_aux(creature_ptr, row + 10, col, "No Teleport :", TR_NO_TELE, &f, 0);
2418         display_flag_aux(creature_ptr, row + 11, col, "Anti Magic  :", TR_NO_MAGIC, &f, 0);
2419         display_flag_aux(creature_ptr, row + 12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
2420
2421         display_flag_aux(creature_ptr, row + 14, col, "Drain Exp   :", TR_DRAIN_EXP, &f, 0);
2422         display_flag_aux(creature_ptr, row + 15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
2423         display_flag_aux(creature_ptr, row + 16, col, "Aggravate   :", TR_AGGRAVATE, &f, 0);
2424         display_flag_aux(creature_ptr, row + 17, col, "TY Curse    :", TR_TY_CURSE, &f, 0);
2425 #endif
2426
2427 }
2428
2429
2430 /*!
2431  * @brief プレイヤーの特性フラグ一覧表示2a /
2432  * @param creature_ptr プレーヤーへの参照ポインタ
2433  * Special display, part 2a
2434  * @return なし
2435  */
2436 static void display_player_misc_info(player_type *creature_ptr)
2437 {
2438 #ifdef JP
2439         put_str("名前  :", 1, 26);
2440         put_str("性別  :", 3, 1);
2441         put_str("種族  :", 4, 1);
2442         put_str("職業  :", 5, 1);
2443 #else
2444         put_str("Name  :", 1, 26);
2445         put_str("Sex   :", 3, 1);
2446         put_str("Race  :", 4, 1);
2447         put_str("Class :", 5, 1);
2448 #endif
2449
2450         char    buf[80];
2451         char    tmp[80];
2452         strcpy(tmp, ap_ptr->title);
2453 #ifdef JP
2454         if (ap_ptr->no == 1)
2455                 strcat(tmp, "の");
2456 #else
2457         strcat(tmp, " ");
2458 #endif
2459         strcat(tmp, creature_ptr->name);
2460
2461         c_put_str(TERM_L_BLUE, tmp, 1, 34);
2462         c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
2463         c_put_str(TERM_L_BLUE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), 4, 9);
2464         c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
2465
2466 #ifdef JP
2467         put_str("レベル:", 6, 1);
2468         put_str("HP  :", 7, 1);
2469         put_str("MP  :", 8, 1);
2470 #else
2471         put_str("Level :", 6, 1);
2472         put_str("Hits  :", 7, 1);
2473         put_str("Mana  :", 8, 1);
2474 #endif
2475
2476         (void)sprintf(buf, "%d", (int)creature_ptr->lev);
2477         c_put_str(TERM_L_BLUE, buf, 6, 9);
2478         (void)sprintf(buf, "%d/%d", (int)creature_ptr->chp, (int)creature_ptr->mhp);
2479         c_put_str(TERM_L_BLUE, buf, 7, 9);
2480         (void)sprintf(buf, "%d/%d", (int)creature_ptr->csp, (int)creature_ptr->msp);
2481         c_put_str(TERM_L_BLUE, buf, 8, 9);
2482 }
2483
2484
2485 /*!
2486  * @brief プレイヤーの特性フラグ一覧表示2b /
2487  * Special display, part 2b
2488  * @param creature_ptr プレーヤーへの参照ポインタ
2489  * @return なし
2490  * @details
2491  * <pre>
2492  * How to print out the modifications and sustains.
2493  * Positive mods with no sustain will be light green.
2494  * Positive mods with a sustain will be dark green.
2495  * Sustains (with no modification) will be a dark green 's'.
2496  * Negative mods (from a curse) will be red.
2497  * Huge mods (>9), like from MICoMorgoth, will be a '*'
2498  * No mod, no sustain, will be a slate '.'
2499  * </pre>
2500  */
2501 static void display_player_stat_info(player_type *creature_ptr)
2502 {
2503         /* Print out the labels for the columns */
2504         int stat_col = 22;
2505         int row = 3;
2506         c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col + 1);
2507         c_put_str(TERM_BLUE, _("  基本", "  Base"), row, stat_col + 7);
2508         c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col + 13);
2509         c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col + 28);
2510         c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col + 35);
2511
2512         /* Display the stats */
2513         char buf[80];
2514         for (int i = 0; i < A_MAX; i++)
2515         {
2516                 int r_adj;
2517                 if (creature_ptr->mimic_form) r_adj = mimic_info[creature_ptr->mimic_form].r_adj[i];
2518                 else r_adj = rp_ptr->r_adj[i];
2519
2520                 int e_adj = 0;
2521
2522                 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] > 18))
2523                         e_adj = (creature_ptr->stat_top[i] - creature_ptr->stat_max[i]) / 10;
2524                 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] <= 18))
2525                         e_adj = creature_ptr->stat_top[i] - creature_ptr->stat_max[i];
2526                 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] > 18))
2527                         e_adj = (creature_ptr->stat_top[i] - 18) / 10 - creature_ptr->stat_max[i] + 18;
2528
2529                 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] <= 18))
2530                         e_adj = creature_ptr->stat_top[i] - (creature_ptr->stat_max[i] - 19) / 10 - 19;
2531
2532                 if (PRACE_IS_(creature_ptr, RACE_ENT))
2533                 {
2534                         switch (i)
2535                         {
2536                         case A_STR:
2537                         case A_CON:
2538                                 if (creature_ptr->lev > 25) r_adj++;
2539                                 if (creature_ptr->lev > 40) r_adj++;
2540                                 if (creature_ptr->lev > 45) r_adj++;
2541                                 break;
2542                         case A_DEX:
2543                                 if (creature_ptr->lev > 25) r_adj--;
2544                                 if (creature_ptr->lev > 40) r_adj--;
2545                                 if (creature_ptr->lev > 45) r_adj--;
2546                                 break;
2547                         }
2548                 }
2549
2550                 e_adj -= r_adj;
2551                 e_adj -= cp_ptr->c_adj[i];
2552                 e_adj -= ap_ptr->a_adj[i];
2553
2554                 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
2555                         c_put_str(TERM_WHITE, stat_names_reduced[i], row + i + 1, stat_col + 1);
2556                 else
2557                         c_put_str(TERM_WHITE, stat_names[i], row + i + 1, stat_col + 1);
2558
2559                 /* Internal "natural" max value.  Maxes at 18/100 */
2560                 /* This is useful to see if you are maxed out */
2561                 cnv_stat(creature_ptr->stat_max[i], buf);
2562                 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
2563                 {
2564                         c_put_str(TERM_WHITE, "!", row + i + 1, _(stat_col + 6, stat_col + 4));
2565                 }
2566
2567                 c_put_str(TERM_BLUE, buf, row + i + 1, stat_col + 13 - strlen(buf));
2568
2569                 /* Race, class, and equipment modifiers */
2570                 (void)sprintf(buf, "%3d", r_adj);
2571                 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 13);
2572                 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
2573                 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 16);
2574                 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
2575                 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 19);
2576                 (void)sprintf(buf, "%3d", (int)e_adj);
2577                 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 22);
2578
2579                 /* Actual maximal modified value */
2580                 cnv_stat(creature_ptr->stat_top[i], buf);
2581                 c_put_str(TERM_L_GREEN, buf, row + i + 1, stat_col + 26);
2582
2583                 /* Only display stat_use if not maximal */
2584                 if (creature_ptr->stat_use[i] < creature_ptr->stat_top[i])
2585                 {
2586                         cnv_stat(creature_ptr->stat_use[i], buf);
2587                         c_put_str(TERM_YELLOW, buf, row + i + 1, stat_col + 33);
2588                 }
2589         }
2590
2591         int col = stat_col + 41;
2592         c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
2593         c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
2594
2595         BIT_FLAGS flgs[TR_FLAG_SIZE];
2596         for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
2597         {
2598                 object_type *o_ptr;
2599                 o_ptr = &creature_ptr->inventory_list[i];
2600                 object_flags_known(o_ptr, flgs);
2601
2602                 /* Initialize color based of sign of pval. */
2603                 for (int stat = 0; stat < A_MAX; stat++)
2604                 {
2605                         byte a = TERM_SLATE;
2606                         char c = '.';
2607
2608                         /* Boost */
2609                         if (have_flag(flgs, stat))
2610                         {
2611                                 /* Default */
2612                                 c = '*';
2613
2614                                 /* Good */
2615                                 if (o_ptr->pval > 0)
2616                                 {
2617                                         /* Good */
2618                                         a = TERM_L_GREEN;
2619
2620                                         /* Label boost */
2621                                         if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
2622                                 }
2623
2624                                 if (have_flag(flgs, stat + TR_SUST_STR))
2625                                 {
2626                                         /* Dark green for sustained stats */
2627                                         a = TERM_GREEN;
2628                                 }
2629
2630                                 /* Bad */
2631                                 if (o_ptr->pval < 0)
2632                                 {
2633                                         /* Bad */
2634                                         a = TERM_RED;
2635
2636                                         /* Label boost */
2637                                         if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
2638                                 }
2639                         }
2640
2641                         /* Sustain */
2642                         else if (have_flag(flgs, stat + TR_SUST_STR))
2643                         {
2644                                 /* Dark green "s" */
2645                                 a = TERM_GREEN;
2646                                 c = 's';
2647                         }
2648
2649                         Term_putch(col, row + stat + 1, a, c);
2650                 }
2651
2652                 col++;
2653         }
2654
2655         player_flags(creature_ptr, flgs);
2656
2657         for (int stat = 0; stat < A_MAX; stat++)
2658         {
2659                 byte a = TERM_SLATE;
2660                 char c = '.';
2661
2662                 if (creature_ptr->muta3 || creature_ptr->tsuyoshi)
2663                 {
2664                         int dummy = 0;
2665
2666                         if (stat == A_STR)
2667                         {
2668                                 if (creature_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
2669                                 if (creature_ptr->muta3 & MUT3_PUNY) dummy -= 4;
2670                                 if (creature_ptr->tsuyoshi) dummy += 4;
2671                         }
2672                         else if (stat == A_WIS || stat == A_INT)
2673                         {
2674                                 if (creature_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
2675                                 if (creature_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
2676                         }
2677                         else if (stat == A_DEX)
2678                         {
2679                                 if (creature_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
2680                                 if (creature_ptr->muta3 & MUT3_LIMBER) dummy += 3;
2681                                 if (creature_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
2682                         }
2683                         else if (stat == A_CON)
2684                         {
2685                                 if (creature_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
2686                                 if (creature_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
2687                                 if (creature_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
2688                                 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
2689                                 if (creature_ptr->tsuyoshi) dummy += 4;
2690                         }
2691                         else if (stat == A_CHR)
2692                         {
2693                                 if (creature_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
2694                                 if (creature_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
2695                                 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
2696                                 if (creature_ptr->muta3 & MUT3_SCALES) dummy -= 1;
2697                                 if (creature_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
2698                                 if (creature_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
2699                         }
2700
2701                         /* Boost */
2702                         if (dummy)
2703                         {
2704                                 c = '*';
2705
2706                                 /* Good */
2707                                 if (dummy > 0)
2708                                 {
2709                                         /* Good */
2710                                         a = TERM_L_GREEN;
2711
2712                                         /* Label boost */
2713                                         if (dummy < 10) c = '0' + dummy;
2714                                 }
2715
2716                                 /* Bad */
2717                                 if (dummy < 0)
2718                                 {
2719                                         /* Bad */
2720                                         a = TERM_RED;
2721
2722                                         /* Label boost */
2723                                         if (dummy > -10) c = '0' - dummy;
2724                                 }
2725                         }
2726                 }
2727
2728                 if (have_flag(flgs, stat + TR_SUST_STR))
2729                 {
2730                         /* Dark green "s" */
2731                         a = TERM_GREEN;
2732                         c = 's';
2733                 }
2734
2735                 Term_putch(col, row + stat + 1, a, c);
2736         }
2737 }
2738
2739
2740 /*!
2741  * @brief プレイヤーのステータス表示メイン処理
2742  * Display the character on the screen (various modes)
2743  * @param creature_ptr プレーヤーへの参照ポインタ
2744  * @param mode 表示モードID
2745  * @return なし
2746  * @details
2747  * <pre>
2748  * The top one and bottom two lines are left blank.
2749  * Mode 0 = standard display with skills
2750  * Mode 1 = standard display with history
2751  * Mode 2 = summary of various things
2752  * Mode 3 = summary of various things (part 2)
2753  * Mode 4 = mutations
2754  * </pre>
2755  */
2756 void display_player(player_type *creature_ptr, int mode)
2757 {
2758         if ((creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3) && display_mutations)
2759                 mode = (mode % 5);
2760         else
2761                 mode = (mode % 4);
2762
2763         clear_from(0);
2764
2765         if (mode == 2)
2766         {
2767                 display_player_misc_info(creature_ptr);
2768                 display_player_stat_info(creature_ptr);
2769                 display_player_flag_info(creature_ptr);
2770                 return;
2771         }
2772
2773         if (mode == 3)
2774         {
2775                 display_player_other_flag_info(creature_ptr);
2776                 return;
2777         }
2778
2779         if (mode == 4)
2780         {
2781                 do_cmd_knowledge_mutations(creature_ptr);
2782                 return;
2783         }
2784
2785         char tmp[64];
2786         if ((mode != 0) && (mode != 1)) return;
2787
2788         /* Name, Sex, Race, Class */
2789 #ifdef JP
2790         sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の" : "", creature_ptr->name);
2791 #else
2792         sprintf(tmp, "%s %s", ap_ptr->title, creature_ptr->name);
2793 #endif
2794
2795         display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
2796         display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
2797         display_player_one_line(ENTRY_RACE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
2798         display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
2799
2800         if (creature_ptr->realm1)
2801         {
2802                 if (creature_ptr->realm2)
2803                         sprintf(tmp, "%s, %s", realm_names[creature_ptr->realm1], realm_names[creature_ptr->realm2]);
2804                 else
2805                         strcpy(tmp, realm_names[creature_ptr->realm1]);
2806                 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
2807         }
2808
2809         if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
2810                 display_player_one_line(ENTRY_PATRON, chaos_patrons[creature_ptr->chaos_patron], TERM_L_BLUE);
2811
2812         /* Age, Height, Weight, Social */
2813         /* 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 */
2814 #ifdef JP
2815         display_player_one_line(ENTRY_AGE, format("%d才", (int)creature_ptr->age), TERM_L_BLUE);
2816         display_player_one_line(ENTRY_HEIGHT, format("%dcm", (int)((creature_ptr->ht * 254) / 100)), TERM_L_BLUE);
2817         display_player_one_line(ENTRY_WEIGHT, format("%dkg", (int)((creature_ptr->wt * 4536) / 10000)), TERM_L_BLUE);
2818         display_player_one_line(ENTRY_SOCIAL, format("%d  ", (int)creature_ptr->sc), TERM_L_BLUE);
2819 #else
2820         display_player_one_line(ENTRY_AGE, format("%d", (int)creature_ptr->age), TERM_L_BLUE);
2821         display_player_one_line(ENTRY_HEIGHT, format("%d", (int)creature_ptr->ht), TERM_L_BLUE);
2822         display_player_one_line(ENTRY_WEIGHT, format("%d", (int)creature_ptr->wt), TERM_L_BLUE);
2823         display_player_one_line(ENTRY_SOCIAL, format("%d", (int)creature_ptr->sc), TERM_L_BLUE);
2824 #endif
2825         display_player_one_line(ENTRY_ALIGN, format("%s", your_alignment(creature_ptr)), TERM_L_BLUE);
2826
2827         char buf[80];
2828         for (int i = 0; i < A_MAX; i++)
2829         {
2830                 /* Special treatment of "injured" stats */
2831                 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
2832                 {
2833                         int value;
2834
2835                         /* Use lowercase stat name */
2836                         put_str(stat_names_reduced[i], 3 + i, 53);
2837
2838                         /* Get the current stat */
2839                         value = creature_ptr->stat_use[i];
2840
2841                         /* Obtain the current stat (modified) */
2842                         cnv_stat(value, buf);
2843
2844                         /* Display the current stat (modified) */
2845                         c_put_str(TERM_YELLOW, buf, 3 + i, 60);
2846
2847                         /* Acquire the max stat */
2848                         value = creature_ptr->stat_top[i];
2849
2850                         /* Obtain the maximum stat (modified) */
2851                         cnv_stat(value, buf);
2852
2853                         /* Display the maximum stat (modified) */
2854                         c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
2855                 }
2856
2857                 /* Normal treatment of "normal" stats */
2858                 else
2859                 {
2860                         /* Assume uppercase stat name */
2861                         put_str(stat_names[i], 3 + i, 53);
2862
2863                         /* Obtain the current stat (modified) */
2864                         cnv_stat(creature_ptr->stat_use[i], buf);
2865
2866                         /* Display the current stat (modified) */
2867                         c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
2868                 }
2869
2870                 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
2871                 {
2872                         c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58 - 2));
2873                 }
2874         }
2875
2876         /* Display "history" info */
2877         floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2878         if (mode == 0)
2879         {
2880                 display_player_middle(creature_ptr);
2881                 display_player_various(creature_ptr);
2882                 return;
2883         }
2884
2885         char statmsg[1000];
2886         put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
2887
2888         for (int i = 0; i < 4; i++)
2889         {
2890                 put_str(creature_ptr->history[i], i + 12, 10);
2891         }
2892
2893         *statmsg = '\0';
2894
2895         if (creature_ptr->is_dead)
2896         {
2897                 if (current_world_ptr->total_winner)
2898                 {
2899 #ifdef JP
2900                         sprintf(statmsg, "…あなたは勝利の後%sした。", streq(creature_ptr->died_from, "Seppuku") ? "切腹" : "引退");
2901 #else
2902                         sprintf(statmsg, "...You %s after winning.", streq(creature_ptr->died_from, "Seppuku") ? "committed seppuku" : "retired from the adventure");
2903 #endif
2904                 }
2905                 else if (!floor_ptr->dun_level)
2906                 {
2907 #ifdef JP
2908                         sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(creature_ptr), creature_ptr->died_from);
2909 #else
2910                         sprintf(statmsg, "...You were killed by %s in %s.", creature_ptr->died_from, map_name(creature_ptr));
2911 #endif
2912                 }
2913                 else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
2914                 {
2915                         /* Get the quest text */
2916                         /* Bewere that INIT_ASSIGN resets the cur_num. */
2917                         init_flags = INIT_NAME_ONLY;
2918
2919                         process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
2920
2921 #ifdef JP
2922                         sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[floor_ptr->inside_quest].name, creature_ptr->died_from);
2923 #else
2924                         sprintf(statmsg, "...You were killed by %s in the quest '%s'.", creature_ptr->died_from, quest[floor_ptr->inside_quest].name);
2925 #endif
2926                 }
2927                 else
2928                 {
2929 #ifdef JP
2930                         sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(creature_ptr), (int)floor_ptr->dun_level, creature_ptr->died_from);
2931 #else
2932                         sprintf(statmsg, "...You were killed by %s on level %d of %s.", creature_ptr->died_from, floor_ptr->dun_level, map_name(creature_ptr));
2933 #endif
2934                 }
2935         }
2936         else if (current_world_ptr->character_dungeon)
2937         {
2938                 if (!floor_ptr->dun_level)
2939                 {
2940                         sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name(creature_ptr));
2941                 }
2942                 else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
2943                 {
2944                         /* Clear the text */
2945                         /* Must be done before doing INIT_SHOW_TEXT */
2946                         for (int i = 0; i < 10; i++)
2947                         {
2948                                 quest_text[i][0] = '\0';
2949                         }
2950
2951                         quest_text_line = 0;
2952
2953                         /* Get the quest text */
2954                         init_flags = INIT_NAME_ONLY;
2955                         process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
2956                         sprintf(statmsg, _("…あなたは現在、 クエスト「%s」を遂行中だ。", "...Now, you are in the quest '%s'."), quest[floor_ptr->inside_quest].name);
2957                 }
2958                 else
2959                 {
2960 #ifdef JP
2961                         sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(creature_ptr), (int)floor_ptr->dun_level);
2962 #else
2963                         sprintf(statmsg, "...Now, you are exploring level %d of %s.", floor_ptr->dun_level, map_name(creature_ptr));
2964 #endif
2965                 }
2966         }
2967
2968         if (!*statmsg) return;
2969
2970         char temp[64 * 2];
2971         roff_to_buf(statmsg, 60, temp, sizeof(temp));
2972         char  *t;
2973         t = temp;
2974         for (int i = 0; i < 2; i++)
2975         {
2976                 if (t[0] == 0) return;
2977
2978                 put_str(t, i + 5 + 12, 10);
2979                 t += strlen(t) + 1;
2980         }
2981 }
2982
2983
2984 /*!
2985  * @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
2986  * @param creature_ptr プレーヤーへの参照ポインタ
2987  * @param fff ファイルポインタ
2988  * @return なし
2989  */
2990 static void dump_aux_display_player(player_type *creature_ptr, FILE *fff)
2991 {
2992         TERM_COLOR a;
2993         char c;
2994         char buf[1024];
2995         display_player(creature_ptr, 0);
2996
2997         for (TERM_LEN y = 1; y < 22; y++)
2998         {
2999                 TERM_LEN x;
3000                 for (x = 0; x < 79; x++)
3001                 {
3002                         (void)(Term_what(x, y, &a, &c));
3003                         buf[x] = c;
3004                 }
3005
3006                 buf[x] = '\0';
3007                 while ((x > 0) && (buf[x - 1] == ' '))
3008                         buf[--x] = '\0';
3009
3010                 fprintf(fff, _("%s\n", "%s\n"), buf);
3011         }
3012
3013         display_player(creature_ptr, 1);
3014         for (TERM_LEN y = 10; y < 19; y++)
3015         {
3016                 TERM_LEN x;
3017                 for (x = 0; x < 79; x++)
3018                 {
3019                         (void)(Term_what(x, y, &a, &c));
3020                         buf[x] = c;
3021                 }
3022
3023                 buf[x] = '\0';
3024                 while ((x > 0) && (buf[x - 1] == ' '))
3025                         buf[--x] = '\0';
3026
3027                 fprintf(fff, "%s\n", buf);
3028         }
3029
3030         fprintf(fff, "\n");
3031         display_player(creature_ptr, 2);
3032         for (TERM_LEN y = 2; y < 22; y++)
3033         {
3034                 TERM_LEN x;
3035                 for (x = 0; x < 79; x++)
3036                 {
3037                         (void)(Term_what(x, y, &a, &c));
3038                         if (a < 128)
3039                                 buf[x] = c;
3040                         else
3041                                 buf[x] = ' ';
3042                 }
3043
3044                 buf[x] = '\0';
3045                 while ((x > 0) && (buf[x - 1] == ' '))
3046                         buf[--x] = '\0';
3047
3048                 fprintf(fff, "%s\n", buf);
3049         }
3050
3051         fprintf(fff, "\n");
3052         display_player(creature_ptr, 3);
3053         for (TERM_LEN y = 1; y < 22; y++)
3054         {
3055                 TERM_LEN x;
3056                 for (x = 0; x < 79; x++)
3057                 {
3058                         (void)(Term_what(x, y, &a, &c));
3059                         if (a < 128)
3060                                 buf[x] = c;
3061                         else
3062                                 buf[x] = ' ';
3063                 }
3064
3065                 buf[x] = '\0';
3066                 while ((x > 0) && (buf[x - 1] == ' '))
3067                         buf[--x] = '\0';
3068
3069                 fprintf(fff, "%s\n", buf);
3070         }
3071
3072         fprintf(fff, "\n");
3073 }
3074
3075
3076 /*!
3077  * @brief プレイヤーのペット情報をファイルにダンプする
3078  * @param creature_ptr プレーヤーへの参照ポインタ
3079  * @param fff ファイルポインタ
3080  * @return なし
3081  */
3082 static void dump_aux_pet(player_type *master_ptr, FILE *fff)
3083 {
3084         bool pet = FALSE;
3085         bool pet_settings = FALSE;
3086         for (int i = master_ptr->current_floor_ptr->m_max - 1; i >= 1; i--)
3087         {
3088                 monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[i];
3089
3090                 if (!monster_is_valid(m_ptr)) continue;
3091                 if (!is_pet(m_ptr)) continue;
3092                 pet_settings = TRUE;
3093                 if (!m_ptr->nickname && (master_ptr->riding != i)) continue;
3094                 if (!pet)
3095                 {
3096                         fprintf(fff, _("\n\n  [主なペット]\n\n", "\n\n  [Leading Pets]\n\n"));
3097                         pet = TRUE;
3098                 }
3099
3100                 GAME_TEXT pet_name[MAX_NLEN];
3101                 monster_desc(master_ptr, pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
3102                 fprintf(fff, "%s\n", pet_name);
3103         }
3104
3105         if (!pet_settings) return;
3106
3107         fprintf(fff, _("\n\n  [ペットへの命令]\n", "\n\n  [Command for Pets]\n"));
3108
3109         fprintf(fff, _("\n ドアを開ける:                       %s", "\n Pets open doors:                    %s"),
3110                 (master_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
3111
3112         fprintf(fff, _("\n アイテムを拾う:                     %s", "\n Pets pick up items:                 %s"),
3113                 (master_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
3114
3115         fprintf(fff, _("\n テレポート系魔法を使う:             %s", "\n Allow teleport:                     %s"),
3116                 (master_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
3117
3118         fprintf(fff, _("\n 攻撃魔法を使う:                     %s", "\n Allow cast attack spell:            %s"),
3119                 (master_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
3120
3121         fprintf(fff, _("\n 召喚魔法を使う:                     %s", "\n Allow cast summon spell:            %s"),
3122                 (master_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
3123
3124         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"),
3125                 (master_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
3126
3127         fputc('\n', fff);
3128 }
3129
3130
3131 /*!
3132  * todo ここはenum/switchで扱いたい
3133  * @brief プレイヤーの職業能力情報をファイルにダンプする
3134  * @param creature_ptr プレーヤーへの参照ポインタ
3135  * @param fff ファイルポインタ
3136  * @return なし
3137  */
3138 static void dump_aux_class_special(player_type *creature_ptr, FILE *fff)
3139 {
3140         bool is_special_class = creature_ptr->pclass == CLASS_MAGIC_EATER;
3141         is_special_class |= creature_ptr->pclass == CLASS_SMITH;
3142         is_special_class |= creature_ptr->pclass != CLASS_BLUE_MAGE;
3143         if (!is_special_class) return;
3144
3145         if (creature_ptr->pclass == CLASS_MAGIC_EATER)
3146         {
3147                 char s[EATER_EXT][MAX_NLEN];
3148                 OBJECT_TYPE_VALUE tval = 0;
3149                 fprintf(fff, _("\n\n  [取り込んだ魔法道具]\n", "\n\n  [Magic devices eaten]\n"));
3150
3151                 for (int ext = 0; ext < 3; ext++)
3152                 {
3153                         int eat_num = 0;
3154
3155                         /* Dump an extent name */
3156                         switch (ext)
3157                         {
3158                         case 0:
3159                                 tval = TV_STAFF;
3160                                 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
3161                                 break;
3162                         case 1:
3163                                 tval = TV_WAND;
3164                                 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
3165                                 break;
3166                         case 2:
3167                                 tval = TV_ROD;
3168                                 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
3169                                 break;
3170                         }
3171
3172                         /* Get magic device names that were eaten */
3173                         for (OBJECT_SUBTYPE_VALUE i = 0; i < EATER_EXT; i++)
3174                         {
3175                                 int idx = EATER_EXT * ext + i;
3176                                 int magic_num = creature_ptr->magic_num2[idx];
3177                                 if (!magic_num) continue;
3178
3179                                 KIND_OBJECT_IDX k_idx = lookup_kind(tval, i);
3180                                 if (!k_idx) continue;
3181                                 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
3182                                 eat_num++;
3183                         }
3184
3185                         /* Dump magic devices in this extent */
3186                         if (eat_num <= 0)
3187                         {
3188                                 fputs(_("  (なし)\n", "  (none)\n"), fff);
3189                                 continue;
3190                         }
3191
3192                         OBJECT_SUBTYPE_VALUE i;
3193                         for (i = 0; i < eat_num; i++)
3194                         {
3195                                 fputs(s[i], fff);
3196                                 if (i % 3 < 2) fputs("    ", fff);
3197                                 else fputs("\n", fff);
3198                         }
3199
3200                         if (i % 3 > 0) fputs("\n", fff);
3201                 }
3202
3203                 return;
3204         }
3205
3206         if (creature_ptr->pclass == CLASS_SMITH)
3207         {
3208                 int i, id[250], n = 0, row;
3209
3210                 fprintf(fff, _("\n\n  [手に入れたエッセンス]\n\n", "\n\n  [Get Essence]\n\n"));
3211                 fprintf(fff, _("エッセンス   個数     エッセンス   個数     エッセンス   個数",
3212                         "Essence      Num      Essence      Num      Essence      Num "));
3213                 for (i = 0; essence_name[i]; i++)
3214                 {
3215                         if (!essence_name[i][0]) continue;
3216                         id[n] = i;
3217                         n++;
3218                 }
3219
3220                 row = n / 3 + 1;
3221
3222                 for (i = 0; i < row; i++)
3223                 {
3224                         fprintf(fff, "\n");
3225                         fprintf(fff, "%-11s %5d     ", essence_name[id[i]], (int)creature_ptr->magic_num1[id[i]]);
3226                         if (i + row < n) fprintf(fff, "%-11s %5d     ", essence_name[id[i + row]], (int)creature_ptr->magic_num1[id[i + row]]);
3227                         if (i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)creature_ptr->magic_num1[id[i + row * 2]]);
3228                 }
3229
3230                 fputs("\n", fff);
3231                 return;
3232         }
3233
3234         // Blue mage
3235         int l1 = 0;
3236         int l2 = 0;
3237         int spellnum[MAX_MONSPELLS];
3238         BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
3239         char p[60][80];
3240         int col = 0;
3241         bool pcol = FALSE;
3242
3243         for (int i = 0; i < 60; i++)
3244         {
3245                 p[i][0] = '\0';
3246         }
3247
3248         strcat(p[col], _("\n\n  [学習済みの青魔法]\n", "\n\n  [Learned Blue Magic]\n"));
3249
3250         for (int j = 1; j < 6; j++)
3251         {
3252                 col++;
3253                 set_rf_masks(&f4, &f5, &f6, j);
3254                 switch (j)
3255                 {
3256                 case MONSPELL_TYPE_BOLT:
3257                         strcat(p[col], _("\n     [ボルト型]\n", "\n     [Bolt  Type]\n"));
3258                         break;
3259
3260                 case MONSPELL_TYPE_BALL:
3261                         strcat(p[col], _("\n     [ボール型]\n", "\n     [Ball  Type]\n"));
3262                         break;
3263
3264                 case MONSPELL_TYPE_BREATH:
3265                         strcat(p[col], _("\n     [ブレス型]\n", "\n     [  Breath  ]\n"));
3266                         break;
3267
3268                 case MONSPELL_TYPE_SUMMON:
3269                         strcat(p[col], _("\n     [召喚魔法]\n", "\n     [Summonning]\n"));
3270                         break;
3271
3272                 case MONSPELL_TYPE_OTHER:
3273                         strcat(p[col], _("\n     [ その他 ]\n", "\n     [Other Type]\n"));
3274                         break;
3275                 }
3276
3277                 int num = 0;
3278                 for (int i = 0; i < 32; i++)
3279                 {
3280                         if ((0x00000001 << i) & f4) spellnum[num++] = i;
3281                 }
3282
3283                 for (int i = 32; i < 64; i++)
3284                 {
3285                         if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
3286                 }
3287
3288                 for (int i = 64; i < 96; i++)
3289                 {
3290                         if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
3291                 }
3292
3293                 col++;
3294                 pcol = FALSE;
3295                 strcat(p[col], "       ");
3296
3297                 for (int i = 0; i < num; i++)
3298                 {
3299                         if (creature_ptr->magic_num2[spellnum[i]] == 0) continue;
3300
3301                         pcol = TRUE;
3302                         /* Dump blue magic */
3303                         l1 = strlen(p[col]);
3304                         l2 = strlen(monster_powers_short[spellnum[i]]);
3305                         if ((l1 + l2) >= 75)
3306                         {
3307                                 strcat(p[col], "\n");
3308                                 col++;
3309                                 strcat(p[col], "       ");
3310                         }
3311
3312                         strcat(p[col], monster_powers_short[spellnum[i]]);
3313                         strcat(p[col], ", ");
3314                 }
3315
3316                 if (!pcol)
3317                 {
3318                         strcat(p[col], _("なし", "None"));
3319                         strcat(p[col], "\n");
3320                         continue;
3321                 }
3322
3323                 if (p[col][strlen(p[col]) - 2] == ',')
3324                 {
3325                         p[col][strlen(p[col]) - 2] = '\0';
3326                 }
3327                 else
3328                 {
3329                         p[col][strlen(p[col]) - 10] = '\0';
3330                 }
3331
3332                 strcat(p[col], "\n");
3333         }
3334
3335         for (int i = 0; i <= col; i++)
3336         {
3337                 fputs(p[i], fff);
3338         }
3339 }
3340
3341
3342 /*!
3343  * @brief クエスト情報をファイルにダンプする
3344  * @param creature_ptr プレーヤーへの参照ポインタ
3345  * @param fff ファイルポインタ
3346  * @return なし
3347  */
3348 static void dump_aux_quest(player_type *creature_ptr, FILE *fff)
3349 {
3350         fprintf(fff, _("\n\n  [クエスト情報]\n", "\n\n  [Quest Information]\n"));
3351         QUEST_IDX *quest_num;
3352         C_MAKE(quest_num, max_q_idx, QUEST_IDX);
3353
3354         for (QUEST_IDX i = 1; i < max_q_idx; i++)
3355                 quest_num[i] = i;
3356         int dummy;
3357         ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
3358
3359         fputc('\n', fff);
3360         do_cmd_knowledge_quests_completed(creature_ptr, fff, quest_num);
3361         fputc('\n', fff);
3362         do_cmd_knowledge_quests_failed(creature_ptr, fff, quest_num);
3363         fputc('\n', fff);
3364
3365         C_KILL(quest_num, max_q_idx, QUEST_IDX);
3366 }
3367
3368
3369 /*!
3370  * @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
3371  * @param creature_ptr プレーヤーへの参照ポインタ
3372  * @param fff ファイルポインタ
3373  * @return なし
3374  */
3375 static void dump_aux_last_message(player_type *creature_ptr, FILE *fff)
3376 {
3377         if (!creature_ptr->is_dead) return;
3378
3379         if (!current_world_ptr->total_winner)
3380         {
3381                 fprintf(fff, _("\n  [死ぬ直前のメッセージ]\n\n", "\n  [Last Messages]\n\n"));
3382                 for (int i = MIN(message_num(), 30); i >= 0; i--)
3383                 {
3384                         fprintf(fff, "> %s\n", message_str((s16b)i));
3385                 }
3386
3387                 fputc('\n', fff);
3388                 return;
3389         }
3390
3391         if (creature_ptr->last_message)
3392         {
3393                 fprintf(fff, _("\n  [*勝利*メッセージ]\n\n", "\n  [*Winning* Message]\n\n"));
3394                 fprintf(fff, "  %s\n", creature_ptr->last_message);
3395                 fputc('\n', fff);
3396         }
3397 }
3398
3399
3400 /*!
3401  * @brief 帰還場所情報をファイルにダンプする
3402  * @param fff ファイルポインタ
3403  * @return なし
3404  */
3405 static void dump_aux_recall(FILE *fff)
3406 {
3407         fprintf(fff, _("\n  [帰還場所]\n\n", "\n  [Recall Depth]\n\n"));
3408         for (int y = 1; y < current_world_ptr->max_d_idx; y++)
3409         {
3410                 bool seiha = FALSE;
3411
3412                 if (!d_info[y].maxdepth) continue;
3413                 if (!max_dlv[y]) continue;
3414                 if (d_info[y].final_guardian)
3415                 {
3416                         if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
3417                 }
3418                 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
3419
3420                 fprintf(fff, _("   %c%-12s: %3d 階\n", "   %c%-16s: level %3d\n"),
3421                         seiha ? '!' : ' ', d_name + d_info[y].name, (int)max_dlv[y]);
3422         }
3423 }
3424
3425
3426 /*!
3427  * @brief オプション情報をファイルにダンプする
3428  * @param fff ファイルポインタ
3429  * @return なし
3430  */
3431 static void dump_aux_options(FILE *fff)
3432 {
3433         fprintf(fff, _("\n  [オプション設定]\n", "\n  [Option Settings]\n"));
3434         if (preserve_mode)
3435                 fprintf(fff, _("\n 保存モード:         ON", "\n Preserve Mode:      ON"));
3436
3437         else
3438                 fprintf(fff, _("\n 保存モード:         OFF", "\n Preserve Mode:      OFF"));
3439
3440         if (ironman_small_levels)
3441                 fprintf(fff, _("\n 小さいダンジョン:   ALWAYS", "\n Small Levels:       ALWAYS"));
3442         else if (always_small_levels)
3443                 fprintf(fff, _("\n 小さいダンジョン:   ON", "\n Small Levels:       ON"));
3444         else if (small_levels)
3445                 fprintf(fff, _("\n 小さいダンジョン:   ENABLED", "\n Small Levels:       ENABLED"));
3446         else
3447                 fprintf(fff, _("\n 小さいダンジョン:   OFF", "\n Small Levels:       OFF"));
3448
3449         if (vanilla_town)
3450                 fprintf(fff, _("\n 元祖の町のみ:       ON", "\n Vanilla Town:       ON"));
3451         else if (lite_town)
3452                 fprintf(fff, _("\n 小規模な町:         ON", "\n Lite Town:          ON"));
3453
3454         if (ironman_shops)
3455                 fprintf(fff, _("\n 店なし:             ON", "\n No Shops:           ON"));
3456
3457         if (ironman_downward)
3458                 fprintf(fff, _("\n 階段を上がれない:   ON", "\n Diving Only:        ON"));
3459
3460         if (ironman_rooms)
3461                 fprintf(fff, _("\n 普通でない部屋:     ON", "\n Unusual Rooms:      ON"));
3462
3463         if (ironman_nightmare)
3464                 fprintf(fff, _("\n 悪夢モード:         ON", "\n Nightmare Mode:     ON"));
3465
3466         if (ironman_empty_levels)
3467                 fprintf(fff, _("\n アリーナ:           ALWAYS", "\n Arena Levels:       ALWAYS"));
3468         else if (empty_levels)
3469                 fprintf(fff, _("\n アリーナ:           ENABLED", "\n Arena Levels:       ENABLED"));
3470         else
3471                 fprintf(fff, _("\n アリーナ:           OFF", "\n Arena Levels:       OFF"));
3472
3473         fputc('\n', fff);
3474
3475         if (current_world_ptr->noscore)
3476                 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"));
3477
3478         fputc('\n', fff);
3479 }
3480
3481
3482 /*!
3483  * @brief 闘技場の情報をファイルにダンプする
3484  * @param creature_ptr プレーヤーへの参照ポインタ
3485  * @param fff ファイルポインタ
3486  * @return なし
3487  */
3488 static void dump_aux_arena(player_type *creature_ptr, FILE *fff)
3489 {
3490         if (lite_town || vanilla_town) return;
3491
3492         if (creature_ptr->arena_number < 0)
3493         {
3494                 if (creature_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
3495                 {
3496                         fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
3497                 }
3498                 else
3499                 {
3500 #ifdef JP
3501                         fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -creature_ptr->arena_number,
3502                                 r_name + r_info[arena_info[-1 - creature_ptr->arena_number].r_idx].name);
3503 #else
3504                         fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
3505                                 r_name + r_info[arena_info[-1 - creature_ptr->arena_number].r_idx].name,
3506                                 -creature_ptr->arena_number, get_ordinal_number_suffix(-creature_ptr->arena_number));
3507 #endif
3508                 }
3509
3510                 fprintf(fff, "\n");
3511                 return;
3512         }
3513
3514         if (creature_ptr->arena_number > MAX_ARENA_MONS + 2)
3515         {
3516                 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
3517                 fprintf(fff, "\n");
3518                 return;
3519         }
3520
3521         if (creature_ptr->arena_number > MAX_ARENA_MONS - 1)
3522         {
3523                 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
3524                 fprintf(fff, "\n");
3525                 return;
3526         }
3527
3528 #ifdef JP
3529         fprintf(fff, "\n 闘技場: %2d勝\n", (creature_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : creature_ptr->arena_number));
3530 #else
3531         fprintf(fff, "\n Arena: %2d Victor%s\n", (creature_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : creature_ptr->arena_number), (creature_ptr->arena_number > 1) ? "ies" : "y");
3532 #endif
3533         fprintf(fff, "\n");
3534 }
3535
3536
3537 /*!
3538  * @brief 撃破モンスターの情報をファイルにダンプする
3539  * @param fff ファイルポインタ
3540  * @return なし
3541  */
3542 static void dump_aux_monsters(FILE *fff)
3543 {
3544         fprintf(fff, _("\n  [倒したモンスター]\n\n", "\n  [Defeated Monsters]\n\n"));
3545
3546         /* Allocate the "who" array */
3547         MONRACE_IDX *who;
3548         u16b why = 2;
3549         C_MAKE(who, max_r_idx, MONRACE_IDX);
3550
3551         /* Count monster kills */
3552         long uniq_total = 0;
3553         long norm_total = 0;
3554         for (IDX k = 1; k < max_r_idx; k++)
3555         {
3556                 /* Ignore unused index */
3557                 monster_race *r_ptr = &r_info[k];
3558                 if (!r_ptr->name) continue;
3559
3560                 if (r_ptr->flags1 & RF1_UNIQUE)
3561                 {
3562                         bool dead = (r_ptr->max_num == 0);
3563                         if (dead)
3564                         {
3565                                 norm_total++;
3566
3567                                 /* Add a unique monster to the list */
3568                                 who[uniq_total++] = k;
3569                         }
3570
3571                         continue;
3572                 }
3573
3574                 if (r_ptr->r_pkills > 0)
3575                 {
3576                         norm_total += r_ptr->r_pkills;
3577                 }
3578         }
3579
3580         /* No monsters is defeated */
3581         if (norm_total < 1)
3582         {
3583                 fprintf(fff, _("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
3584                 C_KILL(who, max_r_idx, s16b);
3585                 return;
3586         }
3587
3588         /* Defeated more than one normal monsters */
3589         if (uniq_total == 0)
3590         {
3591 #ifdef JP
3592                 fprintf(fff, "%ld体の敵を倒しています。\n", norm_total);
3593 #else
3594                 fprintf(fff, "You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
3595 #endif
3596                 C_KILL(who, max_r_idx, s16b);
3597                 return;
3598         }
3599
3600         /* Defeated more than one unique monsters */
3601 #ifdef JP
3602         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);
3603 #else
3604         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"));
3605 #endif
3606
3607         /* Sort the array by dungeon depth of monsters */
3608         ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
3609         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));
3610
3611         for (IDX k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
3612         {
3613                 monster_race *r_ptr = &r_info[who[k]];
3614                 fprintf(fff, _("  %-40s (レベル%3d)\n", "  %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
3615         }
3616
3617         C_KILL(who, max_r_idx, s16b);
3618 }
3619
3620
3621 /*!
3622  * @brief 元種族情報をファイルにダンプする
3623  * @param creature_ptr プレーヤーへの参照ポインタ
3624  * @param fff ファイルポインタ
3625  * @return なし
3626  */
3627 static void dump_aux_race_history(player_type *creature_ptr, FILE *fff)
3628 {
3629         if (!creature_ptr->old_race1 && !creature_ptr->old_race2) return;
3630
3631         fprintf(fff, _("\n\n あなたは%sとして生まれた。", "\n\n You were born as %s."), race_info[creature_ptr->start_race].title);
3632         for (int i = 0; i < MAX_RACES; i++)
3633         {
3634                 if (creature_ptr->start_race == i) continue;
3635                 if (i < 32)
3636                 {
3637                         if (!(creature_ptr->old_race1 & 1L << i)) continue;
3638                 }
3639                 else
3640                 {
3641                         if (!(creature_ptr->old_race2 & 1L << (i - 32))) continue;
3642                 }
3643
3644                 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
3645         }
3646
3647         fputc('\n', fff);
3648 }
3649
3650
3651 /*!
3652  * @brief 元魔法領域情報をファイルにダンプする
3653  * @param creature_ptr プレーヤーへの参照ポインタ
3654  * @param fff ファイルポインタ
3655  * @return なし
3656  */
3657 static void dump_aux_realm_history(player_type *creature_ptr, FILE *fff)
3658 {
3659         if (creature_ptr->old_realm) return;
3660
3661         fputc('\n', fff);
3662         for (int i = 0; i < MAX_MAGIC; i++)
3663         {
3664                 if (!(creature_ptr->old_realm & 1L << i)) continue;
3665                 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]);
3666         }
3667
3668         fputc('\n', fff);
3669 }
3670
3671
3672 /*!
3673  * @brief 徳の情報をファイルにダンプする
3674  * @param creature_ptr プレーヤーへの参照ポインタ
3675  * @param fff ファイルポインタ
3676  * @return なし
3677  */
3678 static void dump_aux_virtues(player_type *creature_ptr, FILE *fff)
3679 {
3680         fprintf(fff, _("\n\n  [自分に関する情報]\n\n", "\n\n  [HP-rate & Max stat & Virtues]\n\n"));
3681
3682         int percent = (int)(((long)creature_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
3683                 (2 * creature_ptr->hitdie +
3684                 ((PY_MAX_LEVEL - 1 + 3) * (creature_ptr->hitdie + 1))));
3685
3686 #ifdef JP
3687         if (creature_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
3688         else fprintf(fff, "現在の体力ランク : ???\n\n");
3689         fprintf(fff, "能力の最大値\n");
3690 #else
3691         if (creature_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
3692         else fprintf(fff, "Your current Life Rating is ???.\n\n");
3693         fprintf(fff, "Limits of maximum stats\n");
3694 #endif
3695         for (int v_nr = 0; v_nr < A_MAX; v_nr++)
3696         {
3697                 if ((creature_ptr->knowledge & KNOW_STAT) || creature_ptr->stat_max[v_nr] == creature_ptr->stat_max_max[v_nr]) fprintf(fff, "%s 18/%d\n", stat_names[v_nr], creature_ptr->stat_max_max[v_nr] - 18);
3698                 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
3699         }
3700
3701         fprintf(fff, _("\n属性 : %s\n", "\nYour alignment : %s\n"), your_alignment(creature_ptr));
3702         fprintf(fff, "\n");
3703         dump_virtues(creature_ptr, fff);
3704 }
3705
3706
3707 /*!
3708  * @brief 突然変異の情報をファイルにダンプする
3709  * @param creature_ptr プレーヤーへの参照ポインタ
3710  * @param fff ファイルポインタ
3711  * @return なし
3712  */
3713 static void dump_aux_mutations(player_type *creature_ptr, FILE *fff)
3714 {
3715         if (creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3)
3716         {
3717                 fprintf(fff, _("\n\n  [突然変異]\n\n", "\n\n  [Mutations]\n\n"));
3718                 dump_mutations(creature_ptr, fff);
3719         }
3720 }
3721
3722
3723 /*!
3724  * @brief 所持品の情報をファイルにダンプする
3725  * @param creature_ptr プレーヤーへの参照ポインタ
3726  * @param fff ファイルポインタ
3727  * @return なし
3728  */
3729 static void dump_aux_equipment_inventory(player_type *creature_ptr, FILE *fff)
3730 {
3731         GAME_TEXT o_name[MAX_NLEN];
3732         if (creature_ptr->equip_cnt)
3733         {
3734                 fprintf(fff, _("  [キャラクタの装備]\n\n", "  [Character Equipment]\n\n"));
3735                 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
3736                 {
3737                         object_desc(creature_ptr, o_name, &creature_ptr->inventory_list[i], 0);
3738                         if ((((i == INVEN_RARM) && creature_ptr->hidarite) || ((i == INVEN_LARM) && creature_ptr->migite)) && creature_ptr->ryoute)
3739                                 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
3740
3741                         fprintf(fff, "%c) %s\n",
3742                                 index_to_label(i), o_name);
3743                 }
3744
3745                 fprintf(fff, "\n\n");
3746         }
3747
3748         fprintf(fff, _("  [キャラクタの持ち物]\n\n", "  [Character Inventory]\n\n"));
3749
3750         for (int i = 0; i < INVEN_PACK; i++)
3751         {
3752                 if (!creature_ptr->inventory_list[i].k_idx) break;
3753                 object_desc(creature_ptr, o_name, &creature_ptr->inventory_list[i], 0);
3754                 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
3755         }
3756
3757         fprintf(fff, "\n\n");
3758 }
3759
3760
3761 /*!
3762  * @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
3763  * @param fff ファイルポインタ
3764  * @return なし
3765  */
3766 static void dump_aux_home_museum(player_type *creature_ptr, FILE *fff)
3767 {
3768         store_type  *st_ptr;
3769         st_ptr = &town_info[1].store[STORE_HOME];
3770
3771         GAME_TEXT o_name[MAX_NLEN];
3772         if (st_ptr->stock_num)
3773         {
3774                 fprintf(fff, _("  [我が家のアイテム]\n", "  [Home Inventory]\n"));
3775
3776                 TERM_LEN x = 1;
3777                 for (int i = 0; i < st_ptr->stock_num; i++)
3778                 {
3779                         if ((i % 12) == 0)
3780                                 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
3781                         object_desc(creature_ptr, o_name, &st_ptr->stock[i], 0);
3782                         fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
3783                 }
3784
3785                 fprintf(fff, "\n\n");
3786         }
3787
3788         st_ptr = &town_info[1].store[STORE_MUSEUM];
3789
3790         if (st_ptr->stock_num == 0) return;
3791
3792         fprintf(fff, _("  [博物館のアイテム]\n", "  [Museum]\n"));
3793
3794         TERM_LEN x = 1;
3795         for (int i = 0; i < st_ptr->stock_num; i++)
3796         {
3797 #ifdef JP
3798                 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
3799                 object_desc(creature_ptr, o_name, &st_ptr->stock[i], 0);
3800                 fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
3801 #else
3802                 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
3803                 object_desc(creature_ptr, o_name, &st_ptr->stock[i], 0);
3804                 fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
3805 #endif
3806         }
3807
3808         fprintf(fff, "\n\n");
3809 }
3810
3811
3812 /*!
3813  * @brief ダンプ出力のメインルーチン
3814  * Output the character dump to a file
3815  * @param creature_ptr プレーヤーへの参照ポインタ
3816  * @param fff ファイルポインタ
3817  * @return エラーコード
3818  */
3819 errr make_character_dump(player_type *creature_ptr, FILE *fff)
3820 {
3821 #ifdef JP
3822         fprintf(fff, "  [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
3823                 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
3824 #else
3825         fprintf(fff, "  [Hengband %d.%d.%d Character Dump]\n\n",
3826                 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
3827 #endif
3828         update_playtime();
3829
3830         dump_aux_display_player(creature_ptr, fff);
3831         dump_aux_last_message(creature_ptr, fff);
3832         dump_aux_options(fff);
3833         dump_aux_recall(fff);
3834         dump_aux_quest(creature_ptr, fff);
3835         dump_aux_arena(creature_ptr, fff);
3836         dump_aux_monsters(fff);
3837         dump_aux_virtues(creature_ptr, fff);
3838         dump_aux_race_history(creature_ptr, fff);
3839         dump_aux_realm_history(creature_ptr, fff);
3840         dump_aux_class_special(creature_ptr, fff);
3841         dump_aux_mutations(creature_ptr, fff);
3842         dump_aux_pet(creature_ptr, fff);
3843         fputs("\n\n", fff);
3844         dump_aux_equipment_inventory(creature_ptr, fff);
3845         dump_aux_home_museum(creature_ptr, fff);
3846
3847         fprintf(fff, _("  [チェックサム: \"%s\"]\n\n", "  [Check Sum: \"%s\"]\n\n"), get_check_sum());
3848         return 0;
3849 }
3850
3851
3852 /*!
3853  * @brief プレイヤーステータスをファイルダンプ出力する
3854  * Hack -- Dump a character description file
3855  * @param creature_ptr プレーヤーへの参照ポインタ
3856  * @param name 出力ファイル名
3857  * @return エラーコード
3858  * @details
3859  * Allow the "full" flag to dump additional info,
3860  * and trigger its usage from various places in the code.
3861  */
3862 errr file_character(player_type *creature_ptr, concptr name)
3863 {
3864         char buf[1024];
3865         path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
3866
3867         FILE_TYPE(FILE_TYPE_TEXT);
3868
3869         int     fd = fd_open(buf, O_RDONLY);
3870         if (fd >= 0)
3871         {
3872                 char out_val[160];
3873                 (void)fd_close(fd);
3874                 (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);
3875                 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
3876         }
3877
3878         FILE *fff = NULL;
3879         if (fd < 0) fff = my_fopen(buf, "w");
3880
3881         if (!fff)
3882         {
3883                 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);
3884                 (void)inkey();
3885                 return -1;
3886         }
3887
3888         (void)make_character_dump(creature_ptr, fff);
3889         my_fclose(fff);
3890         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."));
3891         msg_print(NULL);
3892         return 0;
3893 }
3894
3895
3896 /*!
3897  * @brief ファイル内容の一行をコンソールに出力する
3898  * Display single line of on-line help file
3899  * @param str 出力する文字列
3900  * @param cy コンソールの行
3901  * @param shower 確認中
3902  * @return なし
3903  * @details
3904  * <pre>
3905  * You can insert some special color tag to change text color.
3906  * Such as...
3907  * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
3908  * A colored segment is between "[[[[y|" and the last "|".
3909  * You can use any single character in place of the "|".
3910  * </pre>
3911  */
3912 static void show_file_aux_line(concptr str, int cy, concptr shower)
3913 {
3914         char lcstr[1024];
3915         if (shower)
3916         {
3917                 strcpy(lcstr, str);
3918                 str_tolower(lcstr);
3919         }
3920
3921         int cx = 0;
3922         Term_gotoxy(cx, cy);
3923
3924         static const char tag_str[] = "[[[[";
3925         byte color = TERM_WHITE;
3926         char in_tag = '\0';
3927         for (int i = 0; str[i];)
3928         {
3929                 int len = strlen(&str[i]);
3930                 int showercol = len + 1;
3931                 int bracketcol = len + 1;
3932                 int endcol = len;
3933                 concptr ptr;
3934
3935                 /* Search for a shower string in the line */
3936                 if (shower)
3937                 {
3938                         ptr = my_strstr(&lcstr[i], shower);
3939                         if (ptr) showercol = ptr - &lcstr[i];
3940                 }
3941
3942                 /* Search for a color segment tag */
3943                 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
3944                 if (ptr) bracketcol = ptr - &str[i];
3945
3946                 /* A color tag is found */
3947                 if (bracketcol < endcol) endcol = bracketcol;
3948
3949                 /* The shower string is found before the color tag */
3950                 if (showercol < endcol) endcol = showercol;
3951
3952                 /* Print a segment of the line */
3953                 Term_addstr(endcol, color, &str[i]);
3954                 cx += endcol;
3955                 i += endcol;
3956
3957                 if (endcol == showercol)
3958                 {
3959                         int showerlen = strlen(shower);
3960
3961                         /* Print the shower string in yellow */
3962                         Term_addstr(showerlen, TERM_YELLOW, &str[i]);
3963                         cx += showerlen;
3964                         i += showerlen;
3965                         continue;
3966                 }
3967
3968                 if (endcol != bracketcol) continue;
3969
3970                 if (in_tag)
3971                 {
3972                         /* Found the end of colored segment */
3973                         i++;
3974
3975                         /* Now looking for an another tag_str */
3976                         in_tag = '\0';
3977
3978                         /* Set back to the default color */
3979                         color = TERM_WHITE;
3980                         continue;
3981                 }
3982
3983                 /* Found a tag_str, and get a tag color */
3984                 i += sizeof(tag_str) - 1;
3985
3986                 /* Get tag color */
3987                 color = color_char_to_attr(str[i]);
3988
3989                 /* Illegal color tag */
3990                 if (color == 255 || str[i + 1] == '\0')
3991                 {
3992                         /* Illegal color tag */
3993                         color = TERM_WHITE;
3994
3995                         /* Print the broken tag as a string */
3996                         Term_addstr(-1, TERM_WHITE, tag_str);
3997                         cx += sizeof(tag_str) - 1;
3998                         continue;
3999                 }
4000
4001                 i++;
4002                 in_tag = str[i];
4003                 i++;
4004         }
4005
4006         Term_erase(cx, cy, 255);
4007 }
4008
4009
4010 /*!
4011  * @brief ファイル内容をコンソールに出力する
4012  * Recursive file perusal.
4013  * @param creature_ptr プレーヤーへの参照ポインタ
4014  * @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
4015  * @param name ファイル名の文字列
4016  * @param what 内容キャプションの文字列
4017  * @param line 表示の現在行
4018  * @param mode オプション
4019  * @return なし
4020  * @details
4021  * <pre>
4022  * Process various special text in the input file, including
4023  * the "menu" structures used by the "help file" system.
4024  * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
4025  * </pre>
4026  */
4027 bool show_file(player_type *creature_ptr, bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
4028 {
4029         int i, n, skey;
4030         int next = 0;
4031         int size = 0;
4032         int back = 0;
4033         bool menu = FALSE;
4034         FILE *fff = NULL;
4035         concptr find = NULL;
4036         concptr tag = NULL;
4037         char finder_str[81];
4038         char shower_str[81];
4039         char back_str[81];
4040         concptr shower = NULL;
4041         char filename[1024];
4042         char caption[128];
4043         char path[1024];
4044         char buf[1024];
4045         char hook[68][32];
4046         bool reverse = (line < 0);
4047         int wid, hgt, rows;
4048         Term_get_size(&wid, &hgt);
4049         rows = hgt - 4;
4050
4051         strcpy(finder_str, "");
4052         strcpy(shower_str, "");
4053         strcpy(caption, "");
4054         for (i = 0; i < 68; i++)
4055         {
4056                 hook[i][0] = '\0';
4057         }
4058
4059         strcpy(filename, name);
4060         n = strlen(filename);
4061
4062         for (i = 0; i < n; i++)
4063         {
4064                 if (filename[i] == '#')
4065                 {
4066                         filename[i] = '\0';
4067                         tag = filename + i + 1;
4068                         break;
4069                 }
4070         }
4071
4072         name = filename;
4073         if (what)
4074         {
4075                 strcpy(caption, what);
4076                 strcpy(path, name);
4077                 fff = my_fopen(path, "r");
4078         }
4079
4080         if (!fff)
4081         {
4082                 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
4083                 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
4084                 fff = my_fopen(path, "r");
4085         }
4086
4087         if (!fff)
4088         {
4089                 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
4090                 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
4091                 fff = my_fopen(path, "r");
4092         }
4093
4094         if (!fff)
4095         {
4096                 path_build(path, sizeof(path), ANGBAND_DIR, name);
4097
4098                 for (i = 0; path[i]; i++)
4099                         if ('\\' == path[i])
4100                                 path[i] = PATH_SEP[0];
4101
4102                 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
4103                 fff = my_fopen(path, "r");
4104         }
4105
4106         if (!fff)
4107         {
4108                 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
4109                 msg_print(NULL);
4110
4111                 return TRUE;
4112         }
4113
4114         while (TRUE)
4115         {
4116                 char *str = buf;
4117                 if (my_fgets(fff, buf, sizeof(buf))) break;
4118                 if (!prefix(str, "***** "))
4119                 {
4120                         next++;
4121                         continue;
4122                 }
4123
4124                 if ((str[6] == '[') && isalpha(str[7]))
4125                 {
4126                         int k = str[7] - 'A';
4127                         menu = TRUE;
4128                         if ((str[8] == ']') && (str[9] == ' '))
4129                         {
4130                                 strncpy(hook[k], str + 10, 31);
4131                                 hook[k][31] = '\0';
4132                         }
4133
4134                         continue;
4135                 }
4136
4137                 if (str[6] != '<') continue;
4138
4139                 size_t len = strlen(str);
4140                 if (str[len - 1] == '>')
4141                 {
4142                         str[len - 1] = '\0';
4143                         if (tag && streq(str + 7, tag)) line = next;
4144                 }
4145         }
4146
4147         size = next;
4148         if (line == -1) line = ((size - 1) / rows)*rows;
4149         Term_clear();
4150
4151         while (TRUE)
4152         {
4153                 if (line >= size - rows)
4154                         line = size - rows;
4155                 if (line < 0) line = 0;
4156
4157                 if (next > line)
4158                 {
4159                         my_fclose(fff);
4160                         fff = my_fopen(path, "r");
4161                         if (!fff) return FALSE;
4162
4163                         next = 0;
4164                 }
4165
4166                 while (next < line)
4167                 {
4168                         if (my_fgets(fff, buf, sizeof(buf))) break;
4169                         if (prefix(buf, "***** ")) continue;
4170                         next++;
4171                 }
4172
4173                 for (i = 0; i < rows; )
4174                 {
4175                         concptr str = buf;
4176                         if (!i) line = next;
4177                         if (my_fgets(fff, buf, sizeof(buf))) break;
4178                         if (prefix(buf, "***** ")) continue;
4179                         next++;
4180                         if (find && !i)
4181                         {
4182                                 char lc_buf[1024];
4183                                 strcpy(lc_buf, str);
4184                                 str_tolower(lc_buf);
4185                                 if (!my_strstr(lc_buf, find)) continue;
4186                         }
4187
4188                         find = NULL;
4189                         show_file_aux_line(str, i + 2, shower);
4190                         i++;
4191                 }
4192
4193                 while (i < rows)
4194                 {
4195                         Term_erase(0, i + 2, 255);
4196                         i++;
4197                 }
4198
4199                 if (find)
4200                 {
4201                         bell();
4202                         line = back;
4203                         find = NULL;
4204                         continue;
4205                 }
4206
4207                 if (show_version)
4208                 {
4209                         prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
4210                                 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH,
4211                                 caption, line, size), 0, 0);
4212                 }
4213                 else
4214                 {
4215                         prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
4216                                 caption, line, size), 0, 0);
4217                 }
4218
4219                 if (size <= rows)
4220                 {
4221                         prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
4222                 }
4223                 else
4224                 {
4225 #ifdef JP
4226                         if (reverse)
4227                                 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
4228                         else
4229                                 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
4230 #else
4231                         prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
4232 #endif
4233                 }
4234
4235                 skey = inkey_special(TRUE);
4236                 switch (skey)
4237                 {
4238                 case '?':
4239                         if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
4240                                 show_file(creature_ptr, TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
4241                         break;
4242                 case '=':
4243                         prt(_("強調: ", "Show: "), hgt - 1, 0);
4244
4245                         strcpy(back_str, shower_str);
4246                         if (askfor(shower_str, 80))
4247                         {
4248                                 if (shower_str[0])
4249                                 {
4250                                         str_tolower(shower_str);
4251                                         shower = shower_str;
4252                                 }
4253                                 else shower = NULL;
4254                         }
4255                         else strcpy(shower_str, back_str);
4256                         break;
4257
4258                 case '/':
4259                 case KTRL('s'):
4260                         prt(_("検索: ", "Find: "), hgt - 1, 0);
4261                         strcpy(back_str, finder_str);
4262                         if (askfor(finder_str, 80))
4263                         {
4264                                 if (finder_str[0])
4265                                 {
4266                                         find = finder_str;
4267                                         back = line;
4268                                         line = line + 1;
4269                                         str_tolower(finder_str);
4270                                         shower = finder_str;
4271                                 }
4272                                 else shower = NULL;
4273                         }
4274                         else strcpy(finder_str, back_str);
4275                         break;
4276
4277                 case '#':
4278                 {
4279                         char tmp[81];
4280                         prt(_("行: ", "Goto Line: "), hgt - 1, 0);
4281                         strcpy(tmp, "0");
4282
4283                         if (askfor(tmp, 80)) line = atoi(tmp);
4284                         break;
4285                 }
4286
4287                 case SKEY_TOP:
4288                         line = 0;
4289                         break;
4290
4291                 case SKEY_BOTTOM:
4292                         line = ((size - 1) / rows) * rows;
4293                         break;
4294
4295                 case '%':
4296                 {
4297                         char tmp[81];
4298                         prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
4299                         strcpy(tmp, _("jhelp.hlp", "help.hlp"));
4300
4301                         if (askfor(tmp, 80))
4302                         {
4303                                 if (!show_file(creature_ptr, TRUE, tmp, NULL, 0, mode)) skey = 'q';
4304                         }
4305
4306                         break;
4307                 }
4308
4309                 case '-':
4310                         line = line + (reverse ? rows : -rows);
4311                         if (line < 0) line = 0;
4312                         break;
4313
4314                 case SKEY_PGUP:
4315                         line = line - rows;
4316                         if (line < 0) line = 0;
4317                         break;
4318
4319                 case '\n':
4320                 case '\r':
4321                         line = line + (reverse ? -1 : 1);
4322                         if (line < 0) line = 0;
4323                         break;
4324
4325                 case '8':
4326                 case SKEY_UP:
4327                         line--;
4328                         if (line < 0) line = 0;
4329                         break;
4330
4331                 case '2':
4332                 case SKEY_DOWN:
4333                         line++;
4334                         break;
4335
4336                 case ' ':
4337                         line = line + (reverse ? -rows : rows);
4338                         if (line < 0) line = 0;
4339                         break;
4340
4341                 case SKEY_PGDOWN:
4342                         line = line + rows;
4343                         break;
4344                 }
4345
4346                 if (menu)
4347                 {
4348                         int key = -1;
4349                         if (!(skey & SKEY_MASK) && isalpha(skey))
4350                                 key = skey - 'A';
4351
4352                         if ((key > -1) && hook[key][0])
4353                         {
4354                                 /* Recurse on that file */
4355                                 if (!show_file(creature_ptr, TRUE, hook[key], NULL, 0, mode))
4356                                         skey = 'q';
4357                         }
4358                 }
4359
4360                 if (skey == '|')
4361                 {
4362                         FILE *ffp;
4363                         char buff[1024];
4364                         char xtmp[82];
4365
4366                         strcpy(xtmp, "");
4367
4368                         if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
4369                         my_fclose(fff);
4370                         path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
4371
4372                         /* Hack -- Re-Open the file */
4373                         fff = my_fopen(path, "r");
4374
4375                         ffp = my_fopen(buff, "w");
4376
4377                         if (!(fff && ffp))
4378                         {
4379                                 msg_print(_("ファイルを開けません。", "Failed to open file."));
4380                                 skey = ESCAPE;
4381                                 break;
4382                         }
4383
4384                         sprintf(xtmp, "%s: %s", creature_ptr->name, what ? what : caption);
4385                         my_fputs(ffp, xtmp, 80);
4386                         my_fputs(ffp, "\n", 80);
4387
4388                         while (!my_fgets(fff, buff, sizeof(buff)))
4389                                 my_fputs(ffp, buff, 80);
4390                         my_fclose(fff);
4391                         my_fclose(ffp);
4392                         fff = my_fopen(path, "r");
4393                 }
4394
4395                 if ((skey == ESCAPE) || (skey == '<')) break;
4396
4397                 if (skey == KTRL('q')) skey = 'q';
4398
4399                 if (skey == 'q') break;
4400         }
4401
4402         my_fclose(fff);
4403         if (skey == 'q') return FALSE;
4404
4405         return TRUE;
4406 }
4407
4408
4409 /*!
4410  * @brief ヘルプを表示するコマンドのメインルーチン
4411  * Peruse the On-Line-Help
4412  * @param creature_ptr プレーヤーへの参照ポインタ
4413  * @return なし
4414  * @details
4415  */
4416 void do_cmd_help(player_type *creature_ptr)
4417 {
4418         screen_save();
4419         (void)show_file(creature_ptr, TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
4420         screen_load();
4421 }
4422
4423
4424 /*!
4425  * @brief プレイヤーの名前をチェックして修正する
4426  * Process the player name.
4427  * @param player_ptr プレーヤーへの参照ポインタ
4428  * @param sf セーブファイル名に合わせた修正を行うならばTRUE
4429  * @return なし
4430  * @details
4431  * Extract a clean "base name".
4432  * Build the savefile name if needed.
4433  */
4434 void process_player_name(player_type *creature_ptr, bool sf)
4435 {
4436         char old_player_base[32] = "";
4437         if (current_world_ptr->character_generated)
4438                 strcpy(old_player_base, creature_ptr->base_name);
4439
4440         for (int i = 0; creature_ptr->name[i]; i++)
4441         {
4442 #ifdef JP
4443                 if (iskanji(creature_ptr->name[i])) { i++; continue; }
4444                 if (iscntrl((unsigned char)creature_ptr->name[i]))
4445 #else
4446                 if (iscntrl(creature_ptr->name[i]))
4447 #endif
4448                 {
4449                         quit_fmt(_("'%s' という名前は不正なコントロールコードを含んでいます。", "The name '%s' contains control chars!"), creature_ptr->name);
4450                 }
4451         }
4452
4453         int k = 0;
4454         for (int i = 0; creature_ptr->name[i]; i++)
4455         {
4456 #ifdef JP
4457                 unsigned char c = creature_ptr->name[i];
4458 #else
4459                 char c = creature_ptr->name[i];
4460 #endif
4461
4462 #ifdef JP
4463                 if (iskanji(c)) {
4464                         if (k + 2 >= sizeof(creature_ptr->base_name) || !creature_ptr->name[i + 1])
4465                                 break;
4466                         creature_ptr->base_name[k++] = c;
4467                         i++;
4468                         creature_ptr->base_name[k++] = creature_ptr->name[i];
4469                 }
4470 #ifdef SJIS
4471                 else if (iskana(c)) creature_ptr->base_name[k++] = c;
4472 #endif
4473                 else
4474 #endif
4475                         if (!strncmp(PATH_SEP, creature_ptr->name + i, strlen(PATH_SEP)))
4476                         {
4477                                 creature_ptr->base_name[k++] = '_';
4478                                 i += strlen(PATH_SEP);
4479                         }
4480 #if defined(WINDOWS)
4481                         else if (my_strchr("\"*,/:;<>?\\|", c))
4482                                 creature_ptr->base_name[k++] = '_';
4483 #endif
4484                         else if (isprint(c))
4485                                 creature_ptr->base_name[k++] = c;
4486         }
4487
4488         creature_ptr->base_name[k] = '\0';
4489         if (!creature_ptr->base_name[0])
4490                 strcpy(creature_ptr->base_name, "PLAYER");
4491
4492 #ifdef SAVEFILE_MUTABLE
4493         sf = TRUE;
4494 #endif
4495         if (!savefile_base[0] && savefile[0])
4496         {
4497                 concptr s;
4498                 s = savefile;
4499                 while (TRUE)
4500                 {
4501                         concptr t;
4502                         t = my_strstr(s, PATH_SEP);
4503                         if (!t)
4504                                 break;
4505                         s = t + 1;
4506                 }
4507
4508                 strcpy(savefile_base, s);
4509         }
4510
4511         if (!savefile_base[0] || !savefile[0])
4512                 sf = TRUE;
4513
4514         if (sf)
4515         {
4516                 char temp[128];
4517
4518                 strcpy(savefile_base, creature_ptr->base_name);
4519
4520 #ifdef SAVEFILE_USE_UID
4521                 /* Rename the savefile, using the creature_ptr->player_uid and creature_ptr->base_name */
4522                 (void)sprintf(temp, "%d.%s", creature_ptr->player_uid, creature_ptr->base_name);
4523 #else
4524                 /* Rename the savefile, using the creature_ptr->base_name */
4525                 (void)sprintf(temp, "%s", creature_ptr->base_name);
4526 #endif
4527                 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
4528         }
4529
4530         if (current_world_ptr->character_generated && !streq(old_player_base, creature_ptr->base_name))
4531         {
4532                 autopick_load_pref(creature_ptr, FALSE);
4533         }
4534 }
4535
4536
4537 /*!
4538  * @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
4539  * Gets a name for the character, reacting to name changes.
4540  * @param creature_ptr プレーヤーへの参照ポインタ
4541  * @return なし
4542  * @details
4543  * <pre>
4544  * Assumes that "display_player()" has just been called
4545  * Perhaps we should NOT ask for a name (at "birth()") on
4546  * Unix machines?  XXX XXX
4547  * What a horrible name for a global function.
4548  * </pre>
4549  */
4550 void get_name(player_type *creature_ptr)
4551 {
4552         char tmp[64];
4553         strcpy(tmp, creature_ptr->name);
4554
4555         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))
4556         {
4557                 strcpy(creature_ptr->name, tmp);
4558         }
4559
4560         if (strlen(creature_ptr->name) == 0)
4561         {
4562                 strcpy(creature_ptr->name, "PLAYER");
4563         }
4564
4565         strcpy(tmp, ap_ptr->title);
4566 #ifdef JP
4567         if (ap_ptr->no == 1)
4568                 strcat(tmp, "の");
4569 #else
4570         strcat(tmp, " ");
4571 #endif
4572         strcat(tmp, creature_ptr->name);
4573
4574         Term_erase(34, 1, 255);
4575         c_put_str(TERM_L_BLUE, tmp, 1, 34);
4576         clear_from(22);
4577 }
4578
4579
4580 /*!
4581  * @brief セーブするコマンドのメインルーチン
4582  * Save the game
4583  * @param creature_ptr プレーヤーへの参照ポインタ
4584  * @param is_autosave オートセーブ中の処理ならばTRUE
4585  * @return なし
4586  * @details
4587  */
4588 void do_cmd_save_game(player_type *creature_ptr, int is_autosave)
4589 {
4590         if (is_autosave)
4591         {
4592                 msg_print(_("自動セーブ中", "Autosaving the game..."));
4593         }
4594         else
4595         {
4596                 disturb(creature_ptr, TRUE, TRUE);
4597         }
4598
4599         msg_print(NULL);
4600         handle_stuff(creature_ptr);
4601         prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
4602         Term_fresh();
4603         (void)strcpy(creature_ptr->died_from, _("(セーブ)", "(saved)"));
4604         signals_ignore_tstp();
4605         if (save_player(creature_ptr))
4606         {
4607                 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
4608         }
4609         else
4610         {
4611                 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
4612         }
4613
4614         signals_handle_tstp();
4615         Term_fresh();
4616         (void)strcpy(creature_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
4617         current_world_ptr->is_loading_now = FALSE;
4618         update_creature(creature_ptr);
4619         mproc_init(creature_ptr->current_floor_ptr);
4620         current_world_ptr->is_loading_now = TRUE;
4621 }
4622
4623
4624 /*!
4625  * @brief セーブ後にゲーム中断フラグを立てる/
4626  * Save the game and exit
4627  * @return なし
4628  * @details
4629  */
4630 void do_cmd_save_and_exit(player_type *creature_ptr)
4631 {
4632         creature_ptr->playing = FALSE;
4633         creature_ptr->leaving = TRUE;
4634         exe_write_diary(creature_ptr, DIARY_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
4635 }
4636
4637
4638 /*!
4639  * @brief 異常発生時のゲーム緊急終了処理 /
4640  * Handle abrupt death of the visual system
4641  * @param creature_ptr プレーヤーへの参照ポインタ
4642  * @return なし
4643  * @details
4644  * <pre>
4645  * This routine is called only in very rare situations, and only
4646  * by certain visual systems, when they experience fatal errors.
4647  * XXX XXX Hack -- clear the death flag when creating a HANGUP
4648  * save file so that player can see tombstone when restart.
4649  * </pre>
4650  */
4651 void exit_game_panic(player_type *creature_ptr)
4652 {
4653         if (!current_world_ptr->character_generated || current_world_ptr->character_saved)
4654                 quit(_("緊急事態", "panic"));
4655         msg_flag = FALSE;
4656
4657         prt("", 0, 0);
4658         disturb(creature_ptr, TRUE, TRUE);
4659         if (creature_ptr->chp < 0) creature_ptr->is_dead = FALSE;
4660
4661         creature_ptr->panic_save = 1;
4662         signals_ignore_tstp();
4663         (void)strcpy(creature_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
4664         if (!save_player(creature_ptr)) quit(_("緊急セーブ失敗!", "panic save failed!"));
4665         quit(_("緊急セーブ成功!", "panic save succeeded!"));
4666 }
4667
4668
4669 /*!
4670  * @brief ファイルからランダムに行を一つ取得する /
4671  * Get a random line from a file
4672  * @param file_name ファイル名
4673  * @param entry 特定条件時のN:タグヘッダID
4674  * @param output 出力先の文字列参照ポインタ
4675  * @return エラーコード
4676  * @details
4677  * <pre>
4678  * Based on the monster speech patch by Matt Graham,
4679  * </pre>
4680  */
4681 errr get_rnd_line(concptr file_name, int entry, char *output)
4682 {
4683         char buf[1024];
4684         path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
4685         FILE *fp;
4686         fp = my_fopen(buf, "r");
4687         if (!fp) return -1;
4688
4689         int test;
4690         int line_num = 0;
4691         while (TRUE)
4692         {
4693                 if (my_fgets(fp, buf, sizeof(buf)) != 0)
4694                 {
4695                         my_fclose(fp);
4696                         return -1;
4697                 }
4698
4699                 line_num++;
4700                 if ((buf[0] != 'N') || (buf[1] != ':')) continue;
4701
4702                 if (buf[2] == '*')
4703                 {
4704                         break;
4705                 }
4706                 else if (buf[2] == 'M')
4707                 {
4708                         if (r_info[entry].flags1 & RF1_MALE) break;
4709                 }
4710                 else if (buf[2] == 'F')
4711                 {
4712                         if (r_info[entry].flags1 & RF1_FEMALE) break;
4713                 }
4714                 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
4715                 {
4716                         if (test == entry) break;
4717                 }
4718
4719                 msg_format("Error in line %d of %s!", line_num, file_name);
4720                 my_fclose(fp);
4721                 return -1;
4722         }
4723
4724         int counter;
4725         for (counter = 0; ; counter++)
4726         {
4727                 while (TRUE)
4728                 {
4729                         test = my_fgets(fp, buf, sizeof(buf));
4730                         if (!test)
4731                         {
4732                                 /* Ignore lines starting with 'N:' */
4733                                 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
4734
4735                                 if (buf[0] != '#') break;
4736                         }
4737                         else break;
4738                 }
4739
4740                 if (!buf[0]) break;
4741
4742                 if (one_in_(counter + 1)) strcpy(output, buf);
4743         }
4744
4745         my_fclose(fp);
4746         return counter ? 0 : -1;
4747 }
4748
4749
4750 #ifdef JP
4751 /*!
4752  * @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) /
4753  * @param file_name ファイル名
4754  * @param entry 特定条件時のN:タグヘッダID
4755  * @param output 出力先の文字列参照ポインタ
4756  * @param count 試行回数
4757  * @return エラーコード
4758  * @details
4759  */
4760 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
4761 {
4762         errr result = 1;
4763         for (int i = 0; i < count; i++)
4764         {
4765                 result = get_rnd_line(file_name, entry, output);
4766                 if (result) break;
4767                 bool kanji = FALSE;
4768                 for (int j = 0; output[j]; j++) kanji |= iskanji(output[j]);
4769                 if (kanji) break;
4770         }
4771
4772         return result;
4773 }
4774 #endif
4775
4776
4777 /*!
4778  * @brief 自動拾いファイルを読み込む /
4779  * @param creature_ptr プレーヤーへの参照ポインタ
4780  * @param name ファイル名
4781  * @details
4782  */
4783 errr process_autopick_file(player_type *creature_ptr, concptr name)
4784 {
4785         char buf[1024];
4786         path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
4787         errr err = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_AUTOPICK);
4788         return err;
4789 }
4790
4791
4792 /*!
4793  * @brief プレイヤーの生い立ちファイルを読み込む /
4794  * Process file for player's history editor.
4795  * @param creature_ptr プレーヤーへの参照ポインタ
4796  * @param name ファイル名
4797  * @return エラーコード
4798  * @details
4799  */
4800 errr process_histpref_file(player_type *creature_ptr, concptr name)
4801 {
4802         bool old_character_xtra = current_world_ptr->character_xtra;
4803         char buf[1024];
4804         path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
4805
4806         /* Hack -- prevent modification birth options in this file */
4807         current_world_ptr->character_xtra = TRUE;
4808         errr err = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_HISTPREF);
4809         current_world_ptr->character_xtra = old_character_xtra;
4810         return err;
4811 }
4812
4813
4814 /*!
4815  * @brief ファイル位置をシーク /
4816  * @param creature_ptr プレーヤーへの参照ポインタ
4817  * @param fd ファイルディスクリプタ
4818  * @param where ファイルバイト位置
4819  * @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
4820  * @return エラーコード
4821  * @details
4822  */
4823 static errr counts_seek(player_type *creature_ptr, int fd, u32b where, bool flag)
4824 {
4825         char temp1[128], temp2[128];
4826 #ifdef SAVEFILE_USE_UID
4827         (void)sprintf(temp1, "%d.%s.%d%d%d", creature_ptr->player_uid, savefile_base, creature_ptr->pclass, creature_ptr->pseikaku, creature_ptr->age);
4828 #else
4829         (void)sprintf(temp1, "%s.%d%d%d", savefile_base, creature_ptr->pclass, creature_ptr->pseikaku, creature_ptr->age);
4830 #endif
4831         for (int i = 0; temp1[i]; i++)
4832                 temp1[i] ^= (i + 1) * 63;
4833
4834         int seekpoint = 0;
4835         u32b zero_header[3] = { 0L, 0L, 0L };
4836         while (TRUE)
4837         {
4838                 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
4839                         return 1;
4840                 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
4841                 {
4842                         if (!flag)
4843                                 return 1;
4844                         /* add new name */
4845                         fd_seek(fd, seekpoint);
4846                         fd_write(fd, (char*)zero_header, 3 * sizeof(u32b));
4847                         fd_write(fd, (char*)(temp1), sizeof(temp1));
4848                         break;
4849                 }
4850
4851                 if (strcmp(temp1, temp2) == 0)
4852                         break;
4853
4854                 seekpoint += 128 + 3 * sizeof(u32b);
4855         }
4856
4857         return fd_seek(fd, seekpoint + where * sizeof(u32b));
4858 }
4859
4860
4861 /*!
4862  * @brief ファイル位置を読み込む
4863  * @param creature_ptr プレーヤーへの参照ポインタ
4864  * @param where ファイルバイト位置
4865  * @return エラーコード
4866  * @details
4867  */
4868 u32b counts_read(player_type *creature_ptr, int where)
4869 {
4870         char buf[1024];
4871         path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
4872         int fd = fd_open(buf, O_RDONLY);
4873
4874         u32b count = 0;
4875         if (counts_seek(creature_ptr, fd, where, FALSE) ||
4876                 fd_read(fd, (char*)(&count), sizeof(u32b)))
4877                 count = 0;
4878
4879         (void)fd_close(fd);
4880
4881         return count;
4882 }
4883
4884
4885 /*!
4886  * @brief ファイル位置に書き込む /
4887  * @param creature_ptr プレーヤーへの参照ポインタ
4888  * @param where ファイルバイト位置
4889  * @param count 書き込む値
4890  * @return エラーコード
4891  * @details
4892  */
4893 errr counts_write(player_type *creature_ptr, int where, u32b count)
4894 {
4895         char buf[1024];
4896         path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
4897
4898         /* Grab permissions */
4899         safe_setuid_grab();
4900
4901         int fd = fd_open(buf, O_RDWR);
4902
4903         /* Drop permissions */
4904         safe_setuid_drop();
4905
4906         if (fd < 0)
4907         {
4908                 /* File type is "DATA" */
4909                 FILE_TYPE(FILE_TYPE_DATA);
4910
4911                 /* Grab permissions */
4912                 safe_setuid_grab();
4913
4914                 /* Create a new high score file */
4915                 fd = fd_make(buf, 0644);
4916
4917                 /* Drop permissions */
4918                 safe_setuid_drop();
4919         }
4920
4921         /* Grab permissions */
4922         safe_setuid_grab();
4923
4924         errr err = fd_lock(fd, F_WRLCK);
4925
4926         /* Drop permissions */
4927         safe_setuid_drop();
4928
4929         if (err) return 1;
4930
4931         counts_seek(creature_ptr, fd, where, TRUE);
4932         fd_write(fd, (char*)(&count), sizeof(u32b));
4933
4934         /* Grab permissions */
4935         safe_setuid_grab();
4936
4937         err = fd_lock(fd, F_UNLCK);
4938
4939         /* Drop permissions */
4940         safe_setuid_drop();
4941
4942         if (err) return 1;
4943
4944         (void)fd_close(fd);
4945
4946         return 0;
4947 }
4948
4949
4950 /*!
4951  * @brief 墓のアスキーアートテンプレを読み込む
4952  * @param buf テンプレへのバッファ
4953  * @return なし
4954  */
4955 void read_dead_file(char *buf)
4956 {
4957         path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
4958
4959         FILE *fp;
4960         fp = my_fopen(buf, "r");
4961         if (!fp) return;
4962
4963         int i = 0;
4964         while (my_fgets(fp, buf, sizeof(buf)) == 0)
4965         {
4966                 put_str(buf, i++, 0);
4967         }
4968
4969         my_fclose(fp);
4970 }