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
25 #include "cmd-magiceat.h"
28 #include "player-inventory.h"
29 #include "player-race.h"
30 #include "player-status.h"
31 #include "player-move.h"
32 #include "player-class.h"
33 #include "player-skill.h"
34 #include "player-personality.h"
35 #include "player-sex.h"
36 #include "player-effects.h"
46 #include "monster-process.h"
47 #include "monster-status.h"
48 #include "object-flavor.h"
49 #include "object-hook.h"
51 #include "realm-hex.h"
55 #include "view-mainwindow.h"
56 #include "floor-events.h"
57 #include "floor-town.h"
58 #include "dungeon-file.h"
60 #include "monster-spell.h"
64 #include "objectkind.h"
67 #include "realm-song.h"
69 #define PREF_TYPE_NORMAL 0
70 #define PREF_TYPE_AUTOPICK 1
71 #define PREF_TYPE_HISTPREF 2
73 /* Mode flags for displaying player flags */
78 #define GRAVE_LINE_WIDTH 31
80 concptr ANGBAND_DIR; //!< Path name: The main "lib" directory This variable is not actually used anywhere in the code
81 concptr ANGBAND_DIR_APEX; //!< High score files (binary) These files may be portable between platforms
82 concptr ANGBAND_DIR_BONE; //!< Bone files for player ghosts (ascii) These files are portable between platforms
83 concptr ANGBAND_DIR_DATA; //!< Binary image files for the "*_info" arrays (binary) These files are not portable between platforms
84 concptr ANGBAND_DIR_EDIT; //!< Textual template files for the "*_info" arrays (ascii) These files are portable between platforms
85 concptr ANGBAND_DIR_SCRIPT; //!< Script files These files are portable between platforms.
86 concptr ANGBAND_DIR_FILE; //!< Various extra files (ascii) These files may be portable between platforms
87 concptr ANGBAND_DIR_HELP; //!< Help files (normal) for the online help (ascii) These files are portable between platforms
88 concptr ANGBAND_DIR_INFO; //!< Help files (spoilers) for the online help (ascii) These files are portable between platforms
89 concptr ANGBAND_DIR_PREF; //!< Default user "preference" files (ascii) These files are rarely portable between platforms
90 concptr ANGBAND_DIR_SAVE; //!< Savefiles for current characters (binary)
91 concptr ANGBAND_DIR_USER; //!< User "preference" files (ascii) These files are rarely portable between platforms
92 concptr ANGBAND_DIR_XTRA; //!< Various extra files (binary) These files are rarely portable between platforms
94 s16b signal_count; /* Hack -- Count interupts */
97 * Buffer to hold the current savefile name
98 * 'savefile' holds full path name. 'savefile_base' holds only base name.
101 char savefile_base[40];
104 * You may or may not want to use the following "#undef".
106 /* #undef _POSIX_SAVED_IDS */
109 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
111 void safe_setuid_drop(void)
118 # ifdef SAFE_SETUID_POSIX
120 if (setuid(getuid()) != 0)
122 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
124 if (setgid(getgid()) != 0)
126 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
131 if (setreuid(geteuid(), getuid()) != 0)
133 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
135 if (setregid(getegid(), getgid()) != 0)
137 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
150 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
152 void safe_setuid_grab(void)
159 # ifdef SAFE_SETUID_POSIX
161 if (setuid(p_ptr->player_egid) != 0)
163 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
165 if (setgid(p_ptr->player_egid) != 0)
167 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
172 if (setreuid(geteuid(), getuid()) != 0)
174 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
176 if (setregid(getegid(), getgid()) != 0)
178 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
181 # endif /* SAFE_SETUID_POSIX */
183 # endif /* SAFE_SETUID */
191 * @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
192 * @param buf データテキストの参照ポインタ
194 * @param tokens トークンを保管する文字列参照ポインタ配列
199 * This function uses "colon" and "slash" as the delimeter characters.
200 * We never extract more than "num" tokens. The "last" token may include
201 * "delimeter" characters, allowing the buffer to include a "string" token.
202 * We save pointers to the tokens in "tokens", and return the number found.
203 * Hack -- Attempt to handle the 'c' character formalism
204 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
205 * Hack -- We will always extract at least one token
208 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
217 /* Found a delimiter */
218 if ((*t == ':') || (*t == '/')) break;
220 /* Handle single quotes */
221 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
226 /* Handle backslash */
229 /* Require a character */
235 /* Hack -- Require a close quote */
236 if (*t != '\'') *t = '\'';
239 /* Handle back-slash */
246 /* Nuke and advance */
262 /* A number with a name */
263 typedef struct named_num named_num;
267 concptr name; /* The name of this thing */
268 int num; /* A number associated with it */
272 /* Index of spell type names */
273 static named_num gf_desc[] =
275 {"GF_ELEC", GF_ELEC },
276 {"GF_POIS", GF_POIS },
277 {"GF_ACID", GF_ACID },
278 {"GF_COLD", GF_COLD },
279 {"GF_FIRE", GF_FIRE },
280 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
281 {"GF_MISSILE", GF_MISSILE },
282 {"GF_ARROW", GF_ARROW },
283 {"GF_PLASMA", GF_PLASMA },
284 {"GF_WATER", GF_WATER },
285 {"GF_LITE", GF_LITE },
286 {"GF_DARK", GF_DARK },
287 {"GF_LITE_WEAK", GF_LITE_WEAK },
288 {"GF_DARK_WEAK", GF_DARK_WEAK },
289 {"GF_SHARDS", GF_SHARDS },
290 {"GF_SOUND", GF_SOUND },
291 {"GF_CONFUSION", GF_CONFUSION },
292 {"GF_FORCE", GF_FORCE },
293 {"GF_INERTIA", GF_INERTIAL },
294 {"GF_MANA", GF_MANA },
295 {"GF_METEOR", GF_METEOR },
297 {"GF_CHAOS", GF_CHAOS },
298 {"GF_NETHER", GF_NETHER },
299 {"GF_DISENCHANT", GF_DISENCHANT },
300 {"GF_NEXUS", GF_NEXUS },
301 {"GF_TIME", GF_TIME },
302 {"GF_GRAVITY", GF_GRAVITY },
303 {"GF_KILL_WALL", GF_KILL_WALL },
304 {"GF_KILL_DOOR", GF_KILL_DOOR },
305 {"GF_KILL_TRAP", GF_KILL_TRAP },
306 {"GF_MAKE_WALL", GF_MAKE_WALL },
307 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
308 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
309 {"GF_MAKE_TREE", GF_MAKE_TREE },
310 {"GF_OLD_CLONE", GF_OLD_CLONE },
311 {"GF_OLD_POLY", GF_OLD_POLY },
312 {"GF_OLD_HEAL", GF_OLD_HEAL },
313 {"GF_OLD_SPEED", GF_OLD_SPEED },
314 {"GF_OLD_SLOW", GF_OLD_SLOW },
315 {"GF_OLD_CONF", GF_OLD_CONF },
316 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
317 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
318 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
319 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
320 {"GF_AWAY_ALL", GF_AWAY_ALL },
321 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
322 {"GF_TURN_EVIL", GF_TURN_EVIL },
323 {"GF_TURN_ALL", GF_TURN_ALL },
324 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
325 {"GF_DISP_EVIL", GF_DISP_EVIL },
326 {"GF_DISP_ALL", GF_DISP_ALL },
327 {"GF_DISP_DEMON", GF_DISP_DEMON },
328 {"GF_DISP_LIVING", GF_DISP_LIVING },
329 {"GF_ROCKET", GF_ROCKET },
330 {"GF_NUKE", GF_NUKE },
331 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
332 {"GF_STASIS", GF_STASIS },
333 {"GF_STONE_WALL", GF_STONE_WALL },
334 {"GF_DEATH_RAY", GF_DEATH_RAY },
335 {"GF_STUN", GF_STUN },
336 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
337 {"GF_HELL_FIRE", GF_HELL_FIRE },
338 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
339 {"GF_CHARM", GF_CHARM },
340 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
341 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
343 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
344 {"GF_TELEKINESIS", GF_TELEKINESIS },
345 {"GF_JAM_DOOR", GF_JAM_DOOR },
346 {"GF_DOMINATION", GF_DOMINATION },
347 {"GF_DISP_GOOD", GF_DISP_GOOD },
348 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
349 {"GF_MIND_BLAST", GF_MIND_BLAST },
350 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
351 {"GF_CAUSE_1", GF_CAUSE_1 },
352 {"GF_CAUSE_2", GF_CAUSE_2 },
353 {"GF_CAUSE_3", GF_CAUSE_3 },
354 {"GF_CAUSE_4", GF_CAUSE_4 },
355 {"GF_HAND_DOOM", GF_HAND_DOOM },
356 {"GF_CAPTURE", GF_CAPTURE },
357 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
358 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
359 {"GF_IDENTIFY", GF_IDENTIFY },
360 {"GF_ATTACK", GF_ATTACK },
361 {"GF_ENGETSU", GF_ENGETSU },
362 {"GF_GENOCIDE", GF_GENOCIDE },
363 {"GF_PHOTO", GF_PHOTO },
364 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
365 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
366 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
367 {"GF_SEEKER", GF_SEEKER },
368 {"GF_SUPER_RAY", GF_SUPER_RAY },
369 {"GF_STAR_HEAL", GF_STAR_HEAL },
370 {"GF_WATER_FLOW", GF_WATER_FLOW },
371 {"GF_CRUSADE", GF_CRUSADE },
372 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
373 {"GF_WOUNDS", GF_WOUNDS },
379 * @brief 設定ファイルの各行から各種テキスト情報を取得する /
380 * Parse a sub-file of the "extra info" (format shown below)
381 * @param creature_ptr プレーヤーへの参照ポインタ
382 * @param buf データテキストの参照ポインタ
386 * Each "action" line has an "action symbol" in the first column,
387 * followed by a colon, followed by some command specific info,
388 * usually in the form of "tokens" separated by colons or slashes.
389 * Blank lines, lines starting with white space, and lines starting
390 * with pound signs ("#") are ignored (as comments).
391 * Note the use of "tokenize()" to allow the use of both colons and
392 * slashes as delimeters, while still allowing final tokens which
393 * may contain any characters including "delimiters".
394 * Note the use of "strtol()" to allow all "integers" to be encoded
395 * in decimal, hexidecimal, or octal form.
396 * Note that "monster zero" is used for the "player" attr/char, "object
397 * zero" will be used for the "stack" attr/char, and "feature zero" is
398 * used for the "nothing" attr/char.
399 * Parse another file recursively, see below for details
401 * Specify the attr/char values for "monsters" by race index
402 * R:\<num\>:\<a\>:\<c\>
403 * Specify the attr/char values for "objects" by kind index
404 * K:\<num\>:\<a\>:\<c\>
405 * Specify the attr/char values for "features" by feature index
406 * F:\<num\>:\<a\>:\<c\>
407 * Specify the attr/char values for unaware "objects" by kind tval
408 * U:\<tv\>:\<a\>:\<c\>
409 * Specify the attr/char values for inventory "objects" by kind tval
410 * E:\<tv\>:\<a\>:\<c\>
411 * Define a macro action, given an encoded macro action
413 * Create a normal macro, given an encoded macro trigger
415 * Create a command macro, given an encoded macro trigger
417 * Create a keyset mapping
418 * S:\<key\>:\<key\>:\<dir\>
419 * Turn an option off, given its name
421 * Turn an option on, given its name
423 * Specify visual information, given an index, and some data
424 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
425 * Specify the set of colors to use when drawing a zapped spell
427 * Specify a macro trigger template and macro trigger names.
428 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
429 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
432 errr process_pref_file_command(player_type *creature_ptr, char *buf)
434 if (buf[1] != ':') return 1;
439 /* Mega-Hack -- read external player's history file */
440 /* Process "H:<history>" */
442 add_history_from_pref_line(buf + 2);
445 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
448 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) break;
450 int i = (huge)strtol(zz[0], NULL, 0);
451 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
452 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
453 if (i >= max_r_idx) return 1;
455 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
456 if (n2) r_ptr->x_char = n2;
460 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
463 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) break;
466 int i = (huge)strtol(zz[0], NULL, 0);
467 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
468 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
469 if (i >= max_k_idx) return 1;
471 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
472 if (n2) k_ptr->x_char = n2;
476 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
477 /* "F:<num>:<a>/<c>" */
478 /* "F:<num>:<a>/<c>:LIT" */
479 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
483 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
485 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
486 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
488 int i = (huge)strtol(zz[0], NULL, 0);
489 if (i >= max_f_idx) return 1;
492 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
493 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
494 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
495 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
497 /* Mega-hack -- feat supports lighting */
500 /* No lighting support */
502 n1 = f_ptr->x_attr[F_LIT_STANDARD];
503 n2 = f_ptr->x_char[F_LIT_STANDARD];
504 for (int j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
506 f_ptr->x_attr[j] = n1;
507 f_ptr->x_char[j] = n2;
512 /* Use default lighting */
514 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
517 /* Use desired lighting */
518 case F_LIT_MAX * 2 + 1:
519 for (int j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
521 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
522 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
523 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
524 if (n2) f_ptr->x_char[j] = n2;
533 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
536 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) break;
538 int j = (byte)strtol(zz[0], NULL, 0);
539 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
540 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
541 misc_to_attr[j] = n1;
542 misc_to_char[j] = n2;
546 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
549 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) break;
551 int j = (huge)strtol(zz[0], NULL, 0);
552 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
553 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
554 for (int i = 1; i < max_k_idx; i++)
556 object_kind *k_ptr = &k_info[i];
557 if (k_ptr->tval == j)
559 if (n1) k_ptr->d_attr = n1;
560 if (n2) k_ptr->d_char = n2;
567 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
570 if (tokenize(buf + 2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) break;
572 int j = (byte)strtol(zz[0], NULL, 0) % 128;
573 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
574 if (n1) tval_to_attr[j] = n1;
578 /* Process "A:<str>" -- save an "action" for later */
580 text_to_ascii(macro__buf, buf + 2);
583 /* Process "P:<str>" -- normal macro */
588 text_to_ascii(tmp, buf + 2);
589 macro_add(tmp, macro__buf);
593 /* Process "C:<str>" -- create keymap */
596 if (tokenize(buf + 2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
598 int mode = strtol(zz[0], NULL, 0);
599 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
602 text_to_ascii(tmp, zz[1]);
603 if (!tmp[0] || tmp[1]) return 1;
604 int i = (byte)(tmp[0]);
606 string_free(keymap_act[mode][i]);
608 keymap_act[mode][i] = string_make(macro__buf);
613 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
616 if (tokenize(buf + 2, 5, zz, TOKENIZE_CHECKQUOTE) != 5) break;
618 int i = (byte)strtol(zz[0], NULL, 0);
619 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
620 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
621 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
622 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
626 /* Process "X:<str>" -- turn option off */
627 /* Process "Y:<str>" -- turn option on */
631 for (int i = 0; option_info[i].o_desc; i++)
633 bool is_option = option_info[i].o_var != NULL;
634 is_option &= option_info[i].o_text != NULL;
635 is_option &= streq(option_info[i].o_text, buf + 2);
636 if (!is_option) continue;
638 int os = option_info[i].o_set;
639 int ob = option_info[i].o_bit;
641 if ((creature_ptr->playing || current_world_ptr->character_xtra) &&
642 (OPT_PAGE_BIRTH == option_info[i].o_page) && !current_world_ptr->wizard)
644 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);
651 option_flag[os] &= ~(1L << ob);
652 (*option_info[i].o_var) = FALSE;
656 option_flag[os] |= (1L << ob);
657 (*option_info[i].o_var) = TRUE;
661 /* don't know that option. ignore it.*/
662 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);
667 /* Process "Z:<type>:<str>" -- set spell color */
671 char *t = my_strchr(buf + 2, ':');
678 for (int i = 0; gf_desc[i].name; i++)
680 /* Match this type */
681 if (streq(gf_desc[i].name, buf + 2))
683 /* Remember this color set */
684 gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
694 /* Initialize macro trigger names and a template */
695 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
696 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
699 int tok = tokenize(buf + 2, 2 + MAX_MACRO_MOD, zz, 0);
701 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
706 if (macro_template != NULL)
708 num = strlen(macro_modifier_chr);
710 /* Kill the template string */
711 string_free(macro_template);
712 macro_template = NULL;
714 /* Kill flag characters of modifier keys */
715 string_free(macro_modifier_chr);
717 /* Kill corresponding modifier names */
718 for (int i = 0; i < num; i++)
720 string_free(macro_modifier_name[i]);
723 /* Kill trigger name strings */
724 for (int i = 0; i < max_macrotrigger; i++)
726 string_free(macro_trigger_name[i]);
727 string_free(macro_trigger_keycode[0][i]);
728 string_free(macro_trigger_keycode[1][i]);
731 max_macrotrigger = 0;
734 if (*zz[0] == '\0') return 0; /* clear template */
736 /* Number of modifier flags */
739 /* Limit the number */
740 num = MIN(MAX_MACRO_MOD, num);
742 /* Stop if number of modifier is not correct */
743 if (2 + num != tok) return 1;
745 /* Get a template string */
746 macro_template = string_make(zz[0]);
748 /* Get flag characters of modifier keys */
749 macro_modifier_chr = string_make(zz[1]);
751 /* Get corresponding modifier names */
752 for (int i = 0; i < num; i++)
754 macro_modifier_name[i] = string_make(zz[2 + i]);
760 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
761 if (tok < 2) return 0;
765 if (max_macrotrigger >= MAX_MACRO_TRIG)
767 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
771 int m = max_macrotrigger;
774 /* Take into account the escape character */
785 /* Get a trigger name */
786 macro_trigger_name[m] = string_make(buf_aux);
788 /* Get the corresponding key code */
789 macro_trigger_keycode[0][m] = string_make(zz[1]);
793 macro_trigger_keycode[1][m] = string_make(zz[2]);
797 macro_trigger_keycode[1][m] = string_make(zz[1]);
807 * @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 /
808 * Helper function for "process_pref_file()"
809 * @param creature_ptr プレーヤーへの参照ポインタ
810 * @param sp テキスト文字列の参照ポインタ
811 * @param fp 再帰中のポインタ参照
816 * v: output buffer array
822 concptr process_pref_file_expr(player_type *creature_ptr, char **sp, char *fp)
828 while (iswspace(*s)) s++;
850 t = process_pref_file_expr(creature_ptr, &s, &f);
858 else if (streq(t, "IOR"))
861 while (*s && (f != b2))
863 t = process_pref_file_expr(creature_ptr, &s, &f);
864 if (*t && !streq(t, "0")) v = "1";
869 else if (streq(t, "AND"))
872 while (*s && (f != b2))
874 t = process_pref_file_expr(creature_ptr, &s, &f);
875 if (*t && streq(t, "0")) v = "0";
880 else if (streq(t, "NOT"))
883 while (*s && (f != b2))
885 t = process_pref_file_expr(creature_ptr, &s, &f);
886 if (*t && streq(t, "1")) v = "0";
891 else if (streq(t, "EQU"))
896 t = process_pref_file_expr(creature_ptr, &s, &f);
898 while (*s && (f != b2))
900 p = process_pref_file_expr(creature_ptr, &s, &f);
901 if (streq(t, p)) v = "1";
906 else if (streq(t, "LEQ"))
911 t = process_pref_file_expr(creature_ptr, &s, &f);
913 while (*s && (f != b2))
916 t = process_pref_file_expr(creature_ptr, &s, &f);
917 if (*t && atoi(p) > atoi(t)) v = "0";
922 else if (streq(t, "GEQ"))
927 t = process_pref_file_expr(creature_ptr, &s, &f);
929 while (*s && (f != b2))
932 t = process_pref_file_expr(creature_ptr, &s, &f);
934 /* Compare two numbers instead of string */
935 if (*t && atoi(p) < atoi(t)) v = "0";
941 while (*s && (f != b2))
943 t = process_pref_file_expr(creature_ptr, &s, &f);
948 if (f != b2) v = "?x?x?";
950 /* Extract final and Terminate */
951 if ((f = *s) != '\0') *s++ = '\0';
959 /* Accept all printables except spaces and brackets */
961 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
963 if (iskanji(*s)) s++;
967 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
970 /* Extract final and Terminate */
971 if ((f = *s) != '\0') *s++ = '\0';
982 if (streq(b + 1, "SYS"))
987 else if (streq(b + 1, "KEYBOARD"))
989 v = ANGBAND_KEYBOARD;
993 else if (streq(b + 1, "GRAF"))
998 /* Monochrome mode */
999 else if (streq(b + 1, "MONOCHROME"))
1008 else if (streq(b + 1, "RACE"))
1011 v = rp_ptr->E_title;
1018 else if (streq(b + 1, "CLASS"))
1021 v = cp_ptr->E_title;
1028 else if (streq(b + 1, "PLAYER"))
1030 static char tmp_player_name[32];
1032 for (pn = creature_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
1042 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
1045 v = tmp_player_name;
1049 else if (streq(b + 1, "REALM1"))
1052 v = E_realm_names[creature_ptr->realm1];
1054 v = realm_names[creature_ptr->realm1];
1059 else if (streq(b + 1, "REALM2"))
1062 v = E_realm_names[creature_ptr->realm2];
1064 v = realm_names[creature_ptr->realm2];
1069 else if (streq(b + 1, "LEVEL"))
1071 sprintf(tmp, "%02d", creature_ptr->lev);
1075 /* Autopick auto-register is in-use or not? */
1076 else if (streq(b + 1, "AUTOREGISTER"))
1078 if (creature_ptr->autopick_autoregister)
1085 else if (streq(b + 1, "MONEY"))
1087 sprintf(tmp, "%09ld", (long int)creature_ptr->au);
1098 * @brief process_pref_fileのサブルーチン /
1099 * Open the "user pref file" and parse it.
1100 * @param creature_ptr プレーヤーへの参照ポインタ
1101 * @param name 読み込むファイル名
1102 * @param preftype prefファイルのタイプ
1107 * v: output buffer array
1108 * f: final character
1113 static errr process_pref_file_aux(player_type *creature_ptr, concptr name, int preftype)
1116 fp = my_fopen(name, "r");
1121 /* Process the file */
1126 bool bypass = FALSE;
1127 while (my_fgets(fp, buf, sizeof(buf)) == 0)
1130 if (!buf[0]) continue;
1133 if (!iskanji(buf[0]))
1135 if (iswspace(buf[0])) continue;
1138 if (buf[0] == '#') continue;
1142 /* Process "?:<expr>" */
1143 if ((buf[0] == '?') && (buf[1] == ':'))
1152 /* Parse the expr */
1153 v = process_pref_file_expr(creature_ptr, &s, &f);
1156 bypass = (streq(v, "0") ? TRUE : FALSE);
1160 if (bypass) continue;
1162 /* Process "%:<file>" */
1165 static int depth_count = 0;
1167 /* Ignore if deeper than 20 level */
1168 if (depth_count > 20) continue;
1170 /* Count depth level */
1173 /* Process that file if allowed */
1176 case PREF_TYPE_AUTOPICK:
1177 (void)process_autopick_file(creature_ptr, buf + 2);
1179 case PREF_TYPE_HISTPREF:
1180 (void)process_histpref_file(creature_ptr, buf + 2);
1183 (void)process_pref_file(creature_ptr, buf + 2);
1187 /* Set back depth level */
1192 /* Process the line */
1193 err = process_pref_file_command(creature_ptr, buf);
1195 /* This is not original pref line... */
1198 if (preftype != PREF_TYPE_AUTOPICK)
1200 err = process_autopick_file_command(buf);
1206 /* Print error message */
1207 /* ToDo: Add better error messages */
1208 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'."),
1209 _(name, err), line, _(err, name));
1210 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1220 * @brief pref設定ファイルを読み込み設定を反映させる /
1221 * Process the "user pref file" with the given name
1222 * @param creature_ptr プレーヤーへの参照ポインタ
1223 * @param name 読み込むファイル名
1227 * See the functions above for a list of legal "commands".
1228 * We also accept the special "?" and "%" directives, which
1229 * allow conditional evaluation and filename inclusion.
1232 errr process_pref_file(player_type *creature_ptr, concptr name)
1235 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1237 /* Process the system pref file */
1238 errr err1 = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_NORMAL);
1240 /* Stop at parser errors, but not at non-existing file */
1241 if (err1 > 0) return err1;
1243 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1245 /* Process the user pref file */
1246 errr err2 = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_NORMAL);
1248 /* User file does not exist, but read system pref file */
1249 if (err2 < 0 && !err1)
1252 /* Result of user file processing */
1260 * Operating hours for ANGBAND (defaults to non-work hours)
1262 static char days[7][29] =
1264 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1265 "MON:XXXXXXXX.........XXXXXXX",
1266 "TUE:XXXXXXXX.........XXXXXXX",
1267 "WED:XXXXXXXX.........XXXXXXX",
1268 "THU:XXXXXXXX.........XXXXXXX",
1269 "FRI:XXXXXXXX.........XXXXXXX",
1270 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1274 * Restict usage (defaults to no restrictions)
1276 static bool check_time_flag = FALSE;
1282 * @brief Angbandプレイ禁止時刻をチェック /
1286 errr check_time(void)
1294 /* No restrictions */
1295 if (!check_time_flag) return 0;
1297 /* Check for time violation */
1298 c = time((time_t *)0);
1302 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return 1;
1312 * @brief Angbandプレイ禁止時刻の初期化 /
1313 * Initialize CHECK_TIME
1316 errr check_time_init(void)
1325 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1326 fp = my_fopen(buf, "r");
1328 /* No file, no restrictions */
1331 /* Assume restrictions */
1332 check_time_flag = TRUE;
1334 /* Parse the file */
1335 while (0 == my_fgets(fp, buf, sizeof(buf)))
1337 /* Skip comments and blank lines */
1338 if (!buf[0] || (buf[0] == '#')) continue;
1340 /* Chop the buffer */
1343 /* Extract the info */
1344 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1345 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1346 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1347 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1348 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1349 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1350 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1363 #ifndef MAXHOSTNAMELEN
1364 # define MAXHOSTNAMELEN 64
1367 typedef struct statstime statstime;
1373 unsigned int v_pgpgin;
1374 unsigned int v_pgpgout;
1375 unsigned int v_pswpin;
1376 unsigned int v_pswpout;
1377 unsigned int v_intr;
1383 unsigned int v_swtch;
1385 struct timeval boottime;
1386 struct timeval curtime;
1390 * Maximal load (if any).
1392 static int check_load_value = 0;
1398 * @brief Angbandプレイ禁止ホストのチェック /
1402 errr check_load(void)
1407 struct statstime st;
1409 /* Success if not checking */
1410 if (!check_load_value) return 0;
1412 /* Check the load */
1413 if (0 == rstat("localhost", &st))
1415 long val1 = (long)(st.avenrun[2]);
1416 long val2 = (long)(check_load_value)* FSCALE;
1418 /* Check for violation */
1419 if (val1 >= val2) return 1;
1430 * @brief Angbandプレイ禁止ホストの設定初期化 /
1431 * Initialize CHECK_LOAD
1434 errr check_load_init(void)
1443 char temphost[MAXHOSTNAMELEN + 1];
1444 char thishost[MAXHOSTNAMELEN + 1];
1446 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1448 /* Open the "load" file */
1449 fp = my_fopen(buf, "r");
1451 /* No file, no restrictions */
1455 check_load_value = 100;
1457 /* Get the host name */
1458 (void)gethostname(thishost, (sizeof thishost) - 1);
1461 while (0 == my_fgets(fp, buf, sizeof(buf)))
1465 /* Skip comments and blank lines */
1466 if (!buf[0] || (buf[0] == '#')) continue;
1468 /* Parse, or ignore */
1469 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1471 /* Skip other hosts */
1472 if (!streq(temphost, thishost) &&
1473 !streq(temphost, "localhost")) continue;
1475 /* Use that value */
1476 check_load_value = value;
1489 #define ENTRY_BARE_HAND 0
1490 #define ENTRY_TWO_HANDS 1
1491 #define ENTRY_RIGHT_HAND1 2
1492 #define ENTRY_LEFT_HAND1 3
1493 #define ENTRY_LEFT_HAND2 4
1494 #define ENTRY_RIGHT_HAND2 5
1495 #define ENTRY_POSTURE 6
1496 #define ENTRY_SHOOT_HIT_DAM 7
1497 #define ENTRY_SHOOT_POWER 8
1498 #define ENTRY_SPEED 9
1499 #define ENTRY_BASE_AC 10
1500 #define ENTRY_LEVEL 11
1501 #define ENTRY_CUR_EXP 12
1502 #define ENTRY_MAX_EXP 13
1503 #define ENTRY_EXP_TO_ADV 14
1504 #define ENTRY_GOLD 15
1505 #define ENTRY_DAY 16
1508 #define ENTRY_PLAY_TIME 19
1509 #define ENTRY_SKILL_FIGHT 20
1510 #define ENTRY_SKILL_SHOOT 21
1511 #define ENTRY_SKILL_SAVING 22
1512 #define ENTRY_SKILL_STEALTH 23
1513 #define ENTRY_SKILL_PERCEP 24
1514 #define ENTRY_SKILL_SEARCH 25
1515 #define ENTRY_SKILL_DISARM 26
1516 #define ENTRY_SKILL_DEVICE 27
1517 #define ENTRY_SKILL_DIG 45
1520 #define ENTRY_BLOWS 28
1521 #define ENTRY_SHOTS 29
1522 #define ENTRY_AVG_DMG 30
1523 #define ENTRY_INFRA 31
1525 #define ENTRY_NAME 32
1526 #define ENTRY_SEX 33
1527 #define ENTRY_RACE 34
1528 #define ENTRY_CLASS 35
1529 #define ENTRY_REALM 36
1530 #define ENTRY_PATRON 37
1531 #define ENTRY_AGE 38
1532 #define ENTRY_HEIGHT 39
1533 #define ENTRY_WEIGHT 40
1534 #define ENTRY_SOCIAL 41
1535 #define ENTRY_ALIGN 42
1537 #define ENTRY_EXP_ANDR 43
1538 #define ENTRY_EXP_TO_ADV_ANDR 44
1546 } disp_player_line[]
1549 { 1, 10, 25, "打撃修正(格闘)"},
1550 { 1, 10, 25, "打撃修正(両手)"},
1551 { 1, 10, 25, "打撃修正(右手)"},
1552 { 1, 10, 25, "打撃修正(左手)"},
1553 { 1, 11, 25, "打撃修正(左手)"},
1554 { 1, 11, 25, "打撃修正(右手)"},
1556 { 1, 15, 25, "射撃攻撃修正"},
1557 { 1, 16, 25, "射撃武器倍率"},
1560 {29, 13, 21, "レベル"},
1561 {29, 14, 21, "経験値"},
1562 {29, 15, 21, "最大経験"},
1563 {29, 16, 21, "次レベル"},
1564 {29, 17, 21, "所持金"},
1568 {29, 20, 21, "プレイ時間"},
1569 {53, 10, -1, "打撃命中 :"},
1570 {53, 11, -1, "射撃命中 :"},
1571 {53, 12, -1, "魔法防御 :"},
1572 {53, 13, -1, "隠密行動 :"},
1573 {53, 15, -1, "知覚 :"},
1574 {53, 16, -1, "探索 :"},
1575 {53, 17, -1, "解除 :"},
1576 {53, 18, -1, "魔法道具 :"},
1577 { 1, 12, 25, "打撃回数"},
1578 { 1, 17, 25, "射撃回数"},
1579 { 1, 13, 25, "平均ダメージ"},
1580 {53, 20, -1, "赤外線視力:"},
1581 {26, 1, -1, "名前 : "},
1582 { 1, 3, -1, "性別 : "},
1583 { 1, 4, -1, "種族 : "},
1584 { 1, 5, -1, "職業 : "},
1585 { 1, 6, -1, "魔法 : "},
1586 { 1, 7, -1, "守護魔神 : "},
1590 {29, 6, 21, "社会的地位"},
1592 {29, 14, 21, "強化度"},
1593 {29, 16, 21, "次レベル"},
1594 {53, 19, -1, "掘削 :" },
1598 { 1, 10, 25, "Bare hand"},
1599 { 1, 10, 25, "Two hands"},
1600 { 1, 10, 25, "Right hand"},
1601 { 1, 10, 25, "Left hand"},
1602 { 1, 11, 25, "Left hand"},
1603 { 1, 11, 25, "Right hand"},
1604 { 1, 11, 25, "Posture"},
1605 { 1, 15, 25, "Shooting"},
1606 { 1, 16, 25, "Multiplier"},
1607 { 1, 20, 25, "Speed"},
1609 {29, 13, 21, "Level"},
1610 {29, 14, 21, "Experience"},
1611 {29, 15, 21, "Max Exp"},
1612 {29, 16, 21, "Exp to Adv"},
1613 {29, 17, 21, "Gold"},
1614 {29, 19, 21, "Time"},
1615 {29, 10, 21, "Hit point"},
1616 {29, 11, 21, "SP (Mana)"},
1617 {29, 20, 21, "Play time"},
1618 {53, 10, -1, "Fighting : "},
1619 {53, 11, -1, "Bows/Throw : "},
1620 {53, 12, -1, "SavingThrow: "},
1621 {53, 13, -1, "Stealth : "},
1622 {53, 15, -1, "Perception : "},
1623 {53, 16, -1, "Searching : "},
1624 {53, 17, -1, "Disarming : "},
1625 {53, 18, -1, "MagicDevice: "},
1626 { 1, 12, 25, "Blows/Round"},
1627 { 1, 17, 25, "Shots/Round"},
1628 { 1, 13, 25, "AverageDmg/Rnd"},
1629 {53, 20, -1, "Infra-Vision: "},
1630 {26, 1, -1, "Name : "},
1631 { 1, 3, -1, "Sex : "},
1632 { 1, 4, -1, "Race : "},
1633 { 1, 5, -1, "Class : "},
1634 { 1, 6, -1, "Magic : "},
1635 { 1, 7, -1, "Patron : "},
1637 {29, 4, 21, "Height"},
1638 {29, 5, 21, "Weight"},
1639 {29, 6, 21, "Social Class"},
1640 {29, 7, 21, "Align"},
1641 {29, 14, 21, "Construction"},
1642 {29, 16, 21, "Const to Adv"},
1643 {53, 19, -1, "Digging :" },
1649 * @brief プレイヤーのステータス1種を出力する
1651 * @param val 値を保管した文字列ポインタ
1652 * @param attr 項目表示の色
1655 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1657 concptr head = disp_player_line[entry].header;
1658 int head_len = strlen(head);
1659 int row = disp_player_line[entry].row;
1660 int col = disp_player_line[entry].col;
1661 int len = disp_player_line[entry].len;
1662 Term_putstr(col, row, -1, TERM_WHITE, head);
1668 Term_putstr(col + head_len, row, -1, attr, val);
1672 int val_len = len - head_len;
1674 sprintf(buf, "%*.*s", val_len, val_len, val);
1675 Term_putstr(col + head_len, row, -1, attr, buf);
1680 * @brief プレイヤーの打撃能力修正を表示する
1681 * @param creature_ptr プレーヤーへの参照ポインタ
1682 * @param hand 武器の装備部位ID
1683 * @param hand_entry 項目ID
1686 static void display_player_melee_bonus(player_type *creature_ptr, int hand, int hand_entry)
1688 HIT_PROB show_tohit = creature_ptr->dis_to_h[hand];
1689 HIT_POINT show_todam = creature_ptr->dis_to_d[hand];
1690 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_RARM + hand];
1692 /* Hack -- add in weapon info if known */
1693 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1694 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1696 show_tohit += creature_ptr->skill_thn / BTH_PLUS_ADJ;
1699 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1701 /* Dump the bonuses to hit/dam */
1702 if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
1703 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1704 else if (creature_ptr->ryoute)
1705 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1707 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1712 * @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
1713 * @param creature_ptr プレーヤーへの参照ポインタ
1714 * Prints the following information on the screen.
1717 static void display_player_middle(player_type *creature_ptr)
1719 HIT_PROB show_tohit = creature_ptr->dis_to_h_b;
1720 HIT_POINT show_todam = 0;
1722 if (creature_ptr->migite)
1724 display_player_melee_bonus(creature_ptr, 0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1727 if (creature_ptr->hidarite)
1729 display_player_melee_bonus(creature_ptr, 1, left_hander ? ENTRY_RIGHT_HAND2 : ENTRY_LEFT_HAND2);
1731 else if ((creature_ptr->pclass == CLASS_MONK) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
1734 if (creature_ptr->special_defense & KAMAE_MASK)
1736 for (i = 0; i < MAX_KAMAE; i++)
1738 if ((creature_ptr->special_defense >> i) & KAMAE_GENBU) break;
1742 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1747 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1751 /* Apply weapon bonuses */
1752 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
1753 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1754 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1756 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1757 show_tohit += creature_ptr->weapon_exp[0][o_ptr->sval] / 400;
1759 show_tohit += (creature_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1761 show_tohit += creature_ptr->skill_thb / BTH_PLUS_ADJ;
1764 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1767 if (creature_ptr->inventory_list[INVEN_BOW].k_idx)
1769 tmul = bow_tmul(creature_ptr->inventory_list[INVEN_BOW].sval);
1771 /* Get extra "power" from "extra might" */
1772 if (creature_ptr->xtra_might) tmul++;
1774 tmul = tmul * (100 + (int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
1778 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul / 100, tmul % 100), TERM_L_BLUE);
1780 /* Dump the armor class */
1781 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", creature_ptr->dis_ac, creature_ptr->dis_to_a), TERM_L_BLUE);
1783 int i = creature_ptr->pspeed - 110;
1785 /* Hack -- Visually "undo" the Search Mode Slowdown */
1786 if (creature_ptr->action == ACTION_SEARCH) i += 10;
1791 if (!creature_ptr->riding)
1792 attr = TERM_L_GREEN;
1798 if (!creature_ptr->riding)
1805 if (!creature_ptr->riding)
1806 attr = TERM_L_UMBER;
1812 if (!creature_ptr->riding)
1814 if (IS_FAST(creature_ptr)) tmp_speed += 10;
1815 if (creature_ptr->slow) tmp_speed -= 10;
1816 if (creature_ptr->lightspeed) tmp_speed = 99;
1820 if (MON_FAST(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed += 10;
1821 if (MON_SLOW(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed -= 10;
1827 if (!creature_ptr->riding)
1828 sprintf(buf, "(%+d%+d)", i - tmp_speed, tmp_speed);
1830 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i - tmp_speed, tmp_speed);
1839 if (!creature_ptr->riding)
1840 sprintf(buf, "(%+d)", i);
1842 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1845 display_player_one_line(ENTRY_SPEED, buf, attr);
1847 /* Dump character level */
1848 display_player_one_line(ENTRY_LEVEL, format("%d", creature_ptr->lev), TERM_L_GREEN);
1850 /* Dump experience */
1852 if (creature_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1853 else e = ENTRY_CUR_EXP;
1855 if (creature_ptr->exp >= creature_ptr->max_exp)
1856 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_L_GREEN);
1858 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_YELLOW);
1860 /* Dump max experience */
1861 if (creature_ptr->prace == RACE_ANDROID)
1864 display_player_one_line(ENTRY_MAX_EXP, format("%ld", creature_ptr->max_exp), TERM_L_GREEN);
1866 /* Dump exp to advance */
1867 if (creature_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1868 else e = ENTRY_EXP_TO_ADV;
1870 if (creature_ptr->lev >= PY_MAX_LEVEL)
1871 display_player_one_line(e, "*****", TERM_L_GREEN);
1872 else if (creature_ptr->prace == RACE_ANDROID)
1873 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1875 display_player_one_line(e, format("%ld", (s32b)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1878 display_player_one_line(ENTRY_GOLD, format("%ld", creature_ptr->au), TERM_L_GREEN);
1882 extract_day_hour_min(creature_ptr, &day, &hour, &min);
1884 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1885 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1886 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1888 /* Dump hit point */
1889 if (creature_ptr->chp >= creature_ptr->mhp)
1890 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_L_GREEN);
1891 else if (creature_ptr->chp > (creature_ptr->mhp * hitpoint_warn) / 10)
1892 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_YELLOW);
1894 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_RED);
1896 /* Dump mana power */
1897 if (creature_ptr->csp >= creature_ptr->msp)
1898 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_L_GREEN);
1899 else if (creature_ptr->csp > (creature_ptr->msp * mana_warn) / 10)
1900 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_YELLOW);
1902 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_RED);
1904 /* Dump play time */
1905 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", current_world_ptr->play_time / (60 * 60), (current_world_ptr->play_time / 60) % 60, current_world_ptr->play_time % 60), TERM_L_GREEN);
1910 * Hack -- pass color info around this file
1912 static TERM_COLOR likert_color = TERM_WHITE;
1916 * @brief 技能ランクの表示基準を定める
1917 * Returns a "rating" of x depending on y
1919 * @param y 技能値に対するランク基準比
1922 static concptr likert(int x, int y)
1924 static char dummy[20] = "", dummy2[20] = "";
1925 memset(dummy, 0, strlen(dummy));
1926 memset(dummy2, 0, strlen(dummy2));
1929 if (show_actual_value)
1931 sprintf(dummy, "%3d-", x);
1934 /* Negative value */
1937 likert_color = TERM_L_DARK;
1938 strcat(dummy, _("最低", "Very Bad"));
1946 likert_color = TERM_RED;
1947 strcat(dummy, _("悪い", "Bad"));
1950 likert_color = TERM_L_RED;
1951 strcat(dummy, _("劣る", "Poor"));
1956 likert_color = TERM_ORANGE;
1957 strcat(dummy, _("普通", "Fair"));
1961 likert_color = TERM_YELLOW;
1962 strcat(dummy, _("良い", "Good"));
1966 likert_color = TERM_YELLOW;
1967 strcat(dummy, _("大変良い", "Very Good"));
1972 likert_color = TERM_L_GREEN;
1973 strcat(dummy, _("卓越", "Excellent"));
1981 likert_color = TERM_GREEN;
1982 strcat(dummy, _("超越", "Superb"));
1989 likert_color = TERM_BLUE;
1990 strcat(dummy, _("英雄的", "Heroic"));
1994 likert_color = TERM_VIOLET;
1995 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
1996 (int)((((x / y) - 17) * 5) / 2));
1997 strcat(dummy, dummy2);
2007 * @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
2008 * Prints ratings on certain abilities
2009 * @param creature_ptr プレーヤーへの参照ポインタ
2012 * This code is "imitated" elsewhere to "dump" a character sheet.
2014 static void display_player_various(player_type *creature_ptr)
2017 if (creature_ptr->muta2 & MUT2_HORNS) muta_att++;
2018 if (creature_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2019 if (creature_ptr->muta2 & MUT2_BEAK) muta_att++;
2020 if (creature_ptr->muta2 & MUT2_TRUNK) muta_att++;
2021 if (creature_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2023 int xthn = creature_ptr->skill_thn + (creature_ptr->to_h_m * BTH_PLUS_ADJ);
2025 /* Shooting Skill (with current bow and normal missile) */
2027 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
2028 int tmp = creature_ptr->to_h_b + o_ptr->to_h;
2029 int xthb = creature_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2031 /* If the player is wielding one? */
2036 ENERGY energy_fire = bow_energy(o_ptr->sval);
2038 /* Calculate shots per round */
2039 shots = creature_ptr->num_fire * 100;
2040 shot_frac = (shots * 100 / energy_fire) % 100;
2041 shots = shots / energy_fire;
2042 if (o_ptr->name1 == ART_CRIMSON)
2046 if (creature_ptr->pclass == CLASS_ARCHER)
2048 /* Extra shot at level 10 */
2049 if (creature_ptr->lev >= 10) shots++;
2051 /* Extra shot at level 30 */
2052 if (creature_ptr->lev >= 30) shots++;
2054 /* Extra shot at level 45 */
2055 if (creature_ptr->lev >= 45) shots++;
2068 BIT_FLAGS flgs[TR_FLAG_SIZE];
2070 for (int i = 0; i < 2; i++)
2072 damage[i] = creature_ptr->dis_to_d[i] * 100;
2073 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
2075 PLAYER_LEVEL level = creature_ptr->lev;
2081 if (creature_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2082 if (creature_ptr->special_defense & KAMAE_BYAKKO)
2083 basedam = monk_ave_damage[level][1];
2084 else if (creature_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2085 basedam = monk_ave_damage[level][2];
2087 basedam = monk_ave_damage[level][0];
2089 damage[i] += basedam;
2090 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) damage[i] = 1;
2091 if (damage[i] < 0) damage[i] = 0;
2095 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
2097 /* Average damage per round */
2098 if (o_ptr->k_idx == 0)
2101 damage[i] += basedam;
2102 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) damage[i] = 1;
2103 if (damage[i] < 0) damage[i] = 0;
2108 poison_needle = FALSE;
2110 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) poison_needle = TRUE;
2111 if (object_is_known(o_ptr))
2113 damage[i] += o_ptr->to_d * 100;
2114 to_h[i] += o_ptr->to_h;
2117 basedam = ((o_ptr->dd + creature_ptr->to_dd[i]) * (o_ptr->ds + creature_ptr->to_ds[i] + 1)) * 50;
2118 object_flags_known(o_ptr, flgs);
2120 basedam = calc_expect_crit(creature_ptr, o_ptr->weight, to_h[i], basedam, creature_ptr->dis_to_h[i], poison_needle);
2121 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2127 else if (have_flag(flgs, TR_VORPAL))
2129 /* vorpal flag only */
2133 if ((creature_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (creature_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2134 basedam = basedam * 7 / 2;
2135 damage[i] += basedam;
2136 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) damage[i] = 1;
2137 if (damage[i] < 0) damage[i] = 0;
2140 int blows1 = creature_ptr->migite ? creature_ptr->num_blow[0] : 0;
2141 int blows2 = creature_ptr->hidarite ? creature_ptr->num_blow[1] : 0;
2143 /* Basic abilities */
2145 int xdis = creature_ptr->skill_dis;
2146 int xdev = creature_ptr->skill_dev;
2147 int xsav = creature_ptr->skill_sav;
2148 int xstl = creature_ptr->skill_stl;
2149 int xsrh = creature_ptr->skill_srh;
2150 int xfos = creature_ptr->skill_fos;
2151 int xdig = creature_ptr->skill_dig;
2153 concptr desc = likert(xthn, 12);
2154 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2156 desc = likert(xthb, 12);
2157 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2159 desc = likert(xsav, 7);
2160 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2162 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2163 desc = likert((xstl > 0) ? xstl : -1, 1);
2164 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2166 desc = likert(xfos, 6);
2167 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2169 desc = likert(xsrh, 6);
2170 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2172 desc = likert(xdis, 8);
2173 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2175 desc = likert(xdev, 6);
2176 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2178 desc = likert(xdev, 6);
2179 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2181 desc = likert(xdig, 4);
2182 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2185 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2187 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2189 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2192 if ((damage[0] + damage[1]) == 0)
2195 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2197 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2199 display_player_one_line(ENTRY_INFRA, format("%d feet", creature_ptr->see_infra * 10), TERM_WHITE);
2204 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2205 * Prints ratings on certain abilities
2206 * @param creature_ptr 参照元クリーチャーポインタ
2207 * @param flgs フラグを保管する配列
2210 * Obtain the "flags" for the player as if he was an item
2212 * xtra1.c周りと多重実装になっているのを何とかする
2214 static void player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2216 for (int i = 0; i < TR_FLAG_SIZE; i++)
2219 switch (creature_ptr->pclass)
2222 if (creature_ptr->lev > 44)
2223 add_flag(flgs, TR_REGEN);
2225 if (creature_ptr->lev > 29)
2226 add_flag(flgs, TR_RES_FEAR);
2229 if (creature_ptr->lev > 39)
2230 add_flag(flgs, TR_RES_FEAR);
2232 case CLASS_CHAOS_WARRIOR:
2233 if (creature_ptr->lev > 29)
2234 add_flag(flgs, TR_RES_CHAOS);
2235 if (creature_ptr->lev > 39)
2236 add_flag(flgs, TR_RES_FEAR);
2239 case CLASS_FORCETRAINER:
2240 if ((creature_ptr->lev > 9) && !heavy_armor(creature_ptr))
2241 add_flag(flgs, TR_SPEED);
2242 if ((creature_ptr->lev > 24) && !heavy_armor(creature_ptr))
2243 add_flag(flgs, TR_FREE_ACT);
2246 if (heavy_armor(creature_ptr))
2247 add_flag(flgs, TR_SPEED);
2250 if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
2251 (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
2252 add_flag(flgs, TR_SPEED);
2253 if (creature_ptr->lev > 24)
2254 add_flag(flgs, TR_FREE_ACT);
2256 add_flag(flgs, TR_SLOW_DIGEST);
2257 add_flag(flgs, TR_RES_FEAR);
2258 if (creature_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2259 if (creature_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2260 if (creature_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2262 case CLASS_MINDCRAFTER:
2263 if (creature_ptr->lev > 9)
2264 add_flag(flgs, TR_RES_FEAR);
2265 if (creature_ptr->lev > 19)
2266 add_flag(flgs, TR_SUST_WIS);
2267 if (creature_ptr->lev > 29)
2268 add_flag(flgs, TR_RES_CONF);
2269 if (creature_ptr->lev > 39)
2270 add_flag(flgs, TR_TELEPATHY);
2273 add_flag(flgs, TR_RES_SOUND);
2275 case CLASS_BERSERKER:
2276 add_flag(flgs, TR_SUST_STR);
2277 add_flag(flgs, TR_SUST_DEX);
2278 add_flag(flgs, TR_SUST_CON);
2279 add_flag(flgs, TR_REGEN);
2280 add_flag(flgs, TR_FREE_ACT);
2281 add_flag(flgs, TR_SPEED);
2282 if (creature_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2284 case CLASS_MIRROR_MASTER:
2285 if (creature_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2288 break; /* Do nothing */
2292 if (creature_ptr->mimic_form)
2294 switch (creature_ptr->mimic_form)
2297 add_flag(flgs, TR_HOLD_EXP);
2298 add_flag(flgs, TR_RES_CHAOS);
2299 add_flag(flgs, TR_RES_NETHER);
2300 add_flag(flgs, TR_RES_FIRE);
2301 add_flag(flgs, TR_SEE_INVIS);
2302 add_flag(flgs, TR_SPEED);
2304 case MIMIC_DEMON_LORD:
2305 add_flag(flgs, TR_HOLD_EXP);
2306 add_flag(flgs, TR_RES_CHAOS);
2307 add_flag(flgs, TR_RES_NETHER);
2308 add_flag(flgs, TR_RES_FIRE);
2309 add_flag(flgs, TR_RES_COLD);
2310 add_flag(flgs, TR_RES_ELEC);
2311 add_flag(flgs, TR_RES_ACID);
2312 add_flag(flgs, TR_RES_POIS);
2313 add_flag(flgs, TR_RES_CONF);
2314 add_flag(flgs, TR_RES_DISEN);
2315 add_flag(flgs, TR_RES_NEXUS);
2316 add_flag(flgs, TR_RES_FEAR);
2317 add_flag(flgs, TR_IM_FIRE);
2318 add_flag(flgs, TR_SH_FIRE);
2319 add_flag(flgs, TR_SEE_INVIS);
2320 add_flag(flgs, TR_TELEPATHY);
2321 add_flag(flgs, TR_LEVITATION);
2322 add_flag(flgs, TR_SPEED);
2325 add_flag(flgs, TR_HOLD_EXP);
2326 add_flag(flgs, TR_RES_DARK);
2327 add_flag(flgs, TR_RES_NETHER);
2328 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2329 add_flag(flgs, TR_RES_POIS);
2330 add_flag(flgs, TR_RES_COLD);
2331 add_flag(flgs, TR_SEE_INVIS);
2332 add_flag(flgs, TR_SPEED);
2338 switch (creature_ptr->prace)
2341 add_flag(flgs, TR_RES_LITE);
2344 add_flag(flgs, TR_HOLD_EXP);
2347 add_flag(flgs, TR_FREE_ACT);
2350 add_flag(flgs, TR_RES_BLIND);
2353 add_flag(flgs, TR_RES_DARK);
2355 case RACE_HALF_TROLL:
2356 add_flag(flgs, TR_SUST_STR);
2357 if (creature_ptr->lev > 14)
2359 add_flag(flgs, TR_REGEN);
2360 if ((creature_ptr->pclass == CLASS_WARRIOR) || (creature_ptr->pclass == CLASS_BERSERKER))
2362 add_flag(flgs, TR_SLOW_DIGEST);
2364 * Let's not make Regeneration a disadvantage
2365 * for the poor warriors who can never learn
2366 * a spell that satisfies hunger (actually
2367 * neither can rogues, but half-trolls are not
2368 * supposed to play rogues)
2375 add_flag(flgs, TR_SUST_CON);
2376 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2379 add_flag(flgs, TR_RES_LITE);
2380 add_flag(flgs, TR_SEE_INVIS);
2382 case RACE_BARBARIAN:
2383 add_flag(flgs, TR_RES_FEAR);
2385 case RACE_HALF_OGRE:
2386 add_flag(flgs, TR_SUST_STR);
2387 add_flag(flgs, TR_RES_DARK);
2389 case RACE_HALF_GIANT:
2390 add_flag(flgs, TR_RES_SHARDS);
2391 add_flag(flgs, TR_SUST_STR);
2393 case RACE_HALF_TITAN:
2394 add_flag(flgs, TR_RES_CHAOS);
2397 add_flag(flgs, TR_RES_SOUND);
2400 add_flag(flgs, TR_RES_ACID);
2401 if (creature_ptr->lev > 19)
2402 add_flag(flgs, TR_IM_ACID);
2405 add_flag(flgs, TR_RES_CONF);
2406 add_flag(flgs, TR_RES_ACID);
2407 if (creature_ptr->lev > 9)
2408 add_flag(flgs, TR_SPEED);
2411 add_flag(flgs, TR_RES_POIS);
2414 add_flag(flgs, TR_RES_DISEN);
2415 add_flag(flgs, TR_RES_DARK);
2418 add_flag(flgs, TR_RES_DARK);
2419 if (creature_ptr->lev > 19)
2420 add_flag(flgs, TR_SEE_INVIS);
2422 case RACE_DRACONIAN:
2423 add_flag(flgs, TR_LEVITATION);
2424 if (creature_ptr->lev > 4)
2425 add_flag(flgs, TR_RES_FIRE);
2426 if (creature_ptr->lev > 9)
2427 add_flag(flgs, TR_RES_COLD);
2428 if (creature_ptr->lev > 14)
2429 add_flag(flgs, TR_RES_ACID);
2430 if (creature_ptr->lev > 19)
2431 add_flag(flgs, TR_RES_ELEC);
2432 if (creature_ptr->lev > 34)
2433 add_flag(flgs, TR_RES_POIS);
2435 case RACE_MIND_FLAYER:
2436 add_flag(flgs, TR_SUST_INT);
2437 add_flag(flgs, TR_SUST_WIS);
2438 if (creature_ptr->lev > 14)
2439 add_flag(flgs, TR_SEE_INVIS);
2440 if (creature_ptr->lev > 29)
2441 add_flag(flgs, TR_TELEPATHY);
2444 add_flag(flgs, TR_RES_FIRE);
2445 if (creature_ptr->lev > 9)
2446 add_flag(flgs, TR_SEE_INVIS);
2449 add_flag(flgs, TR_SEE_INVIS);
2450 add_flag(flgs, TR_FREE_ACT);
2451 add_flag(flgs, TR_RES_POIS);
2452 add_flag(flgs, TR_SLOW_DIGEST);
2453 if (creature_ptr->lev > 34)
2454 add_flag(flgs, TR_HOLD_EXP);
2457 add_flag(flgs, TR_SEE_INVIS);
2458 add_flag(flgs, TR_RES_SHARDS);
2459 add_flag(flgs, TR_HOLD_EXP);
2460 add_flag(flgs, TR_RES_POIS);
2461 if (creature_ptr->lev > 9)
2462 add_flag(flgs, TR_RES_COLD);
2465 add_flag(flgs, TR_SEE_INVIS);
2466 add_flag(flgs, TR_HOLD_EXP);
2467 add_flag(flgs, TR_RES_NETHER);
2468 add_flag(flgs, TR_RES_POIS);
2469 add_flag(flgs, TR_SLOW_DIGEST);
2470 if (creature_ptr->lev > 4)
2471 add_flag(flgs, TR_RES_COLD);
2474 add_flag(flgs, TR_HOLD_EXP);
2475 add_flag(flgs, TR_RES_DARK);
2476 add_flag(flgs, TR_RES_NETHER);
2477 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2478 add_flag(flgs, TR_RES_POIS);
2479 add_flag(flgs, TR_RES_COLD);
2482 add_flag(flgs, TR_LEVITATION);
2483 add_flag(flgs, TR_FREE_ACT);
2484 add_flag(flgs, TR_RES_COLD);
2485 add_flag(flgs, TR_SEE_INVIS);
2486 add_flag(flgs, TR_HOLD_EXP);
2487 add_flag(flgs, TR_RES_NETHER);
2488 add_flag(flgs, TR_RES_POIS);
2489 add_flag(flgs, TR_SLOW_DIGEST);
2491 if (creature_ptr->lev > 34)
2492 add_flag(flgs, TR_TELEPATHY);
2495 add_flag(flgs, TR_RES_LITE);
2496 add_flag(flgs, TR_LEVITATION);
2497 if (creature_ptr->lev > 9)
2498 add_flag(flgs, TR_SPEED);
2501 add_flag(flgs, TR_RES_SOUND);
2502 add_flag(flgs, TR_RES_CONF);
2505 add_flag(flgs, TR_LEVITATION);
2506 add_flag(flgs, TR_SEE_INVIS);
2509 add_flag(flgs, TR_RES_FIRE);
2510 add_flag(flgs, TR_RES_NETHER);
2511 add_flag(flgs, TR_HOLD_EXP);
2512 if (creature_ptr->lev > 9)
2513 add_flag(flgs, TR_SEE_INVIS);
2516 add_flag(flgs, TR_SUST_CON);
2519 add_flag(flgs, TR_LEVITATION);
2522 add_flag(flgs, TR_RES_CONF);
2525 add_flag(flgs, TR_FREE_ACT);
2526 add_flag(flgs, TR_RES_POIS);
2527 add_flag(flgs, TR_SLOW_DIGEST);
2528 add_flag(flgs, TR_HOLD_EXP);
2536 if (creature_ptr->muta3)
2538 if (creature_ptr->muta3 & MUT3_FLESH_ROT)
2540 remove_flag(flgs, TR_REGEN);
2543 if ((creature_ptr->muta3 & MUT3_XTRA_FAT) ||
2544 (creature_ptr->muta3 & MUT3_XTRA_LEGS) ||
2545 (creature_ptr->muta3 & MUT3_SHORT_LEG))
2547 add_flag(flgs, TR_SPEED);
2550 if (creature_ptr->muta3 & MUT3_ELEC_TOUC)
2552 add_flag(flgs, TR_SH_ELEC);
2555 if (creature_ptr->muta3 & MUT3_FIRE_BODY)
2557 add_flag(flgs, TR_SH_FIRE);
2558 add_flag(flgs, TR_LITE_1);
2561 if (creature_ptr->muta3 & MUT3_WINGS)
2563 add_flag(flgs, TR_LEVITATION);
2566 if (creature_ptr->muta3 & MUT3_FEARLESS)
2568 add_flag(flgs, TR_RES_FEAR);
2571 if (creature_ptr->muta3 & MUT3_REGEN)
2573 add_flag(flgs, TR_REGEN);
2576 if (creature_ptr->muta3 & MUT3_ESP)
2578 add_flag(flgs, TR_TELEPATHY);
2581 if (creature_ptr->muta3 & MUT3_MOTION)
2583 add_flag(flgs, TR_FREE_ACT);
2587 if (creature_ptr->pseikaku == SEIKAKU_SEXY)
2588 add_flag(flgs, TR_AGGRAVATE);
2589 if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2590 add_flag(flgs, TR_RES_CONF);
2591 if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2593 add_flag(flgs, TR_RES_BLIND);
2594 add_flag(flgs, TR_RES_CONF);
2595 add_flag(flgs, TR_HOLD_EXP);
2596 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2597 if (creature_ptr->lev > 9)
2598 add_flag(flgs, TR_SPEED);
2601 if (creature_ptr->special_defense & KATA_FUUJIN)
2602 add_flag(flgs, TR_REFLECT);
2604 if (creature_ptr->special_defense & KAMAE_GENBU)
2605 add_flag(flgs, TR_REFLECT);
2607 if (creature_ptr->special_defense & KAMAE_SUZAKU)
2608 add_flag(flgs, TR_LEVITATION);
2610 if (creature_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);
2623 if (creature_ptr->special_defense & KATA_MUSOU)
2625 add_flag(flgs, TR_RES_FEAR);
2626 add_flag(flgs, TR_RES_LITE);
2627 add_flag(flgs, TR_RES_DARK);
2628 add_flag(flgs, TR_RES_BLIND);
2629 add_flag(flgs, TR_RES_CONF);
2630 add_flag(flgs, TR_RES_SOUND);
2631 add_flag(flgs, TR_RES_SHARDS);
2632 add_flag(flgs, TR_RES_NETHER);
2633 add_flag(flgs, TR_RES_NEXUS);
2634 add_flag(flgs, TR_RES_CHAOS);
2635 add_flag(flgs, TR_RES_DISEN);
2636 add_flag(flgs, TR_REFLECT);
2637 add_flag(flgs, TR_HOLD_EXP);
2638 add_flag(flgs, TR_FREE_ACT);
2639 add_flag(flgs, TR_SH_FIRE);
2640 add_flag(flgs, TR_SH_ELEC);
2641 add_flag(flgs, TR_SH_COLD);
2642 add_flag(flgs, TR_LEVITATION);
2643 add_flag(flgs, TR_LITE_1);
2644 add_flag(flgs, TR_SEE_INVIS);
2645 add_flag(flgs, TR_TELEPATHY);
2646 add_flag(flgs, TR_SLOW_DIGEST);
2647 add_flag(flgs, TR_REGEN);
2648 add_flag(flgs, TR_SUST_STR);
2649 add_flag(flgs, TR_SUST_INT);
2650 add_flag(flgs, TR_SUST_WIS);
2651 add_flag(flgs, TR_SUST_DEX);
2652 add_flag(flgs, TR_SUST_CON);
2653 add_flag(flgs, TR_SUST_CHR);
2659 * @brief プレイヤーの一時的魔法効果による耐性を返す
2660 * Prints ratings on certain abilities
2661 * @param creature_ptr プレーヤーへの参照ポインタ
2662 * @param flgs フラグを保管する配列
2665 * xtra1.c周りと多重実装になっているのを何とかする
2667 static void tim_player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2669 for (int i = 0; i < TR_FLAG_SIZE; i++)
2672 if (IS_HERO(creature_ptr) || creature_ptr->shero)
2673 add_flag(flgs, TR_RES_FEAR);
2674 if (creature_ptr->tim_invis)
2675 add_flag(flgs, TR_SEE_INVIS);
2676 if (creature_ptr->tim_regen)
2677 add_flag(flgs, TR_REGEN);
2678 if (is_time_limit_esp(creature_ptr))
2679 add_flag(flgs, TR_TELEPATHY);
2680 if (IS_FAST(creature_ptr) || creature_ptr->slow)
2681 add_flag(flgs, TR_SPEED);
2683 if (is_oppose_acid(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_ACID) && !(PRACE_IS_(creature_ptr, RACE_YEEK) && (creature_ptr->lev > 19)))
2684 add_flag(flgs, TR_RES_ACID);
2685 if (is_oppose_elec(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_ELEC))
2686 add_flag(flgs, TR_RES_ELEC);
2687 if (is_oppose_fire(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_FIRE))
2688 add_flag(flgs, TR_RES_FIRE);
2689 if (is_oppose_cold(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_COLD))
2690 add_flag(flgs, TR_RES_COLD);
2691 if (is_oppose_pois(creature_ptr))
2692 add_flag(flgs, TR_RES_POIS);
2694 if (creature_ptr->special_attack & ATTACK_ACID)
2695 add_flag(flgs, TR_BRAND_ACID);
2696 if (creature_ptr->special_attack & ATTACK_ELEC)
2697 add_flag(flgs, TR_BRAND_ELEC);
2698 if (creature_ptr->special_attack & ATTACK_FIRE)
2699 add_flag(flgs, TR_BRAND_FIRE);
2700 if (creature_ptr->special_attack & ATTACK_COLD)
2701 add_flag(flgs, TR_BRAND_COLD);
2702 if (creature_ptr->special_attack & ATTACK_POIS)
2703 add_flag(flgs, TR_BRAND_POIS);
2704 if (creature_ptr->special_defense & DEFENSE_ACID)
2705 add_flag(flgs, TR_IM_ACID);
2706 if (creature_ptr->special_defense & DEFENSE_ELEC)
2707 add_flag(flgs, TR_IM_ELEC);
2708 if (creature_ptr->special_defense & DEFENSE_FIRE)
2709 add_flag(flgs, TR_IM_FIRE);
2710 if (creature_ptr->special_defense & DEFENSE_COLD)
2711 add_flag(flgs, TR_IM_COLD);
2712 if (creature_ptr->wraith_form)
2713 add_flag(flgs, TR_REFLECT);
2715 if (creature_ptr->tim_reflect)
2716 add_flag(flgs, TR_REFLECT);
2718 if (creature_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);
2727 if (creature_ptr->tim_res_nether) add_flag(flgs, TR_RES_NETHER);
2729 if (creature_ptr->tim_sh_fire) add_flag(flgs, TR_SH_FIRE);
2731 if (creature_ptr->ult_res)
2733 add_flag(flgs, TR_RES_FEAR);
2734 add_flag(flgs, TR_RES_LITE);
2735 add_flag(flgs, TR_RES_DARK);
2736 add_flag(flgs, TR_RES_BLIND);
2737 add_flag(flgs, TR_RES_CONF);
2738 add_flag(flgs, TR_RES_SOUND);
2739 add_flag(flgs, TR_RES_SHARDS);
2740 add_flag(flgs, TR_RES_NETHER);
2741 add_flag(flgs, TR_RES_NEXUS);
2742 add_flag(flgs, TR_RES_CHAOS);
2743 add_flag(flgs, TR_RES_DISEN);
2744 add_flag(flgs, TR_REFLECT);
2745 add_flag(flgs, TR_HOLD_EXP);
2746 add_flag(flgs, TR_FREE_ACT);
2747 add_flag(flgs, TR_SH_FIRE);
2748 add_flag(flgs, TR_SH_ELEC);
2749 add_flag(flgs, TR_SH_COLD);
2750 add_flag(flgs, TR_LEVITATION);
2751 add_flag(flgs, TR_LITE_1);
2752 add_flag(flgs, TR_SEE_INVIS);
2753 add_flag(flgs, TR_TELEPATHY);
2754 add_flag(flgs, TR_SLOW_DIGEST);
2755 add_flag(flgs, TR_REGEN);
2756 add_flag(flgs, TR_SUST_STR);
2757 add_flag(flgs, TR_SUST_INT);
2758 add_flag(flgs, TR_SUST_WIS);
2759 add_flag(flgs, TR_SUST_DEX);
2760 add_flag(flgs, TR_SUST_CON);
2761 add_flag(flgs, TR_SUST_CHR);
2764 if (creature_ptr->realm1 != REALM_HEX) return;
2766 if (hex_spelling(creature_ptr, HEX_DEMON_AURA))
2768 add_flag(flgs, TR_SH_FIRE);
2769 add_flag(flgs, TR_REGEN);
2772 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2773 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2778 * @brief プレイヤーの装備一覧をシンボルで並べる
2780 * @param creature_ptr プレーヤーへの参照ポインタ
2781 * @param y 表示するコンソールの行
2782 * @param x 表示するコンソールの列
2786 void display_player_equippy(player_type *creature_ptr, TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2788 /* Weapon flags need only two column */
2789 int max_i = (mode & DP_WP) ? INVEN_LARM + 1 : INVEN_TOTAL;
2791 /* Dump equippy chars */
2792 for (int i = INVEN_RARM; i < max_i; i++)
2795 o_ptr = &creature_ptr->inventory_list[i];
2797 TERM_COLOR a = object_attr(o_ptr);
2798 char c = object_char(o_ptr);
2800 /* Clear the part of the screen */
2801 if (!equippy_chars || !o_ptr->k_idx)
2808 Term_putch(x + i - INVEN_RARM, y, a, c);
2814 * @brief プレイヤーの装備による免疫フラグを返す
2815 * @param creature_ptr プレーヤーへの参照ポインタ
2816 * @param flgs フラグを保管する配列
2819 * xtra1.c周りと多重実装になっているのを何とかする
2821 static void known_obj_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2823 for (int i = 0; i < TR_FLAG_SIZE; i++)
2826 /* Check equipment */
2827 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
2829 u32b o_flgs[TR_FLAG_SIZE];
2834 o_ptr = &creature_ptr->inventory_list[i];
2836 if (!o_ptr->k_idx) continue;
2839 object_flags_known(o_ptr, o_flgs);
2841 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2842 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2843 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2844 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2849 * @brief プレイヤーの種族による免疫フラグを返す
2850 * @param creature_ptr プレーヤーへの参照ポインタ
2851 * @param flgs フラグを保管する配列
2854 * xtra1.c周りと多重実装になっているのを何とかする
2856 static void player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2858 for (int i = 0; i < TR_FLAG_SIZE; i++)
2861 if (PRACE_IS_(creature_ptr, RACE_SPECTRE))
2862 add_flag(flgs, TR_RES_NETHER);
2863 if (creature_ptr->mimic_form == MIMIC_VAMPIRE || PRACE_IS_(creature_ptr, RACE_VAMPIRE))
2864 add_flag(flgs, TR_RES_DARK);
2865 if (creature_ptr->mimic_form == MIMIC_DEMON_LORD)
2866 add_flag(flgs, TR_RES_FIRE);
2867 else if (PRACE_IS_(creature_ptr, RACE_YEEK) && creature_ptr->lev > 19)
2868 add_flag(flgs, TR_RES_ACID);
2872 * @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
2873 * @param creature_ptr プレーヤーへの参照ポインタ
2874 * @param flgs フラグを保管する配列
2877 * xtra1.c周りと多重実装になっているのを何とかする
2879 static void tim_player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2881 for (int i = 0; i < TR_FLAG_SIZE; i++)
2884 if (creature_ptr->special_defense & DEFENSE_ACID)
2885 add_flag(flgs, TR_RES_ACID);
2886 if (creature_ptr->special_defense & DEFENSE_ELEC)
2887 add_flag(flgs, TR_RES_ELEC);
2888 if (creature_ptr->special_defense & DEFENSE_FIRE)
2889 add_flag(flgs, TR_RES_FIRE);
2890 if (creature_ptr->special_defense & DEFENSE_COLD)
2891 add_flag(flgs, TR_RES_COLD);
2892 if (creature_ptr->wraith_form)
2893 add_flag(flgs, TR_RES_DARK);
2897 * @brief プレイヤーの種族による弱点フラグを返す
2898 * @param creature_ptr プレーヤーへの参照ポインタ
2899 * @param flgs フラグを保管する配列
2902 * xtra1.c周りと多重実装になっているのを何とかする
2904 static void player_vuln_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2906 for (int i = 0; i < TR_FLAG_SIZE; i++)
2909 if ((creature_ptr->muta3 & MUT3_VULN_ELEM) || (creature_ptr->special_defense & KATA_KOUKIJIN))
2911 add_flag(flgs, TR_RES_ACID);
2912 add_flag(flgs, TR_RES_ELEC);
2913 add_flag(flgs, TR_RES_FIRE);
2914 add_flag(flgs, TR_RES_COLD);
2916 if (PRACE_IS_(creature_ptr, RACE_ANDROID))
2917 add_flag(flgs, TR_RES_ELEC);
2918 if (PRACE_IS_(creature_ptr, RACE_ENT))
2919 add_flag(flgs, TR_RES_FIRE);
2920 if (PRACE_IS_(creature_ptr, RACE_VAMPIRE) || PRACE_IS_(creature_ptr, RACE_S_FAIRY) ||
2921 (creature_ptr->mimic_form == MIMIC_VAMPIRE))
2922 add_flag(flgs, TR_RES_LITE);
2927 * A struct for storing misc. flags
2930 BIT_FLAGS player_flags[TR_FLAG_SIZE];
2931 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
2932 BIT_FLAGS player_imm[TR_FLAG_SIZE];
2933 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
2934 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
2935 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
2940 * @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 /
2941 * Helper function, see below
2942 * @param creature_ptr プレーヤーへの参照ポインタ
2943 * @param row コンソール表示位置の左上行
2944 * @param col コンソール表示位置の左上列
2945 * @param header コンソール上で表示する特性名
2946 * @param flag1 参照する特性ID
2947 * @param f プレイヤーの特性情報構造体
2948 * @param mode 表示オプション
2951 static void display_flag_aux(player_type *creature_ptr, TERM_LEN row, TERM_LEN col, concptr header, int flag1, all_player_flags *f, u16b mode)
2953 byte header_color = TERM_L_DARK;
2954 int header_col = col;
2957 if (have_flag(f->player_vuln, flag1) &&
2958 !(have_flag(f->known_obj_imm, flag1) ||
2959 have_flag(f->player_imm, flag1) ||
2960 have_flag(f->tim_player_imm, flag1)))
2964 col += strlen(header) + 1;
2966 /* Weapon flags need only two column */
2967 int max_i = (mode & DP_WP) ? INVEN_LARM + 1 : INVEN_TOTAL;
2969 /* Check equipment */
2970 for (int i = INVEN_RARM; i < max_i; i++)
2972 BIT_FLAGS flgs[TR_FLAG_SIZE];
2976 o_ptr = &creature_ptr->inventory_list[i];
2979 object_flags_known(o_ptr, flgs);
2982 if (!(mode & DP_IMM))
2983 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
2986 if (mode & DP_CURSE)
2988 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
2990 c_put_str(TERM_L_DARK, "+", row, col);
2991 header_color = TERM_WHITE;
2994 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
2996 c_put_str(TERM_WHITE, "+", row, col);
2997 header_color = TERM_WHITE;
3000 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3002 c_put_str(TERM_WHITE, "*", row, col);
3003 header_color = TERM_WHITE;
3010 if (flag1 == TR_LITE_1)
3012 if (HAVE_DARK_FLAG(flgs))
3014 c_put_str(TERM_L_DARK, "+", row, col);
3015 header_color = TERM_WHITE;
3017 else if (HAVE_LITE_FLAG(flgs))
3019 c_put_str(TERM_WHITE, "+", row, col);
3020 header_color = TERM_WHITE;
3027 if (have_flag(flgs, flag1))
3029 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3030 (mode & DP_IMM) ? "*" : "+", row, col);
3031 header_color = TERM_WHITE;
3037 /* Assume that player flag is already written */
3040 if (header_color != TERM_L_DARK)
3042 /* Overwrite Header Color */
3043 c_put_str(header_color, header, row, header_col);
3050 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3053 if (have_flag(f->player_flags, flag1))
3055 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3056 header_color = TERM_WHITE;
3059 /* Timed player flags */
3060 if (have_flag(f->tim_player_flags, flag1))
3062 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3063 header_color = TERM_WHITE;
3067 if (have_flag(f->tim_player_imm, flag1))
3069 c_put_str(TERM_YELLOW, "*", row, col);
3070 header_color = TERM_WHITE;
3072 if (have_flag(f->player_imm, flag1))
3074 c_put_str(TERM_WHITE, "*", row, col);
3075 header_color = TERM_WHITE;
3079 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3082 c_put_str(header_color, header, row, header_col);
3087 * @brief プレイヤーの特性フラグ一覧表示1 /
3088 * @param creature_ptr プレーヤーへの参照ポインタ
3089 * Special display, part 1
3092 static void display_player_flag_info(player_type *creature_ptr)
3094 /* Extract flags and store */
3096 player_flags(creature_ptr, f.player_flags);
3097 tim_player_flags(creature_ptr, f.tim_player_flags);
3098 player_immunity(creature_ptr, f.player_imm);
3099 tim_player_immunity(creature_ptr, f.tim_player_imm);
3100 known_obj_immunity(creature_ptr, f.known_obj_imm);
3101 player_vuln_flags(creature_ptr, f.player_vuln);
3106 display_player_equippy(creature_ptr, row - 2, col + 8, 0);
3107 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 8);
3110 display_flag_aux(creature_ptr, row + 0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3111 display_flag_aux(creature_ptr, row + 0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3112 display_flag_aux(creature_ptr, row + 1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3113 display_flag_aux(creature_ptr, row + 1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3114 display_flag_aux(creature_ptr, row + 2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3115 display_flag_aux(creature_ptr, row + 2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3116 display_flag_aux(creature_ptr, row + 3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3117 display_flag_aux(creature_ptr, row + 3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3118 display_flag_aux(creature_ptr, row + 4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3119 display_flag_aux(creature_ptr, row + 5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3120 display_flag_aux(creature_ptr, row + 6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3121 display_flag_aux(creature_ptr, row + 7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3122 display_flag_aux(creature_ptr, row + 8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3123 display_flag_aux(creature_ptr, row + 9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3125 display_flag_aux(creature_ptr, row + 0, col, "Acid :", TR_RES_ACID, &f, 0);
3126 display_flag_aux(creature_ptr, row + 0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3127 display_flag_aux(creature_ptr, row + 1, col, "Elec :", TR_RES_ELEC, &f, 0);
3128 display_flag_aux(creature_ptr, row + 1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3129 display_flag_aux(creature_ptr, row + 2, col, "Fire :", TR_RES_FIRE, &f, 0);
3130 display_flag_aux(creature_ptr, row + 2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3131 display_flag_aux(creature_ptr, row + 3, col, "Cold :", TR_RES_COLD, &f, 0);
3132 display_flag_aux(creature_ptr, row + 3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3133 display_flag_aux(creature_ptr, row + 4, col, "Poison:", TR_RES_POIS, &f, 0);
3134 display_flag_aux(creature_ptr, row + 5, col, "Light :", TR_RES_LITE, &f, 0);
3135 display_flag_aux(creature_ptr, row + 6, col, "Dark :", TR_RES_DARK, &f, 0);
3136 display_flag_aux(creature_ptr, row + 7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3137 display_flag_aux(creature_ptr, row + 8, col, "Blind :", TR_RES_BLIND, &f, 0);
3138 display_flag_aux(creature_ptr, row + 9, col, "Conf :", TR_RES_CONF, &f, 0);
3144 display_player_equippy(creature_ptr, row - 2, col + 8, 0);
3145 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 8);
3148 display_flag_aux(creature_ptr, row + 0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3149 display_flag_aux(creature_ptr, row + 1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3150 display_flag_aux(creature_ptr, row + 2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3151 display_flag_aux(creature_ptr, row + 3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3152 display_flag_aux(creature_ptr, row + 4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3153 display_flag_aux(creature_ptr, row + 5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3154 display_flag_aux(creature_ptr, row + 6, col, "反射 :", TR_REFLECT, &f, 0);
3155 display_flag_aux(creature_ptr, row + 7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3156 display_flag_aux(creature_ptr, row + 8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3157 display_flag_aux(creature_ptr, row + 9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3159 display_flag_aux(creature_ptr, row + 0, col, "Sound :", TR_RES_SOUND, &f, 0);
3160 display_flag_aux(creature_ptr, row + 1, col, "Nether:", TR_RES_NETHER, &f, 0);
3161 display_flag_aux(creature_ptr, row + 2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3162 display_flag_aux(creature_ptr, row + 3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3163 display_flag_aux(creature_ptr, row + 4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3164 display_flag_aux(creature_ptr, row + 5, col, "Fear :", TR_RES_FEAR, &f, 0);
3165 display_flag_aux(creature_ptr, row + 6, col, "Reflct:", TR_REFLECT, &f, 0);
3166 display_flag_aux(creature_ptr, row + 7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3167 display_flag_aux(creature_ptr, row + 8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3168 display_flag_aux(creature_ptr, row + 9, col, "AuCold:", TR_SH_COLD, &f, 0);
3174 display_player_equippy(creature_ptr, row - 2, col + 12, 0);
3175 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 12);
3178 display_flag_aux(creature_ptr, row + 0, col, "加速 :", TR_SPEED, &f, 0);
3179 display_flag_aux(creature_ptr, row + 1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3180 display_flag_aux(creature_ptr, row + 2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3181 display_flag_aux(creature_ptr, row + 3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3182 display_flag_aux(creature_ptr, row + 4, col, "警告 :", TR_WARNING, &f, 0);
3183 display_flag_aux(creature_ptr, row + 5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3184 display_flag_aux(creature_ptr, row + 6, col, "急回復 :", TR_REGEN, &f, 0);
3185 display_flag_aux(creature_ptr, row + 7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3186 display_flag_aux(creature_ptr, row + 8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3187 display_flag_aux(creature_ptr, row + 9, col, "呪い :", 0, &f, DP_CURSE);
3189 display_flag_aux(creature_ptr, row + 0, col, "Speed :", TR_SPEED, &f, 0);
3190 display_flag_aux(creature_ptr, row + 1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3191 display_flag_aux(creature_ptr, row + 2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3192 display_flag_aux(creature_ptr, row + 3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3193 display_flag_aux(creature_ptr, row + 4, col, "Warning :", TR_WARNING, &f, 0);
3194 display_flag_aux(creature_ptr, row + 5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3195 display_flag_aux(creature_ptr, row + 6, col, "Regene. :", TR_REGEN, &f, 0);
3196 display_flag_aux(creature_ptr, row + 7, col, "Levitation:", TR_LEVITATION, &f, 0);
3197 display_flag_aux(creature_ptr, row + 8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3198 display_flag_aux(creature_ptr, row + 9, col, "Cursed :", 0, &f, DP_CURSE);
3204 * @brief プレイヤーの特性フラグ一覧表示2 /
3205 * @param creature_ptr プレーヤーへの参照ポインタ
3206 * Special display, part 2
3209 static void display_player_other_flag_info(player_type *creature_ptr)
3211 /* Extract flags and store */
3213 player_flags(creature_ptr, f.player_flags);
3214 tim_player_flags(creature_ptr, f.tim_player_flags);
3215 player_immunity(creature_ptr, f.player_imm);
3216 tim_player_immunity(creature_ptr, f.tim_player_imm);
3217 known_obj_immunity(creature_ptr, f.known_obj_imm);
3218 player_vuln_flags(creature_ptr, f.player_vuln);
3223 display_player_equippy(creature_ptr, row - 2, col + 12, DP_WP);
3224 c_put_str(TERM_WHITE, "ab@", row - 1, col + 12);
3227 display_flag_aux(creature_ptr, row + 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3228 display_flag_aux(creature_ptr, row + 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP | DP_IMM));
3229 display_flag_aux(creature_ptr, row + 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3230 display_flag_aux(creature_ptr, row + 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP | DP_IMM));
3231 display_flag_aux(creature_ptr, row + 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3232 display_flag_aux(creature_ptr, row + 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP | DP_IMM));
3233 display_flag_aux(creature_ptr, row + 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3234 display_flag_aux(creature_ptr, row + 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP | DP_IMM));
3235 display_flag_aux(creature_ptr, row + 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3236 display_flag_aux(creature_ptr, row + 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP | DP_IMM));
3237 display_flag_aux(creature_ptr, row + 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3238 display_flag_aux(creature_ptr, row + 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP | DP_IMM));
3239 display_flag_aux(creature_ptr, row + 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3240 display_flag_aux(creature_ptr, row + 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP | DP_IMM));
3241 display_flag_aux(creature_ptr, row + 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3242 display_flag_aux(creature_ptr, row + 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP | DP_IMM));
3243 display_flag_aux(creature_ptr, row + 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3244 display_flag_aux(creature_ptr, row + 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP | DP_IMM));
3245 display_flag_aux(creature_ptr, row + 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3246 display_flag_aux(creature_ptr, row + 10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3247 display_flag_aux(creature_ptr, row + 11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3248 display_flag_aux(creature_ptr, row + 12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3249 display_flag_aux(creature_ptr, row + 13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3250 display_flag_aux(creature_ptr, row + 14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3251 display_flag_aux(creature_ptr, row + 15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3252 display_flag_aux(creature_ptr, row + 16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3253 display_flag_aux(creature_ptr, row + 17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3254 display_flag_aux(creature_ptr, row + 18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3256 display_flag_aux(creature_ptr, row + 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3257 display_flag_aux(creature_ptr, row + 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP | DP_IMM));
3258 display_flag_aux(creature_ptr, row + 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3259 display_flag_aux(creature_ptr, row + 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP | DP_IMM));
3260 display_flag_aux(creature_ptr, row + 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3261 display_flag_aux(creature_ptr, row + 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP | DP_IMM));
3262 display_flag_aux(creature_ptr, row + 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3263 display_flag_aux(creature_ptr, row + 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP | DP_IMM));
3264 display_flag_aux(creature_ptr, row + 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3265 display_flag_aux(creature_ptr, row + 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP | DP_IMM));
3266 display_flag_aux(creature_ptr, row + 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3267 display_flag_aux(creature_ptr, row + 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP | DP_IMM));
3268 display_flag_aux(creature_ptr, row + 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3269 display_flag_aux(creature_ptr, row + 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP | DP_IMM));
3270 display_flag_aux(creature_ptr, row + 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3271 display_flag_aux(creature_ptr, row + 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP | DP_IMM));
3272 display_flag_aux(creature_ptr, row + 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3273 display_flag_aux(creature_ptr, row + 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP | DP_IMM));
3274 display_flag_aux(creature_ptr, row + 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3275 display_flag_aux(creature_ptr, row + 10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3276 display_flag_aux(creature_ptr, row + 11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3277 display_flag_aux(creature_ptr, row + 12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3278 display_flag_aux(creature_ptr, row + 13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3279 display_flag_aux(creature_ptr, row + 14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3280 display_flag_aux(creature_ptr, row + 15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3281 display_flag_aux(creature_ptr, row + 16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3282 display_flag_aux(creature_ptr, row + 17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3283 display_flag_aux(creature_ptr, row + 18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3289 display_player_equippy(creature_ptr, row - 2, col + 13, 0);
3290 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 13);
3293 display_flag_aux(creature_ptr, row + 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3294 display_flag_aux(creature_ptr, row + 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3295 display_flag_aux(creature_ptr, row + 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3296 display_flag_aux(creature_ptr, row + 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3297 display_flag_aux(creature_ptr, row + 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3298 display_flag_aux(creature_ptr, row + 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3299 display_flag_aux(creature_ptr, row + 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3300 display_flag_aux(creature_ptr, row + 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3301 display_flag_aux(creature_ptr, row + 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3302 display_flag_aux(creature_ptr, row + 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3303 display_flag_aux(creature_ptr, row + 10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3304 display_flag_aux(creature_ptr, row + 11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3305 display_flag_aux(creature_ptr, row + 12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3306 display_flag_aux(creature_ptr, row + 13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3307 display_flag_aux(creature_ptr, row + 14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3308 display_flag_aux(creature_ptr, row + 15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3309 display_flag_aux(creature_ptr, row + 16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3310 display_flag_aux(creature_ptr, row + 17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3311 display_flag_aux(creature_ptr, row + 18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3313 display_flag_aux(creature_ptr, row + 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3314 display_flag_aux(creature_ptr, row + 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3315 display_flag_aux(creature_ptr, row + 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3316 display_flag_aux(creature_ptr, row + 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3317 display_flag_aux(creature_ptr, row + 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3318 display_flag_aux(creature_ptr, row + 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3319 display_flag_aux(creature_ptr, row + 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3320 display_flag_aux(creature_ptr, row + 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3321 display_flag_aux(creature_ptr, row + 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3322 display_flag_aux(creature_ptr, row + 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3323 display_flag_aux(creature_ptr, row + 10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3324 display_flag_aux(creature_ptr, row + 11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3325 display_flag_aux(creature_ptr, row + 12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3326 display_flag_aux(creature_ptr, row + 13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3327 display_flag_aux(creature_ptr, row + 14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3328 display_flag_aux(creature_ptr, row + 15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3329 display_flag_aux(creature_ptr, row + 16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3330 display_flag_aux(creature_ptr, row + 17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3331 display_flag_aux(creature_ptr, row + 18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3336 col = col + 12 + 17;
3337 display_player_equippy(creature_ptr, row - 2, col + 14, 0);
3338 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 14);
3341 display_flag_aux(creature_ptr, row + 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3342 display_flag_aux(creature_ptr, row + 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3343 display_flag_aux(creature_ptr, row + 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3344 display_flag_aux(creature_ptr, row + 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3345 display_flag_aux(creature_ptr, row + 4, col, "隠密 :", TR_STEALTH, &f, 0);
3346 display_flag_aux(creature_ptr, row + 5, col, "探索 :", TR_SEARCH, &f, 0);
3348 display_flag_aux(creature_ptr, row + 7, col, "乗馬 :", TR_RIDING, &f, 0);
3349 display_flag_aux(creature_ptr, row + 8, col, "投擲 :", TR_THROW, &f, 0);
3350 display_flag_aux(creature_ptr, row + 9, col, "祝福 :", TR_BLESSED, &f, 0);
3351 display_flag_aux(creature_ptr, row + 10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3352 display_flag_aux(creature_ptr, row + 11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3353 display_flag_aux(creature_ptr, row + 12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3355 display_flag_aux(creature_ptr, row + 14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3356 display_flag_aux(creature_ptr, row + 15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3357 display_flag_aux(creature_ptr, row + 16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3358 display_flag_aux(creature_ptr, row + 17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3360 display_flag_aux(creature_ptr, row + 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3361 display_flag_aux(creature_ptr, row + 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3362 display_flag_aux(creature_ptr, row + 2, col, "Add Infra :", TR_INFRA, &f, 0);
3363 display_flag_aux(creature_ptr, row + 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3364 display_flag_aux(creature_ptr, row + 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3365 display_flag_aux(creature_ptr, row + 5, col, "Add Search :", TR_SEARCH, &f, 0);
3367 display_flag_aux(creature_ptr, row + 7, col, "Riding :", TR_RIDING, &f, 0);
3368 display_flag_aux(creature_ptr, row + 8, col, "Throw :", TR_THROW, &f, 0);
3369 display_flag_aux(creature_ptr, row + 9, col, "Blessed :", TR_BLESSED, &f, 0);
3370 display_flag_aux(creature_ptr, row + 10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3371 display_flag_aux(creature_ptr, row + 11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3372 display_flag_aux(creature_ptr, row + 12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3374 display_flag_aux(creature_ptr, row + 14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3375 display_flag_aux(creature_ptr, row + 15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3376 display_flag_aux(creature_ptr, row + 16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3377 display_flag_aux(creature_ptr, row + 17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3384 * @brief プレイヤーの特性フラグ一覧表示2a /
3385 * @param creature_ptr プレーヤーへの参照ポインタ
3386 * Special display, part 2a
3389 static void display_player_misc_info(player_type *creature_ptr)
3391 /* Display basics */
3393 put_str("名前 :", 1, 26);
3394 put_str("性別 :", 3, 1);
3395 put_str("種族 :", 4, 1);
3396 put_str("職業 :", 5, 1);
3398 put_str("Name :", 1, 26);
3399 put_str("Sex :", 3, 1);
3400 put_str("Race :", 4, 1);
3401 put_str("Class :", 5, 1);
3406 strcpy(tmp, ap_ptr->title);
3408 if (ap_ptr->no == 1)
3413 strcat(tmp, creature_ptr->name);
3415 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3416 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3417 c_put_str(TERM_L_BLUE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3418 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3420 /* Display extras */
3422 put_str("レベル:", 6, 1);
3423 put_str("HP :", 7, 1);
3424 put_str("MP :", 8, 1);
3426 put_str("Level :", 6, 1);
3427 put_str("Hits :", 7, 1);
3428 put_str("Mana :", 8, 1);
3431 (void)sprintf(buf, "%d", (int)creature_ptr->lev);
3432 c_put_str(TERM_L_BLUE, buf, 6, 9);
3433 (void)sprintf(buf, "%d/%d", (int)creature_ptr->chp, (int)creature_ptr->mhp);
3434 c_put_str(TERM_L_BLUE, buf, 7, 9);
3435 (void)sprintf(buf, "%d/%d", (int)creature_ptr->csp, (int)creature_ptr->msp);
3436 c_put_str(TERM_L_BLUE, buf, 8, 9);
3441 * @brief プレイヤーの特性フラグ一覧表示2b /
3442 * Special display, part 2b
3443 * @param creature_ptr プレーヤーへの参照ポインタ
3447 * How to print out the modifications and sustains.
3448 * Positive mods with no sustain will be light green.
3449 * Positive mods with a sustain will be dark green.
3450 * Sustains (with no modification) will be a dark green 's'.
3451 * Negative mods (from a curse) will be red.
3452 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3453 * No mod, no sustain, will be a slate '.'
3456 static void display_player_stat_info(player_type *creature_ptr)
3458 /* Print out the labels for the columns */
3461 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col + 1);
3462 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col + 7);
3463 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col + 13);
3464 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col + 28);
3465 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col + 35);
3467 /* Display the stats */
3469 for (int i = 0; i < A_MAX; i++)
3472 if (creature_ptr->mimic_form) r_adj = mimic_info[creature_ptr->mimic_form].r_adj[i];
3473 else r_adj = rp_ptr->r_adj[i];
3475 /* Calculate equipment adjustment */
3478 /* Icky formula to deal with the 18 barrier */
3479 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] > 18))
3480 e_adj = (creature_ptr->stat_top[i] - creature_ptr->stat_max[i]) / 10;
3481 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] <= 18))
3482 e_adj = creature_ptr->stat_top[i] - creature_ptr->stat_max[i];
3483 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] > 18))
3484 e_adj = (creature_ptr->stat_top[i] - 18) / 10 - creature_ptr->stat_max[i] + 18;
3486 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] <= 18))
3487 e_adj = creature_ptr->stat_top[i] - (creature_ptr->stat_max[i] - 19) / 10 - 19;
3489 if (PRACE_IS_(creature_ptr, RACE_ENT))
3495 if (creature_ptr->lev > 25) r_adj++;
3496 if (creature_ptr->lev > 40) r_adj++;
3497 if (creature_ptr->lev > 45) r_adj++;
3500 if (creature_ptr->lev > 25) r_adj--;
3501 if (creature_ptr->lev > 40) r_adj--;
3502 if (creature_ptr->lev > 45) r_adj--;
3508 e_adj -= cp_ptr->c_adj[i];
3509 e_adj -= ap_ptr->a_adj[i];
3511 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
3512 /* Reduced name of stat */
3513 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i + 1, stat_col + 1);
3515 c_put_str(TERM_WHITE, stat_names[i], row + i + 1, stat_col + 1);
3518 /* Internal "natural" max value. Maxes at 18/100 */
3519 /* This is useful to see if you are maxed out */
3520 cnv_stat(creature_ptr->stat_max[i], buf);
3521 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
3523 c_put_str(TERM_WHITE, "!", row + i + 1, _(stat_col + 6, stat_col + 4));
3526 c_put_str(TERM_BLUE, buf, row + i + 1, stat_col + 13 - strlen(buf));
3528 /* Race, class, and equipment modifiers */
3529 (void)sprintf(buf, "%3d", r_adj);
3530 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 13);
3531 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3532 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 16);
3533 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3534 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 19);
3535 (void)sprintf(buf, "%3d", (int)e_adj);
3536 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 22);
3538 /* Actual maximal modified value */
3539 cnv_stat(creature_ptr->stat_top[i], buf);
3540 c_put_str(TERM_L_GREEN, buf, row + i + 1, stat_col + 26);
3542 /* Only display stat_use if not maximal */
3543 if (creature_ptr->stat_use[i] < creature_ptr->stat_top[i])
3545 cnv_stat(creature_ptr->stat_use[i], buf);
3546 c_put_str(TERM_YELLOW, buf, row + i + 1, stat_col + 33);
3550 /* Header and Footer */
3551 int col = stat_col + 41;
3552 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3553 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3555 /* Process equipment */
3556 BIT_FLAGS flgs[TR_FLAG_SIZE];
3557 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
3560 o_ptr = &creature_ptr->inventory_list[i];
3562 /* Acquire "known" flags */
3563 object_flags_known(o_ptr, flgs);
3565 /* Initialize color based of sign of pval. */
3566 for (int stat = 0; stat < A_MAX; stat++)
3568 byte a = TERM_SLATE;
3572 if (have_flag(flgs, stat))
3578 if (o_ptr->pval > 0)
3584 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3587 if (have_flag(flgs, stat + TR_SUST_STR))
3589 /* Dark green for sustained stats */
3594 if (o_ptr->pval < 0)
3600 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3605 else if (have_flag(flgs, stat + TR_SUST_STR))
3607 /* Dark green "s" */
3612 /* Dump proper character */
3613 Term_putch(col, row + stat + 1, a, c);
3620 player_flags(creature_ptr, flgs);
3623 for (int stat = 0; stat < A_MAX; stat++)
3625 byte a = TERM_SLATE;
3628 if (creature_ptr->muta3 || creature_ptr->tsuyoshi)
3634 if (creature_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3635 if (creature_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3636 if (creature_ptr->tsuyoshi) dummy += 4;
3638 else if (stat == A_WIS || stat == A_INT)
3640 if (creature_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3641 if (creature_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3643 else if (stat == A_DEX)
3645 if (creature_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3646 if (creature_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3647 if (creature_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3649 else if (stat == A_CON)
3651 if (creature_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3652 if (creature_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3653 if (creature_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3654 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3655 if (creature_ptr->tsuyoshi) dummy += 4;
3657 else if (stat == A_CHR)
3659 if (creature_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3660 if (creature_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3661 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3662 if (creature_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3663 if (creature_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3664 if (creature_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3679 if (dummy < 10) c = '0' + dummy;
3689 if (dummy > -10) c = '0' - dummy;
3694 if (have_flag(flgs, stat + TR_SUST_STR))
3696 /* Dark green "s" */
3701 Term_putch(col, row + stat + 1, a, c);
3707 * @brief プレイヤーのステータス表示メイン処理
3708 * Display the character on the screen (various modes)
3709 * @param creature_ptr プレーヤーへの参照ポインタ
3710 * @param mode 表示モードID
3714 * The top one and bottom two lines are left blank.
3715 * Mode 0 = standard display with skills
3716 * Mode 1 = standard display with history
3717 * Mode 2 = summary of various things
3718 * Mode 3 = summary of various things (part 2)
3719 * Mode 4 = mutations
3722 void display_player(player_type *creature_ptr, int mode)
3724 if ((creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3) && display_mutations)
3733 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
3734 display_player_misc_info(creature_ptr);
3735 display_player_stat_info(creature_ptr);
3736 display_player_flag_info(creature_ptr);
3742 display_player_other_flag_info(creature_ptr);
3748 do_cmd_knowledge_mutations(creature_ptr);
3753 if ((mode != 0) && (mode != 1)) return;
3755 /* Name, Sex, Race, Class */
3757 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の" : "", creature_ptr->name);
3759 sprintf(tmp, "%s %s", ap_ptr->title, creature_ptr->name);
3762 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3763 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3764 display_player_one_line(ENTRY_RACE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3765 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3767 if (creature_ptr->realm1)
3769 if (creature_ptr->realm2)
3770 sprintf(tmp, "%s, %s", realm_names[creature_ptr->realm1], realm_names[creature_ptr->realm2]);
3772 strcpy(tmp, realm_names[creature_ptr->realm1]);
3773 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3776 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
3777 display_player_one_line(ENTRY_PATRON, chaos_patrons[creature_ptr->chaos_patron], TERM_L_BLUE);
3779 /* Age, Height, Weight, Social */
3780 /* 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 */
3782 display_player_one_line(ENTRY_AGE, format("%d才", (int)creature_ptr->age), TERM_L_BLUE);
3783 display_player_one_line(ENTRY_HEIGHT, format("%dcm", (int)((creature_ptr->ht * 254) / 100)), TERM_L_BLUE);
3784 display_player_one_line(ENTRY_WEIGHT, format("%dkg", (int)((creature_ptr->wt * 4536) / 10000)), TERM_L_BLUE);
3785 display_player_one_line(ENTRY_SOCIAL, format("%d ", (int)creature_ptr->sc), TERM_L_BLUE);
3787 display_player_one_line(ENTRY_AGE, format("%d", (int)creature_ptr->age), TERM_L_BLUE);
3788 display_player_one_line(ENTRY_HEIGHT, format("%d", (int)creature_ptr->ht), TERM_L_BLUE);
3789 display_player_one_line(ENTRY_WEIGHT, format("%d", (int)creature_ptr->wt), TERM_L_BLUE);
3790 display_player_one_line(ENTRY_SOCIAL, format("%d", (int)creature_ptr->sc), TERM_L_BLUE);
3792 display_player_one_line(ENTRY_ALIGN, format("%s", your_alignment(creature_ptr)), TERM_L_BLUE);
3795 /* Display the stats */
3798 for (i = 0; i < A_MAX; i++)
3800 /* Special treatment of "injured" stats */
3801 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
3805 /* Use lowercase stat name */
3806 put_str(stat_names_reduced[i], 3 + i, 53);
3808 /* Get the current stat */
3809 value = creature_ptr->stat_use[i];
3811 /* Obtain the current stat (modified) */
3812 cnv_stat(value, buf);
3814 /* Display the current stat (modified) */
3815 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3817 /* Acquire the max stat */
3818 value = creature_ptr->stat_top[i];
3820 /* Obtain the maximum stat (modified) */
3821 cnv_stat(value, buf);
3823 /* Display the maximum stat (modified) */
3824 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3827 /* Normal treatment of "normal" stats */
3830 /* Assume uppercase stat name */
3831 put_str(stat_names[i], 3 + i, 53);
3833 /* Obtain the current stat (modified) */
3834 cnv_stat(creature_ptr->stat_use[i], buf);
3836 /* Display the current stat (modified) */
3837 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3840 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
3842 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58 - 2));
3846 /* Display "history" info */
3847 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3850 display_player_middle(creature_ptr);
3851 display_player_various(creature_ptr);
3856 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3858 for (i = 0; i < 4; i++)
3860 put_str(creature_ptr->history[i], i + 12, 10);
3865 if (creature_ptr->is_dead)
3867 if (current_world_ptr->total_winner)
3870 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(creature_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3872 sprintf(statmsg, "...You %s after winning.", streq(creature_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3875 else if (!floor_ptr->dun_level)
3878 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(creature_ptr), creature_ptr->died_from);
3880 sprintf(statmsg, "...You were killed by %s in %s.", creature_ptr->died_from, map_name(creature_ptr));
3883 else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
3885 /* Get the quest text */
3886 /* Bewere that INIT_ASSIGN resets the cur_num. */
3887 init_flags = INIT_NAME_ONLY;
3889 process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
3892 sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[floor_ptr->inside_quest].name, creature_ptr->died_from);
3894 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", creature_ptr->died_from, quest[floor_ptr->inside_quest].name);
3900 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(creature_ptr), (int)floor_ptr->dun_level, creature_ptr->died_from);
3902 sprintf(statmsg, "...You were killed by %s on level %d of %s.", creature_ptr->died_from, floor_ptr->dun_level, map_name(creature_ptr));
3906 else if (current_world_ptr->character_dungeon)
3908 if (!floor_ptr->dun_level)
3910 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name(creature_ptr));
3912 else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
3914 /* Clear the text */
3915 /* Must be done before doing INIT_SHOW_TEXT */
3916 for (i = 0; i < 10; i++)
3918 quest_text[i][0] = '\0';
3920 quest_text_line = 0;
3922 /* Get the quest text */
3923 init_flags = INIT_NAME_ONLY;
3925 process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
3927 sprintf(statmsg, _("…あなたは現在、 クエスト「%s」を遂行中だ。", "...Now, you are in the quest '%s'."), quest[floor_ptr->inside_quest].name);
3932 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(creature_ptr), (int)floor_ptr->dun_level);
3934 sprintf(statmsg, "...Now, you are exploring level %d of %s.", floor_ptr->dun_level, map_name(creature_ptr));
3939 if (!*statmsg) return;
3942 roff_to_buf(statmsg, 60, temp, sizeof(temp));
3945 for (i = 0; i < 2; i++)
3947 if (t[0] == 0) return;
3949 put_str(t, i + 5 + 12, 10);
3956 * @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
3957 * @param creature_ptr プレーヤーへの参照ポインタ
3958 * @param fff ファイルポインタ
3961 static void dump_aux_display_player(player_type *creature_ptr, FILE *fff)
3968 display_player(creature_ptr, 0);
3970 /* Dump part of the screen */
3971 for (y = 1; y < 22; y++)
3974 for (x = 0; x < 79; x++)
3976 /* Get the attr/char */
3977 (void)(Term_what(x, y, &a, &c));
3983 /* End the string */
3986 /* Kill trailing spaces */
3987 while ((x > 0) && (buf[x - 1] == ' ')) buf[--x] = '\0';
3990 fprintf(fff, _("%s\n", "%s\n"), buf);
3993 /* Display history */
3994 display_player(creature_ptr, 1);
3996 /* Dump part of the screen */
3997 for (y = 10; y < 19; y++)
4000 for (x = 0; x < 79; x++)
4002 /* Get the attr/char */
4003 (void)(Term_what(x, y, &a, &c));
4009 /* End the string */
4012 /* Kill trailing spaces */
4013 while ((x > 0) && (buf[x - 1] == ' ')) buf[--x] = '\0';
4016 fprintf(fff, "%s\n", buf);
4021 /* Display flags (part 1) */
4022 display_player(creature_ptr, 2);
4024 /* Dump part of the screen */
4025 for (y = 2; y < 22; y++)
4028 for (x = 0; x < 79; x++)
4030 /* Get the attr/char */
4031 (void)(Term_what(x, y, &a, &c));
4033 /* Dump it (Ignore equippy tile graphic) */
4040 /* End the string */
4043 /* Kill trailing spaces */
4044 while ((x > 0) && (buf[x - 1] == ' ')) buf[--x] = '\0';
4047 fprintf(fff, "%s\n", buf);
4052 /* Display flags (part 2) */
4053 display_player(creature_ptr, 3);
4055 /* Dump part of the screen */
4056 for (y = 1; y < 22; y++)
4059 for (x = 0; x < 79; x++)
4061 /* Get the attr/char */
4062 (void)(Term_what(x, y, &a, &c));
4064 /* Dump it (Ignore equippy tile graphic) */
4071 /* End the string */
4074 /* Kill trailing spaces */
4075 while ((x > 0) && (buf[x - 1] == ' ')) buf[--x] = '\0';
4078 fprintf(fff, "%s\n", buf);
4086 * @brief プレイヤーのペット情報をファイルにダンプする
4087 * @param creature_ptr プレーヤーへの参照ポインタ
4088 * @param fff ファイルポインタ
4091 static void dump_aux_pet(player_type *master_ptr, FILE *fff)
4094 bool pet_settings = FALSE;
4095 for (int i = master_ptr->current_floor_ptr->m_max - 1; i >= 1; i--)
4097 monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[i];
4099 if (!monster_is_valid(m_ptr)) continue;
4100 if (!is_pet(m_ptr)) continue;
4101 pet_settings = TRUE;
4102 if (!m_ptr->nickname && (master_ptr->riding != i)) continue;
4105 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4109 GAME_TEXT pet_name[MAX_NLEN];
4110 monster_desc(master_ptr, pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4111 fprintf(fff, "%s\n", pet_name);
4114 if (!pet_settings) return;
4116 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4118 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4119 (master_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4121 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4122 (master_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4124 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4125 (master_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4127 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4128 (master_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4130 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4131 (master_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4133 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"),
4134 (master_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4141 * @brief プレイヤーの職業能力情報をファイルにダンプする
4142 * @param creature_ptr プレーヤーへの参照ポインタ
4143 * @param fff ファイルポインタ
4146 static void dump_aux_class_special(player_type *creature_ptr, FILE *fff)
4148 bool is_special_class = creature_ptr->pclass == CLASS_MAGIC_EATER;
4149 is_special_class |= creature_ptr->pclass == CLASS_SMITH;
4150 is_special_class |= creature_ptr->pclass != CLASS_BLUE_MAGE;
4151 if (!is_special_class) return;
4153 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
4155 char s[EATER_EXT][MAX_NLEN];
4156 OBJECT_TYPE_VALUE tval = 0;
4158 KIND_OBJECT_IDX k_idx;
4159 OBJECT_SUBTYPE_VALUE i;
4162 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4164 for (ext = 0; ext < 3; ext++)
4168 /* Dump an extent name */
4173 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4177 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4181 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4185 /* Get magic device names that were eaten */
4186 for (i = 0; i < EATER_EXT; i++)
4188 int idx = EATER_EXT * ext + i;
4190 magic_num = creature_ptr->magic_num2[idx];
4191 if (!magic_num) continue;
4193 k_idx = lookup_kind(tval, i);
4194 if (!k_idx) continue;
4195 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4199 /* Dump magic devices in this extent */
4202 for (i = 0; i < eat_num; i++)
4205 if (i % 3 < 2) fputs(" ", fff);
4206 else fputs("\n", fff);
4209 if (i % 3 > 0) fputs("\n", fff);
4211 else /* Not found */
4213 fputs(_(" (なし)\n", " (none)\n"), fff);
4220 if (creature_ptr->pclass == CLASS_SMITH)
4222 int i, id[250], n = 0, row;
4224 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4225 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4226 "Essence Num Essence Num Essence Num "));
4227 for (i = 0; essence_name[i]; i++)
4229 if (!essence_name[i][0]) continue;
4236 for (i = 0; i < row; i++)
4239 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)creature_ptr->magic_num1[id[i]]);
4240 if (i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)creature_ptr->magic_num1[id[i + row]]);
4241 if (i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)creature_ptr->magic_num1[id[i + row * 2]]);
4251 int spellnum[MAX_MONSPELLS];
4252 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4257 for (int i = 0; i < 60; i++)
4262 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4264 for (int j = 1; j < 6; j++)
4267 set_rf_masks(&f4, &f5, &f6, j);
4270 case MONSPELL_TYPE_BOLT:
4271 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4274 case MONSPELL_TYPE_BALL:
4275 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4278 case MONSPELL_TYPE_BREATH:
4279 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4282 case MONSPELL_TYPE_SUMMON:
4283 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4286 case MONSPELL_TYPE_OTHER:
4287 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4292 for (int i = 0; i < 32; i++)
4294 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4297 for (int i = 32; i < 64; i++)
4299 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4302 for (int i = 64; i < 96; i++)
4304 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4309 strcat(p[col], " ");
4311 for (int i = 0; i < num; i++)
4313 if (creature_ptr->magic_num2[spellnum[i]] == 0) continue;
4316 /* Dump blue magic */
4317 l1 = strlen(p[col]);
4318 l2 = strlen(monster_powers_short[spellnum[i]]);
4319 if ((l1 + l2) >= 75)
4321 strcat(p[col], "\n");
4323 strcat(p[col], " ");
4326 strcat(p[col], monster_powers_short[spellnum[i]]);
4327 strcat(p[col], ", ");
4332 strcat(p[col], _("なし", "None"));
4333 strcat(p[col], "\n");
4337 if (p[col][strlen(p[col]) - 2] == ',')
4339 p[col][strlen(p[col]) - 2] = '\0';
4343 p[col][strlen(p[col]) - 10] = '\0';
4346 strcat(p[col], "\n");
4349 for (int i = 0; i <= col; i++)
4357 * @brief クエスト情報をファイルにダンプする
4358 * @param creature_ptr プレーヤーへの参照ポインタ
4359 * @param fff ファイルポインタ
4362 static void dump_aux_quest(player_type *creature_ptr, FILE *fff)
4364 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4366 /* Allocate Memory */
4367 QUEST_IDX *quest_num;
4368 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4370 /* Sort by compete level */
4371 for (QUEST_IDX i = 1; i < max_q_idx; i++) quest_num[i] = i;
4373 ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
4375 /* Dump Quest Information */
4377 do_cmd_knowledge_quests_completed(creature_ptr, fff, quest_num);
4379 do_cmd_knowledge_quests_failed(creature_ptr, fff, quest_num);
4383 C_KILL(quest_num, max_q_idx, QUEST_IDX);
4388 * @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
4389 * @param creature_ptr プレーヤーへの参照ポインタ
4390 * @param fff ファイルポインタ
4393 static void dump_aux_last_message(player_type *creature_ptr, FILE *fff)
4395 if (!creature_ptr->is_dead) return;
4397 if (!current_world_ptr->total_winner)
4399 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4400 for (int i = MIN(message_num(), 30); i >= 0; i--)
4402 fprintf(fff, "> %s\n", message_str((s16b)i));
4409 /* Hack -- *Winning* message */
4410 if (creature_ptr->last_message)
4412 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4413 fprintf(fff, " %s\n", creature_ptr->last_message);
4420 * @brief 帰還場所情報をファイルにダンプする
4421 * @param fff ファイルポインタ
4424 static void dump_aux_recall(FILE *fff)
4426 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4428 for (int y = 1; y < current_world_ptr->max_d_idx; y++)
4432 if (!d_info[y].maxdepth) continue;
4433 if (!max_dlv[y]) continue;
4434 if (d_info[y].final_guardian)
4436 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4438 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4440 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4441 seiha ? '!' : ' ', d_name + d_info[y].name, (int)max_dlv[y]);
4447 * @brief オプション情報をファイルにダンプする
4448 * @param fff ファイルポインタ
4451 static void dump_aux_options(FILE *fff)
4453 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4456 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4459 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4461 if (ironman_small_levels)
4462 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4463 else if (always_small_levels)
4464 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4465 else if (small_levels)
4466 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4468 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4471 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4473 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4476 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4478 if (ironman_downward)
4479 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4482 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4484 if (ironman_nightmare)
4485 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4487 if (ironman_empty_levels)
4488 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4489 else if (empty_levels)
4490 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4492 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4496 if (current_world_ptr->noscore)
4497 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"));
4504 * @brief 闘技場の情報をファイルにダンプする
4505 * @param creature_ptr プレーヤーへの参照ポインタ
4506 * @param fff ファイルポインタ
4509 static void dump_aux_arena(player_type *creature_ptr, FILE *fff)
4511 if (lite_town || vanilla_town) return;
4513 if (creature_ptr->arena_number < 0)
4515 if (creature_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4517 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4522 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -creature_ptr->arena_number,
4523 r_name + r_info[arena_info[-1 - creature_ptr->arena_number].r_idx].name);
4525 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4526 r_name + r_info[arena_info[-1 - creature_ptr->arena_number].r_idx].name,
4527 -creature_ptr->arena_number, get_ordinal_number_suffix(-creature_ptr->arena_number));
4535 if (creature_ptr->arena_number > MAX_ARENA_MONS + 2)
4537 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4542 if (creature_ptr->arena_number > MAX_ARENA_MONS - 1)
4544 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4550 fprintf(fff, "\n 闘技場: %2d勝\n", (creature_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : creature_ptr->arena_number));
4552 fprintf(fff, "\n Arena: %2d Victor%s\n", (creature_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : creature_ptr->arena_number), (creature_ptr->arena_number > 1) ? "ies" : "y");
4559 * @brief 撃破モンスターの情報をファイルにダンプする
4560 * @param fff ファイルポインタ
4563 static void dump_aux_monsters(FILE *fff)
4565 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4567 /* Allocate the "who" array */
4570 C_MAKE(who, max_r_idx, MONRACE_IDX);
4572 /* Count monster kills */
4573 long uniq_total = 0;
4574 long norm_total = 0;
4575 for (IDX k = 1; k < max_r_idx; k++)
4577 /* Ignore unused index */
4578 monster_race *r_ptr = &r_info[k];
4579 if (!r_ptr->name) continue;
4581 if (r_ptr->flags1 & RF1_UNIQUE)
4583 bool dead = (r_ptr->max_num == 0);
4588 /* Add a unique monster to the list */
4589 who[uniq_total++] = k;
4595 if (r_ptr->r_pkills > 0)
4597 norm_total += r_ptr->r_pkills;
4601 /* No monsters is defeated */
4604 fprintf(fff, _("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4605 C_KILL(who, max_r_idx, s16b);
4609 /* Defeated more than one normal monsters */
4610 if (uniq_total == 0)
4613 fprintf(fff, "%ld体の敵を倒しています。\n", norm_total);
4615 fprintf(fff, "You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4617 C_KILL(who, max_r_idx, s16b);
4621 /* Defeated more than one unique monsters */
4623 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);
4625 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"));
4628 /* Sort the array by dungeon depth of monsters */
4629 ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
4630 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));
4632 for (IDX k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4634 monster_race *r_ptr = &r_info[who[k]];
4635 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4638 C_KILL(who, max_r_idx, s16b);
4643 * @brief 元種族情報をファイルにダンプする
4644 * @param creature_ptr プレーヤーへの参照ポインタ
4645 * @param fff ファイルポインタ
4648 static void dump_aux_race_history(player_type *creature_ptr, FILE *fff)
4650 if (!creature_ptr->old_race1 && !creature_ptr->old_race2) return;
4652 fprintf(fff, _("\n\n あなたは%sとして生まれた。", "\n\n You were born as %s."), race_info[creature_ptr->start_race].title);
4653 for (int i = 0; i < MAX_RACES; i++)
4655 if (creature_ptr->start_race == i) continue;
4658 if (!(creature_ptr->old_race1 & 1L << i)) continue;
4662 if (!(creature_ptr->old_race2 & 1L << (i - 32))) continue;
4665 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4673 * @brief 元魔法領域情報をファイルにダンプする
4674 * @param creature_ptr プレーヤーへの参照ポインタ
4675 * @param fff ファイルポインタ
4678 static void dump_aux_realm_history(player_type *creature_ptr, FILE *fff)
4680 if (creature_ptr->old_realm) return;
4683 for (int i = 0; i < MAX_MAGIC; i++)
4685 if (!(creature_ptr->old_realm & 1L << i)) continue;
4686 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]);
4694 * @brief 徳の情報をファイルにダンプする
4695 * @param creature_ptr プレーヤーへの参照ポインタ
4696 * @param fff ファイルポインタ
4699 static void dump_aux_virtues(player_type *creature_ptr, FILE *fff)
4701 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4703 int percent = (int)(((long)creature_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4704 (2 * creature_ptr->hitdie +
4705 ((PY_MAX_LEVEL - 1 + 3) * (creature_ptr->hitdie + 1))));
4708 if (creature_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4709 else fprintf(fff, "現在の体力ランク : ???\n\n");
4710 fprintf(fff, "能力の最大値\n");
4712 if (creature_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4713 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4714 fprintf(fff, "Limits of maximum stats\n");
4716 for (int v_nr = 0; v_nr < A_MAX; v_nr++)
4718 if ((creature_ptr->knowledge & KNOW_STAT) || creature_ptr->stat_max[v_nr] == creature_ptr->stat_max_max[v_nr]) fprintf(fff, "%s 18/%d\n", stat_names[v_nr], creature_ptr->stat_max_max[v_nr] - 18);
4719 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4722 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment(creature_ptr));
4724 dump_virtues(creature_ptr, fff);
4729 * @brief 突然変異の情報をファイルにダンプする
4730 * @param creature_ptr プレーヤーへの参照ポインタ
4731 * @param fff ファイルポインタ
4734 static void dump_aux_mutations(player_type *creature_ptr, FILE *fff)
4736 if (creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3)
4738 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4739 dump_mutations(creature_ptr, fff);
4745 * @brief 所持品の情報をファイルにダンプする
4746 * @param creature_ptr プレーヤーへの参照ポインタ
4747 * @param fff ファイルポインタ
4750 static void dump_aux_equipment_inventory(player_type *creature_ptr, FILE *fff)
4752 GAME_TEXT o_name[MAX_NLEN];
4753 if (creature_ptr->equip_cnt)
4755 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4756 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
4758 object_desc(creature_ptr, o_name, &creature_ptr->inventory_list[i], 0);
4759 if ((((i == INVEN_RARM) && creature_ptr->hidarite) || ((i == INVEN_LARM) && creature_ptr->migite)) && creature_ptr->ryoute)
4760 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4762 fprintf(fff, "%c) %s\n",
4763 index_to_label(i), o_name);
4766 fprintf(fff, "\n\n");
4769 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4771 for (int i = 0; i < INVEN_PACK; i++)
4773 if (!creature_ptr->inventory_list[i].k_idx) break;
4774 object_desc(creature_ptr, o_name, &creature_ptr->inventory_list[i], 0);
4775 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4778 fprintf(fff, "\n\n");
4783 * @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
4784 * @param fff ファイルポインタ
4787 static void dump_aux_home_museum(player_type *creature_ptr, FILE *fff)
4790 st_ptr = &town_info[1].store[STORE_HOME];
4792 GAME_TEXT o_name[MAX_NLEN];
4793 if (st_ptr->stock_num)
4795 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4798 for (int i = 0; i < st_ptr->stock_num; i++)
4801 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4802 object_desc(creature_ptr, o_name, &st_ptr->stock[i], 0);
4803 fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
4806 fprintf(fff, "\n\n");
4809 st_ptr = &town_info[1].store[STORE_MUSEUM];
4811 if (st_ptr->stock_num == 0) return;
4813 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4816 for (int i = 0; i < st_ptr->stock_num; i++)
4819 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4820 object_desc(creature_ptr, o_name, &st_ptr->stock[i], 0);
4821 fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
4823 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4824 object_desc(player_ptr, o_name, &st_ptr->stock[i], 0);
4825 fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
4829 fprintf(fff, "\n\n");
4834 * @brief ダンプ出力のメインルーチン
4835 * Output the character dump to a file
4836 * @param creature_ptr プレーヤーへの参照ポインタ
4837 * @param fff ファイルポインタ
4840 errr make_character_dump(player_type *creature_ptr, FILE *fff)
4843 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4844 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4846 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4847 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4852 dump_aux_display_player(creature_ptr, fff);
4853 dump_aux_last_message(creature_ptr, fff);
4854 dump_aux_options(fff);
4855 dump_aux_recall(fff);
4856 dump_aux_quest(creature_ptr, fff);
4857 dump_aux_arena(creature_ptr, fff);
4858 dump_aux_monsters(fff);
4859 dump_aux_virtues(creature_ptr, fff);
4860 dump_aux_race_history(creature_ptr, fff);
4861 dump_aux_realm_history(creature_ptr, fff);
4862 dump_aux_class_special(creature_ptr, fff);
4863 dump_aux_mutations(creature_ptr, fff);
4864 dump_aux_pet(creature_ptr, fff);
4866 dump_aux_equipment_inventory(creature_ptr, fff);
4867 dump_aux_home_museum(creature_ptr, fff);
4869 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
4874 * @brief プレイヤーステータスをファイルダンプ出力する
4875 * Hack -- Dump a character description file
4876 * @param creature_ptr プレーヤーへの参照ポインタ
4877 * @param name 出力ファイル名
4880 * Allow the "full" flag to dump additional info,
4881 * and trigger its usage from various places in the code.
4883 errr file_character(player_type *creature_ptr, concptr name)
4886 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
4888 FILE_TYPE(FILE_TYPE_TEXT);
4890 int fd = fd_open(buf, O_RDONLY);
4899 (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);
4902 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
4905 /* Open the non-existing file */
4907 if (fd < 0) fff = my_fopen(buf, "w");
4911 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);
4919 (void)make_character_dump(creature_ptr, fff);
4922 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."));
4930 * @brief ファイル内容の一行をコンソールに出力する
4931 * Display single line of on-line help file
4932 * @param str 出力する文字列
4938 * You can insert some special color tag to change text color.
4940 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
4941 * A colored segment is between "[[[[y|" and the last "|".
4942 * You can use any single character in place of the "|".
4945 static void show_file_aux_line(concptr str, int cy, concptr shower)
4950 /* Make a lower case version of str for searching */
4955 /* Initial cursor position */
4957 Term_gotoxy(cx, cy);
4959 static const char tag_str[] = "[[[[";
4960 byte color = TERM_WHITE;
4962 for (int i = 0; str[i];)
4964 int len = strlen(&str[i]);
4965 int showercol = len + 1;
4966 int bracketcol = len + 1;
4970 /* Search for a shower string in the line */
4973 ptr = my_strstr(&lcstr[i], shower);
4974 if (ptr) showercol = ptr - &lcstr[i];
4977 /* Search for a color segment tag */
4978 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
4979 if (ptr) bracketcol = ptr - &str[i];
4981 /* A color tag is found */
4982 if (bracketcol < endcol) endcol = bracketcol;
4984 /* The shower string is found before the color tag */
4985 if (showercol < endcol) endcol = showercol;
4987 /* Print a segment of the line */
4988 Term_addstr(endcol, color, &str[i]);
4992 if (endcol == showercol)
4994 int showerlen = strlen(shower);
4996 /* Print the shower string in yellow */
4997 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5003 if (endcol != bracketcol) continue;
5007 /* Found the end of colored segment */
5010 /* Now looking for an another tag_str */
5013 /* Set back to the default color */
5018 /* Found a tag_str, and get a tag color */
5019 i += sizeof(tag_str) - 1;
5022 color = color_char_to_attr(str[i]);
5024 /* Illegal color tag */
5025 if (color == 255 || str[i + 1] == '\0')
5027 /* Illegal color tag */
5030 /* Print the broken tag as a string */
5031 Term_addstr(-1, TERM_WHITE, tag_str);
5032 cx += sizeof(tag_str) - 1;
5036 /* Skip the color tag */
5039 /* Now looking for a close tag */
5042 /* Skip the close-tag-indicator */
5046 Term_erase(cx, cy, 255);
5051 * @brief ファイル内容をコンソールに出力する
5052 * Recursive file perusal.
5053 * @param creature_ptr プレーヤーへの参照ポインタ
5054 * @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
5055 * @param name ファイル名の文字列
5056 * @param what 内容キャプションの文字列
5057 * @param line 表示の現在行
5062 * Process various special text in the input file, including
5063 * the "menu" structures used by the "help file" system.
5064 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5067 bool show_file(player_type *creature_ptr, bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
5071 /* Number of "real" lines passed by */
5074 /* Number of "real" lines in the file */
5077 /* Backup value for "line" */
5080 /* This screen has sub-screens */
5083 /* Current help file */
5086 /* Find this string (if any) */
5087 concptr find = NULL;
5089 /* Jump to this tag */
5092 /* Hold strings to find/show */
5093 char finder_str[81];
5094 char shower_str[81];
5097 /* String to show */
5098 concptr shower = NULL;
5101 char filename[1024];
5103 /* Describe this thing */
5109 /* General buffer */
5112 /* Sub-menu information */
5115 bool reverse = (line < 0);
5119 Term_get_size(&wid, &hgt);
5122 strcpy(finder_str, "");
5123 strcpy(shower_str, "");
5124 strcpy(caption, "");
5125 for (i = 0; i < 68; i++)
5130 strcpy(filename, name);
5132 n = strlen(filename);
5134 /* Extract the tag from the filename */
5135 for (i = 0; i < n; i++)
5137 if (filename[i] == '#')
5140 tag = filename + i + 1;
5145 /* Redirect the name */
5150 strcpy(caption, what);
5152 fff = my_fopen(path, "r");
5155 /* Look in "help" */
5158 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5159 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5160 fff = my_fopen(path, "r");
5163 /* Look in "info" */
5166 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5167 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5168 fff = my_fopen(path, "r");
5171 /* Look in "info" */
5174 path_build(path, sizeof(path), ANGBAND_DIR, name);
5176 for (i = 0; path[i]; i++)
5177 if ('\\' == path[i])
5178 path[i] = PATH_SEP[0];
5180 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5181 fff = my_fopen(path, "r");
5186 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5193 /* Pre-Parse the file */
5198 /* Read a line or stop */
5199 if (my_fgets(fff, buf, sizeof(buf))) break;
5201 /* XXX Parse "menu" items */
5202 if (!prefix(str, "***** "))
5208 /* Notice "menu" requests */
5209 if ((str[6] == '[') && isalpha(str[7]))
5211 /* Extract the menu item */
5212 int k = str[7] - 'A';
5214 /* This is a menu file */
5217 if ((str[8] == ']') && (str[9] == ' '))
5219 /* Extract the menu item */
5220 strncpy(hook[k], str + 10, 31);
5222 /* Make sure it's null-terminated */
5229 /* Notice "tag" requests */
5230 if (str[6] != '<') continue;
5232 size_t len = strlen(str);
5234 if (str[len - 1] == '>')
5236 str[len - 1] = '\0';
5237 if (tag && streq(str + 7, tag)) line = next;
5241 /* Save the number of "real" lines */
5244 /* start from bottom when reverse mode */
5245 if (line == -1) line = ((size - 1) / rows)*rows;
5248 /* Display the file */
5251 /* Restart when necessary */
5252 if (line >= size - rows) line = size - rows;
5253 if (line < 0) line = 0;
5255 /* Re-open the file if needed */
5260 /* Hack -- Re-Open the file */
5261 fff = my_fopen(path, "r");
5263 if (!fff) return FALSE;
5265 /* File has been restarted */
5269 /* Goto the selected line */
5273 if (my_fgets(fff, buf, sizeof(buf))) break;
5275 /* Skip tags/links */
5276 if (prefix(buf, "***** ")) continue;
5278 /* Count the lines */
5282 /* Dump the next 20, or rows, lines of the file */
5283 for (i = 0; i < rows; )
5287 /* Hack -- track the "first" line */
5288 if (!i) line = next;
5290 /* Get a line of the file or stop */
5291 if (my_fgets(fff, buf, sizeof(buf))) break;
5293 /* Hack -- skip "special" lines */
5294 if (prefix(buf, "***** ")) continue;
5296 /* Count the "real" lines */
5299 /* Hack -- keep searching */
5304 /* Make a lower case version of str for searching */
5305 strcpy(lc_buf, str);
5306 str_tolower(lc_buf);
5308 if (!my_strstr(lc_buf, find)) continue;
5311 /* Hack -- stop searching */
5315 show_file_aux_line(str, i + 2, shower);
5317 /* Count the printed lines */
5323 /* Clear rest of line */
5324 Term_erase(0, i + 2, 255);
5329 /* Hack -- failed search */
5338 /* Show a general "title" */
5341 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5342 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5343 caption, line, size), 0, 0);
5347 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5348 caption, line, size), 0, 0);
5351 /* Prompt -- small files */
5355 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5358 /* Prompt -- large files */
5363 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5365 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5367 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5371 /* Get a special key code */
5372 skey = inkey_special(TRUE);
5376 /* Show the help for the help */
5378 /* Hack - prevent silly recursion */
5379 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5380 show_file(creature_ptr, TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5383 /* Hack -- try showing */
5386 prt(_("強調: ", "Show: "), hgt - 1, 0);
5388 strcpy(back_str, shower_str);
5389 if (askfor(shower_str, 80))
5393 /* Make it lowercase */
5394 str_tolower(shower_str);
5397 shower = shower_str;
5399 else shower = NULL; /* Stop showing */
5401 else strcpy(shower_str, back_str);
5404 /* Hack -- try finding */
5408 prt(_("検索: ", "Find: "), hgt - 1, 0);
5410 strcpy(back_str, finder_str);
5411 if (askfor(finder_str, 80))
5420 /* Make finder lowercase */
5421 str_tolower(finder_str);
5424 shower = finder_str;
5426 else shower = NULL; /* Stop showing */
5428 else strcpy(finder_str, back_str);
5431 /* Hack -- go to a specific line */
5435 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5438 if (askfor(tmp, 80)) line = atoi(tmp);
5443 /* Hack -- go to the top line */
5448 /* Hack -- go to the bottom line */
5450 line = ((size - 1) / rows) * rows;
5453 /* Hack -- go to a specific file */
5457 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5458 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5460 if (askfor(tmp, 80))
5462 if (!show_file(creature_ptr, TRUE, tmp, NULL, 0, mode)) skey = 'q';
5468 /* Allow backing up */
5470 line = line + (reverse ? rows : -rows);
5471 if (line < 0) line = 0;
5477 if (line < 0) line = 0;
5480 /* Advance a single line */
5483 line = line + (reverse ? -1 : 1);
5484 if (line < 0) line = 0;
5487 /* Move up / down */
5491 if (line < 0) line = 0;
5499 /* Advance one page */
5501 line = line + (reverse ? -rows : rows);
5502 if (line < 0) line = 0;
5511 /* Recurse on numbers */
5516 if (!(skey & SKEY_MASK) && isalpha(skey))
5519 if ((key > -1) && hook[key][0])
5521 /* Recurse on that file */
5522 if (!show_file(creature_ptr, TRUE, hook[key], NULL, 0, mode))
5527 /* Hack, dump to file */
5536 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5538 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5540 /* Hack -- Re-Open the file */
5541 fff = my_fopen(path, "r");
5543 ffp = my_fopen(buff, "w");
5547 msg_print(_("ファイルを開けません。", "Failed to open file."));
5552 sprintf(xtmp, "%s: %s", creature_ptr->name, what ? what : caption);
5553 my_fputs(ffp, xtmp, 80);
5554 my_fputs(ffp, "\n", 80);
5556 while (!my_fgets(fff, buff, sizeof(buff)))
5557 my_fputs(ffp, buff, 80);
5561 /* Hack -- Re-Open the file */
5562 fff = my_fopen(path, "r");
5565 /* Return to last screen */
5566 if ((skey == ESCAPE) || (skey == '<')) break;
5568 /* Exit on the ^q */
5569 if (skey == KTRL('q')) skey = 'q';
5571 /* Exit on the q key */
5572 if (skey == 'q') break;
5577 if (skey == 'q') return FALSE;
5584 * @brief ヘルプを表示するコマンドのメインルーチン
5585 * Peruse the On-Line-Help
5586 * @param creature_ptr プレーヤーへの参照ポインタ
5590 void do_cmd_help(player_type *creature_ptr)
5594 /* Peruse the main help file */
5595 (void)show_file(creature_ptr, TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5601 * @brief プレイヤーの名前をチェックして修正する
5602 * Process the player name.
5603 * @param player_ptr プレーヤーへの参照ポインタ
5604 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5607 * Extract a clean "base name".
5608 * Build the savefile name if needed.
5610 void process_player_name(player_type *creature_ptr, bool sf)
5612 char old_player_base[32] = "";
5614 if (current_world_ptr->character_generated) strcpy(old_player_base, creature_ptr->base_name);
5616 /* Cannot be too long */
5617 #if defined(MACINTOSH) || defined(ACORN)
5618 if (strlen(creature_ptr->name) > 15)
5621 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), creature_ptr->name);
5625 /* Cannot contain "icky" characters */
5626 for (int i = 0; creature_ptr->name[i]; i++)
5628 /* No control characters */
5630 if (iskanji(creature_ptr->name[i])) { i++; continue; }
5631 if (iscntrl((unsigned char)creature_ptr->name[i]))
5633 if (iscntrl(creature_ptr->name[i]))
5636 /* Illegal characters */
5637 quit_fmt(_("'%s' という名前は不正なコントロールコードを含んでいます。", "The name '%s' contains control chars!"), creature_ptr->name);
5643 /* Extract "useful" letters */
5644 for (int i = 0; creature_ptr->name[i]; i++)
5647 unsigned char c = creature_ptr->name[i];
5649 char c = creature_ptr->name[i];
5651 /* Convert "dot" to "underscore" */
5652 if (c == '.') c = '_';
5654 /* Accept all the letters */
5655 creature_ptr->base_name[k++] = c;
5659 /* Extract "useful" letters */
5661 for (int i = 0; creature_ptr->name[i]; i++)
5664 unsigned char c = creature_ptr->name[i];
5666 char c = creature_ptr->name[i];
5669 /* Accept some letters */
5672 if (k + 2 >= sizeof(creature_ptr->base_name) || !creature_ptr->name[i + 1]) break;
5673 creature_ptr->base_name[k++] = c;
5675 creature_ptr->base_name[k++] = creature_ptr->name[i];
5678 else if (iskana(c)) creature_ptr->base_name[k++] = c;
5682 /* Convert path separator to underscore */
5683 if (!strncmp(PATH_SEP, creature_ptr->name + i, strlen(PATH_SEP))) {
5684 creature_ptr->base_name[k++] = '_';
5685 i += strlen(PATH_SEP);
5687 /* Convert some characters to underscore */
5688 #if defined(WINDOWS)
5689 else if (my_strchr("\"*,/:;<>?\\|", c)) creature_ptr->base_name[k++] = '_';
5691 else if (isprint(c)) creature_ptr->base_name[k++] = c;
5694 creature_ptr->base_name[k] = '\0';
5696 /* Require a "base" name */
5697 if (!creature_ptr->base_name[0]) strcpy(creature_ptr->base_name, "PLAYER");
5699 #ifdef SAVEFILE_MUTABLE
5702 if (!savefile_base[0] && savefile[0])
5709 t = my_strstr(s, PATH_SEP);
5715 strcpy(savefile_base, s);
5718 if (!savefile_base[0] || !savefile[0])
5721 /* Change the savefile name */
5726 strcpy(savefile_base, creature_ptr->base_name);
5728 #ifdef SAVEFILE_USE_UID
5729 /* Rename the savefile, using the creature_ptr->player_uid and creature_ptr->base_name */
5730 (void)sprintf(temp, "%d.%s", creature_ptr->player_uid, creature_ptr->base_name);
5732 /* Rename the savefile, using the creature_ptr->base_name */
5733 (void)sprintf(temp, "%s", creature_ptr->base_name);
5735 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5738 /* Load an autopick preference file */
5739 if (current_world_ptr->character_generated)
5741 if (!streq(old_player_base, creature_ptr->base_name)) autopick_load_pref(creature_ptr, FALSE);
5747 * @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
5748 * Gets a name for the character, reacting to name changes.
5749 * @param creature_ptr プレーヤーへの参照ポインタ
5753 * Assumes that "display_player()" has just been called
5754 * Perhaps we should NOT ask for a name (at "birth()") on
5755 * Unix machines? XXX XXX
5756 * What a horrible name for a global function.
5759 void get_name(player_type *creature_ptr)
5762 strcpy(tmp, creature_ptr->name);
5764 /* Prompt for a new name */
5765 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))
5767 strcpy(creature_ptr->name, tmp);
5770 if (strlen(creature_ptr->name) == 0)
5772 strcpy(creature_ptr->name, "PLAYER");
5775 strcpy(tmp, ap_ptr->title);
5777 if (ap_ptr->no == 1)
5782 strcat(tmp, creature_ptr->name);
5784 /* Re-Draw the name (in light blue) */
5785 Term_erase(34, 1, 255);
5786 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5788 /* Erase the prompt, etc */
5794 * @brief セーブするコマンドのメインルーチン
5796 * @param creature_ptr プレーヤーへの参照ポインタ
5797 * @param is_autosave オートセーブ中の処理ならばTRUE
5801 void do_cmd_save_game(player_type *creature_ptr, int is_autosave)
5803 /* Autosaves do not disturb */
5806 msg_print(_("自動セーブ中", "Autosaving the game..."));
5810 disturb(creature_ptr, TRUE, TRUE);
5813 /* Clear messages */
5815 handle_stuff(creature_ptr);
5817 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
5821 /* The player is not dead */
5822 (void)strcpy(creature_ptr->died_from, _("(セーブ)", "(saved)"));
5824 /* Forbid suspend */
5825 signals_ignore_tstp();
5827 /* Save the player */
5828 if (save_player(creature_ptr))
5830 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
5833 /* Save failed (oops) */
5836 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
5839 /* Allow suspend again */
5840 signals_handle_tstp();
5844 /* Note that the player is not dead */
5845 (void)strcpy(creature_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
5847 /* HACK -- don't get sanity blast on updating view */
5848 current_world_ptr->is_loading_now = FALSE;
5850 update_creature(creature_ptr);
5852 /* Initialize monster process */
5853 mproc_init(creature_ptr->current_floor_ptr);
5855 /* HACK -- reset the hackish flag */
5856 current_world_ptr->is_loading_now = TRUE;
5861 * @brief セーブ後にゲーム中断フラグを立てる/
5862 * Save the game and exit
5866 void do_cmd_save_and_exit(player_type *creature_ptr)
5868 creature_ptr->playing = FALSE;
5869 creature_ptr->leaving = TRUE;
5870 exe_write_diary(creature_ptr, DIARY_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
5875 * @brief 墓石の真ん中に文字列を書き込む /
5876 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
5880 static void center_string(char *buf, concptr str)
5883 int i = strlen(str);
5885 /* Necessary border */
5886 int j = GRAVE_LINE_WIDTH / 2 - i / 2;
5889 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
5894 * Redefinable "print_tombstone" action
5896 bool(*tombstone_aux)(void) = NULL;
5900 * @brief 墓石のアスキーアート表示 /
5901 * Display a "tomb-stone"
5902 * @param creature_ptr プレーヤーへの参照ポインタ
5905 void print_tomb(player_type *dead_ptr)
5907 /* Do we use a special tombstone ? */
5911 /* Use tombstone hook */
5912 done = (*tombstone_aux)();
5922 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
5925 fp = my_fopen(buf, "r");
5931 /* Dump the file to the screen */
5932 while (my_fgets(fp, buf, sizeof(buf)) == 0)
5934 put_str(buf, i++, 0);
5941 if (current_world_ptr->total_winner || (dead_ptr->lev > PY_MAX_LEVEL))
5951 p = player_title[dead_ptr->pclass][(dead_ptr->lev - 1) / 5];
5954 center_string(buf, dead_ptr->name);
5955 put_str(buf, 6, 11);
5959 center_string(buf, "the");
5960 put_str(buf, 7, 11);
5963 center_string(buf, p);
5964 put_str(buf, 8, 11);
5966 center_string(buf, cp_ptr->title);
5967 put_str(buf, 10, 11);
5970 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)dead_ptr->lev);
5971 center_string(buf, tmp);
5972 put_str(buf, 11, 11);
5974 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)dead_ptr->exp);
5975 center_string(buf, tmp);
5976 put_str(buf, 12, 11);
5978 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)dead_ptr->au);
5979 center_string(buf, tmp);
5980 put_str(buf, 13, 11);
5983 /* 墓に刻む言葉をオリジナルより細かく表示 */
5984 if (streq(dead_ptr->died_from, "途中終了"))
5986 strcpy(tmp, "<自殺>");
5988 else if (streq(dead_ptr->died_from, "ripe"))
5990 strcpy(tmp, "引退後に天寿を全う");
5992 else if (streq(dead_ptr->died_from, "Seppuku"))
5994 strcpy(tmp, "勝利の後、切腹");
5998 roff_to_buf(dead_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6000 t = tmp + strlen(tmp) + 1;
6004 strcpy(dummy, t); /* 2nd line */
6005 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6007 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6010 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6013 char *name_head = my_strstr(tmp, "『");
6014 sprintf(dummy2, "%s%s", name_head, dummy);
6015 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6017 strcpy(dummy, dummy2);
6021 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6024 char *name_head = my_strstr(tmp, "「");
6025 sprintf(dummy2, "%s%s", name_head, dummy);
6026 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6028 strcpy(dummy, dummy2);
6033 center_string(buf, dummy);
6034 put_str(buf, 15, 11);
6039 center_string(buf, tmp);
6040 put_str(buf, 14, 11);
6042 if (!streq(dead_ptr->died_from, "ripe") && !streq(dead_ptr->died_from, "Seppuku"))
6044 if (dead_ptr->current_floor_ptr->dun_level == 0)
6046 concptr field_name = dead_ptr->town_num ? "街" : "荒野";
6047 if (streq(dead_ptr->died_from, "途中終了"))
6049 sprintf(tmp, "%sで死んだ", field_name);
6053 sprintf(tmp, "に%sで殺された", field_name);
6058 if (streq(dead_ptr->died_from, "途中終了"))
6060 sprintf(tmp, "地下 %d 階で死んだ", (int)dead_ptr->current_floor_ptr->dun_level);
6064 sprintf(tmp, "に地下 %d 階で殺された", (int)dead_ptr->current_floor_ptr->dun_level);
6068 center_string(buf, tmp);
6069 put_str(buf, 15 + extra_line, 11);
6072 (void)sprintf(tmp, "Killed on Level %d", dead_ptr->current_floor_ptr->dun_level);
6073 center_string(buf, tmp);
6074 put_str(buf, 14, 11);
6076 roff_to_buf(format("by %s.", dead_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6077 center_string(buf, tmp);
6079 put_str(buf, 15, 11);
6080 t = tmp + strlen(tmp) + 1;
6084 strcpy(dummy, t); /* 2nd line */
6085 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6087 int dummy_len = strlen(dummy);
6088 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6090 center_string(buf, dummy);
6091 put_str(buf, 16, 11);
6094 time_t ct = time((time_t)0);
6095 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6096 center_string(buf, tmp);
6097 put_str(buf, 17, 11);
6098 msg_format(_("さようなら、%s!", "Goodbye, %s!"), dead_ptr->name);
6103 * @brief 死亡、引退時の簡易ステータス表示 /
6104 * Display some character info
6105 * @param creature_ptr プレーヤーへの参照ポインタ
6108 void show_info(player_type *creature_ptr)
6110 /* Hack -- Know everything in the inven/equip */
6112 for (int i = 0; i < INVEN_TOTAL; i++)
6114 o_ptr = &creature_ptr->inventory_list[i];
6115 if (!o_ptr->k_idx) continue;
6117 /* Aware and Known */
6118 object_aware(creature_ptr, o_ptr);
6119 object_known(o_ptr);
6123 for (int i = 1; i < max_towns; i++)
6125 st_ptr = &town_info[i].store[STORE_HOME];
6127 /* Hack -- Know everything in the home */
6128 for (int j = 0; j < st_ptr->stock_num; j++)
6130 o_ptr = &st_ptr->stock[j];
6131 if (!o_ptr->k_idx) continue;
6133 /* Aware and Known */
6134 object_aware(creature_ptr, o_ptr);
6135 object_known(o_ptr);
6139 /* Hack -- Recalculate bonuses */
6140 creature_ptr->update |= (PU_BONUS);
6141 handle_stuff(creature_ptr);
6146 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);
6147 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);
6149 /* Dump character records as requested */
6155 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6158 strcpy(out_val, "");
6160 /* Ask for filename (or abort) */
6161 if (!askfor(out_val, 60)) return;
6163 /* Return means "show on screen" */
6164 if (!out_val[0]) break;
6167 /* Dump a character file */
6168 (void)file_character(creature_ptr, out_val);
6173 display_player(creature_ptr, 0);
6175 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);
6177 /* Allow abort at this point */
6178 if (inkey() == ESCAPE) return;
6180 /* Equipment -- if any */
6181 if (creature_ptr->equip_cnt)
6184 (void)show_equipment(creature_ptr, 0, USE_FULL, 0);
6185 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6187 if (inkey() == ESCAPE) return;
6190 /* Inventory -- if any */
6191 if (creature_ptr->inven_cnt)
6194 (void)show_inventory(creature_ptr, 0, USE_FULL, 0);
6195 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6197 if (inkey() == ESCAPE) return;
6200 /* Homes in the different towns */
6201 for (int l = 1; l < max_towns; l++)
6203 st_ptr = &town_info[l].store[STORE_HOME];
6205 /* Home -- if anything there */
6206 if (st_ptr->stock_num == 0) continue;
6208 /* Display contents of the home */
6209 for (int i = 0, k = 0; i < st_ptr->stock_num; k++)
6214 for (int j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6216 GAME_TEXT o_name[MAX_NLEN];
6220 o_ptr = &st_ptr->stock[i];
6222 /* Print header, clear line */
6223 sprintf(tmp_val, "%c) ", I2A(j));
6224 prt(tmp_val, j + 2, 4);
6226 /* Display object description */
6227 object_desc(creature_ptr, o_name, o_ptr, 0);
6228 c_put_str(tval_to_attr[o_ptr->tval], o_name, j + 2, 7);
6231 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);
6233 if (inkey() == ESCAPE) return;
6240 * @brief 異常発生時のゲーム緊急終了処理 /
6241 * Handle abrupt death of the visual system
6242 * @param creature_ptr プレーヤーへの参照ポインタ
6246 * This routine is called only in very rare situations, and only
6247 * by certain visual systems, when they experience fatal errors.
6248 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6249 * save file so that player can see tombstone when restart.
6252 void exit_game_panic(player_type *creature_ptr)
6254 /* If nothing important has happened, just quit */
6255 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(_("緊急事態", "panic"));
6257 /* Mega-Hack -- see "msg_print()" */
6260 /* Clear the top line */
6263 /* Hack -- turn off some things */
6264 disturb(creature_ptr, TRUE, TRUE);
6266 /* Mega-Hack -- Delay death */
6267 if (creature_ptr->chp < 0) creature_ptr->is_dead = FALSE;
6269 /* Hardcode panic save */
6270 creature_ptr->panic_save = 1;
6272 /* Forbid suspend */
6273 signals_ignore_tstp();
6275 /* Indicate panic save */
6276 (void)strcpy(creature_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6278 /* Panic save, or get worried */
6279 if (!save_player(creature_ptr)) quit(_("緊急セーブ失敗!", "panic save failed!"));
6281 /* Successful panic save */
6282 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6287 * @brief ファイルからランダムに行を一つ取得する /
6288 * Get a random line from a file
6289 * @param file_name ファイル名
6290 * @param entry 特定条件時のN:タグヘッダID
6291 * @param output 出力先の文字列参照ポインタ
6295 * Based on the monster speech patch by Matt Graham,
6298 errr get_rnd_line(concptr file_name, int entry, char *output)
6301 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6303 fp = my_fopen(buf, "r");
6308 /* Find the entry of the monster */
6313 /* Get a line from the file */
6314 if (my_fgets(fp, buf, sizeof(buf)) != 0)
6320 /* Count the lines */
6323 /* Look for lines starting with 'N:' */
6324 if ((buf[0] != 'N') || (buf[1] != ':')) continue;
6330 else if (buf[2] == 'M')
6332 if (r_info[entry].flags1 & RF1_MALE) break;
6334 else if (buf[2] == 'F')
6336 if (r_info[entry].flags1 & RF1_FEMALE) break;
6338 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6340 if (test == entry) break;
6343 msg_format("Error in line %d of %s!", line_num, file_name);
6348 /* Get the random line */
6350 for (counter = 0; ; counter++)
6354 test = my_fgets(fp, buf, sizeof(buf));
6356 /* Count the lines */
6357 /* line_num++; No more needed */
6361 /* Ignore lines starting with 'N:' */
6362 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6364 if (buf[0] != '#') break;
6371 if (one_in_(counter + 1)) strcpy(output, buf);
6375 return counter ? 0 : -1;
6381 * @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) /
6382 * @param file_name ファイル名
6383 * @param entry 特定条件時のN:タグヘッダID
6384 * @param output 出力先の文字列参照ポインタ
6389 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
6392 for (int i = 0; i < count; i++)
6394 result = get_rnd_line(file_name, entry, output);
6397 for (int j = 0; output[j]; j++) kanji |= iskanji(output[j]);
6407 * @brief 自動拾いファイルを読み込む /
6408 * @param creature_ptr プレーヤーへの参照ポインタ
6412 errr process_autopick_file(player_type *creature_ptr, concptr name)
6415 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6416 errr err = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_AUTOPICK);
6422 * @brief プレイヤーの生い立ちファイルを読み込む /
6423 * Process file for player's history editor.
6424 * @param creature_ptr プレーヤーへの参照ポインタ
6429 errr process_histpref_file(player_type *creature_ptr, concptr name)
6431 bool old_character_xtra = current_world_ptr->character_xtra;
6433 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6435 /* Hack -- prevent modification birth options in this file */
6436 current_world_ptr->character_xtra = TRUE;
6437 errr err = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_HISTPREF);
6438 current_world_ptr->character_xtra = old_character_xtra;
6443 * @brief ファイル位置をシーク /
6444 * @param creature_ptr プレーヤーへの参照ポインタ
6445 * @param fd ファイルディスクリプタ
6446 * @param where ファイルバイト位置
6447 * @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
6451 static errr counts_seek(player_type *creature_ptr, int fd, u32b where, bool flag)
6453 char temp1[128], temp2[128];
6455 #ifdef SAVEFILE_USE_UID
6456 (void)sprintf(temp1, "%d.%s.%d%d%d", creature_ptr->player_uid, savefile_base, creature_ptr->pclass, creature_ptr->pseikaku, creature_ptr->age);
6458 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, creature_ptr->pclass, creature_ptr->pseikaku, creature_ptr->age);
6460 for (int i = 0; temp1[i]; i++)
6461 temp1[i] ^= (i + 1) * 63;
6464 u32b zero_header[3] = { 0L, 0L, 0L };
6467 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
6469 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
6474 fd_seek(fd, seekpoint);
6475 fd_write(fd, (char*)zero_header, 3 * sizeof(u32b));
6476 fd_write(fd, (char*)(temp1), sizeof(temp1));
6480 if (strcmp(temp1, temp2) == 0)
6483 seekpoint += 128 + 3 * sizeof(u32b);
6486 return fd_seek(fd, seekpoint + where * sizeof(u32b));
6490 * @brief ファイル位置を読み込む
6491 * @param creature_ptr プレーヤーへの参照ポインタ
6492 * @param where ファイルバイト位置
6496 u32b counts_read(player_type *creature_ptr, int where)
6499 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6500 int fd = fd_open(buf, O_RDONLY);
6503 if (counts_seek(creature_ptr, fd, where, FALSE) ||
6504 fd_read(fd, (char*)(&count), sizeof(u32b)))
6513 * @brief ファイル位置に書き込む /
6514 * @param creature_ptr プレーヤーへの参照ポインタ
6515 * @param where ファイルバイト位置
6516 * @param count 書き込む値
6520 errr counts_write(player_type *creature_ptr, int where, u32b count)
6523 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6525 /* Grab permissions */
6528 int fd = fd_open(buf, O_RDWR);
6530 /* Drop permissions */
6535 /* File type is "DATA" */
6536 FILE_TYPE(FILE_TYPE_DATA);
6538 /* Grab permissions */
6541 /* Create a new high score file */
6542 fd = fd_make(buf, 0644);
6544 /* Drop permissions */
6548 /* Grab permissions */
6551 errr err = fd_lock(fd, F_WRLCK);
6553 /* Drop permissions */
6558 counts_seek(creature_ptr, fd, where, TRUE);
6559 fd_write(fd, (char*)(&count), sizeof(u32b));
6561 /* Grab permissions */
6564 err = fd_lock(fd, F_UNLCK);
6566 /* Drop permissions */
6577 #ifdef HANDLE_SIGNALS
6582 * @brief OSからのシグナルを受けてサスペンド状態に入る /
6583 * Handle signals -- suspend
6584 * @param sig 受け取ったシグナル
6586 * Actually suspend the game, and then resume cleanly
6588 static void handle_signal_suspend(int sig)
6590 /* Disable handler */
6591 (void)signal(sig, SIG_IGN);
6598 /* Suspend the "Term" */
6599 Term_xtra(TERM_XTRA_ALIVE, 0);
6601 /* Suspend ourself */
6602 (void)kill(0, SIGSTOP);
6604 /* Resume the "Term" */
6605 Term_xtra(TERM_XTRA_ALIVE, 1);
6607 /* Redraw the term */
6610 /* Flush the term */
6615 /* Restore handler */
6616 (void)signal(sig, handle_signal_suspend);
6621 * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
6622 * @brief OSからのシグナルを受けて中断、終了する /
6623 * Handle signals -- simple (interrupt and quit)
6624 * @param sig 受け取ったシグナル
6627 * This function was causing a *huge* number of problems, so it has
6628 * been simplified greatly. We keep a global variable which counts
6629 * the number of times the user attempts to kill the process, and
6630 * we commit suicide if the user does this a certain number of times.
6631 * We attempt to give "feedback" to the user as he approaches the
6632 * suicide thresh-hold, but without penalizing accidental keypresses.
6633 * To prevent messy accidents, we should reset this global variable
6634 * whenever the user enters a keypress, or something like that.
6637 static void handle_signal_simple(int sig)
6639 /* Disable handler */
6640 (void)signal(sig, SIG_IGN);
6643 /* Nothing to save, just quit */
6644 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(NULL);
6647 /* Count the signals */
6651 /* Terminate dead characters */
6654 /* Mark the savefile */
6655 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
6657 forget_lite(p_ptr->current_floor_ptr);
6658 forget_view(p_ptr->current_floor_ptr);
6659 clear_mon_lite(p_ptr->current_floor_ptr);
6665 quit(_("強制終了", "interrupt"));
6668 /* Allow suicide (after 5) */
6669 else if (signal_count >= 5)
6671 /* Cause of "death" */
6672 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
6674 forget_lite(p_ptr->current_floor_ptr);
6675 forget_view(p_ptr->current_floor_ptr);
6676 clear_mon_lite(p_ptr->current_floor_ptr);
6679 p_ptr->playing = FALSE;
6682 p_ptr->is_dead = TRUE;
6683 p_ptr->leaving = TRUE;
6689 quit(_("強制終了", "interrupt"));
6692 /* Give warning (after 4) */
6693 else if (signal_count >= 4)
6696 Term_xtra(TERM_XTRA_NOISE, 0);
6698 /* Clear the top line */
6699 Term_erase(0, 0, 255);
6701 /* Display the cause */
6702 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
6707 /* Give warning (after 2) */
6708 else if (signal_count >= 2)
6711 Term_xtra(TERM_XTRA_NOISE, 0);
6714 (void)signal(sig, handle_signal_simple);
6719 * todo ここにp_ptrを追加すると関数ポインタ周りの収拾がつかなくなるので保留
6720 * @brief OSからのシグナルを受けて強制終了する /
6721 * Handle signal -- abort, kill, etc
6722 * @param sig 受け取ったシグナル
6726 * This function was causing a *huge* number of problems, so it has
6727 * been simplified greatly. We keep a global variable which counts
6728 * the number of times the user attempts to kill the process, and
6729 * we commit suicide if the user does this a certain number of times.
6730 * We attempt to give "feedback" to the user as he approaches the
6731 * suicide thresh-hold, but without penalizing accidental keypresses.
6732 * To prevent messy accidents, we should reset this global variable
6733 * whenever the user enters a keypress, or something like that.
6736 static void handle_signal_abort(int sig)
6739 Term_get_size(&wid, &hgt);
6741 (void)signal(sig, SIG_IGN);
6742 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(NULL);
6744 forget_lite(p_ptr->current_floor_ptr);
6745 forget_view(p_ptr->current_floor_ptr);
6746 clear_mon_lite(p_ptr->current_floor_ptr);
6748 Term_erase(0, hgt - 1, 255);
6749 Term_putstr(0, hgt - 1, -1, TERM_RED,
6750 _("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!"));
6752 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
6754 exe_write_diary(p_ptr, DIARY_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
6757 p_ptr->panic_save = 1;
6758 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6760 signals_ignore_tstp();
6762 if (save_player(p_ptr))
6764 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
6768 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
6772 quit(_("ソフトのバグ", "software bug"));
6777 * @brief OSからのSIGTSTPシグナルを無視する関数 /
6778 * Ignore SIGTSTP signals (keyboard suspend)
6782 void signals_ignore_tstp(void)
6786 (void)signal(SIGTSTP, SIG_IGN);
6793 * @brief OSからのSIGTSTPシグナルハンドラ /
6794 * Handle SIGTSTP signals (keyboard suspend)
6798 void signals_handle_tstp(void)
6802 (void)signal(SIGTSTP, handle_signal_suspend);
6809 * @brief OSからのシグナルハンドルを初期化する /
6810 * Prepare to handle the relevant signals
6814 void signals_init(void)
6817 (void)signal(SIGHUP, SIG_IGN);
6821 (void)signal(SIGTSTP, handle_signal_suspend);
6825 (void)signal(SIGINT, handle_signal_simple);
6829 (void)signal(SIGQUIT, handle_signal_simple);
6833 (void)signal(SIGFPE, handle_signal_abort);
6837 (void)signal(SIGILL, handle_signal_abort);
6841 (void)signal(SIGTRAP, handle_signal_abort);
6845 (void)signal(SIGIOT, handle_signal_abort);
6849 (void)signal(SIGKILL, handle_signal_abort);
6853 (void)signal(SIGBUS, handle_signal_abort);
6857 (void)signal(SIGSEGV, handle_signal_abort);
6861 (void)signal(SIGTERM, handle_signal_abort);
6865 (void)signal(SIGPIPE, handle_signal_abort);
6869 (void)signal(SIGEMT, handle_signal_abort);
6873 (void)signal(SIGDANGER, handle_signal_abort);
6877 (void)signal(SIGSYS, handle_signal_abort);
6881 (void)signal(SIGXCPU, handle_signal_abort);
6885 (void)signal(SIGPWR, handle_signal_abort);
6896 void signals_ignore_tstp(void)
6905 void signals_handle_tstp(void)
6914 void signals_init(void)