3 * @brief ファイル入出力管理 / Purpose: code dealing with files (and death)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
11 * 2014 Deskull rearranged comment for Doxygen.\n
18 #include "player-status.h"
28 * You may or may not want to use the following "#undef".
30 /* #undef _POSIX_SAVED_IDS */
34 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
36 void safe_setuid_drop(void)
43 # ifdef SAFE_SETUID_POSIX
45 if (setuid(getuid()) != 0)
47 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
49 if (setgid(getgid()) != 0)
51 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
56 if (setreuid(geteuid(), getuid()) != 0)
58 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
60 if (setregid(getegid(), getgid()) != 0)
62 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
75 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
77 void safe_setuid_grab(void)
84 # ifdef SAFE_SETUID_POSIX
86 if (setuid(player_euid) != 0)
88 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
90 if (setgid(player_egid) != 0)
92 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
97 if (setreuid(geteuid(), getuid()) != 0)
99 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
101 if (setregid(getegid(), getgid()) != 0)
103 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
106 # endif /* SAFE_SETUID_POSIX */
108 # endif /* SAFE_SETUID */
116 * @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
117 * @param buf データテキストの参照ポインタ
119 * @param tokens トークンを保管する文字列参照ポインタ配列
124 * This function uses "colon" and "slash" as the delimeter characters.
125 * We never extract more than "num" tokens. The "last" token may include
126 * "delimeter" characters, allowing the buffer to include a "string" token.
127 * We save pointers to the tokens in "tokens", and return the number found.
128 * Hack -- Attempt to handle the 'c' character formalism
129 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
130 * Hack -- We will always extract at least one token
133 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
145 /* Scan the string */
148 /* Found a delimiter */
149 if ((*t == ':') || (*t == '/')) break;
151 /* Handle single quotes */
152 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
157 /* Handle backslash */
160 /* Require a character */
166 /* Hack -- Require a close quote */
167 if (*t != '\'') *t = '\'';
170 /* Handle back-slash */
177 /* Nuke and advance */
195 /* A number with a name */
196 typedef struct named_num named_num;
200 concptr name; /* The name of this thing */
201 int num; /* A number associated with it */
205 /* Index of spell type names */
206 static named_num gf_desc[] =
208 {"GF_ELEC", GF_ELEC },
209 {"GF_POIS", GF_POIS },
210 {"GF_ACID", GF_ACID },
211 {"GF_COLD", GF_COLD },
212 {"GF_FIRE", GF_FIRE },
213 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
214 {"GF_MISSILE", GF_MISSILE },
215 {"GF_ARROW", GF_ARROW },
216 {"GF_PLASMA", GF_PLASMA },
217 {"GF_WATER", GF_WATER },
218 {"GF_LITE", GF_LITE },
219 {"GF_DARK", GF_DARK },
220 {"GF_LITE_WEAK", GF_LITE_WEAK },
221 {"GF_DARK_WEAK", GF_DARK_WEAK },
222 {"GF_SHARDS", GF_SHARDS },
223 {"GF_SOUND", GF_SOUND },
224 {"GF_CONFUSION", GF_CONFUSION },
225 {"GF_FORCE", GF_FORCE },
226 {"GF_INERTIA", GF_INERTIAL },
227 {"GF_MANA", GF_MANA },
228 {"GF_METEOR", GF_METEOR },
230 {"GF_CHAOS", GF_CHAOS },
231 {"GF_NETHER", GF_NETHER },
232 {"GF_DISENCHANT", GF_DISENCHANT },
233 {"GF_NEXUS", GF_NEXUS },
234 {"GF_TIME", GF_TIME },
235 {"GF_GRAVITY", GF_GRAVITY },
236 {"GF_KILL_WALL", GF_KILL_WALL },
237 {"GF_KILL_DOOR", GF_KILL_DOOR },
238 {"GF_KILL_TRAP", GF_KILL_TRAP },
239 {"GF_MAKE_WALL", GF_MAKE_WALL },
240 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
241 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
242 {"GF_MAKE_TREE", GF_MAKE_TREE },
243 {"GF_OLD_CLONE", GF_OLD_CLONE },
244 {"GF_OLD_POLY", GF_OLD_POLY },
245 {"GF_OLD_HEAL", GF_OLD_HEAL },
246 {"GF_OLD_SPEED", GF_OLD_SPEED },
247 {"GF_OLD_SLOW", GF_OLD_SLOW },
248 {"GF_OLD_CONF", GF_OLD_CONF },
249 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
250 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
251 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
252 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
253 {"GF_AWAY_ALL", GF_AWAY_ALL },
254 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
255 {"GF_TURN_EVIL", GF_TURN_EVIL },
256 {"GF_TURN_ALL", GF_TURN_ALL },
257 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
258 {"GF_DISP_EVIL", GF_DISP_EVIL },
259 {"GF_DISP_ALL", GF_DISP_ALL },
260 {"GF_DISP_DEMON", GF_DISP_DEMON },
261 {"GF_DISP_LIVING", GF_DISP_LIVING },
262 {"GF_ROCKET", GF_ROCKET },
263 {"GF_NUKE", GF_NUKE },
264 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
265 {"GF_STASIS", GF_STASIS },
266 {"GF_STONE_WALL", GF_STONE_WALL },
267 {"GF_DEATH_RAY", GF_DEATH_RAY },
268 {"GF_STUN", GF_STUN },
269 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
270 {"GF_HELL_FIRE", GF_HELL_FIRE },
271 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
272 {"GF_CHARM", GF_CHARM },
273 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
274 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
276 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
277 {"GF_TELEKINESIS", GF_TELEKINESIS },
278 {"GF_JAM_DOOR", GF_JAM_DOOR },
279 {"GF_DOMINATION", GF_DOMINATION },
280 {"GF_DISP_GOOD", GF_DISP_GOOD },
281 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
282 {"GF_MIND_BLAST", GF_MIND_BLAST },
283 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
284 {"GF_CAUSE_1", GF_CAUSE_1 },
285 {"GF_CAUSE_2", GF_CAUSE_2 },
286 {"GF_CAUSE_3", GF_CAUSE_3 },
287 {"GF_CAUSE_4", GF_CAUSE_4 },
288 {"GF_HAND_DOOM", GF_HAND_DOOM },
289 {"GF_CAPTURE", GF_CAPTURE },
290 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
291 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
292 {"GF_IDENTIFY", GF_IDENTIFY },
293 {"GF_ATTACK", GF_ATTACK },
294 {"GF_ENGETSU", GF_ENGETSU },
295 {"GF_GENOCIDE", GF_GENOCIDE },
296 {"GF_PHOTO", GF_PHOTO },
297 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
298 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
299 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
300 {"GF_SEEKER", GF_SEEKER },
301 {"GF_SUPER_RAY", GF_SUPER_RAY },
302 {"GF_STAR_HEAL", GF_STAR_HEAL },
303 {"GF_WATER_FLOW", GF_WATER_FLOW },
304 {"GF_CRUSADE", GF_CRUSADE },
305 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
306 {"GF_WOUNDS", GF_WOUNDS },
312 * @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 /
313 * Parse a sub-file of the "extra info" (format shown below)
314 * @param buf データテキストの参照ポインタ
318 * Each "action" line has an "action symbol" in the first column,
319 * followed by a colon, followed by some command specific info,
320 * usually in the form of "tokens" separated by colons or slashes.
321 * Blank lines, lines starting with white space, and lines starting
322 * with pound signs ("#") are ignored (as comments).
323 * Note the use of "tokenize()" to allow the use of both colons and
324 * slashes as delimeters, while still allowing final tokens which
325 * may contain any characters including "delimiters".
326 * Note the use of "strtol()" to allow all "integers" to be encoded
327 * in decimal, hexidecimal, or octal form.
328 * Note that "monster zero" is used for the "player" attr/char, "object
329 * zero" will be used for the "stack" attr/char, and "feature zero" is
330 * used for the "nothing" attr/char.
331 * Parse another file recursively, see below for details
333 * Specify the attr/char values for "monsters" by race index
334 * R:\<num\>:\<a\>:\<c\>
335 * Specify the attr/char values for "objects" by kind index
336 * K:\<num\>:\<a\>:\<c\>
337 * Specify the attr/char values for "features" by feature index
338 * F:\<num\>:\<a\>:\<c\>
339 * Specify the attr/char values for unaware "objects" by kind tval
340 * U:\<tv\>:\<a\>:\<c\>
341 * Specify the attr/char values for inventory "objects" by kind tval
342 * E:\<tv\>:\<a\>:\<c\>
343 * Define a macro action, given an encoded macro action
345 * Create a normal macro, given an encoded macro trigger
347 * Create a command macro, given an encoded macro trigger
349 * Create a keyset mapping
350 * S:\<key\>:\<key\>:\<dir\>
351 * Turn an option off, given its name
353 * Turn an option on, given its name
355 * Specify visual information, given an index, and some data
356 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
357 * Specify the set of colors to use when drawing a zapped spell
359 * Specify a macro trigger template and macro trigger names.
360 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
361 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
364 errr process_pref_file_command(char *buf)
374 /* Require "?:*" format */
375 if (buf[1] != ':') return 1;
380 /* Mega-Hack -- read external player's history file */
381 /* Process "H:<history>" */
383 add_history_from_pref_line(buf + 2);
386 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
388 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
391 i = (huge)strtol(zz[0], NULL, 0);
392 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
393 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
394 if (i >= max_r_idx) return 1;
396 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
397 if (n2) r_ptr->x_char = n2;
402 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
404 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
407 i = (huge)strtol(zz[0], NULL, 0);
408 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
409 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
410 if (i >= max_k_idx) return 1;
412 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
413 if (n2) k_ptr->x_char = n2;
418 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
419 /* "F:<num>:<a>/<c>" */
420 /* "F:<num>:<a>/<c>:LIT" */
421 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
425 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
427 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
428 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
430 i = (huge)strtol(zz[0], NULL, 0);
431 if (i >= max_f_idx) return 1;
434 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
435 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
436 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
437 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
439 /* Mega-hack -- feat supports lighting */
442 /* No lighting support */
444 n1 = f_ptr->x_attr[F_LIT_STANDARD];
445 n2 = f_ptr->x_char[F_LIT_STANDARD];
446 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
448 f_ptr->x_attr[j] = n1;
449 f_ptr->x_char[j] = n2;
453 /* Use default lighting */
455 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
458 /* Use desired lighting */
459 case F_LIT_MAX * 2 + 1:
460 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
462 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
463 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
464 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
465 if (n2) f_ptr->x_char[j] = n2;
472 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
474 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
476 j = (byte)strtol(zz[0], NULL, 0);
477 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
478 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
479 misc_to_attr[j] = n1;
480 misc_to_char[j] = n2;
485 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
487 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
489 j = (huge)strtol(zz[0], NULL, 0);
490 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
491 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
492 for (i = 1; i < max_k_idx; i++)
494 object_kind *k_ptr = &k_info[i];
495 if (k_ptr->tval == j)
497 if (n1) k_ptr->d_attr = n1;
498 if (n2) k_ptr->d_char = n2;
505 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
507 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
509 j = (byte)strtol(zz[0], NULL, 0) % 128;
510 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
511 if (n1) tval_to_attr[j] = n1;
516 /* Process "A:<str>" -- save an "action" for later */
518 text_to_ascii(macro__buf, buf+2);
521 /* Process "P:<str>" -- normal macro */
526 text_to_ascii(tmp, buf+2);
527 macro_add(tmp, macro__buf);
531 /* Process "C:<str>" -- create keymap */
537 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
539 mode = strtol(zz[0], NULL, 0);
540 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
542 text_to_ascii(tmp, zz[1]);
543 if (!tmp[0] || tmp[1]) return 1;
546 string_free(keymap_act[mode][i]);
548 keymap_act[mode][i] = string_make(macro__buf);
553 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
555 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
557 i = (byte)strtol(zz[0], NULL, 0);
558 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
559 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
560 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
561 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
566 /* Process "X:<str>" -- turn option off */
567 /* Process "Y:<str>" -- turn option on */
570 for (i = 0; option_info[i].o_desc; i++)
572 if (option_info[i].o_var &&
573 option_info[i].o_text &&
574 streq(option_info[i].o_text, buf + 2))
576 int os = option_info[i].o_set;
577 int ob = option_info[i].o_bit;
579 if ((p_ptr->playing || character_xtra) &&
580 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
582 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);
590 option_flag[os] &= ~(1L << ob);
591 (*option_info[i].o_var) = FALSE;
596 option_flag[os] |= (1L << ob);
597 (*option_info[i].o_var) = TRUE;
603 /* don't know that option. ignore it.*/
604 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);
608 /* Process "Z:<type>:<str>" -- set spell color */
612 char *t = my_strchr(buf + 2, ':');
619 for (i = 0; gf_desc[i].name; i++)
621 /* Match this type */
622 if (streq(gf_desc[i].name, buf + 2))
624 /* Remember this color set */
625 gf_color[gf_desc[i].num] = quark_add(t);
635 /* Initialize macro trigger names and a template */
636 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
637 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
640 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
642 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
647 if (macro_template != NULL)
649 num = strlen(macro_modifier_chr);
651 /* Kill the template string */
652 string_free(macro_template);
653 macro_template = NULL;
655 /* Kill flag characters of modifier keys */
656 string_free(macro_modifier_chr);
658 /* Kill corresponding modifier names */
659 for (i = 0; i < num; i++)
661 string_free(macro_modifier_name[i]);
664 /* Kill trigger name strings */
665 for (i = 0; i < max_macrotrigger; i++)
667 string_free(macro_trigger_name[i]);
668 string_free(macro_trigger_keycode[0][i]);
669 string_free(macro_trigger_keycode[1][i]);
672 max_macrotrigger = 0;
675 if (*zz[0] == '\0') return 0; /* clear template */
677 /* Number of modifier flags */
680 /* Limit the number */
681 num = MIN(MAX_MACRO_MOD, num);
683 /* Stop if number of modifier is not correct */
684 if (2 + num != tok) return 1;
686 /* Get a template string */
687 macro_template = string_make(zz[0]);
689 /* Get flag characters of modifier keys */
690 macro_modifier_chr = string_make(zz[1]);
692 /* Get corresponding modifier names */
693 for (i = 0; i < num; i++)
695 macro_modifier_name[i] = string_make(zz[2+i]);
699 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
705 if (max_macrotrigger >= MAX_MACRO_TRIG)
707 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
710 m = max_macrotrigger;
713 /* Take into account the escape character */
723 /* Get a trigger name */
724 macro_trigger_name[m] = string_make(buf_aux);
726 /* Get the corresponding key code */
727 macro_trigger_keycode[0][m] = string_make(zz[1]);
731 /* Key code of a combination of it with the shift key */
732 macro_trigger_keycode[1][m] = string_make(zz[2]);
736 macro_trigger_keycode[1][m] = string_make(zz[1]);
751 * @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 /
752 * Helper function for "process_pref_file()"
753 * @param sp テキスト文字列の参照ポインタ
754 * @param fp 再帰中のポインタ参照
759 * v: output buffer array
765 concptr process_pref_file_expr(char **sp, char *fp)
782 while (iswspace(*s)) s++;
800 t = process_pref_file_expr(&s, &f);
808 else if (streq(t, "IOR"))
811 while (*s && (f != b2))
813 t = process_pref_file_expr(&s, &f);
814 if (*t && !streq(t, "0")) v = "1";
819 else if (streq(t, "AND"))
822 while (*s && (f != b2))
824 t = process_pref_file_expr(&s, &f);
825 if (*t && streq(t, "0")) v = "0";
830 else if (streq(t, "NOT"))
833 while (*s && (f != b2))
835 t = process_pref_file_expr(&s, &f);
836 if (*t && streq(t, "1")) v = "0";
841 else if (streq(t, "EQU"))
846 t = process_pref_file_expr(&s, &f);
848 while (*s && (f != b2))
850 p = process_pref_file_expr(&s, &f);
851 if (streq(t, p)) v = "1";
856 else if (streq(t, "LEQ"))
861 t = process_pref_file_expr(&s, &f);
863 while (*s && (f != b2))
866 t = process_pref_file_expr(&s, &f);
867 if (*t && atoi(p) > atoi(t)) v = "0";
872 else if (streq(t, "GEQ"))
877 t = process_pref_file_expr(&s, &f);
879 while (*s && (f != b2))
882 t = process_pref_file_expr(&s, &f);
884 /* Compare two numbers instead of string */
885 if (*t && atoi(p) < atoi(t)) v = "0";
891 while (*s && (f != b2))
893 t = process_pref_file_expr(&s, &f);
898 if (f != b2) v = "?x?x?";
900 /* Extract final and Terminate */
901 if ((f = *s) != '\0') *s++ = '\0';
907 /* Accept all printables except spaces and brackets */
909 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
911 if (iskanji(*s)) s++;
915 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
918 /* Extract final and Terminate */
919 if ((f = *s) != '\0') *s++ = '\0';
925 if (streq(b+1, "SYS"))
930 else if (streq(b+1, "KEYBOARD"))
932 v = ANGBAND_KEYBOARD;
936 else if (streq(b+1, "GRAF"))
941 /* Monochrome mode */
942 else if (streq(b+1, "MONOCHROME"))
951 else if (streq(b+1, "RACE"))
961 else if (streq(b+1, "CLASS"))
971 else if (streq(b+1, "PLAYER"))
973 static char tmp_player_name[32];
975 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
985 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
992 else if (streq(b+1, "REALM1"))
995 v = E_realm_names[p_ptr->realm1];
997 v = realm_names[p_ptr->realm1];
1002 else if (streq(b+1, "REALM2"))
1005 v = E_realm_names[p_ptr->realm2];
1007 v = realm_names[p_ptr->realm2];
1012 else if (streq(b+1, "LEVEL"))
1014 sprintf(tmp, "%02d", p_ptr->lev);
1018 /* Autopick auto-register is in-use or not? */
1019 else if (streq(b+1, "AUTOREGISTER"))
1021 if (p_ptr->autopick_autoregister)
1028 else if (streq(b+1, "MONEY"))
1030 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1049 #define PREF_TYPE_NORMAL 0
1050 #define PREF_TYPE_AUTOPICK 1
1051 #define PREF_TYPE_HISTPREF 2
1054 * @brief process_pref_fileのサブルーチン /
1055 * Open the "user pref file" and parse it.
1056 * @param name 読み込むファイル名
1057 * @param preftype prefファイルのタイプ
1062 * v: output buffer array
1063 * f: final character
1068 static errr process_pref_file_aux(concptr name, int preftype)
1080 bool bypass = FALSE;
1084 fp = my_fopen(name, "r");
1087 if (!fp) return (-1);
1089 /* Process the file */
1090 while (0 == my_fgets(fp, buf, sizeof(buf)))
1095 /* Skip "empty" lines */
1096 if (!buf[0]) continue;
1098 /* Skip "blank" lines */
1100 if (!iskanji(buf[0]))
1102 if (iswspace(buf[0])) continue;
1105 if (buf[0] == '#') continue;
1112 /* Process "?:<expr>" */
1113 if ((buf[0] == '?') && (buf[1] == ':'))
1122 /* Parse the expr */
1123 v = process_pref_file_expr(&s, &f);
1126 bypass = (streq(v, "0") ? TRUE : FALSE);
1130 /* Apply conditionals */
1131 if (bypass) continue;
1134 /* Process "%:<file>" */
1137 static int depth_count = 0;
1139 /* Ignore if deeper than 20 level */
1140 if (depth_count > 20) continue;
1142 /* Count depth level */
1145 /* Process that file if allowed */
1148 case PREF_TYPE_AUTOPICK:
1149 (void)process_autopick_file(buf + 2);
1151 case PREF_TYPE_HISTPREF:
1152 (void)process_histpref_file(buf + 2);
1155 (void)process_pref_file(buf + 2);
1159 /* Set back depth level */
1165 /* Process the line */
1166 err = process_pref_file_command(buf);
1168 /* This is not original pref line... */
1171 if (preftype != PREF_TYPE_AUTOPICK)
1173 err = process_autopick_file_command(buf);
1181 /* Print error message */
1182 /* ToDo: Add better error messages */
1183 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'."),
1184 _(name, err), line, _(err, name));
1185 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1194 * @brief pref設定ファイルを読み込み設定を反映させる /
1195 * Process the "user pref file" with the given name
1196 * @param name 読み込むファイル名
1200 * See the functions above for a list of legal "commands".
1201 * We also accept the special "?" and "%" directives, which
1202 * allow conditional evaluation and filename inclusion.
1205 errr process_pref_file(concptr name)
1211 /* Build the filename */
1212 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1214 /* Process the system pref file */
1215 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1217 /* Stop at parser errors, but not at non-existing file */
1218 if (err1 > 0) return err1;
1221 /* Build the filename */
1222 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1224 /* Process the user pref file */
1225 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1228 /* User file does not exist, but read system pref file */
1229 if (err2 < 0 && !err1)
1232 /* Result of user file processing */
1241 * Operating hours for ANGBAND (defaults to non-work hours)
1243 static char days[7][29] =
1245 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1246 "MON:XXXXXXXX.........XXXXXXX",
1247 "TUE:XXXXXXXX.........XXXXXXX",
1248 "WED:XXXXXXXX.........XXXXXXX",
1249 "THU:XXXXXXXX.........XXXXXXX",
1250 "FRI:XXXXXXXX.........XXXXXXX",
1251 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1255 * Restict usage (defaults to no restrictions)
1257 static bool check_time_flag = FALSE;
1263 * @brief Angbandプレイ禁止時刻をチェック /
1267 errr check_time(void)
1275 /* No restrictions */
1276 if (!check_time_flag) return (0);
1278 /* Check for time violation */
1279 c = time((time_t *)0);
1283 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1293 * @brief Angbandプレイ禁止時刻の初期化 /
1294 * Initialize CHECK_TIME
1297 errr check_time_init(void)
1307 /* Build the filename */
1308 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1311 fp = my_fopen(buf, "r");
1313 /* No file, no restrictions */
1314 if (!fp) return (0);
1316 /* Assume restrictions */
1317 check_time_flag = TRUE;
1319 /* Parse the file */
1320 while (0 == my_fgets(fp, buf, sizeof(buf)))
1322 /* Skip comments and blank lines */
1323 if (!buf[0] || (buf[0] == '#')) continue;
1325 /* Chop the buffer */
1328 /* Extract the info */
1329 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1330 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1331 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1332 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1333 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1334 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1335 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1351 #ifndef MAXHOSTNAMELEN
1352 # define MAXHOSTNAMELEN 64
1355 typedef struct statstime statstime;
1361 unsigned int v_pgpgin;
1362 unsigned int v_pgpgout;
1363 unsigned int v_pswpin;
1364 unsigned int v_pswpout;
1365 unsigned int v_intr;
1371 unsigned int v_swtch;
1373 struct timeval boottime;
1374 struct timeval curtime;
1378 * Maximal load (if any).
1380 static int check_load_value = 0;
1386 * @brief Angbandプレイ禁止ホストのチェック /
1390 errr check_load(void)
1395 struct statstime st;
1397 /* Success if not checking */
1398 if (!check_load_value) return (0);
1400 /* Check the load */
1401 if (0 == rstat("localhost", &st))
1403 long val1 = (long)(st.avenrun[2]);
1404 long val2 = (long)(check_load_value) * FSCALE;
1406 /* Check for violation */
1407 if (val1 >= val2) return (1);
1418 * @brief Angbandプレイ禁止ホストの設定初期化 /
1419 * Initialize CHECK_LOAD
1422 errr check_load_init(void)
1431 char temphost[MAXHOSTNAMELEN+1];
1432 char thishost[MAXHOSTNAMELEN+1];
1435 /* Build the filename */
1436 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1438 /* Open the "load" file */
1439 fp = my_fopen(buf, "r");
1441 /* No file, no restrictions */
1442 if (!fp) return (0);
1445 check_load_value = 100;
1447 /* Get the host name */
1448 (void)gethostname(thishost, (sizeof thishost) - 1);
1451 while (0 == my_fgets(fp, buf, sizeof(buf)))
1455 /* Skip comments and blank lines */
1456 if (!buf[0] || (buf[0] == '#')) continue;
1458 /* Parse, or ignore */
1459 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1461 /* Skip other hosts */
1462 if (!streq(temphost, thishost) &&
1463 !streq(temphost, "localhost")) continue;
1465 /* Use that value */
1466 check_load_value = value;
1479 #define ENTRY_BARE_HAND 0
1480 #define ENTRY_TWO_HANDS 1
1481 #define ENTRY_RIGHT_HAND1 2
1482 #define ENTRY_LEFT_HAND1 3
1483 #define ENTRY_LEFT_HAND2 4
1484 #define ENTRY_RIGHT_HAND2 5
1485 #define ENTRY_POSTURE 6
1486 #define ENTRY_SHOOT_HIT_DAM 7
1487 #define ENTRY_SHOOT_POWER 8
1488 #define ENTRY_SPEED 9
1489 #define ENTRY_BASE_AC 10
1490 #define ENTRY_LEVEL 11
1491 #define ENTRY_CUR_EXP 12
1492 #define ENTRY_MAX_EXP 13
1493 #define ENTRY_EXP_TO_ADV 14
1494 #define ENTRY_GOLD 15
1495 #define ENTRY_DAY 16
1498 #define ENTRY_PLAY_TIME 19
1499 #define ENTRY_SKILL_FIGHT 20
1500 #define ENTRY_SKILL_SHOOT 21
1501 #define ENTRY_SKILL_SAVING 22
1502 #define ENTRY_SKILL_STEALTH 23
1503 #define ENTRY_SKILL_PERCEP 24
1504 #define ENTRY_SKILL_SEARCH 25
1505 #define ENTRY_SKILL_DISARM 26
1506 #define ENTRY_SKILL_DEVICE 27
1507 #define ENTRY_SKILL_DIG 45
1510 #define ENTRY_BLOWS 28
1511 #define ENTRY_SHOTS 29
1512 #define ENTRY_AVG_DMG 30
1513 #define ENTRY_INFRA 31
1515 #define ENTRY_NAME 32
1516 #define ENTRY_SEX 33
1517 #define ENTRY_RACE 34
1518 #define ENTRY_CLASS 35
1519 #define ENTRY_REALM 36
1520 #define ENTRY_PATRON 37
1521 #define ENTRY_AGE 38
1522 #define ENTRY_HEIGHT 39
1523 #define ENTRY_WEIGHT 40
1524 #define ENTRY_SOCIAL 41
1525 #define ENTRY_ALIGN 42
1527 #define ENTRY_EXP_ANDR 43
1528 #define ENTRY_EXP_TO_ADV_ANDR 44
1537 } disp_player_line[]
1540 { 1, 10, 25, "打撃修正(格闘)"},
1541 { 1, 10, 25, "打撃修正(両手)"},
1542 { 1, 10, 25, "打撃修正(右手)"},
1543 { 1, 10, 25, "打撃修正(左手)"},
1544 { 1, 11, 25, "打撃修正(左手)"},
1545 { 1, 11, 25, "打撃修正(右手)"},
1547 { 1, 15, 25, "射撃攻撃修正"},
1548 { 1, 16, 25, "射撃武器倍率"},
1551 {29, 13, 21, "レベル"},
1552 {29, 14, 21, "経験値"},
1553 {29, 15, 21, "最大経験"},
1554 {29, 16, 21, "次レベル"},
1555 {29, 17, 21, "所持金"},
1559 {29, 20, 21, "プレイ時間"},
1560 {53, 10, -1, "打撃命中 :"},
1561 {53, 11, -1, "射撃命中 :"},
1562 {53, 12, -1, "魔法防御 :"},
1563 {53, 13, -1, "隠密行動 :"},
1564 {53, 15, -1, "知覚 :"},
1565 {53, 16, -1, "探索 :"},
1566 {53, 17, -1, "解除 :"},
1567 {53, 18, -1, "魔法道具 :"},
1568 { 1, 12, 25, "打撃回数"},
1569 { 1, 17, 25, "射撃回数"},
1570 { 1, 13, 25, "平均ダメージ"},
1571 {53, 20, -1, "赤外線視力:"},
1572 {26, 1, -1, "名前 : "},
1573 { 1, 3, -1, "性別 : "},
1574 { 1, 4, -1, "種族 : "},
1575 { 1, 5, -1, "職業 : "},
1576 { 1, 6, -1, "魔法 : "},
1577 { 1, 7, -1, "守護魔神 : "},
1581 {29, 6, 21, "社会的地位"},
1583 {29, 14, 21, "強化度"},
1584 {29, 16, 21, "次レベル"},
1585 {53, 19, -1, "掘削 :" },
1589 { 1, 10, 25, "Bare hand"},
1590 { 1, 10, 25, "Two hands"},
1591 { 1, 10, 25, "Right hand"},
1592 { 1, 10, 25, "Left hand"},
1593 { 1, 11, 25, "Left hand"},
1594 { 1, 11, 25, "Right hand"},
1595 { 1, 11, 25, "Posture"},
1596 { 1, 15, 25, "Shooting"},
1597 { 1, 16, 25, "Multiplier"},
1598 { 1, 20, 25, "Speed"},
1600 {29, 13, 21, "Level"},
1601 {29, 14, 21, "Experience"},
1602 {29, 15, 21, "Max Exp"},
1603 {29, 16, 21, "Exp to Adv"},
1604 {29, 17, 21, "Gold"},
1605 {29, 19, 21, "Time"},
1606 {29, 10, 21, "Hit point"},
1607 {29, 11, 21, "SP (Mana)"},
1608 {29, 20, 21, "Play time"},
1609 {53, 10, -1, "Fighting : "},
1610 {53, 11, -1, "Bows/Throw : "},
1611 {53, 12, -1, "SavingThrow: "},
1612 {53, 13, -1, "Stealth : "},
1613 {53, 15, -1, "Perception : "},
1614 {53, 16, -1, "Searching : "},
1615 {53, 17, -1, "Disarming : "},
1616 {53, 18, -1, "MagicDevice: "},
1617 { 1, 12, 25, "Blows/Round"},
1618 { 1, 17, 25, "Shots/Round"},
1619 { 1, 13, 25, "AverageDmg/Rnd"},
1620 {53, 20, -1, "Infra-Vision: "},
1621 {26, 1, -1, "Name : "},
1622 { 1, 3, -1, "Sex : "},
1623 { 1, 4, -1, "Race : "},
1624 { 1, 5, -1, "Class : "},
1625 { 1, 6, -1, "Magic : "},
1626 { 1, 7, -1, "Patron : "},
1628 {29, 4, 21, "Height"},
1629 {29, 5, 21, "Weight"},
1630 {29, 6, 21, "Social Class"},
1631 {29, 7, 21, "Align"},
1632 {29, 14, 21, "Construction"},
1633 {29, 16, 21, "Const to Adv"},
1634 {53, 19, -1, "Digging :" },
1639 * @brief プレイヤーのステータス1種を出力する
1641 * @param val 値を保管した文字列ポインタ
1642 * @param attr 項目表示の色
1645 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1649 int row = disp_player_line[entry].row;
1650 int col = disp_player_line[entry].col;
1651 int len = disp_player_line[entry].len;
1652 concptr head = disp_player_line[entry].header;
1654 int head_len = strlen(head);
1656 Term_putstr(col, row, -1, TERM_WHITE, head);
1663 int val_len = len - head_len;
1664 sprintf(buf, "%*.*s", val_len, val_len, val);
1665 Term_putstr(col + head_len, row, -1, attr, buf);
1669 Term_putstr(col + head_len, row, -1, attr, val);
1676 * @brief プレイヤーの打撃能力修正を表示する
1677 * @param hand 武器の装備部位ID
1678 * @param hand_entry 項目ID
1681 static void display_player_melee_bonus(int hand, int hand_entry)
1684 HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
1685 HIT_POINT show_todam = p_ptr->dis_to_d[hand];
1686 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1688 /* Hack -- add in weapon info if known */
1689 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1690 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1692 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1695 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1697 /* Dump the bonuses to hit/dam */
1698 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
1699 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1700 else if (p_ptr->ryoute)
1701 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1703 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1708 * @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
1709 * Prints the following information on the screen.
1712 static void display_player_middle(void)
1717 HIT_PROB show_tohit = p_ptr->dis_to_h_b;
1718 HIT_POINT show_todam = 0;
1721 object_type *o_ptr = &inventory[INVEN_BOW];
1728 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1731 if (p_ptr->hidarite)
1733 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1735 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
1738 if (p_ptr->special_defense & KAMAE_MASK)
1740 for (i = 0; i < MAX_KAMAE; i++)
1742 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1745 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1748 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1751 /* Apply weapon bonuses */
1752 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1753 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1755 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1756 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1758 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1760 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1763 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1765 if (inventory[INVEN_BOW].k_idx)
1767 tmul = bow_tmul(inventory[INVEN_BOW].sval);
1769 /* Get extra "power" from "extra might" */
1770 if (p_ptr->xtra_might) tmul++;
1772 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1776 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1778 /* Dump the armor class */
1779 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1787 i = p_ptr->pspeed-110;
1789 /* Hack -- Visually "undo" the Search Mode Slowdown */
1790 if (p_ptr->action == ACTION_SEARCH) i += 10;
1795 attr = TERM_L_GREEN;
1809 attr = TERM_L_UMBER;
1816 if (IS_FAST()) tmp_speed += 10;
1817 if (p_ptr->slow) tmp_speed -= 10;
1818 if (p_ptr->lightspeed) tmp_speed = 99;
1822 if (MON_FAST(&m_list[p_ptr->riding])) tmp_speed += 10;
1823 if (MON_SLOW(&m_list[p_ptr->riding])) tmp_speed -= 10;
1829 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1831 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1841 sprintf(buf, "(%+d)", i);
1843 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1846 display_player_one_line(ENTRY_SPEED, buf, attr);
1849 /* Dump character level */
1850 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1852 /* Dump experience */
1853 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1854 else e = ENTRY_CUR_EXP;
1856 if (p_ptr->exp >= p_ptr->max_exp)
1857 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1859 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1861 /* Dump max experience */
1862 if (p_ptr->prace == RACE_ANDROID)
1865 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1867 /* Dump exp to advance */
1868 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1869 else e = ENTRY_EXP_TO_ADV;
1871 if (p_ptr->lev >= PY_MAX_LEVEL)
1872 display_player_one_line(e, "*****", TERM_L_GREEN);
1873 else if (p_ptr->prace == RACE_ANDROID)
1874 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1876 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1879 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1884 extract_day_hour_min(&day, &hour, &min);
1886 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1887 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1889 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1891 /* Dump hit point */
1892 if (p_ptr->chp >= p_ptr->mhp)
1893 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1894 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1895 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1897 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1899 /* Dump mana power */
1900 if (p_ptr->csp >= p_ptr->msp)
1901 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1902 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1903 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1905 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1907 /* Dump play time */
1908 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", playtime/(60*60), (playtime/60)%60, playtime%60), TERM_L_GREEN);
1913 * Hack -- pass color info around this file
1915 static TERM_COLOR likert_color = TERM_WHITE;
1919 * @brief 技能ランクの表示基準を定める
1920 * Returns a "rating" of x depending on y
1922 * @param y 技能値に対するランク基準比
1925 static concptr likert(int x, int y)
1927 static char dummy[20] = "", dummy2[20] = "";
1928 memset(dummy, 0, strlen(dummy));
1929 memset(dummy2, 0, strlen(dummy2));
1934 if(show_actual_value)
1936 sprintf(dummy, "%3d-", x);
1939 /* Negative value */
1942 likert_color = TERM_L_DARK;
1943 strcat(dummy, _("最低", "Very Bad"));
1948 /* Analyze the value */
1953 likert_color = TERM_RED;
1954 strcat(dummy, _("悪い", "Bad"));
1957 likert_color = TERM_L_RED;
1958 strcat(dummy, _("劣る", "Poor"));
1963 likert_color = TERM_ORANGE;
1964 strcat(dummy, _("普通", "Fair"));
1968 likert_color = TERM_YELLOW;
1969 strcat(dummy, _("良い", "Good"));
1973 likert_color = TERM_YELLOW;
1974 strcat(dummy, _("大変良い", "Very Good"));
1979 likert_color = TERM_L_GREEN;
1980 strcat(dummy, _("卓越", "Excellent"));
1988 likert_color = TERM_GREEN;
1989 strcat(dummy, _("超越", "Superb"));
1996 likert_color = TERM_BLUE;
1997 strcat(dummy, _("英雄的", "Heroic"));
2001 likert_color = TERM_VIOLET;
2002 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2003 (int)((((x / y) - 17) * 5) / 2));
2004 strcat(dummy, dummy2);
2015 * @brief プレイヤーステータスの1ページ目各種詳細をまとめて表示するサブルーチン
2016 * Prints ratings on certain abilities
2019 * This code is "imitated" elsewhere to "dump" a character sheet.
2021 static void display_player_various(void)
2023 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2024 int xthn, xthb, xfos, xsrh;
2025 int xdis, xdev, xsav, xstl;
2029 BIT_FLAGS flgs[TR_FLAG_SIZE];
2030 int shots, shot_frac;
2035 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2036 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2037 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2038 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2039 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2041 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2043 /* Shooting Skill (with current bow and normal missile) */
2044 o_ptr = &inventory[INVEN_BOW];
2045 tmp = p_ptr->to_h_b + o_ptr->to_h;
2046 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2048 /* If the player is wielding one? */
2051 ENERGY energy_fire = bow_energy(o_ptr->sval);
2053 /* Calculate shots per round */
2054 shots = p_ptr->num_fire * 100;
2055 shot_frac = (shots * 100 / energy_fire) % 100;
2056 shots = shots / energy_fire;
2057 if (o_ptr->name1 == ART_CRIMSON)
2061 if (p_ptr->pclass == CLASS_ARCHER)
2063 /* Extra shot at level 10 */
2064 if (p_ptr->lev >= 10) shots++;
2066 /* Extra shot at level 30 */
2067 if (p_ptr->lev >= 30) shots++;
2069 /* Extra shot at level 45 */
2070 if (p_ptr->lev >= 45) shots++;
2080 for(i = 0; i < 2; i++)
2082 damage[i] = p_ptr->dis_to_d[i] * 100;
2083 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
2085 PLAYER_LEVEL level = p_ptr->lev;
2091 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2092 if (p_ptr->special_defense & KAMAE_BYAKKO)
2093 basedam = monk_ave_damage[level][1];
2094 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2095 basedam = monk_ave_damage[level][2];
2097 basedam = monk_ave_damage[level][0];
2101 o_ptr = &inventory[INVEN_RARM + i];
2103 /* Average damage per round */
2109 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2110 if (object_is_known(o_ptr))
2112 damage[i] += o_ptr->to_d * 100;
2113 to_h[i] += o_ptr->to_h;
2115 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2116 object_flags_known(o_ptr, flgs);
2118 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2119 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2125 else if (have_flag(flgs, TR_VORPAL))
2127 /* vorpal flag only */
2131 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2132 basedam = basedam * 7 / 2;
2136 damage[i] += basedam;
2137 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2138 if (damage[i] < 0) damage[i] = 0;
2140 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2141 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2143 /* Basic abilities */
2145 xdis = p_ptr->skill_dis;
2146 xdev = p_ptr->skill_dev;
2147 xsav = p_ptr->skill_sav;
2148 xstl = p_ptr->skill_stl;
2149 xsrh = p_ptr->skill_srh;
2150 xfos = p_ptr->skill_fos;
2151 xdig = p_ptr->skill_dig;
2154 desc = likert(xthn, 12);
2155 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2157 desc = likert(xthb, 12);
2158 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2160 desc = likert(xsav, 7);
2161 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2163 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2164 desc = likert((xstl > 0) ? xstl : -1, 1);
2165 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2167 desc = likert(xfos, 6);
2168 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2170 desc = likert(xsrh, 6);
2171 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2173 desc = likert(xdis, 8);
2174 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2176 desc = likert(xdev, 6);
2177 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2179 desc = likert(xdev, 6);
2180 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2182 desc = likert(xdig, 4);
2183 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2186 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2188 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2190 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2193 if ((damage[0]+damage[1]) == 0)
2196 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2198 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2200 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2206 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2207 * Prints ratings on certain abilities
2208 * @param flgs フラグを保管する配列
2211 * Obtain the "flags" for the player as if he was an item
2213 * xtra1.c周りと多重実装になっているのを何とかする
2215 static void player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2220 for (i = 0; i < TR_FLAG_SIZE; i++)
2224 switch (p_ptr->pclass)
2227 if (p_ptr->lev > 44)
2228 add_flag(flgs, TR_REGEN);
2230 if (p_ptr->lev > 29)
2231 add_flag(flgs, TR_RES_FEAR);
2234 if (p_ptr->lev > 39)
2235 add_flag(flgs, TR_RES_FEAR);
2237 case CLASS_CHAOS_WARRIOR:
2238 if (p_ptr->lev > 29)
2239 add_flag(flgs, TR_RES_CHAOS);
2240 if (p_ptr->lev > 39)
2241 add_flag(flgs, TR_RES_FEAR);
2244 case CLASS_FORCETRAINER:
2245 if ((p_ptr->lev > 9) && !heavy_armor())
2246 add_flag(flgs, TR_SPEED);
2247 if ((p_ptr->lev>24) && !heavy_armor())
2248 add_flag(flgs, TR_FREE_ACT);
2252 add_flag(flgs, TR_SPEED);
2255 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
2256 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
2257 add_flag(flgs, TR_SPEED);
2259 add_flag(flgs, TR_FREE_ACT);
2261 add_flag(flgs, TR_SLOW_DIGEST);
2262 add_flag(flgs, TR_RES_FEAR);
2263 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2264 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2265 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2267 case CLASS_MINDCRAFTER:
2269 add_flag(flgs, TR_RES_FEAR);
2270 if (p_ptr->lev > 19)
2271 add_flag(flgs, TR_SUST_WIS);
2272 if (p_ptr->lev > 29)
2273 add_flag(flgs, TR_RES_CONF);
2274 if (p_ptr->lev > 39)
2275 add_flag(flgs, TR_TELEPATHY);
2278 add_flag(flgs, TR_RES_SOUND);
2280 case CLASS_BERSERKER:
2281 add_flag(flgs, TR_SUST_STR);
2282 add_flag(flgs, TR_SUST_DEX);
2283 add_flag(flgs, TR_SUST_CON);
2284 add_flag(flgs, TR_REGEN);
2285 add_flag(flgs, TR_FREE_ACT);
2286 add_flag(flgs, TR_SPEED);
2287 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2289 case CLASS_MIRROR_MASTER:
2290 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2293 break; /* Do nothing */
2297 if (p_ptr->mimic_form)
2299 switch(p_ptr->mimic_form)
2302 add_flag(flgs, TR_HOLD_EXP);
2303 add_flag(flgs, TR_RES_CHAOS);
2304 add_flag(flgs, TR_RES_NETHER);
2305 add_flag(flgs, TR_RES_FIRE);
2306 add_flag(flgs, TR_SEE_INVIS);
2307 add_flag(flgs, TR_SPEED);
2309 case MIMIC_DEMON_LORD:
2310 add_flag(flgs, TR_HOLD_EXP);
2311 add_flag(flgs, TR_RES_CHAOS);
2312 add_flag(flgs, TR_RES_NETHER);
2313 add_flag(flgs, TR_RES_FIRE);
2314 add_flag(flgs, TR_RES_COLD);
2315 add_flag(flgs, TR_RES_ELEC);
2316 add_flag(flgs, TR_RES_ACID);
2317 add_flag(flgs, TR_RES_POIS);
2318 add_flag(flgs, TR_RES_CONF);
2319 add_flag(flgs, TR_RES_DISEN);
2320 add_flag(flgs, TR_RES_NEXUS);
2321 add_flag(flgs, TR_RES_FEAR);
2322 add_flag(flgs, TR_IM_FIRE);
2323 add_flag(flgs, TR_SH_FIRE);
2324 add_flag(flgs, TR_SEE_INVIS);
2325 add_flag(flgs, TR_TELEPATHY);
2326 add_flag(flgs, TR_LEVITATION);
2327 add_flag(flgs, TR_SPEED);
2330 add_flag(flgs, TR_HOLD_EXP);
2331 add_flag(flgs, TR_RES_DARK);
2332 add_flag(flgs, TR_RES_NETHER);
2333 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2334 add_flag(flgs, TR_RES_POIS);
2335 add_flag(flgs, TR_RES_COLD);
2336 add_flag(flgs, TR_SEE_INVIS);
2337 add_flag(flgs, TR_SPEED);
2343 switch (p_ptr->prace)
2346 add_flag(flgs, TR_RES_LITE);
2349 add_flag(flgs, TR_HOLD_EXP);
2352 add_flag(flgs, TR_FREE_ACT);
2355 add_flag(flgs, TR_RES_BLIND);
2358 add_flag(flgs, TR_RES_DARK);
2360 case RACE_HALF_TROLL:
2361 add_flag(flgs, TR_SUST_STR);
2362 if (p_ptr->lev > 14)
2364 add_flag(flgs, TR_REGEN);
2365 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2367 add_flag(flgs, TR_SLOW_DIGEST);
2369 * Let's not make Regeneration a disadvantage
2370 * for the poor warriors who can never learn
2371 * a spell that satisfies hunger (actually
2372 * neither can rogues, but half-trolls are not
2373 * supposed to play rogues)
2379 add_flag(flgs, TR_SUST_CON);
2380 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2383 add_flag(flgs, TR_RES_LITE);
2384 add_flag(flgs, TR_SEE_INVIS);
2386 case RACE_BARBARIAN:
2387 add_flag(flgs, TR_RES_FEAR);
2389 case RACE_HALF_OGRE:
2390 add_flag(flgs, TR_SUST_STR);
2391 add_flag(flgs, TR_RES_DARK);
2393 case RACE_HALF_GIANT:
2394 add_flag(flgs, TR_RES_SHARDS);
2395 add_flag(flgs, TR_SUST_STR);
2397 case RACE_HALF_TITAN:
2398 add_flag(flgs, TR_RES_CHAOS);
2401 add_flag(flgs, TR_RES_SOUND);
2404 add_flag(flgs, TR_RES_ACID);
2405 if (p_ptr->lev > 19)
2406 add_flag(flgs, TR_IM_ACID);
2409 add_flag(flgs, TR_RES_CONF);
2410 add_flag(flgs, TR_RES_ACID);
2412 add_flag(flgs, TR_SPEED);
2415 add_flag(flgs, TR_RES_POIS);
2418 add_flag(flgs, TR_RES_DISEN);
2419 add_flag(flgs, TR_RES_DARK);
2422 add_flag(flgs, TR_RES_DARK);
2423 if (p_ptr->lev > 19)
2424 add_flag(flgs, TR_SEE_INVIS);
2426 case RACE_DRACONIAN:
2427 add_flag(flgs, TR_LEVITATION);
2429 add_flag(flgs, TR_RES_FIRE);
2431 add_flag(flgs, TR_RES_COLD);
2432 if (p_ptr->lev > 14)
2433 add_flag(flgs, TR_RES_ACID);
2434 if (p_ptr->lev > 19)
2435 add_flag(flgs, TR_RES_ELEC);
2436 if (p_ptr->lev > 34)
2437 add_flag(flgs, TR_RES_POIS);
2439 case RACE_MIND_FLAYER:
2440 add_flag(flgs, TR_SUST_INT);
2441 add_flag(flgs, TR_SUST_WIS);
2442 if (p_ptr->lev > 14)
2443 add_flag(flgs, TR_SEE_INVIS);
2444 if (p_ptr->lev > 29)
2445 add_flag(flgs, TR_TELEPATHY);
2448 add_flag(flgs, TR_RES_FIRE);
2450 add_flag(flgs, TR_SEE_INVIS);
2453 add_flag(flgs, TR_SEE_INVIS);
2454 add_flag(flgs, TR_FREE_ACT);
2455 add_flag(flgs, TR_RES_POIS);
2456 add_flag(flgs, TR_SLOW_DIGEST);
2457 if (p_ptr->lev > 34)
2458 add_flag(flgs, TR_HOLD_EXP);
2461 add_flag(flgs, TR_SEE_INVIS);
2462 add_flag(flgs, TR_RES_SHARDS);
2463 add_flag(flgs, TR_HOLD_EXP);
2464 add_flag(flgs, TR_RES_POIS);
2466 add_flag(flgs, TR_RES_COLD);
2469 add_flag(flgs, TR_SEE_INVIS);
2470 add_flag(flgs, TR_HOLD_EXP);
2471 add_flag(flgs, TR_RES_NETHER);
2472 add_flag(flgs, TR_RES_POIS);
2473 add_flag(flgs, TR_SLOW_DIGEST);
2475 add_flag(flgs, TR_RES_COLD);
2478 add_flag(flgs, TR_HOLD_EXP);
2479 add_flag(flgs, TR_RES_DARK);
2480 add_flag(flgs, TR_RES_NETHER);
2481 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2482 add_flag(flgs, TR_RES_POIS);
2483 add_flag(flgs, TR_RES_COLD);
2486 add_flag(flgs, TR_LEVITATION);
2487 add_flag(flgs, TR_FREE_ACT);
2488 add_flag(flgs, TR_RES_COLD);
2489 add_flag(flgs, TR_SEE_INVIS);
2490 add_flag(flgs, TR_HOLD_EXP);
2491 add_flag(flgs, TR_RES_NETHER);
2492 add_flag(flgs, TR_RES_POIS);
2493 add_flag(flgs, TR_SLOW_DIGEST);
2495 if (p_ptr->lev > 34)
2496 add_flag(flgs, TR_TELEPATHY);
2499 add_flag(flgs, TR_RES_LITE);
2500 add_flag(flgs, TR_LEVITATION);
2502 add_flag(flgs, TR_SPEED);
2505 add_flag(flgs, TR_RES_SOUND);
2506 add_flag(flgs, TR_RES_CONF);
2509 add_flag(flgs, TR_LEVITATION);
2510 add_flag(flgs, TR_SEE_INVIS);
2513 add_flag(flgs, TR_RES_FIRE);
2514 add_flag(flgs, TR_RES_NETHER);
2515 add_flag(flgs, TR_HOLD_EXP);
2517 add_flag(flgs, TR_SEE_INVIS);
2520 add_flag(flgs, TR_SUST_CON);
2523 add_flag(flgs, TR_LEVITATION);
2526 add_flag(flgs, TR_RES_CONF);
2529 add_flag(flgs, TR_FREE_ACT);
2530 add_flag(flgs, TR_RES_POIS);
2531 add_flag(flgs, TR_SLOW_DIGEST);
2532 add_flag(flgs, TR_HOLD_EXP);
2542 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2544 remove_flag(flgs, TR_REGEN);
2547 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2548 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2549 (p_ptr->muta3 & MUT3_SHORT_LEG))
2551 add_flag(flgs, TR_SPEED);
2554 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2556 add_flag(flgs, TR_SH_ELEC);
2559 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2561 add_flag(flgs, TR_SH_FIRE);
2562 add_flag(flgs, TR_LITE_1);
2565 if (p_ptr->muta3 & MUT3_WINGS)
2567 add_flag(flgs, TR_LEVITATION);
2570 if (p_ptr->muta3 & MUT3_FEARLESS)
2572 add_flag(flgs, TR_RES_FEAR);
2575 if (p_ptr->muta3 & MUT3_REGEN)
2577 add_flag(flgs, TR_REGEN);
2580 if (p_ptr->muta3 & MUT3_ESP)
2582 add_flag(flgs, TR_TELEPATHY);
2585 if (p_ptr->muta3 & MUT3_MOTION)
2587 add_flag(flgs, TR_FREE_ACT);
2591 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2592 add_flag(flgs, TR_AGGRAVATE);
2593 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2594 add_flag(flgs, TR_RES_CONF);
2595 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2597 add_flag(flgs, TR_RES_BLIND);
2598 add_flag(flgs, TR_RES_CONF);
2599 add_flag(flgs, TR_HOLD_EXP);
2600 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2602 add_flag(flgs, TR_SPEED);
2604 if (p_ptr->special_defense & KATA_FUUJIN)
2605 add_flag(flgs, TR_REFLECT);
2606 if (p_ptr->special_defense & KAMAE_GENBU)
2607 add_flag(flgs, TR_REFLECT);
2608 if (p_ptr->special_defense & KAMAE_SUZAKU)
2609 add_flag(flgs, TR_LEVITATION);
2610 if (p_ptr->special_defense & KAMAE_SEIRYU)
2612 add_flag(flgs, TR_RES_FIRE);
2613 add_flag(flgs, TR_RES_COLD);
2614 add_flag(flgs, TR_RES_ACID);
2615 add_flag(flgs, TR_RES_ELEC);
2616 add_flag(flgs, TR_RES_POIS);
2617 add_flag(flgs, TR_LEVITATION);
2618 add_flag(flgs, TR_SH_FIRE);
2619 add_flag(flgs, TR_SH_ELEC);
2620 add_flag(flgs, TR_SH_COLD);
2622 if (p_ptr->special_defense & KATA_MUSOU)
2624 add_flag(flgs, TR_RES_FEAR);
2625 add_flag(flgs, TR_RES_LITE);
2626 add_flag(flgs, TR_RES_DARK);
2627 add_flag(flgs, TR_RES_BLIND);
2628 add_flag(flgs, TR_RES_CONF);
2629 add_flag(flgs, TR_RES_SOUND);
2630 add_flag(flgs, TR_RES_SHARDS);
2631 add_flag(flgs, TR_RES_NETHER);
2632 add_flag(flgs, TR_RES_NEXUS);
2633 add_flag(flgs, TR_RES_CHAOS);
2634 add_flag(flgs, TR_RES_DISEN);
2635 add_flag(flgs, TR_REFLECT);
2636 add_flag(flgs, TR_HOLD_EXP);
2637 add_flag(flgs, TR_FREE_ACT);
2638 add_flag(flgs, TR_SH_FIRE);
2639 add_flag(flgs, TR_SH_ELEC);
2640 add_flag(flgs, TR_SH_COLD);
2641 add_flag(flgs, TR_LEVITATION);
2642 add_flag(flgs, TR_LITE_1);
2643 add_flag(flgs, TR_SEE_INVIS);
2644 add_flag(flgs, TR_TELEPATHY);
2645 add_flag(flgs, TR_SLOW_DIGEST);
2646 add_flag(flgs, TR_REGEN);
2647 add_flag(flgs, TR_SUST_STR);
2648 add_flag(flgs, TR_SUST_INT);
2649 add_flag(flgs, TR_SUST_WIS);
2650 add_flag(flgs, TR_SUST_DEX);
2651 add_flag(flgs, TR_SUST_CON);
2652 add_flag(flgs, TR_SUST_CHR);
2657 * @brief プレイヤーの一時的魔法効果による耐性を返す
2658 * Prints ratings on certain abilities
2659 * @param flgs フラグを保管する配列
2662 * xtra1.c周りと多重実装になっているのを何とかする
2664 static void tim_player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2669 for (i = 0; i < TR_FLAG_SIZE; i++)
2672 if (IS_HERO() || p_ptr->shero)
2673 add_flag(flgs, TR_RES_FEAR);
2674 if (p_ptr->tim_invis)
2675 add_flag(flgs, TR_SEE_INVIS);
2676 if (p_ptr->tim_regen)
2677 add_flag(flgs, TR_REGEN);
2679 add_flag(flgs, TR_TELEPATHY);
2680 if (IS_FAST() || p_ptr->slow)
2681 add_flag(flgs, TR_SPEED);
2683 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(prace_is_(RACE_YEEK) && (p_ptr->lev > 19)))
2684 add_flag(flgs, TR_RES_ACID);
2685 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2686 add_flag(flgs, TR_RES_ELEC);
2687 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2688 add_flag(flgs, TR_RES_FIRE);
2689 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2690 add_flag(flgs, TR_RES_COLD);
2691 if (IS_OPPOSE_POIS())
2692 add_flag(flgs, TR_RES_POIS);
2694 if (p_ptr->special_attack & ATTACK_ACID)
2695 add_flag(flgs, TR_BRAND_ACID);
2696 if (p_ptr->special_attack & ATTACK_ELEC)
2697 add_flag(flgs, TR_BRAND_ELEC);
2698 if (p_ptr->special_attack & ATTACK_FIRE)
2699 add_flag(flgs, TR_BRAND_FIRE);
2700 if (p_ptr->special_attack & ATTACK_COLD)
2701 add_flag(flgs, TR_BRAND_COLD);
2702 if (p_ptr->special_attack & ATTACK_POIS)
2703 add_flag(flgs, TR_BRAND_POIS);
2704 if (p_ptr->special_defense & DEFENSE_ACID)
2705 add_flag(flgs, TR_IM_ACID);
2706 if (p_ptr->special_defense & DEFENSE_ELEC)
2707 add_flag(flgs, TR_IM_ELEC);
2708 if (p_ptr->special_defense & DEFENSE_FIRE)
2709 add_flag(flgs, TR_IM_FIRE);
2710 if (p_ptr->special_defense & DEFENSE_COLD)
2711 add_flag(flgs, TR_IM_COLD);
2712 if (p_ptr->wraith_form)
2713 add_flag(flgs, TR_REFLECT);
2715 if (p_ptr->tim_reflect)
2716 add_flag(flgs, TR_REFLECT);
2718 if (p_ptr->magicdef)
2720 add_flag(flgs, TR_RES_BLIND);
2721 add_flag(flgs, TR_RES_CONF);
2722 add_flag(flgs, TR_REFLECT);
2723 add_flag(flgs, TR_FREE_ACT);
2724 add_flag(flgs, TR_LEVITATION);
2726 if (p_ptr->tim_res_nether)
2728 add_flag(flgs, TR_RES_NETHER);
2730 if (p_ptr->tim_sh_fire)
2732 add_flag(flgs, TR_SH_FIRE);
2736 add_flag(flgs, TR_RES_FEAR);
2737 add_flag(flgs, TR_RES_LITE);
2738 add_flag(flgs, TR_RES_DARK);
2739 add_flag(flgs, TR_RES_BLIND);
2740 add_flag(flgs, TR_RES_CONF);
2741 add_flag(flgs, TR_RES_SOUND);
2742 add_flag(flgs, TR_RES_SHARDS);
2743 add_flag(flgs, TR_RES_NETHER);
2744 add_flag(flgs, TR_RES_NEXUS);
2745 add_flag(flgs, TR_RES_CHAOS);
2746 add_flag(flgs, TR_RES_DISEN);
2747 add_flag(flgs, TR_REFLECT);
2748 add_flag(flgs, TR_HOLD_EXP);
2749 add_flag(flgs, TR_FREE_ACT);
2750 add_flag(flgs, TR_SH_FIRE);
2751 add_flag(flgs, TR_SH_ELEC);
2752 add_flag(flgs, TR_SH_COLD);
2753 add_flag(flgs, TR_LEVITATION);
2754 add_flag(flgs, TR_LITE_1);
2755 add_flag(flgs, TR_SEE_INVIS);
2756 add_flag(flgs, TR_TELEPATHY);
2757 add_flag(flgs, TR_SLOW_DIGEST);
2758 add_flag(flgs, TR_REGEN);
2759 add_flag(flgs, TR_SUST_STR);
2760 add_flag(flgs, TR_SUST_INT);
2761 add_flag(flgs, TR_SUST_WIS);
2762 add_flag(flgs, TR_SUST_DEX);
2763 add_flag(flgs, TR_SUST_CON);
2764 add_flag(flgs, TR_SUST_CHR);
2768 if (p_ptr->realm1 == REALM_HEX)
2770 if (hex_spelling(HEX_DEMON_AURA))
2772 add_flag(flgs, TR_SH_FIRE);
2773 add_flag(flgs, TR_REGEN);
2775 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2776 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2781 /* Mode flags for displaying player flags */
2782 #define DP_CURSE 0x01
2788 * @brief プレイヤーの装備一覧をシンボルで並べる
2790 * @param y 表示するコンソールの行
2791 * @param x 表示するコンソールの列
2795 static void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2804 /* Weapon flags need only two column */
2805 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2806 else max_i = INVEN_TOTAL;
2808 /* Dump equippy chars */
2809 for (i = INVEN_RARM; i < max_i; i++)
2812 o_ptr = &inventory[i];
2814 a = object_attr(o_ptr);
2815 c = object_char(o_ptr);
2817 /* Clear the part of the screen */
2818 if (!equippy_chars || !o_ptr->k_idx)
2825 Term_putch(x + i - INVEN_RARM, y, a, c);
2831 * @brief プレイヤーの装備一覧シンボルを固定位置に表示する
2834 void print_equippy(void)
2836 display_player_equippy(ROW_EQUIPPY, COL_EQUIPPY, 0);
2840 * @brief プレイヤーの装備による免疫フラグを返す
2841 * @param flgs フラグを保管する配列
2844 * xtra1.c周りと多重実装になっているのを何とかする
2846 static void known_obj_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2851 for (i = 0; i < TR_FLAG_SIZE; i++)
2854 /* Check equipment */
2855 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2857 u32b o_flgs[TR_FLAG_SIZE];
2862 o_ptr = &inventory[i];
2864 if (!o_ptr->k_idx) continue;
2867 object_flags_known(o_ptr, o_flgs);
2869 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2870 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2871 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2872 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2877 * @brief プレイヤーの種族による免疫フラグを返す
2878 * @param flgs フラグを保管する配列
2881 * xtra1.c周りと多重実装になっているのを何とかする
2883 static void player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2888 for (i = 0; i < TR_FLAG_SIZE; i++)
2891 if (prace_is_(RACE_SPECTRE))
2892 add_flag(flgs, TR_RES_NETHER);
2893 if (p_ptr->mimic_form == MIMIC_VAMPIRE || prace_is_(RACE_VAMPIRE))
2894 add_flag(flgs, TR_RES_DARK);
2895 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2896 add_flag(flgs, TR_RES_FIRE);
2897 else if (prace_is_(RACE_YEEK) && p_ptr->lev > 19)
2898 add_flag(flgs, TR_RES_ACID);
2902 * @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
2903 * @param flgs フラグを保管する配列
2906 * xtra1.c周りと多重実装になっているのを何とかする
2908 static void tim_player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2913 for (i = 0; i < TR_FLAG_SIZE; i++)
2916 if (p_ptr->special_defense & DEFENSE_ACID)
2917 add_flag(flgs, TR_RES_ACID);
2918 if (p_ptr->special_defense & DEFENSE_ELEC)
2919 add_flag(flgs, TR_RES_ELEC);
2920 if (p_ptr->special_defense & DEFENSE_FIRE)
2921 add_flag(flgs, TR_RES_FIRE);
2922 if (p_ptr->special_defense & DEFENSE_COLD)
2923 add_flag(flgs, TR_RES_COLD);
2924 if (p_ptr->wraith_form)
2925 add_flag(flgs, TR_RES_DARK);
2929 * @brief プレイヤーの種族による弱点フラグを返す
2930 * @param flgs フラグを保管する配列
2933 * xtra1.c周りと多重実装になっているのを何とかする
2935 static void player_vuln_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2940 for (i = 0; i < TR_FLAG_SIZE; i++)
2943 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2945 add_flag(flgs, TR_RES_ACID);
2946 add_flag(flgs, TR_RES_ELEC);
2947 add_flag(flgs, TR_RES_FIRE);
2948 add_flag(flgs, TR_RES_COLD);
2950 if (prace_is_(RACE_ANDROID))
2951 add_flag(flgs, TR_RES_ELEC);
2952 if (prace_is_(RACE_ENT))
2953 add_flag(flgs, TR_RES_FIRE);
2954 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) ||
2955 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2956 add_flag(flgs, TR_RES_LITE);
2961 * A struct for storing misc. flags
2964 BIT_FLAGS player_flags[TR_FLAG_SIZE];
2965 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
2966 BIT_FLAGS player_imm[TR_FLAG_SIZE];
2967 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
2968 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
2969 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
2974 * @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 /
2975 * Helper function, see below
2976 * @param row コンソール表示位置の左上行
2977 * @param col コンソール表示位置の左上列
2978 * @param header コンソール上で表示する特性名
2979 * @param flag1 参照する特性ID
2980 * @param f プレイヤーの特性情報構造体
2981 * @param mode 表示オプション
2984 static void display_flag_aux(TERM_LEN row, TERM_LEN col, concptr header,
2985 int flag1, all_player_flags *f, u16b mode)
2990 byte header_color = TERM_L_DARK;
2991 int header_col = col;
2993 if (have_flag(f->player_vuln, flag1) &&
2994 !(have_flag(f->known_obj_imm, flag1) ||
2995 have_flag(f->player_imm, flag1) ||
2996 have_flag(f->tim_player_imm, flag1)))
3000 col += strlen(header) + 1;
3002 /* Weapon flags need only two column */
3003 if (mode & DP_WP) max_i = INVEN_LARM + 1;
3004 else max_i = INVEN_TOTAL;
3006 /* Check equipment */
3007 for (i = INVEN_RARM; i < max_i; i++)
3009 BIT_FLAGS flgs[TR_FLAG_SIZE];
3013 o_ptr = &inventory[i];
3016 object_flags_known(o_ptr, flgs);
3019 if (!(mode & DP_IMM))
3020 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3023 if (mode & DP_CURSE)
3025 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3027 c_put_str(TERM_L_DARK, "+", row, col);
3028 header_color = TERM_WHITE;
3030 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3032 c_put_str(TERM_WHITE, "+", row, col);
3033 header_color = TERM_WHITE;
3035 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3037 c_put_str(TERM_WHITE, "*", row, col);
3038 header_color = TERM_WHITE;
3041 else if (flag1 == TR_LITE_1)
3043 if (have_dark_flag(flgs))
3045 c_put_str(TERM_L_DARK, "+", row, col);
3046 header_color = TERM_WHITE;
3048 else if (have_lite_flag(flgs))
3050 c_put_str(TERM_WHITE, "+", row, col);
3051 header_color = TERM_WHITE;
3056 if (have_flag(flgs, flag1))
3058 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3059 (mode & DP_IMM) ? "*" : "+", row, col);
3060 header_color = TERM_WHITE;
3068 /* Assume that player flag is already written */
3071 if (header_color != TERM_L_DARK)
3073 /* Overwrite Header Color */
3074 c_put_str(header_color, header, row, header_col);
3080 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3083 if (have_flag(f->player_flags, flag1))
3085 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3086 header_color = TERM_WHITE;
3089 /* Timed player flags */
3090 if (have_flag(f->tim_player_flags, flag1))
3092 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3093 header_color = TERM_WHITE;
3097 if (have_flag(f->tim_player_imm, flag1))
3099 c_put_str(TERM_YELLOW, "*", row, col);
3100 header_color = TERM_WHITE;
3102 if (have_flag(f->player_imm, flag1))
3104 c_put_str(TERM_WHITE, "*", row, col);
3105 header_color = TERM_WHITE;
3109 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3112 c_put_str(header_color, header, row, header_col);
3117 * @brief プレイヤーの特性フラグ一覧表示1 /
3118 * Special display, part 1
3121 static void display_player_flag_info(void)
3128 /* Extract flags and store */
3129 player_flags(f.player_flags);
3130 tim_player_flags(f.tim_player_flags);
3131 player_immunity(f.player_imm);
3132 tim_player_immunity(f.tim_player_imm);
3133 known_obj_immunity(f.known_obj_imm);
3134 player_vuln_flags(f.player_vuln);
3141 display_player_equippy(row-2, col+8, 0);
3142 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3145 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3146 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3147 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3148 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3149 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3150 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3151 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3152 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3153 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3154 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3155 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3156 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3157 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3158 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3160 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3161 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3162 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3163 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3164 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3165 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3166 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3167 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3168 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3169 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3170 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3171 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3172 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3173 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3182 display_player_equippy(row-2, col+8, 0);
3184 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3187 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3188 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3189 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3190 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3191 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3192 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3193 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3194 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3195 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3196 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3198 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3199 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3200 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3201 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3202 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3203 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3204 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3205 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3206 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3207 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3216 display_player_equippy(row-2, col+12, 0);
3218 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3221 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3222 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3223 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3224 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3225 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3226 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3227 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3228 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3229 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3230 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3232 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3233 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3234 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3235 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3236 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3237 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3238 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3239 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3240 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3241 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3248 * @brief プレイヤーの特性フラグ一覧表示2 /
3249 * Special display, part 2
3252 static void display_player_other_flag_info(void)
3259 /* Extract flags and store */
3260 player_flags(f.player_flags);
3261 tim_player_flags(f.tim_player_flags);
3262 player_immunity(f.player_imm);
3263 tim_player_immunity(f.tim_player_imm);
3264 known_obj_immunity(f.known_obj_imm);
3265 player_vuln_flags(f.player_vuln);
3272 display_player_equippy(row-2, col+12, DP_WP);
3274 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3277 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3278 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3279 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3280 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3281 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3282 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3283 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3284 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3285 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3286 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3287 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3288 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3289 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3290 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3291 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3292 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3293 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3294 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3295 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3296 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3297 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3298 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3299 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3300 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3301 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3302 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3303 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3304 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3306 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3307 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3308 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3309 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3310 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3311 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3312 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3313 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3314 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3315 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3316 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3317 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3318 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3319 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3320 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3321 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3322 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3323 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3324 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3325 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3326 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3327 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3328 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3329 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3330 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3331 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3332 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3333 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3342 display_player_equippy(row-2, col+13, 0);
3343 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3346 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3347 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3348 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3349 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3350 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3351 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3352 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3353 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3354 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3355 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3356 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3357 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3358 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3359 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3360 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3361 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3362 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3363 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3364 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3366 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3367 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3368 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3369 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3370 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3371 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3372 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3373 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3374 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3375 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3376 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3377 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3378 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3379 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3380 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3381 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3382 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3383 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3384 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3391 col = col + 12 + 17;
3393 display_player_equippy(row-2, col+14, 0);
3395 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3398 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3399 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3400 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3401 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3402 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3403 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3405 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3406 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3407 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3408 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3409 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3410 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3412 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3413 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3414 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3415 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3417 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3418 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3419 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3420 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3421 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3422 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3424 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3425 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3426 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3427 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3428 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3429 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3431 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3432 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3433 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3434 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3441 * @brief プレイヤーの特性フラグ一覧表示2a /
3442 * Special display, part 2a
3445 static void display_player_misc_info(void)
3450 /* Display basics */
3452 put_str("名前 :", 1, 26);
3453 put_str("性別 :", 3, 1);
3454 put_str("種族 :", 4, 1);
3455 put_str("職業 :", 5, 1);
3457 put_str("Name :", 1, 26);
3458 put_str("Sex :", 3, 1);
3459 put_str("Race :", 4, 1);
3460 put_str("Class :", 5, 1);
3463 strcpy(tmp,ap_ptr->title);
3470 strcat(tmp,p_ptr->name);
3472 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3473 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3474 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3475 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3477 /* Display extras */
3479 put_str("レベル:", 6, 1);
3480 put_str("HP :", 7, 1);
3481 put_str("MP :", 8, 1);
3483 put_str("Level :", 6, 1);
3484 put_str("Hits :", 7, 1);
3485 put_str("Mana :", 8, 1);
3489 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3490 c_put_str(TERM_L_BLUE, buf, 6, 9);
3491 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3492 c_put_str(TERM_L_BLUE, buf, 7, 9);
3493 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3494 c_put_str(TERM_L_BLUE, buf, 8, 9);
3499 * @brief プレイヤーの特性フラグ一覧表示2b /
3500 * Special display, part 2b
3504 * How to print out the modifications and sustains.
3505 * Positive mods with no sustain will be light green.
3506 * Positive mods with a sustain will be dark green.
3507 * Sustains (with no modification) will be a dark green 's'.
3508 * Negative mods (from a curse) will be red.
3509 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3510 * No mod, no sustain, will be a slate '.'
3513 static void display_player_stat_info(void)
3520 BIT_FLAGS flgs[TR_FLAG_SIZE];
3534 /* Print out the labels for the columns */
3535 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col+1);
3536 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col+7);
3537 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col+13);
3538 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col+28);
3539 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col+35);
3541 /* Display the stats */
3542 for (i = 0; i < A_MAX; i++)
3546 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3547 else r_adj = rp_ptr->r_adj[i];
3549 /* Calculate equipment adjustment */
3552 /* Icky formula to deal with the 18 barrier */
3553 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] > 18))
3554 e_adj = (p_ptr->stat_top[i] - p_ptr->stat_max[i]) / 10;
3555 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3556 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3557 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3558 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3560 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3561 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3563 if (prace_is_(RACE_ENT))
3569 if (p_ptr->lev > 25) r_adj++;
3570 if (p_ptr->lev > 40) r_adj++;
3571 if (p_ptr->lev > 45) r_adj++;
3574 if (p_ptr->lev > 25) r_adj--;
3575 if (p_ptr->lev > 40) r_adj--;
3576 if (p_ptr->lev > 45) r_adj--;
3582 e_adj -= cp_ptr->c_adj[i];
3583 e_adj -= ap_ptr->a_adj[i];
3585 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3586 /* Reduced name of stat */
3587 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3589 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3592 /* Internal "natural" max value. Maxes at 18/100 */
3593 /* This is useful to see if you are maxed out */
3594 cnv_stat(p_ptr->stat_max[i], buf);
3595 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3597 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3599 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3601 /* Race, class, and equipment modifiers */
3602 (void)sprintf(buf, "%3d", r_adj);
3603 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3604 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3605 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3606 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3607 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3608 (void)sprintf(buf, "%3d", (int)e_adj);
3609 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3611 /* Actual maximal modified value */
3612 cnv_stat(p_ptr->stat_top[i], buf);
3613 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3615 /* Only display stat_use if not maximal */
3616 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3618 cnv_stat(p_ptr->stat_use[i], buf);
3619 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3624 col = stat_col + 41;
3626 /* Header and Footer */
3627 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3628 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3630 /* Process equipment */
3631 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3633 o_ptr = &inventory[i];
3635 /* Acquire "known" flags */
3636 object_flags_known(o_ptr, flgs);
3638 /* Initialize color based of sign of pval. */
3639 for (stat = 0; stat < A_MAX; stat++)
3646 if (have_flag(flgs, stat))
3652 if (o_ptr->pval > 0)
3658 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3661 if (have_flag(flgs, stat + TR_SUST_STR))
3663 /* Dark green for sustained stats */
3668 if (o_ptr->pval < 0)
3674 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3679 else if (have_flag(flgs, stat + TR_SUST_STR))
3681 /* Dark green "s" */
3686 /* Dump proper character */
3687 Term_putch(col, row + stat+1, a, c);
3698 for (stat = 0; stat < A_MAX; stat++)
3705 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3711 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3712 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3713 if (p_ptr->tsuyoshi) dummy += 4;
3715 else if (stat == A_WIS || stat == A_INT)
3717 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3718 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3720 else if (stat == A_DEX)
3722 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3723 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3724 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3726 else if (stat == A_CON)
3728 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3729 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3730 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3731 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3732 if (p_ptr->tsuyoshi) dummy += 4;
3734 else if (stat == A_CHR)
3736 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3737 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3738 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3739 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3740 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3741 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3757 if (dummy < 10) c = '0' + dummy;
3767 if (dummy > -10) c = '0' - dummy;
3774 if (have_flag(flgs, stat + TR_SUST_STR))
3776 /* Dark green "s" */
3783 Term_putch(col, row + stat+1, a, c);
3789 * @brief プレイヤーのステータス表示メイン処理
3790 * Display the character on the screen (various modes)
3791 * @param mode 表示モードID
3795 * The top one and bottom two lines are left blank.
3796 * Mode 0 = standard display with skills
3797 * Mode 1 = standard display with history
3798 * Mode 2 = summary of various things
3799 * Mode 3 = summary of various things (part 2)
3800 * Mode 4 = mutations
3803 void display_player(int mode)
3809 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3818 if ((mode == 0) || (mode == 1))
3820 /* Name, Sex, Race, Class */
3822 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", p_ptr->name);
3824 sprintf(tmp, "%s %s", ap_ptr->title, p_ptr->name);
3827 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3828 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3829 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3830 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3835 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3837 strcpy(tmp, realm_names[p_ptr->realm1]);
3838 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3841 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3842 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3844 /* Age, Height, Weight, Social */
3845 /* 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 */
3847 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3848 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3849 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3850 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3852 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3853 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3854 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3855 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3857 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3860 /* Display the stats */
3861 for (i = 0; i < A_MAX; i++)
3863 /* Special treatment of "injured" stats */
3864 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3868 /* Use lowercase stat name */
3869 put_str(stat_names_reduced[i], 3 + i, 53);
3871 /* Get the current stat */
3872 value = p_ptr->stat_use[i];
3874 /* Obtain the current stat (modified) */
3875 cnv_stat(value, buf);
3877 /* Display the current stat (modified) */
3878 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3880 /* Acquire the max stat */
3881 value = p_ptr->stat_top[i];
3883 /* Obtain the maximum stat (modified) */
3884 cnv_stat(value, buf);
3886 /* Display the maximum stat (modified) */
3887 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3890 /* Normal treatment of "normal" stats */
3893 /* Assume uppercase stat name */
3894 put_str(stat_names[i], 3 + i, 53);
3896 /* Obtain the current stat (modified) */
3897 cnv_stat(p_ptr->stat_use[i], buf);
3899 /* Display the current stat (modified) */
3900 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3903 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3905 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3909 /* Display "history" info */
3913 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3915 for (i = 0; i < 4; i++)
3917 put_str(p_ptr->history[i], i + 12, 10);
3924 if (p_ptr->total_winner)
3927 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3929 sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3932 else if (!dun_level)
3935 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3937 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3940 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3942 /* Get the quest text */
3943 /* Bewere that INIT_ASSIGN resets the cur_num. */
3944 init_flags = INIT_NAME_ONLY;
3946 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3949 sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[p_ptr->inside_quest].name, p_ptr->died_from);
3951 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
3957 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), (int)dun_level, p_ptr->died_from);
3959 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, dun_level, map_name());
3963 else if (character_dungeon)
3967 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
3969 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3971 /* Clear the text */
3972 /* Must be done before doing INIT_SHOW_TEXT */
3973 for (i = 0; i < 10; i++)
3975 quest_text[i][0] = '\0';
3977 quest_text_line = 0;
3979 /* Get the quest text */
3980 init_flags = INIT_NAME_ONLY;
3982 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3984 sprintf(statmsg, _("…あなたは現在、 クエスト「%s」を遂行中だ。", "...Now, you are in the quest '%s'."), quest[p_ptr->inside_quest].name);
3989 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)dun_level);
3991 sprintf(statmsg, "...Now, you are exploring level %d of %s.", dun_level, map_name());
3998 char temp[64*2], *t;
3999 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4001 for(i=0 ; i<2 ; i++)
4007 put_str(t, i + 5 + 12, 10);
4015 /* Display "various" info */
4018 display_player_middle();
4019 display_player_various();
4026 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4029 display_player_misc_info();
4030 display_player_stat_info();
4031 display_player_flag_info();
4037 display_player_other_flag_info();
4042 do_cmd_knowledge_mutations();
4047 * @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
4048 * @param fff ファイルポインタ
4051 static void dump_aux_display_player(FILE *fff)
4060 /* Dump part of the screen */
4061 for (y = 1; y < 22; y++)
4064 for (x = 0; x < 79; x++)
4066 /* Get the attr/char */
4067 (void)(Term_what(x, y, &a, &c));
4073 /* End the string */
4076 /* Kill trailing spaces */
4077 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4080 fprintf(fff, _("%s\n", "%s\n"), buf);
4083 /* Display history */
4086 /* Dump part of the screen */
4087 for (y = 10; y < 19; y++)
4090 for (x = 0; x < 79; x++)
4092 /* Get the attr/char */
4093 (void)(Term_what(x, y, &a, &c));
4099 /* End the string */
4102 /* Kill trailing spaces */
4103 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4106 fprintf(fff, "%s\n", buf);
4111 /* Display flags (part 1) */
4114 /* Dump part of the screen */
4115 for (y = 2; y < 22; y++)
4118 for (x = 0; x < 79; x++)
4120 /* Get the attr/char */
4121 (void)(Term_what(x, y, &a, &c));
4123 /* Dump it (Ignore equippy tile graphic) */
4130 /* End the string */
4133 /* Kill trailing spaces */
4134 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4137 fprintf(fff, "%s\n", buf);
4142 /* Display flags (part 2) */
4145 /* Dump part of the screen */
4146 for (y = 1; y < 22; y++)
4149 for (x = 0; x < 79; x++)
4151 /* Get the attr/char */
4152 (void)(Term_what(x, y, &a, &c));
4154 /* Dump it (Ignore equippy tile graphic) */
4161 /* End the string */
4164 /* Kill trailing spaces */
4165 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4168 fprintf(fff, "%s\n", buf);
4176 * @brief プレイヤーのペット情報をファイルにダンプする
4177 * @param fff ファイルポインタ
4180 static void dump_aux_pet(FILE *fff)
4184 bool pet_settings = FALSE;
4185 GAME_TEXT pet_name[MAX_NLEN];
4187 for (i = m_max - 1; i >= 1; i--)
4189 monster_type *m_ptr = &m_list[i];
4191 if (!m_ptr->r_idx) continue;
4192 if (!is_pet(m_ptr)) continue;
4193 pet_settings = TRUE;
4194 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4197 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4200 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4201 fprintf(fff, "%s\n", pet_name);
4206 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4208 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4209 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4211 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4212 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4214 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4215 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4217 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4218 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4220 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4221 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4223 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"),
4224 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4232 * @brief プレイヤーの職業能力情報をファイルにダンプする
4233 * @param fff ファイルポインタ
4236 static void dump_aux_class_special(FILE *fff)
4238 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4245 int spellnum[MAX_MONSPELLS];
4246 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4251 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4253 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4258 set_rf_masks(&f4, &f5, &f6, j);
4261 case MONSPELL_TYPE_BOLT:
4262 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4265 case MONSPELL_TYPE_BALL:
4266 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4269 case MONSPELL_TYPE_BREATH:
4270 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4273 case MONSPELL_TYPE_SUMMON:
4274 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4277 case MONSPELL_TYPE_OTHER:
4278 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4282 for (i = 0, num = 0; i < 32; i++)
4284 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4288 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4292 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4297 strcat(p[col], " ");
4299 for (i = 0; i < num; i++)
4301 if (p_ptr->magic_num2[spellnum[i]])
4304 /* Dump blue magic */
4305 l1 = strlen(p[col]);
4306 l2 = strlen(monster_powers_short[spellnum[i]]);
4307 if ((l1 + l2) >= 75)
4309 strcat(p[col], "\n");
4311 strcat(p[col], " ");
4313 strcat(p[col], monster_powers_short[spellnum[i]]);
4314 strcat(p[col], ", ");
4320 strcat(p[col], _("なし", "None"));
4324 if (p[col][strlen(p[col])-2] == ',')
4326 p[col][strlen(p[col])-2] = '\0';
4330 p[col][strlen(p[col])-10] = '\0';
4334 strcat(p[col], "\n");
4337 for (i=0;i<=col;i++)
4342 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4344 char s[EATER_EXT][MAX_NLEN];
4345 OBJECT_TYPE_VALUE tval = 0;
4347 KIND_OBJECT_IDX k_idx;
4348 OBJECT_SUBTYPE_VALUE i;
4351 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4353 for (ext = 0; ext < 3; ext++)
4357 /* Dump an extent name */
4362 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4366 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4370 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4374 /* Get magic device names that were eaten */
4375 for (i = 0; i < EATER_EXT; i++)
4377 int idx = EATER_EXT * ext + i;
4379 magic_num = p_ptr->magic_num2[idx];
4380 if (!magic_num) continue;
4382 k_idx = lookup_kind(tval, i);
4383 if (!k_idx) continue;
4384 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4388 /* Dump magic devices in this extent */
4391 for (i = 0; i < eat_num; i++)
4394 if (i % 3 < 2) fputs(" ", fff);
4395 else fputs("\n", fff);
4398 if (i % 3 > 0) fputs("\n", fff);
4400 else /* Not found */
4402 fputs(_(" (なし)\n", " (none)\n"), fff);
4406 else if (p_ptr->pclass == CLASS_SMITH)
4408 int i, id[250], n = 0, row;
4410 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4411 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4412 "Essence Num Essence Num Essence Num "));
4413 for (i = 0; essence_name[i]; i++)
4415 if (!essence_name[i][0]) continue;
4422 for (i = 0; i < row; i++)
4425 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4426 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4427 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4437 * @brief クエスト情報をファイルにダンプする
4438 * @param fff ファイルポインタ
4441 static void dump_aux_quest(FILE *fff)
4444 QUEST_IDX *quest_num;
4447 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4449 /* Allocate Memory */
4450 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4452 /* Sort by compete level */
4453 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4454 ang_sort_comp = ang_sort_comp_quest_num;
4455 ang_sort_swap = ang_sort_swap_quest_num;
4456 ang_sort(quest_num, &dummy, max_q_idx);
4458 /* Dump Quest Information */
4460 do_cmd_knowledge_quests_completed(fff, quest_num);
4462 do_cmd_knowledge_quests_failed(fff, quest_num);
4466 C_KILL(quest_num, max_q_idx, QUEST_IDX);
4471 * @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
4472 * @param fff ファイルポインタ
4475 static void dump_aux_last_message(FILE *fff)
4479 if (!p_ptr->total_winner)
4483 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4484 for (i = MIN(message_num(), 30); i >= 0; i--)
4486 fprintf(fff,"> %s\n",message_str((s16b)i));
4491 /* Hack -- *Winning* message */
4492 else if (p_ptr->last_message)
4494 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4495 fprintf(fff," %s\n", p_ptr->last_message);
4502 * @brief 帰還場所情報をファイルにダンプする
4503 * @param fff ファイルポインタ
4506 static void dump_aux_recall(FILE *fff)
4509 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4511 for (y = 1; y < max_d_idx; y++)
4515 if (!d_info[y].maxdepth) continue;
4516 if (!max_dlv[y]) continue;
4517 if (d_info[y].final_guardian)
4519 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4521 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4523 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4524 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4530 * @brief オプション情報をファイルにダンプする
4531 * @param fff ファイルポインタ
4534 static void dump_aux_options(FILE *fff)
4536 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4539 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4542 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4544 if (ironman_small_levels)
4545 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4546 else if (always_small_levels)
4547 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4548 else if (small_levels)
4549 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4551 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4555 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4557 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4561 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4563 if (ironman_downward)
4564 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4567 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4569 if (ironman_nightmare)
4570 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4573 if (ironman_empty_levels)
4574 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4575 else if (empty_levels)
4576 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4578 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4583 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"));
4590 * @brief 闘技場の情報をファイルにダンプする
4591 * @param fff ファイルポインタ
4594 static void dump_aux_arena(FILE *fff)
4596 if (lite_town || vanilla_town) return;
4598 if (p_ptr->arena_number < 0)
4600 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4602 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4607 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4608 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4610 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4611 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4612 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4616 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4618 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4620 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4622 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4627 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4629 fprintf(fff, "\n Arena: %2d Victor%s\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number), (p_ptr->arena_number > 1) ? "ies" : "y");
4638 * @brief 撃破モンスターの情報をファイルにダンプする
4639 * @param fff ファイルポインタ
4642 static void dump_aux_monsters(FILE *fff)
4644 /* Monsters slain */
4647 long uniq_total = 0;
4648 long norm_total = 0;
4651 /* Sort by monster level */
4654 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4656 /* Allocate the "who" array */
4657 C_MAKE(who, max_r_idx, MONRACE_IDX);
4659 /* Count monster kills */
4660 for (k = 1; k < max_r_idx; k++)
4662 monster_race *r_ptr = &r_info[k];
4664 /* Ignore unused index */
4665 if (!r_ptr->name) continue;
4667 /* Unique monsters */
4668 if (r_ptr->flags1 & RF1_UNIQUE)
4670 bool dead = (r_ptr->max_num == 0);
4675 /* Add a unique monster to the list */
4676 who[uniq_total++] = k;
4680 /* Normal monsters */
4683 if (r_ptr->r_pkills > 0)
4685 norm_total += r_ptr->r_pkills;
4691 /* No monsters is defeated */
4694 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4697 /* Defeated more than one normal monsters */
4698 else if (uniq_total == 0)
4701 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4703 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4707 /* Defeated more than one unique monsters */
4708 else /* if (uniq_total > 0) */
4711 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);
4713 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"));
4717 /* Select the sort method */
4718 ang_sort_comp = ang_sort_comp_hook;
4719 ang_sort_swap = ang_sort_swap_hook;
4721 /* Sort the array by dungeon depth of monsters */
4722 ang_sort(who, &why, uniq_total);
4723 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));
4726 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4728 monster_race *r_ptr = &r_info[who[k]];
4729 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4734 /* Free the "who" array */
4735 C_KILL(who, max_r_idx, s16b);
4740 * @brief 元種族情報をファイルにダンプする
4741 * @param fff ファイルポインタ
4744 static void dump_aux_race_history(FILE *fff)
4746 if (p_ptr->old_race1 || p_ptr->old_race2)
4750 fprintf(fff, _("\n\n あなたは%sとして生まれた。", "\n\n You were born as %s."), race_info[p_ptr->start_race].title);
4751 for (i = 0; i < MAX_RACES; i++)
4753 if (p_ptr->start_race == i) continue;
4756 if (!(p_ptr->old_race1 & 1L << i)) continue;
4760 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4762 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4771 * @brief 元魔法領域情報をファイルにダンプする
4772 * @param fff ファイルポインタ
4775 static void dump_aux_realm_history(FILE *fff)
4777 if (p_ptr->old_realm)
4782 for (i = 0; i < MAX_MAGIC; i++)
4784 if (!(p_ptr->old_realm & 1L << i)) continue;
4785 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]);
4793 * @brief 徳の情報をファイルにダンプする
4794 * @param fff ファイルポインタ
4797 static void dump_aux_virtues(FILE *fff)
4801 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4803 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4804 (2 * p_ptr->hitdie +
4805 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4808 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4809 else fprintf(fff, "現在の体力ランク : ???\n\n");
4810 fprintf(fff, "能力の最大値\n");
4812 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4813 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4814 fprintf(fff, "Limits of maximum stats\n");
4816 for (v_nr = 0; v_nr < A_MAX; v_nr++)
4818 if ((p_ptr->knowledge & KNOW_STAT) || p_ptr->stat_max[v_nr] == p_ptr->stat_max_max[v_nr]) fprintf(fff, "%s 18/%d\n", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
4819 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4822 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment());
4829 * @brief 突然変異の情報をファイルにダンプする
4830 * @param fff ファイルポインタ
4833 static void dump_aux_mutations(FILE *fff)
4835 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4837 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4838 dump_mutations(fff);
4844 * @brief 所持品の情報をファイルにダンプする
4845 * @param fff ファイルポインタ
4848 static void dump_aux_equipment_inventory(FILE *fff)
4851 GAME_TEXT o_name[MAX_NLEN];
4853 /* Dump the equipment */
4856 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4857 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4859 object_desc(o_name, &inventory[i], 0);
4860 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4861 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4863 fprintf(fff, "%c) %s\n",
4864 index_to_label(i), o_name);
4866 fprintf(fff, "\n\n");
4869 /* Dump the inventory */
4870 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4872 for (i = 0; i < INVEN_PACK; i++)
4874 /* Don't dump the empty slots */
4875 if (!inventory[i].k_idx) break;
4877 /* Dump the inventory slots */
4878 object_desc(o_name, &inventory[i], 0);
4879 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4882 /* Add an empty line */
4883 fprintf(fff, "\n\n");
4888 * @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
4889 * @param fff ファイルポインタ
4892 static void dump_aux_home_museum(FILE *fff)
4894 GAME_TEXT o_name[MAX_NLEN];
4897 /* Do we need it?? */
4898 /* process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x); */
4900 /* Print the home */
4901 st_ptr = &town[1].store[STORE_HOME];
4903 /* Home -- if anything there */
4904 if (st_ptr->stock_num)
4909 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4911 /* Dump all available items */
4912 for (i = 0; i < st_ptr->stock_num; i++)
4915 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4916 object_desc(o_name, &st_ptr->stock[i], 0);
4917 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4920 /* Add an empty line */
4921 fprintf(fff, "\n\n");
4925 /* Print the home */
4926 st_ptr = &town[1].store[STORE_MUSEUM];
4928 /* Home -- if anything there */
4929 if (st_ptr->stock_num)
4934 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4936 /* Dump all available items */
4937 for (i = 0; i < st_ptr->stock_num; i++)
4940 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4941 object_desc(o_name, &st_ptr->stock[i], 0);
4942 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4944 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4945 object_desc(o_name, &st_ptr->stock[i], 0);
4946 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4951 /* Add an empty line */
4952 fprintf(fff, "\n\n");
4958 * @brief ダンプ出力のメインルーチン
4959 * Output the character dump to a file
4960 * @param fff ファイルポインタ
4963 errr make_character_dump(FILE *fff)
4966 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4967 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4969 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4970 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4975 dump_aux_display_player(fff);
4976 dump_aux_last_message(fff);
4977 dump_aux_options(fff);
4978 dump_aux_recall(fff);
4979 dump_aux_quest(fff);
4980 dump_aux_arena(fff);
4981 dump_aux_monsters(fff);
4982 dump_aux_virtues(fff);
4983 dump_aux_race_history(fff);
4984 dump_aux_realm_history(fff);
4985 dump_aux_class_special(fff);
4986 dump_aux_mutations(fff);
4989 dump_aux_equipment_inventory(fff);
4990 dump_aux_home_museum(fff);
4992 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
4997 * @brief プレイヤーステータスをファイルダンプ出力する
4998 * Hack -- Dump a character description file
4999 * @param name 出力ファイル名
5002 * Allow the "full" flag to dump additional info,
5003 * and trigger its usage from various places in the code.
5005 errr file_character(concptr name)
5011 /* Build the filename */
5012 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5014 /* File type is "TEXT" */
5015 FILE_TYPE(FILE_TYPE_TEXT);
5017 /* Check for existing file */
5018 fd = fd_open(buf, O_RDONLY);
5027 (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);
5030 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5033 /* Open the non-existing file */
5034 if (fd < 0) fff = my_fopen(buf, "w");
5039 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);
5047 (void)make_character_dump(fff);
5053 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."));
5062 * @brief ファイル内容の一行をコンソールに出力する
5063 * Display single line of on-line help file
5064 * @param str 出力する文字列
5070 * You can insert some special color tag to change text color.
5072 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5073 * A colored segment is between "[[[[y|" and the last "|".
5074 * You can use any single character in place of the "|".
5077 static void show_file_aux_line(concptr str, int cy, concptr shower)
5079 static const char tag_str[] = "[[[[";
5080 byte color = TERM_WHITE;
5088 /* Make a lower case version of str for searching */
5093 /* Initial cursor position */
5094 Term_gotoxy(cx, cy);
5096 for (i = 0; str[i];)
5098 int len = strlen(&str[i]);
5099 int showercol = len + 1;
5100 int bracketcol = len + 1;
5104 /* Search for a shower string in the line */
5107 ptr = my_strstr(&lcstr[i], shower);
5108 if (ptr) showercol = ptr - &lcstr[i];
5111 /* Search for a color segment tag */
5112 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5113 if (ptr) bracketcol = ptr - &str[i];
5115 /* A color tag is found */
5116 if (bracketcol < endcol) endcol = bracketcol;
5118 /* The shower string is found before the color tag */
5119 if (showercol < endcol) endcol = showercol;
5121 /* Print a segment of the line */
5122 Term_addstr(endcol, color, &str[i]);
5126 /* Shower string? */
5127 if (endcol == showercol)
5129 int showerlen = strlen(shower);
5131 /* Print the shower string in yellow */
5132 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5137 /* Colored segment? */
5138 else if (endcol == bracketcol)
5142 /* Found the end of colored segment */
5145 /* Now looking for an another tag_str */
5148 /* Set back to the default color */
5153 /* Found a tag_str, and get a tag color */
5154 i += sizeof(tag_str)-1;
5157 color = color_char_to_attr(str[i]);
5159 /* Illegal color tag */
5160 if (color == 255 || str[i+1] == '\0')
5162 /* Illegal color tag */
5165 /* Print the broken tag as a string */
5166 Term_addstr(-1, TERM_WHITE, tag_str);
5167 cx += sizeof(tag_str)-1;
5171 /* Skip the color tag */
5174 /* Now looking for a close tag */
5177 /* Skip the close-tag-indicator */
5183 } /* for (i = 0; str[i];) */
5185 /* Clear rest of line */
5186 Term_erase(cx, cy, 255);
5191 * @brief ファイル内容をコンソールに出力する
5192 * Recursive file perusal.
5193 * @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
5194 * @param name ファイル名の文字列
5195 * @param what 内容キャプションの文字列
5196 * @param line 表示の現在行
5201 * Process various special text in the input file, including
5202 * the "menu" structures used by the "help file" system.
5203 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5206 bool show_file(bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
5210 /* Number of "real" lines passed by */
5213 /* Number of "real" lines in the file */
5216 /* Backup value for "line" */
5219 /* This screen has sub-screens */
5222 /* Current help file */
5225 /* Find this string (if any) */
5226 concptr find = NULL;
5228 /* Jump to this tag */
5231 /* Hold strings to find/show */
5232 char finder_str[81];
5233 char shower_str[81];
5236 /* String to show */
5237 concptr shower = NULL;
5240 char filename[1024];
5242 /* Describe this thing */
5248 /* General buffer */
5251 /* Sub-menu information */
5254 bool reverse = (line < 0);
5258 Term_get_size(&wid, &hgt);
5262 strcpy(finder_str, "");
5265 strcpy(shower_str, "");
5268 strcpy(caption, "");
5270 /* Wipe the hooks */
5271 for (i = 0; i < 68; i++)
5276 /* Copy the filename */
5277 strcpy(filename, name);
5279 n = strlen(filename);
5281 /* Extract the tag from the filename */
5282 for (i = 0; i < n; i++)
5284 if (filename[i] == '#')
5287 tag = filename + i + 1;
5292 /* Redirect the name */
5299 strcpy(caption, what);
5301 /* Access the "file" */
5305 fff = my_fopen(path, "r");
5308 /* Look in "help" */
5312 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5314 /* Build the filename */
5315 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5318 fff = my_fopen(path, "r");
5321 /* Look in "info" */
5325 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5327 /* Build the filename */
5328 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5331 fff = my_fopen(path, "r");
5334 /* Look in "info" */
5337 /* Build the filename */
5338 path_build(path, sizeof(path), ANGBAND_DIR, name);
5340 for (i = 0; path[i]; i++)
5341 if ('\\' == path[i])
5342 path[i] = PATH_SEP[0];
5345 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5348 fff = my_fopen(path, "r");
5353 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5360 /* Pre-Parse the file */
5365 /* Read a line or stop */
5366 if (my_fgets(fff, buf, sizeof(buf))) break;
5368 /* XXX Parse "menu" items */
5369 if (prefix(str, "***** "))
5371 /* Notice "menu" requests */
5372 if ((str[6] == '[') && isalpha(str[7]))
5374 /* Extract the menu item */
5375 int k = str[7] - 'A';
5377 /* This is a menu file */
5380 if ((str[8] == ']') && (str[9] == ' '))
5382 /* Extract the menu item */
5383 strncpy(hook[k], str + 10, 31);
5385 /* Make sure it's null-terminated */
5389 /* Notice "tag" requests */
5390 else if (str[6] == '<')
5392 size_t len = strlen(str);
5394 if (str[len - 1] == '>')
5396 str[len - 1] = '\0';
5397 if (tag && streq(str + 7, tag)) line = next;
5405 /* Count the "real" lines */
5409 /* Save the number of "real" lines */
5412 /* start from bottom when reverse mode */
5413 if (line == -1) line = ((size-1)/rows)*rows;
5416 /* Display the file */
5419 /* Restart when necessary */
5420 if (line >= size - rows) line = size - rows;
5421 if (line < 0) line = 0;
5423 /* Re-open the file if needed */
5429 /* Hack -- Re-Open the file */
5430 fff = my_fopen(path, "r");
5432 if (!fff) return (FALSE);
5434 /* File has been restarted */
5438 /* Goto the selected line */
5442 if (my_fgets(fff, buf, sizeof(buf))) break;
5444 /* Skip tags/links */
5445 if (prefix(buf, "***** ")) continue;
5447 /* Count the lines */
5451 /* Dump the next 20, or rows, lines of the file */
5452 for (i = 0; i < rows; )
5456 /* Hack -- track the "first" line */
5457 if (!i) line = next;
5459 /* Get a line of the file or stop */
5460 if (my_fgets(fff, buf, sizeof(buf))) break;
5462 /* Hack -- skip "special" lines */
5463 if (prefix(buf, "***** ")) continue;
5465 /* Count the "real" lines */
5468 /* Hack -- keep searching */
5473 /* Make a lower case version of str for searching */
5474 strcpy(lc_buf, str);
5475 str_tolower(lc_buf);
5477 if (!my_strstr(lc_buf, find)) continue;
5480 /* Hack -- stop searching */
5484 show_file_aux_line(str, i + 2, shower);
5486 /* Count the printed lines */
5492 /* Clear rest of line */
5493 Term_erase(0, i + 2, 255);
5498 /* Hack -- failed search */
5508 /* Show a general "title" */
5511 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5512 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5513 caption, line, size), 0, 0);
5517 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5518 caption, line, size), 0, 0);
5521 /* Prompt -- small files */
5525 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5528 /* Prompt -- large files */
5533 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5535 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5537 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5541 /* Get a special key code */
5542 skey = inkey_special(TRUE);
5546 /* Show the help for the help */
5548 /* Hack - prevent silly recursion */
5549 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5550 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5553 /* Hack -- try showing */
5556 prt(_("強調: ", "Show: "), hgt - 1, 0);
5558 strcpy(back_str, shower_str);
5559 if (askfor(shower_str, 80))
5563 /* Make it lowercase */
5564 str_tolower(shower_str);
5567 shower = shower_str;
5569 else shower = NULL; /* Stop showing */
5571 else strcpy(shower_str, back_str);
5574 /* Hack -- try finding */
5578 prt(_("検索: ", "Find: "), hgt - 1, 0);
5580 strcpy(back_str, finder_str);
5581 if (askfor(finder_str, 80))
5590 /* Make finder lowercase */
5591 str_tolower(finder_str);
5594 shower = finder_str;
5596 else shower = NULL; /* Stop showing */
5598 else strcpy(finder_str, back_str);
5601 /* Hack -- go to a specific line */
5605 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5608 if (askfor(tmp, 80)) line = atoi(tmp);
5612 /* Hack -- go to the top line */
5617 /* Hack -- go to the bottom line */
5619 line = ((size - 1) / rows) * rows;
5622 /* Hack -- go to a specific file */
5626 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5627 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5629 if (askfor(tmp, 80))
5631 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5636 /* Allow backing up */
5638 line = line + (reverse ? rows : -rows);
5639 if (line < 0) line = 0;
5645 if (line < 0) line = 0;
5648 /* Advance a single line */
5651 line = line + (reverse ? -1 : 1);
5652 if (line < 0) line = 0;
5655 /* Move up / down */
5659 if (line < 0) line = 0;
5667 /* Advance one page */
5669 line = line + (reverse ? -rows : rows);
5670 if (line < 0) line = 0;
5679 /* Recurse on numbers */
5684 if (!(skey & SKEY_MASK) && isalpha(skey))
5687 if ((key > -1) && hook[key][0])
5689 /* Recurse on that file */
5690 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5695 /* Hack, dump to file */
5704 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5709 /* Build the filename */
5710 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5712 /* Hack -- Re-Open the file */
5713 fff = my_fopen(path, "r");
5715 ffp = my_fopen(buff, "w");
5719 msg_print(_("ファイルを開けません。", "Failed to open file."));
5724 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5725 my_fputs(ffp, xtmp, 80);
5726 my_fputs(ffp, "\n", 80);
5728 while (!my_fgets(fff, buff, sizeof(buff)))
5729 my_fputs(ffp, buff, 80);
5735 /* Hack -- Re-Open the file */
5736 fff = my_fopen(path, "r");
5739 /* Return to last screen */
5740 if ((skey == ESCAPE) || (skey == '<')) break;
5742 /* Exit on the ^q */
5743 if (skey == KTRL('q')) skey = 'q';
5745 /* Exit on the q key */
5746 if (skey == 'q') break;
5751 if (skey == 'q') return (FALSE);
5759 * @brief ヘルプを表示するコマンドのメインルーチン
5760 * Peruse the On-Line-Help
5764 void do_cmd_help(void)
5768 /* Peruse the main help file */
5769 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5775 * @brief プレイヤーの名前をチェックして修正する
5776 * Process the player name.
5777 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5780 * Extract a clean "base name".
5781 * Build the savefile name if needed.
5783 void process_player_name(bool sf)
5786 char old_player_base[32] = "";
5788 if (character_generated) strcpy(old_player_base, player_base);
5790 /* Cannot be too long */
5791 #if defined(MACINTOSH) || defined(ACORN)
5792 if (strlen(p_ptr->name) > 15)
5795 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5799 /* Cannot contain "icky" characters */
5800 for (i = 0; p_ptr->name[i]; i++)
5802 /* No control characters */
5804 if (iskanji(p_ptr->name[i])){i++;continue;}
5805 if (iscntrl( (unsigned char)p_ptr->name[i]))
5807 if (iscntrl(p_ptr->name[i]))
5811 /* Illegal characters */
5812 quit_fmt(_("'%s' という名前は不正なコントロールコードを含んでいます。", "The name '%s' contains control chars!"), p_ptr->name);
5819 /* Extract "useful" letters */
5820 for (i = 0; p_ptr->name[i]; i++)
5823 unsigned char c = p_ptr->name[i];
5825 char c = p_ptr->name[i];
5829 /* Convert "dot" to "underscore" */
5830 if (c == '.') c = '_';
5832 /* Accept all the letters */
5833 player_base[k++] = c;
5838 /* Extract "useful" letters */
5839 for (i = 0; p_ptr->name[i]; i++)
5842 unsigned char c = p_ptr->name[i];
5844 char c = p_ptr->name[i];
5847 /* Accept some letters */
5850 if(k + 2 >= sizeof(player_base) || !p_ptr->name[i+1]) break;
5851 player_base[k++] = c;
5853 player_base[k++] = p_ptr->name[i];
5856 else if (iskana(c)) player_base[k++] = c;
5860 /* Convert path separator to underscore */
5861 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5862 player_base[k++] = '_';
5863 i += strlen(PATH_SEP);
5865 /* Convert some characters to underscore */
5866 #if defined(WINDOWS)
5867 else if (my_strchr("\"*,/:;<>?\\|", c)) player_base[k++] = '_';
5869 else if (isprint(c)) player_base[k++] = c;
5875 player_base[k] = '\0';
5877 /* Require a "base" name */
5878 if (!player_base[0]) strcpy(player_base, "PLAYER");
5881 #ifdef SAVEFILE_MUTABLE
5887 if (!savefile_base[0] && savefile[0])
5894 t = my_strstr(s, PATH_SEP);
5899 strcpy(savefile_base, s);
5902 if (!savefile_base[0] || !savefile[0])
5905 /* Change the savefile name */
5910 strcpy(savefile_base, player_base);
5912 #ifdef SAVEFILE_USE_UID
5913 /* Rename the savefile, using the player_uid and player_base */
5914 (void)sprintf(temp, "%d.%s", player_uid, player_base);
5916 /* Rename the savefile, using the player_base */
5917 (void)sprintf(temp, "%s", player_base);
5920 /* Build the filename */
5921 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5924 /* Load an autopick preference file */
5925 if (character_generated)
5927 if (!streq(old_player_base, player_base)) autopick_load_pref(FALSE);
5933 * @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
5934 * Gets a name for the character, reacting to name changes.
5938 * Assumes that "display_player(0)" has just been called
5939 * Perhaps we should NOT ask for a name (at "birth()") on
5940 * Unix machines? XXX XXX
5941 * What a horrible name for a global function.
5948 /* Save the player name */
5949 strcpy(tmp, p_ptr->name);
5951 /* Prompt for a new name */
5952 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))
5955 strcpy(p_ptr->name, tmp);
5958 if (0 == strlen(p_ptr->name))
5960 /* Use default name */
5961 strcpy(p_ptr->name, "PLAYER");
5964 strcpy(tmp,ap_ptr->title);
5971 strcat(tmp,p_ptr->name);
5973 /* Re-Draw the name (in light blue) */
5974 Term_erase(34, 1, 255);
5975 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5977 /* Erase the prompt, etc */
5984 * @brief 自殺するコマンドのメインルーチン
5985 * Hack -- commit suicide
5989 void do_cmd_suicide(void)
5996 /* Verify Retirement */
5997 if (p_ptr->total_winner)
6000 if (!get_check_strict(_("引退しますか? ", "Do you want to retire? "), CHECK_NO_HISTORY)) return;
6003 /* Verify Suicide */
6007 if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return;
6011 if (!p_ptr->noscore)
6013 /* Special Verification for suicide */
6014 prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
6019 if (i != '@') return;
6021 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
6024 /* Initialize "last message" buffer */
6025 if (p_ptr->last_message) string_free(p_ptr->last_message);
6026 p_ptr->last_message = NULL;
6028 /* Hack -- Note *winning* message */
6029 if (p_ptr->total_winner && last_words)
6031 char buf[1024] = "";
6032 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_WINNER);
6035 while (!get_string(_("*勝利*メッセージ: ", "*Winning* message: "), buf, sizeof buf)) ;
6037 while (!get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
6041 p_ptr->last_message = string_make(buf);
6042 msg_print(p_ptr->last_message);
6047 p_ptr->playing = FALSE;
6049 /* Kill the player */
6050 p_ptr->is_dead = TRUE;
6053 p_ptr->leaving = TRUE;
6055 if (!p_ptr->total_winner)
6057 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ダンジョンの探索に絶望して自殺した。", "give up all hope to commit suicide."));
6058 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
6059 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
6062 /* Cause of death */
6063 (void)strcpy(p_ptr->died_from, _("途中終了", "Quitting"));
6068 * @brief セーブするコマンドのメインルーチン
6070 * @param is_autosave オートセーブ中の処理ならばTRUE
6074 void do_cmd_save_game(int is_autosave)
6076 /* Autosaves do not disturb */
6079 msg_print(_("自動セーブ中", "Autosaving the game..."));
6083 disturb(TRUE, TRUE);
6086 /* Clear messages */
6090 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
6094 /* The player is not dead */
6095 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
6097 /* Forbid suspend */
6098 signals_ignore_tstp();
6100 /* Save the player */
6103 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6106 /* Save failed (oops) */
6109 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6112 /* Allow suspend again */
6113 signals_handle_tstp();
6117 /* Note that the player is not dead */
6118 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6120 /* HACK -- don't get sanity blast on updating view */
6121 is_loading_now = FALSE;
6123 update_creature(p_ptr);
6125 /* Initialize monster process */
6128 /* HACK -- reset the hackish flag */
6129 is_loading_now = TRUE;
6134 * @brief セーブ後にゲーム中断フラグを立てる/
6135 * Save the game and exit
6139 void do_cmd_save_and_exit(void)
6141 p_ptr->playing = FALSE;
6144 p_ptr->leaving = TRUE;
6145 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6151 * Hack -- Calculates the total number of points earned -JWT-
6155 long total_points(void)
6159 u32b point, point_h, point_l;
6160 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
6162 if (!preserve_mode) mult += 10;
6163 if (!autoroller) mult += 10;
6164 if (!smart_learn) mult -= 20;
6165 if (smart_cheat) mult += 30;
6166 if (ironman_shops) mult += 50;
6167 if (ironman_small_levels) mult += 10;
6168 if (ironman_empty_levels) mult += 20;
6169 if (!powerup_home) mult += 50;
6170 if (ironman_rooms) mult += 100;
6171 if (ironman_nightmare) mult += 100;
6173 if (mult < 5) mult = 5;
6175 for (i = 0; i < max_d_idx; i++)
6176 if(max_dlv[i] > max_dl)
6177 max_dl = max_dlv[i];
6179 point_l = (p_ptr->max_max_exp + (100 * max_dl));
6180 point_h = point_l / 0x10000L;
6181 point_l = point_l % 0x10000L;
6184 point_h += point_l / 0x10000L;
6185 point_l %= 0x10000L;
6187 point_l += ((point_h % 100) << 16);
6191 point = (point_h << 16) + (point_l);
6192 if (p_ptr->arena_number >= 0)
6193 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
6195 if (ironman_downward) point *= 2;
6196 if (p_ptr->pclass == CLASS_BERSERKER)
6198 if ( p_ptr->prace == RACE_SPECTRE )
6202 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
6205 if (p_ptr->total_winner) point = 2;
6207 if (easy_band) point = (0 - point);
6213 #define GRAVE_LINE_WIDTH 31
6216 * @brief 墓石の真ん中に文字列を書き込む /
6217 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6221 static void center_string(char *buf, concptr str)
6228 /* Necessary border */
6229 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6232 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6239 * Save a "bones" file for a dead character
6242 * Note that we will not use these files until Angband 2.8.0, and
6243 * then we will only use the name and level on which death occured.
6244 * Should probably attempt some form of locking...
6247 static void make_bones(void)
6254 /* Ignore wizards and borgs */
6255 if (!(p_ptr->noscore & 0x00FF))
6257 /* Ignore people who die in town */
6263 sprintf(tmp, "bone.%03d", dun_level);
6265 /* Build the filename */
6266 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6268 /* Attempt to open the bones file */
6269 fp = my_fopen(str, "r");
6271 /* Close it right away */
6272 if (fp) my_fclose(fp);
6274 /* Do not over-write a previous ghost */
6277 /* File type is "TEXT" */
6278 FILE_TYPE(FILE_TYPE_TEXT);
6280 /* Grab permissions */
6283 /* Try to write a new "Bones File" */
6284 fp = my_fopen(str, "w");
6286 /* Drop permissions */
6289 /* Not allowed to write it? Weird. */
6293 fprintf(fp, "%s\n", p_ptr->name);
6294 fprintf(fp, "%d\n", p_ptr->mhp);
6295 fprintf(fp, "%d\n", p_ptr->prace);
6296 fprintf(fp, "%d\n", p_ptr->pclass);
6298 /* Close and save the Bones file */
6307 * Redefinable "print_tombstone" action
6309 bool (*tombstone_aux)(void) = NULL;
6313 * @brief 墓石のアスキーアート表示 /
6314 * Display a "tomb-stone"
6317 static void print_tomb(void)
6321 /* Do we use a special tombstone ? */
6324 /* Use tombstone hook */
6325 done = (*tombstone_aux)();
6328 /* Print the text-tombstone */
6337 time_t ct = time((time_t)0);
6343 /* Build the filename */
6344 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6346 /* Open the News file */
6347 fp = my_fopen(buf, "r");
6354 /* Dump the file to the screen */
6355 while (0 == my_fgets(fp, buf, sizeof(buf)))
6357 /* Display and advance */
6358 put_str(buf, i++, 0);
6366 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6379 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6382 center_string(buf, p_ptr->name);
6383 put_str(buf, 6, 11);
6386 center_string(buf, "the");
6387 put_str(buf, 7, 11);
6390 center_string(buf, p);
6391 put_str(buf, 8, 11);
6393 center_string(buf, cp_ptr->title);
6394 put_str(buf, 10, 11);
6396 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6397 center_string(buf, tmp);
6398 put_str(buf, 11, 11);
6400 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6401 center_string(buf, tmp);
6402 put_str(buf, 12, 11);
6404 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6405 center_string(buf, tmp);
6406 put_str(buf, 13, 11);
6409 /* 墓に刻む言葉をオリジナルより細かく表示 */
6410 if (streq(p_ptr->died_from, "途中終了"))
6412 strcpy(tmp, "<自殺>");
6414 else if (streq(p_ptr->died_from, "ripe"))
6416 strcpy(tmp, "引退後に天寿を全う");
6418 else if (streq(p_ptr->died_from, "Seppuku"))
6420 strcpy(tmp, "勝利の後、切腹");
6424 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6425 t = tmp + strlen(tmp) + 1;
6428 strcpy(dummy, t); /* 2nd line */
6429 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6431 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6434 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6437 char *name_head = my_strstr(tmp, "『");
6438 sprintf(dummy2, "%s%s", name_head, dummy);
6439 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6441 strcpy(dummy, dummy2);
6445 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6448 char *name_head = my_strstr(tmp, "「");
6449 sprintf(dummy2, "%s%s", name_head, dummy);
6450 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6452 strcpy(dummy, dummy2);
6456 center_string(buf, dummy);
6457 put_str(buf, 15, 11);
6461 center_string(buf, tmp);
6462 put_str(buf, 14, 11);
6464 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6468 concptr field_name = p_ptr->town_num ? "街" : "荒野";
6469 if (streq(p_ptr->died_from, "途中終了"))
6471 sprintf(tmp, "%sで死んだ", field_name);
6475 sprintf(tmp, "に%sで殺された", field_name);
6480 if (streq(p_ptr->died_from, "途中終了"))
6482 sprintf(tmp, "地下 %d 階で死んだ", (int)dun_level);
6486 sprintf(tmp, "に地下 %d 階で殺された", (int)dun_level);
6489 center_string(buf, tmp);
6490 put_str(buf, 15 + extra_line, 11);
6493 (void)sprintf(tmp, "Killed on Level %d", dun_level);
6494 center_string(buf, tmp);
6495 put_str(buf, 14, 11);
6497 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6498 center_string(buf, tmp);
6499 put_str(buf, 15, 11);
6500 t = tmp + strlen(tmp) + 1;
6503 strcpy(dummy, t); /* 2nd line */
6504 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6506 int dummy_len = strlen(dummy);
6507 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6509 center_string(buf, dummy);
6510 put_str(buf, 16, 11);
6514 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6515 center_string(buf, tmp);
6516 put_str(buf, 17, 11);
6517 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6523 * @brief 死亡、引退時の簡易ステータス表示 /
6524 * Display some character info
6527 static void show_info(void)
6533 /* Hack -- Know everything in the inven/equip */
6534 for (i = 0; i < INVEN_TOTAL; i++)
6536 o_ptr = &inventory[i];
6538 /* Skip non-objects */
6539 if (!o_ptr->k_idx) continue;
6541 /* Aware and Known */
6542 object_aware(o_ptr);
6543 object_known(o_ptr);
6546 for (i = 1; i < max_towns; i++)
6548 st_ptr = &town[i].store[STORE_HOME];
6550 /* Hack -- Know everything in the home */
6551 for (j = 0; j < st_ptr->stock_num; j++)
6553 o_ptr = &st_ptr->stock[j];
6555 /* Skip non-objects */
6556 if (!o_ptr->k_idx) continue;
6558 /* Aware and Known */
6559 object_aware(o_ptr);
6560 object_known(o_ptr);
6564 /* Hack -- Recalculate bonuses */
6565 p_ptr->update |= (PU_BONUS);
6568 /* Flush all input keys */
6574 /* Describe options */
6575 prt(_("キャラクターの記録をファイルに書き出すことができます。", "You may now dump a character record to one or more files."), 21, 0);
6576 prt(_("リターンキーでキャラクターを見ます。ESCで中断します。", "Then, hit RETURN to see the character, or ESC to abort."), 22, 0);
6578 /* Dump character records as requested */
6584 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6587 strcpy(out_val, "");
6589 /* Ask for filename (or abort) */
6590 if (!askfor(out_val, 60)) return;
6592 /* Return means "show on screen" */
6593 if (!out_val[0]) break;
6596 /* Dump a character file */
6597 (void)file_character(out_val);
6604 /* Prompt for inventory */
6605 prt(_("何かキーを押すとさらに情報が続きます (ESCで中断): ", "Hit any key to see more information (ESC to abort): "), 23, 0);
6607 /* Allow abort at this point */
6608 if (inkey() == ESCAPE) return;
6611 /* Show equipment and inventory */
6613 /* Equipment -- if any */
6617 (void)show_equip(0, USE_FULL);
6618 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6620 if (inkey() == ESCAPE) return;
6623 /* Inventory -- if any */
6627 (void)show_inven(0, USE_FULL);
6628 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6630 if (inkey() == ESCAPE) return;
6633 /* Homes in the different towns */
6634 for (l = 1; l < max_towns; l++)
6636 st_ptr = &town[l].store[STORE_HOME];
6638 /* Home -- if anything there */
6639 if (st_ptr->stock_num)
6641 /* Display contents of the home */
6642 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6647 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6649 GAME_TEXT o_name[MAX_NLEN];
6653 o_ptr = &st_ptr->stock[i];
6655 /* Print header, clear line */
6656 sprintf(tmp_val, "%c) ", I2A(j));
6657 prt(tmp_val, j+2, 4);
6659 /* Display object description */
6660 object_desc(o_name, o_ptr, 0);
6661 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6665 prt(format(_("我が家に置いてあったアイテム ( %d ページ): -続く-", "Your home contains (page %d): -more-"), k+1), 0, 0);
6668 if (inkey() == ESCAPE) return;
6676 * Display some character info
6679 static bool check_score(void)
6684 if (highscore_fd < 0)
6686 msg_print(_("スコア・ファイルが使用できません。", "Score file unavailable."));
6691 #ifndef SCORE_WIZARDS
6692 /* Wizard-mode pre-empts scoring */
6693 if (p_ptr->noscore & 0x000F)
6695 msg_print(_("ウィザード・モードではスコアが記録されません。", "Score not registered for wizards."));
6702 /* Borg-mode pre-empts scoring */
6703 if (p_ptr->noscore & 0x00F0)
6705 msg_print(_("ボーグ・モードではスコアが記録されません。", "Score not registered for borgs."));
6711 #ifndef SCORE_CHEATERS
6712 /* Cheaters are not scored */
6713 if (p_ptr->noscore & 0xFF00)
6715 msg_print(_("詐欺をやった人はスコアが記録されません。", "Score not registered for cheaters."));
6722 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("強制終了", "Interrupting")))
6724 msg_print(_("強制終了のためスコアが記録されません。", "Score not registered due to interruption."));
6730 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("途中終了", "Quitting")))
6732 msg_print(_("途中終了のためスコアが記録されません。", "Score not registered due to quitting."));
6741 * Close up the current game (player may or may not be dead)
6745 * This function is called only from "main.c" and "signals.c".
6748 void close_game(void)
6751 bool do_send = TRUE;
6753 /* concptr p = "[i:キャラクタの情報, f:ファイル書き出し, t:スコア, x:*鑑定*, ESC:ゲーム終了]"; */
6756 /* Flush the messages */
6759 /* Flush the input */
6763 /* No suspending now */
6764 signals_ignore_tstp();
6767 /* Hack -- Character is now "icky" */
6768 character_icky = TRUE;
6771 /* Build the filename */
6772 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6774 /* Grab permissions */
6777 /* Open the high score file, for reading/writing */
6778 highscore_fd = fd_open(buf, O_RDWR);
6780 /* Drop permissions */
6786 /* Handle retirement */
6787 if (p_ptr->total_winner) kingly();
6790 if (!cheat_save || get_check(_("死んだデータをセーブしますか? ", "Save death? ")))
6792 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
6794 else do_send = FALSE;
6801 /* Show more info */
6807 if ((!send_world_score(do_send)))
6809 if (get_check_strict(_("後でスコアを登録するために待機しますか?", "Stand by for later score registration? "),
6810 (CHECK_NO_ESCAPE | CHECK_NO_HISTORY)))
6812 p_ptr->wait_report_score = TRUE;
6813 p_ptr->is_dead = FALSE;
6814 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
6817 if (!p_ptr->wait_report_score)
6820 else if (highscore_fd >= 0)
6822 display_scores_aux(0, 10, -1, NULL);
6825 /* Dump bones file */
6834 do_cmd_save_game(FALSE);
6836 /* Prompt for scores */
6837 prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
6838 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
6840 /* Predict score (or ESCAPE) */
6841 if (inkey() != ESCAPE) predict_score();
6845 /* Shut the high score file */
6846 (void)fd_close(highscore_fd);
6848 /* Forget the high score fd */
6851 /* Kill all temporal files */
6852 clear_saved_floor_files();
6854 /* Allow suspending now */
6855 signals_handle_tstp();
6860 * @brief 異常発生時のゲーム緊急終了処理 /
6861 * Handle abrupt death of the visual system
6865 * This routine is called only in very rare situations, and only
6866 * by certain visual systems, when they experience fatal errors.
6867 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6868 * save file so that player can see tombstone when restart.
6871 void exit_game_panic(void)
6873 /* If nothing important has happened, just quit */
6874 if (!character_generated || character_saved) quit(_("緊急事態", "panic"));
6876 /* Mega-Hack -- see "msg_print()" */
6879 /* Clear the top line */
6882 /* Hack -- turn off some things */
6883 disturb(TRUE, TRUE);
6885 /* Mega-Hack -- Delay death */
6886 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6888 /* Hardcode panic save */
6889 p_ptr->panic_save = 1;
6891 /* Forbid suspend */
6892 signals_ignore_tstp();
6894 /* Indicate panic save */
6895 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6897 /* Panic save, or get worried */
6898 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6900 /* Successful panic save */
6901 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6906 * @brief ファイルからランダムに行を一つ取得する /
6907 * Get a random line from a file
6908 * @param file_name ファイル名
6909 * @param entry 特定条件時のN:タグヘッダID
6910 * @param output 出力先の文字列参照ポインタ
6914 * Based on the monster speech patch by Matt Graham,
6917 errr get_rnd_line(concptr file_name, int entry, char *output)
6925 /* Build the filename */
6926 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6929 fp = my_fopen(buf, "r");
6934 /* Find the entry of the monster */
6937 /* Get a line from the file */
6938 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6940 /* Count the lines */
6943 /* Look for lines starting with 'N:' */
6944 if ((buf[0] == 'N') && (buf[1] == ':'))
6946 /* Allow default lines */
6952 else if (buf[2] == 'M')
6954 if (r_info[entry].flags1 & RF1_MALE) break;
6956 else if (buf[2] == 'F')
6958 if (r_info[entry].flags1 & RF1_FEMALE) break;
6960 /* Get the monster number */
6961 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6963 /* Is it the right number? */
6964 if (test == entry) break;
6968 /* Error while converting the number */
6969 msg_format("Error in line %d of %s!", line_num, file_name);
6977 /* Reached end of file */
6983 /* Get the random line */
6984 for (counter = 0; ; counter++)
6988 test = my_fgets(fp, buf, sizeof(buf));
6990 /* Count the lines */
6991 /* line_num++; No more needed */
6995 /* Ignore lines starting with 'N:' */
6996 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6998 if (buf[0] != '#') break;
7007 if (one_in_(counter + 1)) strcpy(output, buf);
7012 return counter ? 0 : -1;
7018 * @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) /
7019 * @param file_name ファイル名
7020 * @param entry 特定条件時のN:タグヘッダID
7021 * @param output 出力先の文字列参照ポインタ
7026 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
7031 for (i = 0; i < count; i++)
7033 result = get_rnd_line(file_name, entry, output);
7036 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
7044 * @brief 自動拾いファイルを読み込む /
7048 errr process_autopick_file(concptr name)
7054 /* Build the filename */
7055 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
7057 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
7063 * @brief プレイヤーの生い立ちファイルを読み込む /
7064 * Process file for player's history editor.
7069 errr process_histpref_file(concptr name)
7073 bool old_character_xtra = character_xtra;
7075 /* Build the filename */
7076 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
7078 /* Hack -- prevent modification birth options in this file */
7079 character_xtra = TRUE;
7081 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
7083 character_xtra = old_character_xtra;
7088 * @brief ファイル位置をシーク /
7089 * @param fd ファイルディスクリプタ
7090 * @param where ファイルバイト位置
7091 * @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
7095 static errr counts_seek(int fd, u32b where, bool flag)
7098 char temp1[128], temp2[128];
7099 u32b zero_header[3] = {0L, 0L, 0L};
7102 #ifdef SAVEFILE_USE_UID
7103 (void)sprintf(temp1, "%d.%s.%d%d%d", player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
7105 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
7107 for (i = 0; temp1[i]; i++)
7108 temp1[i] ^= (i+1) * 63;
7113 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
7115 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
7120 fd_seek(fd, seekpoint);
7121 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
7122 fd_write(fd, (char*)(temp1), sizeof(temp1));
7126 if (strcmp(temp1, temp2) == 0)
7129 seekpoint += 128 + 3 * sizeof(u32b);
7132 return fd_seek(fd, seekpoint + where * sizeof(u32b));
7136 * @brief ファイル位置を読み込む
7137 * @param where ファイルバイト位置
7141 u32b counts_read(int where)
7147 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
7148 fd = fd_open(buf, O_RDONLY);
7150 if (counts_seek(fd, where, FALSE) ||
7151 fd_read(fd, (char*)(&count), sizeof(u32b)))
7160 * @brief ファイル位置に書き込む /
7161 * @param where ファイルバイト位置
7162 * @param count 書き込む値
7166 errr counts_write(int where, u32b count)
7172 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
7174 /* Grab permissions */
7177 fd = fd_open(buf, O_RDWR);
7179 /* Drop permissions */
7184 /* File type is "DATA" */
7185 FILE_TYPE(FILE_TYPE_DATA);
7187 /* Grab permissions */
7190 /* Create a new high score file */
7191 fd = fd_make(buf, 0644);
7193 /* Drop permissions */
7197 /* Grab permissions */
7200 err = fd_lock(fd, F_WRLCK);
7202 /* Drop permissions */
7207 counts_seek(fd, where, TRUE);
7208 fd_write(fd, (char*)(&count), sizeof(u32b));
7210 /* Grab permissions */
7213 err = fd_lock(fd, F_UNLCK);
7215 /* Drop permissions */
7226 #ifdef HANDLE_SIGNALS
7233 * @brief OSからのシグナルを受けてサスペンド状態に入る /
7234 * Handle signals -- suspend
7235 * @param sig 受け取ったシグナル
7237 * Actually suspend the game, and then resume cleanly
7239 static void handle_signal_suspend(int sig)
7241 /* Disable handler */
7242 (void)signal(sig, SIG_IGN);
7249 /* Suspend the "Term" */
7250 Term_xtra(TERM_XTRA_ALIVE, 0);
7252 /* Suspend ourself */
7253 (void)kill(0, SIGSTOP);
7255 /* Resume the "Term" */
7256 Term_xtra(TERM_XTRA_ALIVE, 1);
7258 /* Redraw the term */
7261 /* Flush the term */
7266 /* Restore handler */
7267 (void)signal(sig, handle_signal_suspend);
7272 * @brief OSからのシグナルを受けて中断、終了する /
7273 * Handle signals -- simple (interrupt and quit)
7274 * @param sig 受け取ったシグナル
7277 * This function was causing a *huge* number of problems, so it has
7278 * been simplified greatly. We keep a global variable which counts
7279 * the number of times the user attempts to kill the process, and
7280 * we commit suicide if the user does this a certain number of times.
7281 * We attempt to give "feedback" to the user as he approaches the
7282 * suicide thresh-hold, but without penalizing accidental keypresses.
7283 * To prevent messy accidents, we should reset this global variable
7284 * whenever the user enters a keypress, or something like that.
7287 static void handle_signal_simple(int sig)
7289 /* Disable handler */
7290 (void)signal(sig, SIG_IGN);
7293 /* Nothing to save, just quit */
7294 if (!character_generated || character_saved) quit(NULL);
7297 /* Count the signals */
7301 /* Terminate dead characters */
7304 /* Mark the savefile */
7305 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
7315 quit(_("強制終了", "interrupt"));
7318 /* Allow suicide (after 5) */
7319 else if (signal_count >= 5)
7321 /* Cause of "death" */
7322 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
7329 p_ptr->playing = FALSE;
7332 p_ptr->is_dead = TRUE;
7335 p_ptr->leaving = TRUE;
7341 quit(_("強制終了", "interrupt"));
7344 /* Give warning (after 4) */
7345 else if (signal_count >= 4)
7348 Term_xtra(TERM_XTRA_NOISE, 0);
7350 /* Clear the top line */
7351 Term_erase(0, 0, 255);
7353 /* Display the cause */
7354 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7359 /* Give warning (after 2) */
7360 else if (signal_count >= 2)
7363 Term_xtra(TERM_XTRA_NOISE, 0);
7366 /* Restore handler */
7367 (void)signal(sig, handle_signal_simple);
7372 * @brief OSからのシグナルを受けて強制終了する /
7373 * Handle signal -- abort, kill, etc
7374 * @param sig 受け取ったシグナル
7378 * This function was causing a *huge* number of problems, so it has
7379 * been simplified greatly. We keep a global variable which counts
7380 * the number of times the user attempts to kill the process, and
7381 * we commit suicide if the user does this a certain number of times.
7382 * We attempt to give "feedback" to the user as he approaches the
7383 * suicide thresh-hold, but without penalizing accidental keypresses.
7384 * To prevent messy accidents, we should reset this global variable
7385 * whenever the user enters a keypress, or something like that.
7388 static void handle_signal_abort(int sig)
7392 Term_get_size(&wid, &hgt);
7394 /* Disable handler */
7395 (void)signal(sig, SIG_IGN);
7398 /* Nothing to save, just quit */
7399 if (!character_generated || character_saved) quit(NULL);
7406 /* Clear the bottom line */
7407 Term_erase(0, hgt - 1, 255);
7409 /* Give a warning */
7410 Term_putstr(0, hgt - 1, -1, TERM_RED,
7411 _("恐ろしいソフトのバグが飛びかかってきた!", "A gruesome software bug LEAPS out at you!"));
7414 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7416 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7422 p_ptr->panic_save = 1;
7425 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7427 /* Forbid suspend */
7428 signals_ignore_tstp();
7430 /* Attempt to save */
7433 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7439 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7446 quit(_("ソフトのバグ", "software bug"));
7450 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7451 * Ignore SIGTSTP signals (keyboard suspend)
7455 void signals_ignore_tstp(void)
7459 (void)signal(SIGTSTP, SIG_IGN);
7465 * @brief OSからのSIGTSTPシグナルハンドラ /
7466 * Handle SIGTSTP signals (keyboard suspend)
7470 void signals_handle_tstp(void)
7474 (void)signal(SIGTSTP, handle_signal_suspend);
7481 * @brief OSからのシグナルハンドルを初期化する /
7482 * Prepare to handle the relevant signals
7486 void signals_init(void)
7490 (void)signal(SIGHUP, SIG_IGN);
7495 (void)signal(SIGTSTP, handle_signal_suspend);
7500 (void)signal(SIGINT, handle_signal_simple);
7504 (void)signal(SIGQUIT, handle_signal_simple);
7509 (void)signal(SIGFPE, handle_signal_abort);
7513 (void)signal(SIGILL, handle_signal_abort);
7517 (void)signal(SIGTRAP, handle_signal_abort);
7521 (void)signal(SIGIOT, handle_signal_abort);
7525 (void)signal(SIGKILL, handle_signal_abort);
7529 (void)signal(SIGBUS, handle_signal_abort);
7533 (void)signal(SIGSEGV, handle_signal_abort);
7537 (void)signal(SIGTERM, handle_signal_abort);
7541 (void)signal(SIGPIPE, handle_signal_abort);
7545 (void)signal(SIGEMT, handle_signal_abort);
7549 (void)signal(SIGDANGER, handle_signal_abort);
7553 (void)signal(SIGSYS, handle_signal_abort);
7557 (void)signal(SIGXCPU, handle_signal_abort);
7561 (void)signal(SIGPWR, handle_signal_abort);
7567 #else /* HANDLE_SIGNALS */
7574 void signals_ignore_tstp(void)
7582 void signals_handle_tstp(void)
7590 void signals_init(void)
7593 #endif /* HANDLE_SIGNALS */