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
20 * You may or may not want to use the following "#undef".
22 /* #undef _POSIX_SAVED_IDS */
26 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
28 void safe_setuid_drop(void)
35 # ifdef SAFE_SETUID_POSIX
37 if (setuid(getuid()) != 0)
39 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
41 if (setgid(getgid()) != 0)
43 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
48 if (setreuid(geteuid(), getuid()) != 0)
50 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
52 if (setregid(getegid(), getgid()) != 0)
54 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
67 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
69 void safe_setuid_grab(void)
76 # ifdef SAFE_SETUID_POSIX
78 if (setuid(player_euid) != 0)
80 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
82 if (setgid(player_egid) != 0)
84 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
89 if (setreuid(geteuid(), getuid()) != 0)
91 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
93 if (setregid(getegid(), getgid()) != 0)
95 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
98 # endif /* SAFE_SETUID_POSIX */
100 # endif /* SAFE_SETUID */
108 * @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
109 * @param buf データテキストの参照ポインタ
111 * @param tokens トークンを保管する文字列参照ポインタ配列
116 * This function uses "colon" and "slash" as the delimeter characters.
117 * We never extract more than "num" tokens. The "last" token may include
118 * "delimeter" characters, allowing the buffer to include a "string" token.
119 * We save pointers to the tokens in "tokens", and return the number found.
120 * Hack -- Attempt to handle the 'c' character formalism
121 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
122 * Hack -- We will always extract at least one token
125 s16b tokenize(char *buf, s16b num, char **tokens, int mode)
137 /* Scan the string */
140 /* Found a delimiter */
141 if ((*t == ':') || (*t == '/')) break;
143 /* Handle single quotes */
144 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
149 /* Handle backslash */
152 /* Require a character */
158 /* Hack -- Require a close quote */
159 if (*t != '\'') *t = '\'';
162 /* Handle back-slash */
169 /* Nuke and advance */
187 /* A number with a name */
188 typedef struct named_num named_num;
192 cptr name; /* The name of this thing */
193 int num; /* A number associated with it */
197 /* Index of spell type names */
198 static named_num gf_desc[] =
200 {"GF_ELEC", GF_ELEC },
201 {"GF_POIS", GF_POIS },
202 {"GF_ACID", GF_ACID },
203 {"GF_COLD", GF_COLD },
204 {"GF_FIRE", GF_FIRE },
205 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
206 {"GF_MISSILE", GF_MISSILE },
207 {"GF_ARROW", GF_ARROW },
208 {"GF_PLASMA", GF_PLASMA },
209 {"GF_WATER", GF_WATER },
210 {"GF_LITE", GF_LITE },
211 {"GF_DARK", GF_DARK },
212 {"GF_LITE_WEAK", GF_LITE_WEAK },
213 {"GF_DARK_WEAK", GF_DARK_WEAK },
214 {"GF_SHARDS", GF_SHARDS },
215 {"GF_SOUND", GF_SOUND },
216 {"GF_CONFUSION", GF_CONFUSION },
217 {"GF_FORCE", GF_FORCE },
218 {"GF_INERTIA", GF_INERTIAL },
219 {"GF_MANA", GF_MANA },
220 {"GF_METEOR", GF_METEOR },
222 {"GF_CHAOS", GF_CHAOS },
223 {"GF_NETHER", GF_NETHER },
224 {"GF_DISENCHANT", GF_DISENCHANT },
225 {"GF_NEXUS", GF_NEXUS },
226 {"GF_TIME", GF_TIME },
227 {"GF_GRAVITY", GF_GRAVITY },
228 {"GF_KILL_WALL", GF_KILL_WALL },
229 {"GF_KILL_DOOR", GF_KILL_DOOR },
230 {"GF_KILL_TRAP", GF_KILL_TRAP },
231 {"GF_MAKE_WALL", GF_MAKE_WALL },
232 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
233 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
234 {"GF_MAKE_TREE", GF_MAKE_TREE },
235 {"GF_OLD_CLONE", GF_OLD_CLONE },
236 {"GF_OLD_POLY", GF_OLD_POLY },
237 {"GF_OLD_HEAL", GF_OLD_HEAL },
238 {"GF_OLD_SPEED", GF_OLD_SPEED },
239 {"GF_OLD_SLOW", GF_OLD_SLOW },
240 {"GF_OLD_CONF", GF_OLD_CONF },
241 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
242 {"GF_OLD_DRAIN", GF_OLD_DRAIN },
243 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
244 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
245 {"GF_AWAY_ALL", GF_AWAY_ALL },
246 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
247 {"GF_TURN_EVIL", GF_TURN_EVIL },
248 {"GF_TURN_ALL", GF_TURN_ALL },
249 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
250 {"GF_DISP_EVIL", GF_DISP_EVIL },
251 {"GF_DISP_ALL", GF_DISP_ALL },
252 {"GF_DISP_DEMON", GF_DISP_DEMON },
253 {"GF_DISP_LIVING", GF_DISP_LIVING },
254 {"GF_ROCKET", GF_ROCKET },
255 {"GF_NUKE", GF_NUKE },
256 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
257 {"GF_STASIS", GF_STASIS },
258 {"GF_STONE_WALL", GF_STONE_WALL },
259 {"GF_DEATH_RAY", GF_DEATH_RAY },
260 {"GF_STUN", GF_STUN },
261 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
262 {"GF_HELL_FIRE", GF_HELL_FIRE },
263 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
264 {"GF_CHARM", GF_CHARM },
265 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
266 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
268 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
269 {"GF_TELEKINESIS", GF_TELEKINESIS },
270 {"GF_JAM_DOOR", GF_JAM_DOOR },
271 {"GF_DOMINATION", GF_DOMINATION },
272 {"GF_DISP_GOOD", GF_DISP_GOOD },
273 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
274 {"GF_MIND_BLAST", GF_MIND_BLAST },
275 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
276 {"GF_CAUSE_1", GF_CAUSE_1 },
277 {"GF_CAUSE_2", GF_CAUSE_2 },
278 {"GF_CAUSE_3", GF_CAUSE_3 },
279 {"GF_CAUSE_4", GF_CAUSE_4 },
280 {"GF_HAND_DOOM", GF_HAND_DOOM },
281 {"GF_CAPTURE", GF_CAPTURE },
282 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
283 {"GF_CONTROL_LIVING", GF_CONTROL_LIVING },
284 {"GF_IDENTIFY", GF_IDENTIFY },
285 {"GF_ATTACK", GF_ATTACK },
286 {"GF_ENGETSU", GF_ENGETSU },
287 {"GF_GENOCIDE", GF_GENOCIDE },
288 {"GF_PHOTO", GF_PHOTO },
289 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
290 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
291 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
292 {"GF_SEEKER", GF_SEEKER },
293 {"GF_SUPER_RAY", GF_SUPER_RAY },
294 {"GF_STAR_HEAL", GF_STAR_HEAL },
295 {"GF_WATER_FLOW", GF_WATER_FLOW },
296 {"GF_CRUSADE", GF_CRUSADE },
297 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
298 {"GF_WOUNDS", GF_WOUNDS },
304 * @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 /
305 * Parse a sub-file of the "extra info" (format shown below)
306 * @param buf データテキストの参照ポインタ
310 * Each "action" line has an "action symbol" in the first column,
311 * followed by a colon, followed by some command specific info,
312 * usually in the form of "tokens" separated by colons or slashes.
313 * Blank lines, lines starting with white space, and lines starting
314 * with pound signs ("#") are ignored (as comments).
315 * Note the use of "tokenize()" to allow the use of both colons and
316 * slashes as delimeters, while still allowing final tokens which
317 * may contain any characters including "delimiters".
318 * Note the use of "strtol()" to allow all "integers" to be encoded
319 * in decimal, hexidecimal, or octal form.
320 * Note that "monster zero" is used for the "player" attr/char, "object
321 * zero" will be used for the "stack" attr/char, and "feature zero" is
322 * used for the "nothing" attr/char.
323 * Parse another file recursively, see below for details
325 * Specify the attr/char values for "monsters" by race index
326 * R:\<num\>:\<a\>:\<c\>
327 * Specify the attr/char values for "objects" by kind index
328 * K:\<num\>:\<a\>:\<c\>
329 * Specify the attr/char values for "features" by feature index
330 * F:\<num\>:\<a\>:\<c\>
331 * Specify the attr/char values for unaware "objects" by kind tval
332 * U:\<tv\>:\<a\>:\<c\>
333 * Specify the attr/char values for inventory "objects" by kind tval
334 * E:\<tv\>:\<a\>:\<c\>
335 * Define a macro action, given an encoded macro action
337 * Create a normal macro, given an encoded macro trigger
339 * Create a command macro, given an encoded macro trigger
341 * Create a keyset mapping
342 * S:\<key\>:\<key\>:\<dir\>
343 * Turn an option off, given its name
345 * Turn an option on, given its name
347 * Specify visual information, given an index, and some data
348 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
349 * Specify the set of colors to use when drawing a zapped spell
351 * Specify a macro trigger template and macro trigger names.
352 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
353 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
356 errr process_pref_file_command(char *buf)
363 /* Require "?:*" format */
364 if (buf[1] != ':') return 1;
369 /* Mega-Hack -- read external player's history file */
370 /* Process "H:<history>" */
372 add_history_from_pref_line(buf + 2);
375 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
377 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
380 i = (huge)strtol(zz[0], NULL, 0);
381 n1 = strtol(zz[1], NULL, 0);
382 n2 = strtol(zz[2], NULL, 0);
383 if (i >= max_r_idx) return 1;
385 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
386 if (n2) r_ptr->x_char = n2;
391 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
393 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
396 i = (huge)strtol(zz[0], NULL, 0);
397 n1 = strtol(zz[1], NULL, 0);
398 n2 = strtol(zz[2], NULL, 0);
399 if (i >= max_k_idx) return 1;
401 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
402 if (n2) k_ptr->x_char = n2;
407 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
408 /* "F:<num>:<a>/<c>" */
409 /* "F:<num>:<a>/<c>:LIT" */
410 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
414 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
416 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
417 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
419 i = (huge)strtol(zz[0], NULL, 0);
420 if (i >= max_f_idx) return 1;
423 n1 = strtol(zz[1], NULL, 0);
424 n2 = strtol(zz[2], NULL, 0);
425 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
426 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
428 /* Mega-hack -- feat supports lighting */
431 /* No lighting support */
433 n1 = f_ptr->x_attr[F_LIT_STANDARD];
434 n2 = f_ptr->x_char[F_LIT_STANDARD];
435 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
437 f_ptr->x_attr[j] = n1;
438 f_ptr->x_char[j] = n2;
442 /* Use default lighting */
444 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
447 /* Use desired lighting */
448 case F_LIT_MAX * 2 + 1:
449 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
451 n1 = strtol(zz[j * 2 + 1], NULL, 0);
452 n2 = strtol(zz[j * 2 + 2], NULL, 0);
453 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
454 if (n2) f_ptr->x_char[j] = n2;
461 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
463 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
465 j = (byte)strtol(zz[0], NULL, 0);
466 n1 = strtol(zz[1], NULL, 0);
467 n2 = strtol(zz[2], NULL, 0);
468 misc_to_attr[j] = n1;
469 misc_to_char[j] = n2;
474 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
476 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
478 j = (huge)strtol(zz[0], NULL, 0);
479 n1 = strtol(zz[1], NULL, 0);
480 n2 = strtol(zz[2], NULL, 0);
481 for (i = 1; i < max_k_idx; i++)
483 object_kind *k_ptr = &k_info[i];
484 if (k_ptr->tval == j)
486 if (n1) k_ptr->d_attr = n1;
487 if (n2) k_ptr->d_char = n2;
494 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
496 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
498 j = (byte)strtol(zz[0], NULL, 0) % 128;
499 n1 = strtol(zz[1], NULL, 0);
500 if (n1) tval_to_attr[j] = n1;
505 /* Process "A:<str>" -- save an "action" for later */
507 text_to_ascii(macro__buf, buf+2);
510 /* Process "P:<str>" -- normal macro */
515 text_to_ascii(tmp, buf+2);
516 macro_add(tmp, macro__buf);
520 /* Process "C:<str>" -- create keymap */
526 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
528 mode = strtol(zz[0], NULL, 0);
529 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
531 text_to_ascii(tmp, zz[1]);
532 if (!tmp[0] || tmp[1]) return 1;
535 string_free(keymap_act[mode][i]);
537 keymap_act[mode][i] = string_make(macro__buf);
542 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
544 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
546 i = (byte)strtol(zz[0], NULL, 0);
547 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
548 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
549 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
550 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
555 /* Process "X:<str>" -- turn option off */
556 /* Process "Y:<str>" -- turn option on */
559 for (i = 0; option_info[i].o_desc; i++)
561 if (option_info[i].o_var &&
562 option_info[i].o_text &&
563 streq(option_info[i].o_text, buf + 2))
565 int os = option_info[i].o_set;
566 int ob = option_info[i].o_bit;
568 if ((p_ptr->playing || character_xtra) &&
569 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
571 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);
579 option_flag[os] &= ~(1L << ob);
580 (*option_info[i].o_var) = FALSE;
585 option_flag[os] |= (1L << ob);
586 (*option_info[i].o_var) = TRUE;
592 /* don't know that option. ignore it.*/
593 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);
597 /* Process "Z:<type>:<str>" -- set spell color */
601 char *t = my_strchr(buf + 2, ':');
609 for (i = 0; gf_desc[i].name; i++)
611 /* Match this type */
612 if (streq(gf_desc[i].name, buf + 2))
614 /* Remember this color set */
615 gf_color[gf_desc[i].num] = quark_add(t);
625 /* Initialize macro trigger names and a template */
626 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
627 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
630 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
632 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
637 if (macro_template != NULL)
639 num = strlen(macro_modifier_chr);
641 /* Kill the template string */
642 string_free(macro_template);
643 macro_template = NULL;
645 /* Kill flag characters of modifier keys */
646 string_free(macro_modifier_chr);
648 /* Kill corresponding modifier names */
649 for (i = 0; i < num; i++)
651 string_free(macro_modifier_name[i]);
654 /* Kill trigger name strings */
655 for (i = 0; i < max_macrotrigger; i++)
657 string_free(macro_trigger_name[i]);
658 string_free(macro_trigger_keycode[0][i]);
659 string_free(macro_trigger_keycode[1][i]);
662 max_macrotrigger = 0;
665 if (*zz[0] == '\0') return 0; /* clear template */
667 /* Number of modifier flags */
670 /* Limit the number */
671 num = MIN(MAX_MACRO_MOD, num);
673 /* Stop if number of modifier is not correct */
674 if (2 + num != tok) return 1;
676 /* Get a template string */
677 macro_template = string_make(zz[0]);
679 /* Get flag characters of modifier keys */
680 macro_modifier_chr = string_make(zz[1]);
682 /* Get corresponding modifier names */
683 for (i = 0; i < num; i++)
685 macro_modifier_name[i] = string_make(zz[2+i]);
689 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
695 if (max_macrotrigger >= MAX_MACRO_TRIG)
697 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
700 m = max_macrotrigger;
703 /* Take into account the escape character */
713 /* Get a trigger name */
714 macro_trigger_name[m] = string_make(buf_aux);
716 /* Get the corresponding key code */
717 macro_trigger_keycode[0][m] = string_make(zz[1]);
721 /* Key code of a combination of it with the shift key */
722 macro_trigger_keycode[1][m] = string_make(zz[2]);
726 macro_trigger_keycode[1][m] = string_make(zz[1]);
741 * @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 /
742 * Helper function for "process_pref_file()"
743 * @param sp テキスト文字列の参照ポインタ
744 * @param fp 再帰中のポインタ参照
749 * v: output buffer array
755 cptr process_pref_file_expr(char **sp, char *fp)
772 while (iswspace(*s)) s++;
790 t = process_pref_file_expr(&s, &f);
799 else if (streq(t, "IOR"))
802 while (*s && (f != b2))
804 t = process_pref_file_expr(&s, &f);
805 if (*t && !streq(t, "0")) v = "1";
810 else if (streq(t, "AND"))
813 while (*s && (f != b2))
815 t = process_pref_file_expr(&s, &f);
816 if (*t && streq(t, "0")) v = "0";
821 else if (streq(t, "NOT"))
824 while (*s && (f != b2))
826 t = process_pref_file_expr(&s, &f);
827 if (*t && streq(t, "1")) v = "0";
832 else if (streq(t, "EQU"))
837 t = process_pref_file_expr(&s, &f);
839 while (*s && (f != b2))
841 p = process_pref_file_expr(&s, &f);
842 if (streq(t, p)) v = "1";
847 else if (streq(t, "LEQ"))
852 t = process_pref_file_expr(&s, &f);
854 while (*s && (f != b2))
857 t = process_pref_file_expr(&s, &f);
858 if (*t && atoi(p) > atoi(t)) v = "0";
863 else if (streq(t, "GEQ"))
868 t = process_pref_file_expr(&s, &f);
870 while (*s && (f != b2))
873 t = process_pref_file_expr(&s, &f);
875 /* Compare two numbers instead of string */
876 if (*t && atoi(p) < atoi(t)) v = "0";
883 while (*s && (f != b2))
885 t = process_pref_file_expr(&s, &f);
890 if (f != b2) v = "?x?x?";
892 /* Extract final and Terminate */
893 if ((f = *s) != '\0') *s++ = '\0';
899 /* Accept all printables except spaces and brackets */
901 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
903 if (iskanji(*s)) s++;
907 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
910 /* Extract final and Terminate */
911 if ((f = *s) != '\0') *s++ = '\0';
917 if (streq(b+1, "SYS"))
922 else if (streq(b+1, "KEYBOARD"))
924 v = ANGBAND_KEYBOARD;
928 else if (streq(b+1, "GRAF"))
933 /* Monochrome mode */
934 else if (streq(b+1, "MONOCHROME"))
943 else if (streq(b+1, "RACE"))
953 else if (streq(b+1, "CLASS"))
963 else if (streq(b+1, "PLAYER"))
965 static char tmp_player_name[32];
967 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
977 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
984 else if (streq(b+1, "REALM1"))
987 v = E_realm_names[p_ptr->realm1];
989 v = realm_names[p_ptr->realm1];
994 else if (streq(b+1, "REALM2"))
997 v = E_realm_names[p_ptr->realm2];
999 v = realm_names[p_ptr->realm2];
1004 else if (streq(b+1, "LEVEL"))
1006 sprintf(tmp, "%02d", p_ptr->lev);
1010 /* Autopick auto-register is in-use or not? */
1011 else if (streq(b+1, "AUTOREGISTER"))
1013 if (p_ptr->autopick_autoregister)
1020 else if (streq(b+1, "MONEY"))
1022 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1045 #define PREF_TYPE_NORMAL 0
1046 #define PREF_TYPE_AUTOPICK 1
1047 #define PREF_TYPE_HISTPREF 2
1050 * @brief process_pref_fileのサブルーチン /
1051 * Open the "user pref file" and parse it.
1052 * @param name 読み込むファイル名
1053 * @param preftype prefファイルのタイプ
1058 * v: output buffer array
1059 * f: final character
1064 static errr process_pref_file_aux(cptr name, int preftype)
1076 bool bypass = FALSE;
1080 fp = my_fopen(name, "r");
1083 if (!fp) return (-1);
1085 /* Process the file */
1086 while (0 == my_fgets(fp, buf, sizeof(buf)))
1091 /* Skip "empty" lines */
1092 if (!buf[0]) continue;
1094 /* Skip "blank" lines */
1096 if (!iskanji(buf[0]))
1098 if (iswspace(buf[0])) continue;
1101 if (buf[0] == '#') continue;
1108 /* Process "?:<expr>" */
1109 if ((buf[0] == '?') && (buf[1] == ':'))
1118 /* Parse the expr */
1119 v = process_pref_file_expr(&s, &f);
1122 bypass = (streq(v, "0") ? TRUE : FALSE);
1128 /* Apply conditionals */
1129 if (bypass) continue;
1132 /* Process "%:<file>" */
1135 static int depth_count = 0;
1137 /* Ignore if deeper than 20 level */
1138 if (depth_count > 20) continue;
1140 /* Count depth level */
1143 /* Process that file if allowed */
1146 case PREF_TYPE_AUTOPICK:
1147 (void)process_autopick_file(buf + 2);
1149 case PREF_TYPE_HISTPREF:
1150 (void)process_histpref_file(buf + 2);
1153 (void)process_pref_file(buf + 2);
1157 /* Set back depth level */
1165 /* Process the line */
1166 err = process_pref_file_command(buf);
1168 /* This is not original pref line... */
1171 if (preftype != PREF_TYPE_AUTOPICK)
1173 err = process_autopick_file_command(buf);
1181 /* Print error message */
1182 /* ToDo: Add better error messages */
1183 msg_format(_("ファイル'%s'の%d行でエラー番号%dのエラー。", "Error %d in line %d of file '%s'."),
1184 _(name, err), line, _(err, name));
1185 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1189 /* Close the file */
1198 * @brief pref設定ファイルを読み込み設定を反映させる /
1199 * Process the "user pref file" with the given name
1200 * @param name 読み込むファイル名
1204 * See the functions above for a list of legal "commands".
1205 * We also accept the special "?" and "%" directives, which
1206 * allow conditional evaluation and filename inclusion.
1209 errr process_pref_file(cptr name)
1215 /* Build the filename */
1216 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1218 /* Process the system pref file */
1219 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1221 /* Stop at parser errors, but not at non-existing file */
1222 if (err1 > 0) return err1;
1225 /* Build the filename */
1226 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1228 /* Process the user pref file */
1229 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1232 /* User file does not exist, but read system pref file */
1233 if (err2 < 0 && !err1)
1236 /* Result of user file processing */
1245 * Operating hours for ANGBAND (defaults to non-work hours)
1247 static char days[7][29] =
1249 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1250 "MON:XXXXXXXX.........XXXXXXX",
1251 "TUE:XXXXXXXX.........XXXXXXX",
1252 "WED:XXXXXXXX.........XXXXXXX",
1253 "THU:XXXXXXXX.........XXXXXXX",
1254 "FRI:XXXXXXXX.........XXXXXXX",
1255 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1259 * Restict usage (defaults to no restrictions)
1261 static bool check_time_flag = FALSE;
1267 * @brief Angbandプレイ禁止時刻をチェック /
1271 errr check_time(void)
1279 /* No restrictions */
1280 if (!check_time_flag) return (0);
1282 /* Check for time violation */
1283 c = time((time_t *)0);
1287 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1297 * @brief Angbandプレイ禁止時刻の初期化 /
1298 * Initialize CHECK_TIME
1301 errr check_time_init(void)
1311 /* Build the filename */
1312 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1315 fp = my_fopen(buf, "r");
1317 /* No file, no restrictions */
1318 if (!fp) return (0);
1320 /* Assume restrictions */
1321 check_time_flag = TRUE;
1323 /* Parse the file */
1324 while (0 == my_fgets(fp, buf, sizeof(buf)))
1326 /* Skip comments and blank lines */
1327 if (!buf[0] || (buf[0] == '#')) continue;
1329 /* Chop the buffer */
1332 /* Extract the info */
1333 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1334 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1335 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1336 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1337 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1338 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1339 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1355 #ifndef MAXHOSTNAMELEN
1356 # define MAXHOSTNAMELEN 64
1359 typedef struct statstime statstime;
1365 unsigned int v_pgpgin;
1366 unsigned int v_pgpgout;
1367 unsigned int v_pswpin;
1368 unsigned int v_pswpout;
1369 unsigned int v_intr;
1375 unsigned int v_swtch;
1377 struct timeval boottime;
1378 struct timeval curtime;
1382 * Maximal load (if any).
1384 static int check_load_value = 0;
1390 * @brief Angbandプレイ禁止ホストのチェック /
1394 errr check_load(void)
1399 struct statstime st;
1401 /* Success if not checking */
1402 if (!check_load_value) return (0);
1404 /* Check the load */
1405 if (0 == rstat("localhost", &st))
1407 long val1 = (long)(st.avenrun[2]);
1408 long val2 = (long)(check_load_value) * FSCALE;
1410 /* Check for violation */
1411 if (val1 >= val2) return (1);
1422 * @brief Angbandプレイ禁止ホストの設定初期化 /
1423 * Initialize CHECK_LOAD
1426 errr check_load_init(void)
1435 char temphost[MAXHOSTNAMELEN+1];
1436 char thishost[MAXHOSTNAMELEN+1];
1439 /* Build the filename */
1440 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1442 /* Open the "load" file */
1443 fp = my_fopen(buf, "r");
1445 /* No file, no restrictions */
1446 if (!fp) return (0);
1449 check_load_value = 100;
1451 /* Get the host name */
1452 (void)gethostname(thishost, (sizeof thishost) - 1);
1455 while (0 == my_fgets(fp, buf, sizeof(buf)))
1459 /* Skip comments and blank lines */
1460 if (!buf[0] || (buf[0] == '#')) continue;
1462 /* Parse, or ignore */
1463 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1465 /* Skip other hosts */
1466 if (!streq(temphost, thishost) &&
1467 !streq(temphost, "localhost")) continue;
1469 /* Use that value */
1470 check_load_value = value;
1476 /* Close the file */
1486 #define ENTRY_BARE_HAND 0
1487 #define ENTRY_TWO_HANDS 1
1488 #define ENTRY_RIGHT_HAND1 2
1489 #define ENTRY_LEFT_HAND1 3
1490 #define ENTRY_LEFT_HAND2 4
1491 #define ENTRY_RIGHT_HAND2 5
1492 #define ENTRY_POSTURE 6
1493 #define ENTRY_SHOOT_HIT_DAM 7
1494 #define ENTRY_SHOOT_POWER 8
1495 #define ENTRY_SPEED 9
1496 #define ENTRY_BASE_AC 10
1497 #define ENTRY_LEVEL 11
1498 #define ENTRY_CUR_EXP 12
1499 #define ENTRY_MAX_EXP 13
1500 #define ENTRY_EXP_TO_ADV 14
1501 #define ENTRY_GOLD 15
1502 #define ENTRY_DAY 16
1505 #define ENTRY_PLAY_TIME 19
1506 #define ENTRY_SKILL_FIGHT 20
1507 #define ENTRY_SKILL_SHOOT 21
1508 #define ENTRY_SKILL_SAVING 22
1509 #define ENTRY_SKILL_STEALTH 23
1510 #define ENTRY_SKILL_PERCEP 24
1511 #define ENTRY_SKILL_SEARCH 25
1512 #define ENTRY_SKILL_DISARM 26
1513 #define ENTRY_SKILL_DEVICE 27
1514 #define ENTRY_BLOWS 28
1515 #define ENTRY_SHOTS 29
1516 #define ENTRY_AVG_DMG 30
1517 #define ENTRY_INFRA 31
1519 #define ENTRY_NAME 32
1520 #define ENTRY_SEX 33
1521 #define ENTRY_RACE 34
1522 #define ENTRY_CLASS 35
1523 #define ENTRY_REALM 36
1524 #define ENTRY_PATRON 37
1525 #define ENTRY_AGE 38
1526 #define ENTRY_HEIGHT 39
1527 #define ENTRY_WEIGHT 40
1528 #define ENTRY_SOCIAL 41
1529 #define ENTRY_ALIGN 42
1531 #define ENTRY_EXP_ANDR 43
1532 #define ENTRY_EXP_TO_ADV_ANDR 44
1541 } disp_player_line[]
1544 { 1, 10, 25, "打撃修正(格闘)"},
1545 { 1, 10, 25, "打撃修正(両手)"},
1546 { 1, 10, 25, "打撃修正(右手)"},
1547 { 1, 10, 25, "打撃修正(左手)"},
1548 { 1, 11, 25, "打撃修正(左手)"},
1549 { 1, 11, 25, "打撃修正(右手)"},
1551 { 1, 15, 25, "射撃攻撃修正"},
1552 { 1, 16, 25, "射撃武器倍率"},
1555 {29, 13, 21, "レベル"},
1556 {29, 14, 21, "経験値"},
1557 {29, 15, 21, "最大経験"},
1558 {29, 16, 21, "次レベル"},
1559 {29, 17, 21, "所持金"},
1563 {29, 20, 21, "プレイ時間"},
1564 {53, 10, -1, "打撃命中 :"},
1565 {53, 11, -1, "射撃命中 :"},
1566 {53, 12, -1, "魔法防御 :"},
1567 {53, 13, -1, "隠密行動 :"},
1568 {53, 15, -1, "知覚 :"},
1569 {53, 16, -1, "探索 :"},
1570 {53, 17, -1, "解除 :"},
1571 {53, 18, -1, "魔法道具 :"},
1572 { 1, 12, 25, "打撃回数"},
1573 { 1, 17, 25, "射撃回数"},
1574 { 1, 13, 25, "平均ダメージ"},
1575 {53, 20, -1, "赤外線視力:"},
1576 {26, 1, -1, "名前 : "},
1577 { 1, 3, -1, "性別 : "},
1578 { 1, 4, -1, "種族 : "},
1579 { 1, 5, -1, "職業 : "},
1580 { 1, 6, -1, "魔法 : "},
1581 { 1, 7, -1, "守護魔神 : "},
1585 {29, 6, 21, "社会的地位"},
1587 {29, 14, 21, "強化度"},
1588 {29, 16, 21, "次レベル"},
1592 { 1, 10, 25, "Bare hand"},
1593 { 1, 10, 25, "Two hands"},
1594 { 1, 10, 25, "Right hand"},
1595 { 1, 10, 25, "Left hand"},
1596 { 1, 11, 25, "Left hand"},
1597 { 1, 11, 25, "Right hand"},
1598 { 1, 11, 25, "Posture"},
1599 { 1, 15, 25, "Shooting"},
1600 { 1, 16, 25, "Multiplier"},
1601 { 1, 20, 25, "Speed"},
1603 {29, 13, 21, "Level"},
1604 {29, 14, 21, "Experience"},
1605 {29, 15, 21, "Max Exp"},
1606 {29, 16, 21, "Exp to Adv"},
1607 {29, 17, 21, "Gold"},
1608 {29, 19, 21, "Time"},
1609 {29, 10, 21, "Hit point"},
1610 {29, 11, 21, "SP (Mana)"},
1611 {29, 20, 21, "Play time"},
1612 {53, 10, -1, "Fighting : "},
1613 {53, 11, -1, "Bows/Throw : "},
1614 {53, 12, -1, "SavingThrow: "},
1615 {53, 13, -1, "Stealth : "},
1616 {53, 15, -1, "Perception : "},
1617 {53, 16, -1, "Searching : "},
1618 {53, 17, -1, "Disarming : "},
1619 {53, 18, -1, "MagicDevice: "},
1620 { 1, 12, 25, "Blows/Round"},
1621 { 1, 17, 25, "Shots/Round"},
1622 { 1, 13, 25, "AverageDmg/Rnd"},
1623 {53, 20, -1, "Infra-Vision: "},
1624 {26, 1, -1, "Name : "},
1625 { 1, 3, -1, "Sex : "},
1626 { 1, 4, -1, "Race : "},
1627 { 1, 5, -1, "Class : "},
1628 { 1, 6, -1, "Magic : "},
1629 { 1, 7, -1, "Patron : "},
1631 {29, 4, 21, "Height"},
1632 {29, 5, 21, "Weight"},
1633 {29, 6, 21, "Social Class"},
1634 {29, 7, 21, "Align"},
1635 {29, 14, 21, "Construction"},
1636 {29, 16, 21, "Const to Adv"},
1641 * @brief プレイヤーのステータス1種を出力する
1643 * @param val 値を保管した文字列ポインタ
1644 * @param attr 項目表示の色
1647 static void display_player_one_line(int entry, cptr val, byte attr)
1651 int row = disp_player_line[entry].row;
1652 int col = disp_player_line[entry].col;
1653 int len = disp_player_line[entry].len;
1654 cptr head = disp_player_line[entry].header;
1656 int head_len = strlen(head);
1658 Term_putstr(col, row, -1, TERM_WHITE, head);
1665 int val_len = len - head_len;
1666 sprintf(buf, "%*.*s", val_len, val_len, val);
1667 Term_putstr(col + head_len, row, -1, attr, buf);
1671 Term_putstr(col + head_len, row, -1, attr, val);
1678 * @brief プレイヤーの打撃能力修正を表示する
1679 * @param hand 武器の装備部位ID
1680 * @param hand_entry 項目ID
1683 static void display_player_melee_bonus(int hand, int hand_entry)
1686 int show_tohit = p_ptr->dis_to_h[hand];
1687 int show_todam = p_ptr->dis_to_d[hand];
1688 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1690 /* Hack -- add in weapon info if known */
1691 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1692 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1694 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1697 sprintf(buf, "(%+d,%+d)", show_tohit, show_todam);
1699 /* Dump the bonuses to hit/dam */
1700 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1701 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1702 else if (p_ptr->ryoute)
1703 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1705 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1710 * @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
1711 * Prints the following information on the screen.
1714 static void display_player_middle(void)
1719 int show_tohit = p_ptr->dis_to_h_b;
1723 object_type *o_ptr = &inventory[INVEN_BOW];
1730 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1733 if (p_ptr->hidarite)
1735 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1737 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
1740 if (p_ptr->special_defense & KAMAE_MASK)
1742 for (i = 0; i < MAX_KAMAE; i++)
1744 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1747 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1750 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1753 /* Apply weapon bonuses */
1754 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1755 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1757 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1758 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1760 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1762 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1765 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1767 if (inventory[INVEN_BOW].k_idx)
1769 tmul = bow_tmul(inventory[INVEN_BOW].sval);
1771 /* Get extra "power" from "extra might" */
1772 if (p_ptr->xtra_might) tmul++;
1774 tmul = tmul * (100 + (int)(adj_str_td[p_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]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1789 i = p_ptr->pspeed-110;
1791 /* Hack -- Visually "undo" the Search Mode Slowdown */
1792 if (p_ptr->action == ACTION_SEARCH) i += 10;
1797 attr = TERM_L_GREEN;
1811 attr = TERM_L_UMBER;
1818 if (IS_FAST()) tmp_speed += 10;
1819 if (p_ptr->slow) tmp_speed -= 10;
1820 if (p_ptr->lightspeed) tmp_speed = 99;
1824 if (MON_FAST(&m_list[p_ptr->riding])) tmp_speed += 10;
1825 if (MON_SLOW(&m_list[p_ptr->riding])) tmp_speed -= 10;
1831 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1833 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1843 sprintf(buf, "(%+d)", i);
1845 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1848 display_player_one_line(ENTRY_SPEED, buf, attr);
1851 /* Dump character level */
1852 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1854 /* Dump experience */
1855 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1856 else e = ENTRY_CUR_EXP;
1858 if (p_ptr->exp >= p_ptr->max_exp)
1859 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1861 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1863 /* Dump max experience */
1864 if (p_ptr->prace == RACE_ANDROID)
1867 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1869 /* Dump exp to advance */
1870 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1871 else e = ENTRY_EXP_TO_ADV;
1873 if (p_ptr->lev >= PY_MAX_LEVEL)
1874 display_player_one_line(e, "*****", TERM_L_GREEN);
1875 else if (p_ptr->prace == RACE_ANDROID)
1876 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1878 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1881 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1886 extract_day_hour_min(&day, &hour, &min);
1888 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1889 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1891 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1893 /* Dump hit point */
1894 if (p_ptr->chp >= p_ptr->mhp)
1895 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1896 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1897 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1899 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1901 /* Dump mana power */
1902 if (p_ptr->csp >= p_ptr->msp)
1903 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1904 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1905 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1907 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1909 /* Dump play time */
1910 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", playtime/(60*60), (playtime/60)%60, playtime%60), TERM_L_GREEN);
1915 * Hack -- pass color info around this file
1917 static byte likert_color = TERM_WHITE;
1921 * @brief 技能ランクの表示基準を定める
1922 * Returns a "rating" of x depending on y
1924 * @param y 技能値に対するランク基準比
1927 static cptr likert(int x, int y)
1929 static char dummy[20] = "";
1934 /* Negative value */
1937 likert_color = TERM_L_DARK;
1938 return _("最低", "Very Bad");
1941 /* Analyze the value */
1946 likert_color = TERM_RED;
1947 return _("悪い", "Bad");
1950 likert_color = TERM_L_RED;
1951 return _("劣る", "Poor");
1955 likert_color = TERM_ORANGE;
1956 return _("普通", "Fair");
1959 likert_color = TERM_YELLOW;
1960 return _("良い", "Good");
1963 likert_color = TERM_YELLOW;
1964 return _("大変良い", "Very Good");
1968 likert_color = TERM_L_GREEN;
1969 return _("卓越", "Excellent");
1976 likert_color = TERM_GREEN;
1977 return _("超越", "Superb");
1983 likert_color = TERM_BLUE;
1984 return _("英雄的", "Heroic");
1987 likert_color = TERM_VIOLET;
1988 sprintf(dummy, _("伝説的[%d]", "Legendary[%d]"), (int)((((x / y) - 17) * 5) / 2));
1995 * @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
1996 * Prints ratings on certain abilities
1999 * This code is "imitated" elsewhere to "dump" a character sheet.
2001 static void display_player_various(void)
2003 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2004 int xthn, xthb, xfos, xsrh;
2005 int xdis, xdev, xsav, xstl;
2008 u32b flgs[TR_FLAG_SIZE];
2009 int shots, shot_frac;
2014 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2015 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2016 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2017 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2018 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2020 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2022 /* Shooting Skill (with current bow and normal missile) */
2023 o_ptr = &inventory[INVEN_BOW];
2024 tmp = p_ptr->to_h_b + o_ptr->to_h;
2025 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2027 /* If the player is wielding one? */
2030 s16b energy_fire = bow_energy(o_ptr->sval);
2032 /* Calculate shots per round */
2033 shots = p_ptr->num_fire * 100;
2034 shot_frac = (shots * 100 / energy_fire) % 100;
2035 shots = shots / energy_fire;
2036 if (o_ptr->name1 == ART_CRIMSON)
2040 if (p_ptr->pclass == CLASS_ARCHER)
2042 /* Extra shot at level 10 */
2043 if (p_ptr->lev >= 10) shots++;
2045 /* Extra shot at level 30 */
2046 if (p_ptr->lev >= 30) shots++;
2048 /* Extra shot at level 45 */
2049 if (p_ptr->lev >= 45) shots++;
2059 for(i = 0; i < 2; i++)
2061 damage[i] = p_ptr->dis_to_d[i] * 100;
2062 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
2064 int level = p_ptr->lev;
2070 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2071 if (p_ptr->special_defense & KAMAE_BYAKKO)
2072 basedam = monk_ave_damage[level][1];
2073 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2074 basedam = monk_ave_damage[level][2];
2076 basedam = monk_ave_damage[level][0];
2080 o_ptr = &inventory[INVEN_RARM + i];
2082 /* Average damage per round */
2088 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2089 if (object_is_known(o_ptr))
2091 damage[i] += o_ptr->to_d * 100;
2092 to_h[i] += o_ptr->to_h;
2094 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2095 object_flags_known(o_ptr, flgs);
2097 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2098 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2104 else if (have_flag(flgs, TR_VORPAL))
2106 /* vorpal flag only */
2110 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2111 basedam = basedam * 7 / 2;
2115 damage[i] += basedam;
2116 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2117 if (damage[i] < 0) damage[i] = 0;
2119 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2120 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2122 /* Basic abilities */
2124 xdis = p_ptr->skill_dis;
2125 xdev = p_ptr->skill_dev;
2126 xsav = p_ptr->skill_sav;
2127 xstl = p_ptr->skill_stl;
2128 xsrh = p_ptr->skill_srh;
2129 xfos = p_ptr->skill_fos;
2132 desc = likert(xthn, 12);
2133 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2135 desc = likert(xthb, 12);
2136 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2138 desc = likert(xsav, 7);
2139 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2141 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2142 desc = likert((xstl > 0) ? xstl : -1, 1);
2143 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2145 desc = likert(xfos, 6);
2146 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2148 desc = likert(xsrh, 6);
2149 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2151 desc = likert(xdis, 8);
2152 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2154 desc = likert(xdev, 6);
2155 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2158 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2160 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2162 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2165 if ((damage[0]+damage[1]) == 0)
2168 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2170 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2172 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2178 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2179 * Prints ratings on certain abilities
2180 * @param flgs フラグを保管する配列
2183 * Obtain the "flags" for the player as if he was an item
2185 * xtra1.c周りと多重実装になっているのを何とかする
2187 static void player_flags(u32b flgs[TR_FLAG_SIZE])
2192 for (i = 0; i < TR_FLAG_SIZE; i++)
2196 switch (p_ptr->pclass)
2199 if (p_ptr->lev > 44)
2200 add_flag(flgs, TR_REGEN);
2202 if (p_ptr->lev > 29)
2203 add_flag(flgs, TR_RES_FEAR);
2206 if (p_ptr->lev > 39)
2207 add_flag(flgs, TR_RES_FEAR);
2209 case CLASS_CHAOS_WARRIOR:
2210 if (p_ptr->lev > 29)
2211 add_flag(flgs, TR_RES_CHAOS);
2212 if (p_ptr->lev > 39)
2213 add_flag(flgs, TR_RES_FEAR);
2216 case CLASS_FORCETRAINER:
2217 if ((p_ptr->lev > 9) && !heavy_armor())
2218 add_flag(flgs, TR_SPEED);
2219 if ((p_ptr->lev>24) && !heavy_armor())
2220 add_flag(flgs, TR_FREE_ACT);
2224 add_flag(flgs, TR_SPEED);
2227 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
2228 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
2229 add_flag(flgs, TR_SPEED);
2231 add_flag(flgs, TR_FREE_ACT);
2233 add_flag(flgs, TR_SLOW_DIGEST);
2234 add_flag(flgs, TR_RES_FEAR);
2235 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2236 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2237 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2239 case CLASS_MINDCRAFTER:
2241 add_flag(flgs, TR_RES_FEAR);
2242 if (p_ptr->lev > 19)
2243 add_flag(flgs, TR_SUST_WIS);
2244 if (p_ptr->lev > 29)
2245 add_flag(flgs, TR_RES_CONF);
2246 if (p_ptr->lev > 39)
2247 add_flag(flgs, TR_TELEPATHY);
2250 add_flag(flgs, TR_RES_SOUND);
2252 case CLASS_BERSERKER:
2253 add_flag(flgs, TR_SUST_STR);
2254 add_flag(flgs, TR_SUST_DEX);
2255 add_flag(flgs, TR_SUST_CON);
2256 add_flag(flgs, TR_REGEN);
2257 add_flag(flgs, TR_FREE_ACT);
2258 add_flag(flgs, TR_SPEED);
2259 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2261 case CLASS_MIRROR_MASTER:
2262 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2265 break; /* Do nothing */
2269 if (p_ptr->mimic_form)
2271 switch(p_ptr->mimic_form)
2274 add_flag(flgs, TR_HOLD_EXP);
2275 add_flag(flgs, TR_RES_CHAOS);
2276 add_flag(flgs, TR_RES_NETHER);
2277 add_flag(flgs, TR_RES_FIRE);
2278 add_flag(flgs, TR_SEE_INVIS);
2279 add_flag(flgs, TR_SPEED);
2281 case MIMIC_DEMON_LORD:
2282 add_flag(flgs, TR_HOLD_EXP);
2283 add_flag(flgs, TR_RES_CHAOS);
2284 add_flag(flgs, TR_RES_NETHER);
2285 add_flag(flgs, TR_RES_FIRE);
2286 add_flag(flgs, TR_RES_COLD);
2287 add_flag(flgs, TR_RES_ELEC);
2288 add_flag(flgs, TR_RES_ACID);
2289 add_flag(flgs, TR_RES_POIS);
2290 add_flag(flgs, TR_RES_CONF);
2291 add_flag(flgs, TR_RES_DISEN);
2292 add_flag(flgs, TR_RES_NEXUS);
2293 add_flag(flgs, TR_RES_FEAR);
2294 add_flag(flgs, TR_IM_FIRE);
2295 add_flag(flgs, TR_SH_FIRE);
2296 add_flag(flgs, TR_SEE_INVIS);
2297 add_flag(flgs, TR_TELEPATHY);
2298 add_flag(flgs, TR_LEVITATION);
2299 add_flag(flgs, TR_SPEED);
2302 add_flag(flgs, TR_HOLD_EXP);
2303 add_flag(flgs, TR_RES_DARK);
2304 add_flag(flgs, TR_RES_NETHER);
2305 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2306 add_flag(flgs, TR_RES_POIS);
2307 add_flag(flgs, TR_RES_COLD);
2308 add_flag(flgs, TR_SEE_INVIS);
2309 add_flag(flgs, TR_SPEED);
2315 switch (p_ptr->prace)
2318 add_flag(flgs, TR_RES_LITE);
2321 add_flag(flgs, TR_HOLD_EXP);
2324 add_flag(flgs, TR_FREE_ACT);
2327 add_flag(flgs, TR_RES_BLIND);
2330 add_flag(flgs, TR_RES_DARK);
2332 case RACE_HALF_TROLL:
2333 add_flag(flgs, TR_SUST_STR);
2334 if (p_ptr->lev > 14)
2336 add_flag(flgs, TR_REGEN);
2337 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2339 add_flag(flgs, TR_SLOW_DIGEST);
2341 * Let's not make Regeneration a disadvantage
2342 * for the poor warriors who can never learn
2343 * a spell that satisfies hunger (actually
2344 * neither can rogues, but half-trolls are not
2345 * supposed to play rogues)
2351 add_flag(flgs, TR_SUST_CON);
2352 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2355 add_flag(flgs, TR_RES_LITE);
2356 add_flag(flgs, TR_SEE_INVIS);
2358 case RACE_BARBARIAN:
2359 add_flag(flgs, TR_RES_FEAR);
2361 case RACE_HALF_OGRE:
2362 add_flag(flgs, TR_SUST_STR);
2363 add_flag(flgs, TR_RES_DARK);
2365 case RACE_HALF_GIANT:
2366 add_flag(flgs, TR_RES_SHARDS);
2367 add_flag(flgs, TR_SUST_STR);
2369 case RACE_HALF_TITAN:
2370 add_flag(flgs, TR_RES_CHAOS);
2373 add_flag(flgs, TR_RES_SOUND);
2376 add_flag(flgs, TR_RES_ACID);
2377 if (p_ptr->lev > 19)
2378 add_flag(flgs, TR_IM_ACID);
2381 add_flag(flgs, TR_RES_CONF);
2382 add_flag(flgs, TR_RES_ACID);
2384 add_flag(flgs, TR_SPEED);
2387 add_flag(flgs, TR_RES_POIS);
2390 add_flag(flgs, TR_RES_DISEN);
2391 add_flag(flgs, TR_RES_DARK);
2394 add_flag(flgs, TR_RES_DARK);
2395 if (p_ptr->lev > 19)
2396 add_flag(flgs, TR_SEE_INVIS);
2398 case RACE_DRACONIAN:
2399 add_flag(flgs, TR_LEVITATION);
2401 add_flag(flgs, TR_RES_FIRE);
2403 add_flag(flgs, TR_RES_COLD);
2404 if (p_ptr->lev > 14)
2405 add_flag(flgs, TR_RES_ACID);
2406 if (p_ptr->lev > 19)
2407 add_flag(flgs, TR_RES_ELEC);
2408 if (p_ptr->lev > 34)
2409 add_flag(flgs, TR_RES_POIS);
2411 case RACE_MIND_FLAYER:
2412 add_flag(flgs, TR_SUST_INT);
2413 add_flag(flgs, TR_SUST_WIS);
2414 if (p_ptr->lev > 14)
2415 add_flag(flgs, TR_SEE_INVIS);
2416 if (p_ptr->lev > 29)
2417 add_flag(flgs, TR_TELEPATHY);
2420 add_flag(flgs, TR_RES_FIRE);
2422 add_flag(flgs, TR_SEE_INVIS);
2425 add_flag(flgs, TR_SEE_INVIS);
2426 add_flag(flgs, TR_FREE_ACT);
2427 add_flag(flgs, TR_RES_POIS);
2428 add_flag(flgs, TR_SLOW_DIGEST);
2429 if (p_ptr->lev > 34)
2430 add_flag(flgs, TR_HOLD_EXP);
2433 add_flag(flgs, TR_SEE_INVIS);
2434 add_flag(flgs, TR_RES_SHARDS);
2435 add_flag(flgs, TR_HOLD_EXP);
2436 add_flag(flgs, TR_RES_POIS);
2438 add_flag(flgs, TR_RES_COLD);
2441 add_flag(flgs, TR_SEE_INVIS);
2442 add_flag(flgs, TR_HOLD_EXP);
2443 add_flag(flgs, TR_RES_NETHER);
2444 add_flag(flgs, TR_RES_POIS);
2445 add_flag(flgs, TR_SLOW_DIGEST);
2447 add_flag(flgs, TR_RES_COLD);
2450 add_flag(flgs, TR_HOLD_EXP);
2451 add_flag(flgs, TR_RES_DARK);
2452 add_flag(flgs, TR_RES_NETHER);
2453 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2454 add_flag(flgs, TR_RES_POIS);
2455 add_flag(flgs, TR_RES_COLD);
2458 add_flag(flgs, TR_LEVITATION);
2459 add_flag(flgs, TR_FREE_ACT);
2460 add_flag(flgs, TR_RES_COLD);
2461 add_flag(flgs, TR_SEE_INVIS);
2462 add_flag(flgs, TR_HOLD_EXP);
2463 add_flag(flgs, TR_RES_NETHER);
2464 add_flag(flgs, TR_RES_POIS);
2465 add_flag(flgs, TR_SLOW_DIGEST);
2467 if (p_ptr->lev > 34)
2468 add_flag(flgs, TR_TELEPATHY);
2471 add_flag(flgs, TR_RES_LITE);
2472 add_flag(flgs, TR_LEVITATION);
2474 add_flag(flgs, TR_SPEED);
2477 add_flag(flgs, TR_RES_SOUND);
2478 add_flag(flgs, TR_RES_CONF);
2481 add_flag(flgs, TR_LEVITATION);
2482 add_flag(flgs, TR_SEE_INVIS);
2485 add_flag(flgs, TR_RES_FIRE);
2486 add_flag(flgs, TR_RES_NETHER);
2487 add_flag(flgs, TR_HOLD_EXP);
2489 add_flag(flgs, TR_SEE_INVIS);
2492 add_flag(flgs, TR_SUST_CON);
2495 add_flag(flgs, TR_LEVITATION);
2498 add_flag(flgs, TR_RES_CONF);
2501 add_flag(flgs, TR_FREE_ACT);
2502 add_flag(flgs, TR_RES_POIS);
2503 add_flag(flgs, TR_SLOW_DIGEST);
2504 add_flag(flgs, TR_HOLD_EXP);
2514 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2516 remove_flag(flgs, TR_REGEN);
2519 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2520 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2521 (p_ptr->muta3 & MUT3_SHORT_LEG))
2523 add_flag(flgs, TR_SPEED);
2526 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2528 add_flag(flgs, TR_SH_ELEC);
2531 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2533 add_flag(flgs, TR_SH_FIRE);
2534 add_flag(flgs, TR_LITE_1);
2537 if (p_ptr->muta3 & MUT3_WINGS)
2539 add_flag(flgs, TR_LEVITATION);
2542 if (p_ptr->muta3 & MUT3_FEARLESS)
2544 add_flag(flgs, TR_RES_FEAR);
2547 if (p_ptr->muta3 & MUT3_REGEN)
2549 add_flag(flgs, TR_REGEN);
2552 if (p_ptr->muta3 & MUT3_ESP)
2554 add_flag(flgs, TR_TELEPATHY);
2557 if (p_ptr->muta3 & MUT3_MOTION)
2559 add_flag(flgs, TR_FREE_ACT);
2563 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2564 add_flag(flgs, TR_AGGRAVATE);
2565 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2567 add_flag(flgs, TR_RES_BLIND);
2568 add_flag(flgs, TR_RES_CONF);
2569 add_flag(flgs, TR_HOLD_EXP);
2570 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2572 add_flag(flgs, TR_SPEED);
2574 if (p_ptr->special_defense & KATA_FUUJIN)
2575 add_flag(flgs, TR_REFLECT);
2576 if (p_ptr->special_defense & KAMAE_GENBU)
2577 add_flag(flgs, TR_REFLECT);
2578 if (p_ptr->special_defense & KAMAE_SUZAKU)
2579 add_flag(flgs, TR_LEVITATION);
2580 if (p_ptr->special_defense & KAMAE_SEIRYU)
2582 add_flag(flgs, TR_RES_FIRE);
2583 add_flag(flgs, TR_RES_COLD);
2584 add_flag(flgs, TR_RES_ACID);
2585 add_flag(flgs, TR_RES_ELEC);
2586 add_flag(flgs, TR_RES_POIS);
2587 add_flag(flgs, TR_LEVITATION);
2588 add_flag(flgs, TR_SH_FIRE);
2589 add_flag(flgs, TR_SH_ELEC);
2590 add_flag(flgs, TR_SH_COLD);
2592 if (p_ptr->special_defense & KATA_MUSOU)
2594 add_flag(flgs, TR_RES_FEAR);
2595 add_flag(flgs, TR_RES_LITE);
2596 add_flag(flgs, TR_RES_DARK);
2597 add_flag(flgs, TR_RES_BLIND);
2598 add_flag(flgs, TR_RES_CONF);
2599 add_flag(flgs, TR_RES_SOUND);
2600 add_flag(flgs, TR_RES_SHARDS);
2601 add_flag(flgs, TR_RES_NETHER);
2602 add_flag(flgs, TR_RES_NEXUS);
2603 add_flag(flgs, TR_RES_CHAOS);
2604 add_flag(flgs, TR_RES_DISEN);
2605 add_flag(flgs, TR_REFLECT);
2606 add_flag(flgs, TR_HOLD_EXP);
2607 add_flag(flgs, TR_FREE_ACT);
2608 add_flag(flgs, TR_SH_FIRE);
2609 add_flag(flgs, TR_SH_ELEC);
2610 add_flag(flgs, TR_SH_COLD);
2611 add_flag(flgs, TR_LEVITATION);
2612 add_flag(flgs, TR_LITE_1);
2613 add_flag(flgs, TR_SEE_INVIS);
2614 add_flag(flgs, TR_TELEPATHY);
2615 add_flag(flgs, TR_SLOW_DIGEST);
2616 add_flag(flgs, TR_REGEN);
2617 add_flag(flgs, TR_SUST_STR);
2618 add_flag(flgs, TR_SUST_INT);
2619 add_flag(flgs, TR_SUST_WIS);
2620 add_flag(flgs, TR_SUST_DEX);
2621 add_flag(flgs, TR_SUST_CON);
2622 add_flag(flgs, TR_SUST_CHR);
2627 * @brief プレイヤーの一時的魔法効果による耐性を返す
2628 * Prints ratings on certain abilities
2629 * @param flgs フラグを保管する配列
2632 * xtra1.c周りと多重実装になっているのを何とかする
2634 static void tim_player_flags(u32b flgs[TR_FLAG_SIZE])
2639 for (i = 0; i < TR_FLAG_SIZE; i++)
2642 if (IS_HERO() || p_ptr->shero)
2643 add_flag(flgs, TR_RES_FEAR);
2644 if (p_ptr->tim_invis)
2645 add_flag(flgs, TR_SEE_INVIS);
2646 if (p_ptr->tim_regen)
2647 add_flag(flgs, TR_REGEN);
2649 add_flag(flgs, TR_TELEPATHY);
2650 if (IS_FAST() || p_ptr->slow)
2651 add_flag(flgs, TR_SPEED);
2653 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(prace_is_(RACE_YEEK) && (p_ptr->lev > 19)))
2654 add_flag(flgs, TR_RES_ACID);
2655 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2656 add_flag(flgs, TR_RES_ELEC);
2657 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2658 add_flag(flgs, TR_RES_FIRE);
2659 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2660 add_flag(flgs, TR_RES_COLD);
2661 if (IS_OPPOSE_POIS())
2662 add_flag(flgs, TR_RES_POIS);
2664 if (p_ptr->special_attack & ATTACK_ACID)
2665 add_flag(flgs, TR_BRAND_ACID);
2666 if (p_ptr->special_attack & ATTACK_ELEC)
2667 add_flag(flgs, TR_BRAND_ELEC);
2668 if (p_ptr->special_attack & ATTACK_FIRE)
2669 add_flag(flgs, TR_BRAND_FIRE);
2670 if (p_ptr->special_attack & ATTACK_COLD)
2671 add_flag(flgs, TR_BRAND_COLD);
2672 if (p_ptr->special_attack & ATTACK_POIS)
2673 add_flag(flgs, TR_BRAND_POIS);
2674 if (p_ptr->special_defense & DEFENSE_ACID)
2675 add_flag(flgs, TR_IM_ACID);
2676 if (p_ptr->special_defense & DEFENSE_ELEC)
2677 add_flag(flgs, TR_IM_ELEC);
2678 if (p_ptr->special_defense & DEFENSE_FIRE)
2679 add_flag(flgs, TR_IM_FIRE);
2680 if (p_ptr->special_defense & DEFENSE_COLD)
2681 add_flag(flgs, TR_IM_COLD);
2682 if (p_ptr->wraith_form)
2683 add_flag(flgs, TR_REFLECT);
2685 if (p_ptr->tim_reflect)
2686 add_flag(flgs, TR_REFLECT);
2688 if (p_ptr->magicdef)
2690 add_flag(flgs, TR_RES_BLIND);
2691 add_flag(flgs, TR_RES_CONF);
2692 add_flag(flgs, TR_REFLECT);
2693 add_flag(flgs, TR_FREE_ACT);
2694 add_flag(flgs, TR_LEVITATION);
2696 if (p_ptr->tim_res_nether)
2698 add_flag(flgs, TR_RES_NETHER);
2700 if (p_ptr->tim_sh_fire)
2702 add_flag(flgs, TR_SH_FIRE);
2706 add_flag(flgs, TR_RES_FEAR);
2707 add_flag(flgs, TR_RES_LITE);
2708 add_flag(flgs, TR_RES_DARK);
2709 add_flag(flgs, TR_RES_BLIND);
2710 add_flag(flgs, TR_RES_CONF);
2711 add_flag(flgs, TR_RES_SOUND);
2712 add_flag(flgs, TR_RES_SHARDS);
2713 add_flag(flgs, TR_RES_NETHER);
2714 add_flag(flgs, TR_RES_NEXUS);
2715 add_flag(flgs, TR_RES_CHAOS);
2716 add_flag(flgs, TR_RES_DISEN);
2717 add_flag(flgs, TR_REFLECT);
2718 add_flag(flgs, TR_HOLD_EXP);
2719 add_flag(flgs, TR_FREE_ACT);
2720 add_flag(flgs, TR_SH_FIRE);
2721 add_flag(flgs, TR_SH_ELEC);
2722 add_flag(flgs, TR_SH_COLD);
2723 add_flag(flgs, TR_LEVITATION);
2724 add_flag(flgs, TR_LITE_1);
2725 add_flag(flgs, TR_SEE_INVIS);
2726 add_flag(flgs, TR_TELEPATHY);
2727 add_flag(flgs, TR_SLOW_DIGEST);
2728 add_flag(flgs, TR_REGEN);
2729 add_flag(flgs, TR_SUST_STR);
2730 add_flag(flgs, TR_SUST_INT);
2731 add_flag(flgs, TR_SUST_WIS);
2732 add_flag(flgs, TR_SUST_DEX);
2733 add_flag(flgs, TR_SUST_CON);
2734 add_flag(flgs, TR_SUST_CHR);
2738 if (p_ptr->realm1 == REALM_HEX)
2740 if (hex_spelling(HEX_DEMON_AURA))
2742 add_flag(flgs, TR_SH_FIRE);
2743 add_flag(flgs, TR_REGEN);
2745 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2746 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2751 /* Mode flags for displaying player flags */
2752 #define DP_CURSE 0x01
2758 * @brief プレイヤーの装備一覧をシンボルで並べる
2760 * @param y 表示するコンソールの行
2761 * @param x 表示するコンソールの列
2765 static void display_player_equippy(int y, int x, u16b mode)
2774 /* Weapon flags need only two column */
2775 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2776 else max_i = INVEN_TOTAL;
2778 /* Dump equippy chars */
2779 for (i = INVEN_RARM; i < max_i; i++)
2782 o_ptr = &inventory[i];
2784 a = object_attr(o_ptr);
2785 c = object_char(o_ptr);
2787 /* Clear the part of the screen */
2788 if (!equippy_chars || !o_ptr->k_idx)
2795 Term_putch(x + i - INVEN_RARM, y, a, c);
2801 * @brief プレイヤーの装備一覧シンボルを固定位置に表示する
2804 void print_equippy(void)
2806 display_player_equippy(ROW_EQUIPPY, COL_EQUIPPY, 0);
2810 * @brief プレイヤーの装備による免疫フラグを返す
2811 * @param flgs フラグを保管する配列
2814 * xtra1.c周りと多重実装になっているのを何とかする
2816 static void known_obj_immunity(u32b flgs[TR_FLAG_SIZE])
2821 for (i = 0; i < TR_FLAG_SIZE; i++)
2824 /* Check equipment */
2825 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2827 u32b o_flgs[TR_FLAG_SIZE];
2832 o_ptr = &inventory[i];
2834 if (!o_ptr->k_idx) continue;
2837 object_flags_known(o_ptr, o_flgs);
2839 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2840 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2841 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2842 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2847 * @brief プレイヤーの種族による免疫フラグを返す
2848 * @param flgs フラグを保管する配列
2851 * xtra1.c周りと多重実装になっているのを何とかする
2853 static void player_immunity(u32b flgs[TR_FLAG_SIZE])
2858 for (i = 0; i < TR_FLAG_SIZE; i++)
2861 if (prace_is_(RACE_SPECTRE))
2862 add_flag(flgs, TR_RES_NETHER);
2863 if (p_ptr->mimic_form == MIMIC_VAMPIRE || prace_is_(RACE_VAMPIRE))
2864 add_flag(flgs, TR_RES_DARK);
2865 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2866 add_flag(flgs, TR_RES_FIRE);
2867 else if (prace_is_(RACE_YEEK) && p_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 flgs フラグを保管する配列
2876 * xtra1.c周りと多重実装になっているのを何とかする
2878 static void tim_player_immunity(u32b flgs[TR_FLAG_SIZE])
2883 for (i = 0; i < TR_FLAG_SIZE; i++)
2886 if (p_ptr->special_defense & DEFENSE_ACID)
2887 add_flag(flgs, TR_RES_ACID);
2888 if (p_ptr->special_defense & DEFENSE_ELEC)
2889 add_flag(flgs, TR_RES_ELEC);
2890 if (p_ptr->special_defense & DEFENSE_FIRE)
2891 add_flag(flgs, TR_RES_FIRE);
2892 if (p_ptr->special_defense & DEFENSE_COLD)
2893 add_flag(flgs, TR_RES_COLD);
2894 if (p_ptr->wraith_form)
2895 add_flag(flgs, TR_RES_DARK);
2899 * @brief プレイヤーの種族による弱点フラグを返す
2900 * @param flgs フラグを保管する配列
2903 * xtra1.c周りと多重実装になっているのを何とかする
2905 static void player_vuln_flags(u32b flgs[TR_FLAG_SIZE])
2910 for (i = 0; i < TR_FLAG_SIZE; i++)
2913 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2915 add_flag(flgs, TR_RES_ACID);
2916 add_flag(flgs, TR_RES_ELEC);
2917 add_flag(flgs, TR_RES_FIRE);
2918 add_flag(flgs, TR_RES_COLD);
2920 if (prace_is_(RACE_ANDROID))
2921 add_flag(flgs, TR_RES_ELEC);
2922 if (prace_is_(RACE_ENT))
2923 add_flag(flgs, TR_RES_FIRE);
2924 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) ||
2925 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2926 add_flag(flgs, TR_RES_LITE);
2931 * A struct for storing misc. flags
2934 u32b player_flags[TR_FLAG_SIZE];
2935 u32b tim_player_flags[TR_FLAG_SIZE];
2936 u32b player_imm[TR_FLAG_SIZE];
2937 u32b tim_player_imm[TR_FLAG_SIZE];
2938 u32b player_vuln[TR_FLAG_SIZE];
2939 u32b known_obj_imm[TR_FLAG_SIZE];
2944 * @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 /
2945 * Helper function, see below
2946 * @param row コンソール表示位置の左上行
2947 * @param col コンソール表示位置の左上列
2948 * @param header コンソール上で表示する特性名
2949 * @param flag1 参照する特性ID
2950 * @param f プレイヤーの特性情報構造体
2951 * @param mode 表示オプション
2954 static void display_flag_aux(int row, int col, cptr header,
2955 int flag1, all_player_flags *f, u16b mode)
2960 byte header_color = TERM_L_DARK;
2961 int header_col = col;
2963 if (have_flag(f->player_vuln, flag1) &&
2964 !(have_flag(f->known_obj_imm, flag1) ||
2965 have_flag(f->player_imm, flag1) ||
2966 have_flag(f->tim_player_imm, flag1)))
2970 col += strlen(header) + 1;
2972 /* Weapon flags need only two column */
2973 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2974 else max_i = INVEN_TOTAL;
2976 /* Check equipment */
2977 for (i = INVEN_RARM; i < max_i; i++)
2979 u32b flgs[TR_FLAG_SIZE];
2983 o_ptr = &inventory[i];
2986 object_flags_known(o_ptr, flgs);
2989 if (!(mode & DP_IMM))
2990 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
2993 if (mode & DP_CURSE)
2995 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
2997 c_put_str(TERM_L_DARK, "+", row, col);
2998 header_color = TERM_WHITE;
3000 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3002 c_put_str(TERM_WHITE, "+", row, col);
3003 header_color = TERM_WHITE;
3005 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3007 c_put_str(TERM_WHITE, "*", row, col);
3008 header_color = TERM_WHITE;
3011 else if (flag1 == TR_LITE_1)
3013 if (have_dark_flag(flgs))
3015 c_put_str(TERM_L_DARK, "+", row, col);
3016 header_color = TERM_WHITE;
3018 else if (have_lite_flag(flgs))
3020 c_put_str(TERM_WHITE, "+", row, col);
3021 header_color = TERM_WHITE;
3026 if (have_flag(flgs, flag1))
3028 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3029 (mode & DP_IMM) ? "*" : "+", row, col);
3030 header_color = TERM_WHITE;
3038 /* Assume that player flag is already written */
3041 if (header_color != TERM_L_DARK)
3043 /* Overwrite Header Color */
3044 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 * Special display, part 1
3091 static void display_player_flag_info(void)
3098 /* Extract flags and store */
3099 player_flags(f.player_flags);
3100 tim_player_flags(f.tim_player_flags);
3101 player_immunity(f.player_imm);
3102 tim_player_immunity(f.tim_player_imm);
3103 known_obj_immunity(f.known_obj_imm);
3104 player_vuln_flags(f.player_vuln);
3111 display_player_equippy(row-2, col+8, 0);
3112 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3115 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3116 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3117 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3118 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3119 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3120 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3121 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3122 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3123 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3124 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3125 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3126 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3127 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3128 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3130 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3131 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3132 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3133 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3134 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3135 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3136 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3137 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3138 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3139 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3140 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3141 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3142 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3143 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3152 display_player_equippy(row-2, col+8, 0);
3154 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3157 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3158 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3159 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3160 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3161 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3162 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3163 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3164 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3165 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3166 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3168 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3169 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3170 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3171 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3172 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3173 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3174 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3175 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3176 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3177 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3186 display_player_equippy(row-2, col+12, 0);
3188 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3191 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3192 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3193 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3194 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3195 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3196 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3197 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3198 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3199 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3200 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3202 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3203 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3204 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3205 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3206 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3207 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3208 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3209 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3210 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3211 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3218 * @brief プレイヤーの特性フラグ一覧表示2 /
3219 * Special display, part 2
3222 static void display_player_other_flag_info(void)
3229 /* Extract flags and store */
3230 player_flags(f.player_flags);
3231 tim_player_flags(f.tim_player_flags);
3232 player_immunity(f.player_imm);
3233 tim_player_immunity(f.tim_player_imm);
3234 known_obj_immunity(f.known_obj_imm);
3235 player_vuln_flags(f.player_vuln);
3242 display_player_equippy(row-2, col+12, DP_WP);
3244 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3247 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3248 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3249 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3250 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3251 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3252 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3253 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3254 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3255 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3256 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3257 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3258 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3259 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3260 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3261 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3262 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3263 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3264 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3265 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3266 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3267 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3268 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3269 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3270 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3271 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3272 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3273 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3274 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3276 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3277 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3278 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3279 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3280 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3281 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3282 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3283 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3284 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3285 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3286 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3287 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3288 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3289 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3290 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3291 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3292 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3293 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3294 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3295 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3296 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3297 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3298 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3299 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3300 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3301 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3302 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3303 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3312 display_player_equippy(row-2, col+13, 0);
3313 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3316 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3317 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3318 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3319 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3320 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3321 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3322 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3323 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3324 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3325 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3326 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3327 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3328 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3329 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3330 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3331 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3332 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3333 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3334 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3336 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3337 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3338 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3339 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3340 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3341 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3342 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3343 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3344 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3345 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3346 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3347 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3348 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3349 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3350 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3351 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3352 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3353 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3354 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3361 col = col + 12 + 17;
3363 display_player_equippy(row-2, col+14, 0);
3365 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3368 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3369 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3370 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3371 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3372 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3373 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3375 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3376 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3377 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3378 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3379 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3380 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3382 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3383 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3384 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3385 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3387 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3388 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3389 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3390 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3391 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3392 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3394 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3395 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3396 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3397 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3398 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3399 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3401 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3402 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3403 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3404 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3411 * @brief プレイヤーの特性フラグ一覧表示2a /
3412 * Special display, part 2a
3415 static void display_player_misc_info(void)
3420 /* Display basics */
3422 put_str("名前 :", 1, 26);
3423 put_str("性別 :", 3, 1);
3424 put_str("種族 :", 4, 1);
3425 put_str("職業 :", 5, 1);
3427 put_str("Name :", 1, 26);
3428 put_str("Sex :", 3, 1);
3429 put_str("Race :", 4, 1);
3430 put_str("Class :", 5, 1);
3433 strcpy(tmp,ap_ptr->title);
3440 strcat(tmp,p_ptr->name);
3442 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3443 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3444 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3445 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3447 /* Display extras */
3449 put_str("レベル:", 6, 1);
3450 put_str("HP :", 7, 1);
3451 put_str("MP :", 8, 1);
3453 put_str("Level :", 6, 1);
3454 put_str("Hits :", 7, 1);
3455 put_str("Mana :", 8, 1);
3459 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3460 c_put_str(TERM_L_BLUE, buf, 6, 9);
3461 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3462 c_put_str(TERM_L_BLUE, buf, 7, 9);
3463 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3464 c_put_str(TERM_L_BLUE, buf, 8, 9);
3469 * @brief プレイヤーの特性フラグ一覧表示2b /
3470 * Special display, part 2b
3474 * How to print out the modifications and sustains.
3475 * Positive mods with no sustain will be light green.
3476 * Positive mods with a sustain will be dark green.
3477 * Sustains (with no modification) will be a dark green 's'.
3478 * Negative mods (from a curse) will be red.
3479 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3480 * No mod, no sustain, will be a slate '.'
3483 static void display_player_stat_info(void)
3490 u32b flgs[TR_FLAG_SIZE];
3504 /* Print out the labels for the columns */
3506 c_put_str(TERM_WHITE, "能力", row, stat_col+1);
3507 c_put_str(TERM_BLUE, " 基本", row, stat_col+7);
3508 c_put_str(TERM_L_BLUE, " 種 職 性 装 ", row, stat_col+13);
3509 c_put_str(TERM_L_GREEN, "合計", row, stat_col+28);
3510 c_put_str(TERM_YELLOW, "現在", row, stat_col+35);
3512 c_put_str(TERM_WHITE, "Stat", row, stat_col+1);
3513 c_put_str(TERM_BLUE, " Base", row, stat_col+7);
3514 c_put_str(TERM_L_BLUE, "RacClaPerMod", row, stat_col+13);
3515 c_put_str(TERM_L_GREEN, "Actual", row, stat_col+26);
3516 c_put_str(TERM_YELLOW, "Current", row, stat_col+32);
3520 /* Display the stats */
3521 for (i = 0; i < 6; i++)
3525 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3526 else r_adj = rp_ptr->r_adj[i];
3528 /* Calculate equipment adjustment */
3531 /* Icky formula to deal with the 18 barrier */
3532 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] > 18))
3533 e_adj = (p_ptr->stat_top[i] - p_ptr->stat_max[i]) / 10;
3534 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3535 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3536 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3537 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3539 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3540 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3542 if (prace_is_(RACE_ENT))
3548 if (p_ptr->lev > 25) r_adj++;
3549 if (p_ptr->lev > 40) r_adj++;
3550 if (p_ptr->lev > 45) r_adj++;
3553 if (p_ptr->lev > 25) r_adj--;
3554 if (p_ptr->lev > 40) r_adj--;
3555 if (p_ptr->lev > 45) r_adj--;
3561 e_adj -= cp_ptr->c_adj[i];
3562 e_adj -= ap_ptr->a_adj[i];
3564 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3565 /* Reduced name of stat */
3566 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3568 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3571 /* Internal "natural" max value. Maxes at 18/100 */
3572 /* This is useful to see if you are maxed out */
3573 cnv_stat(p_ptr->stat_max[i], buf);
3574 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3576 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3578 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3580 /* Race, class, and equipment modifiers */
3581 (void)sprintf(buf, "%3d", r_adj);
3582 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3583 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3584 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3585 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3586 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3587 (void)sprintf(buf, "%3d", (int)e_adj);
3588 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3590 /* Actual maximal modified value */
3591 cnv_stat(p_ptr->stat_top[i], buf);
3592 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3594 /* Only display stat_use if not maximal */
3595 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3597 cnv_stat(p_ptr->stat_use[i], buf);
3598 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3603 col = stat_col + 41;
3605 /* Header and Footer */
3606 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3607 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3609 /* Process equipment */
3610 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3613 o_ptr = &inventory[i];
3615 /* Acquire "known" flags */
3616 object_flags_known(o_ptr, flgs);
3618 /* Initialize color based of sign of pval. */
3619 for (stat = 0; stat < 6; stat++)
3626 if (have_flag(flgs, stat))
3632 if (o_ptr->pval > 0)
3638 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3641 if (have_flag(flgs, stat + TR_SUST_STR))
3643 /* Dark green for sustained stats */
3648 if (o_ptr->pval < 0)
3654 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3659 else if (have_flag(flgs, stat + TR_SUST_STR))
3661 /* Dark green "s" */
3666 /* Dump proper character */
3667 Term_putch(col, row + stat+1, a, c);
3678 for (stat = 0; stat < 6; stat++)
3685 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3691 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3692 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3693 if (p_ptr->tsuyoshi) dummy += 4;
3695 else if (stat == A_WIS || stat == A_INT)
3697 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3698 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3700 else if (stat == A_DEX)
3702 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3703 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3704 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3706 else if (stat == A_CON)
3708 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3709 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3710 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3711 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3712 if (p_ptr->tsuyoshi) dummy += 4;
3714 else if (stat == A_CHR)
3716 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3717 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3718 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3719 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3720 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3721 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3737 if (dummy < 10) c = '0' + dummy;
3747 if (dummy > -10) c = '0' - dummy;
3754 if (have_flag(flgs, stat + TR_SUST_STR))
3756 /* Dark green "s" */
3763 Term_putch(col, row + stat+1, a, c);
3769 * @brief プレイヤーのステータス表示メイン処理
3770 * Display the character on the screen (various modes)
3771 * @param mode 表示モードID
3775 * The top one and bottom two lines are left blank.
3776 * Mode 0 = standard display with skills
3777 * Mode 1 = standard display with history
3778 * Mode 2 = summary of various things
3779 * Mode 3 = summary of various things (part 2)
3780 * Mode 4 = mutations
3783 void display_player(int mode)
3792 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3801 if ((mode == 0) || (mode == 1))
3803 /* Name, Sex, Race, Class */
3805 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", p_ptr->name);
3807 sprintf(tmp, "%s %s", ap_ptr->title, p_ptr->name);
3810 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3811 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3812 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3813 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3818 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3820 strcpy(tmp, realm_names[p_ptr->realm1]);
3821 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3824 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3825 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3827 /* Age, Height, Weight, Social */
3828 /* 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 */
3830 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3831 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3832 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3833 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3835 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3836 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3837 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3838 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3840 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3843 /* Display the stats */
3844 for (i = 0; i < 6; i++)
3846 /* Special treatment of "injured" stats */
3847 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3851 /* Use lowercase stat name */
3852 put_str(stat_names_reduced[i], 3 + i, 53);
3854 /* Get the current stat */
3855 value = p_ptr->stat_use[i];
3857 /* Obtain the current stat (modified) */
3858 cnv_stat(value, buf);
3860 /* Display the current stat (modified) */
3861 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3863 /* Acquire the max stat */
3864 value = p_ptr->stat_top[i];
3866 /* Obtain the maximum stat (modified) */
3867 cnv_stat(value, buf);
3869 /* Display the maximum stat (modified) */
3870 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3873 /* Normal treatment of "normal" stats */
3876 /* Assume uppercase stat name */
3877 put_str(stat_names[i], 3 + i, 53);
3879 /* Obtain the current stat (modified) */
3880 cnv_stat(p_ptr->stat_use[i], buf);
3882 /* Display the current stat (modified) */
3883 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3886 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3888 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3892 /* Display "history" info */
3896 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3898 for (i = 0; i < 4; i++)
3900 put_str(p_ptr->history[i], i + 12, 10);
3907 if (p_ptr->total_winner)
3910 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3912 sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3915 else if (!dun_level)
3918 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3920 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3923 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3925 /* Get the quest text */
3926 /* Bewere that INIT_ASSIGN resets the cur_num. */
3927 init_flags = INIT_NAME_ONLY;
3929 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3932 sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[p_ptr->inside_quest].name, p_ptr->died_from);
3934 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
3940 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), dun_level, p_ptr->died_from);
3942 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, dun_level, map_name());
3946 else if (character_dungeon)
3950 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
3952 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3954 /* Clear the text */
3955 /* Must be done before doing INIT_SHOW_TEXT */
3956 for (i = 0; i < 10; i++)
3958 quest_text[i][0] = '\0';
3960 quest_text_line = 0;
3962 /* Get the quest text */
3963 init_flags = INIT_NAME_ONLY;
3965 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3967 sprintf(statmsg, _("…あなたは現在、 クエスト「%s」を遂行中だ。", "...Now, you are in the quest '%s'."), quest[p_ptr->inside_quest].name);
3972 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), dun_level);
3974 sprintf(statmsg, "...Now, you are exploring level %d of %s.", dun_level, map_name());
3981 char temp[64*2], *t;
3982 roff_to_buf(statmsg, 60, temp, sizeof(temp));
3984 for(i=0 ; i<2 ; i++)
3990 put_str(t, i + 5 + 12, 10);
3998 /* Display "various" info */
4001 display_player_middle();
4002 display_player_various();
4009 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4012 display_player_misc_info();
4013 display_player_stat_info();
4014 display_player_flag_info();
4020 display_player_other_flag_info();
4025 do_cmd_knowledge_mutations();
4030 * @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
4031 * @param fff ファイルポインタ
4034 static void dump_aux_display_player(FILE *fff)
4041 /* Display player */
4044 /* Dump part of the screen */
4045 for (y = 1; y < 22; y++)
4048 for (x = 0; x < 79; x++)
4050 /* Get the attr/char */
4051 (void)(Term_what(x, y, &a, &c));
4057 /* End the string */
4060 /* Kill trailing spaces */
4061 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4064 fprintf(fff, _("%s\n", "%s\n"), buf);
4067 /* Display history */
4070 /* Dump part of the screen */
4071 for (y = 10; y < 19; y++)
4074 for (x = 0; x < 79; x++)
4076 /* Get the attr/char */
4077 (void)(Term_what(x, y, &a, &c));
4083 /* End the string */
4086 /* Kill trailing spaces */
4087 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4090 fprintf(fff, "%s\n", buf);
4095 /* Display flags (part 1) */
4098 /* Dump part of the screen */
4099 for (y = 2; y < 22; y++)
4102 for (x = 0; x < 79; x++)
4104 /* Get the attr/char */
4105 (void)(Term_what(x, y, &a, &c));
4107 /* Dump it (Ignore equippy tile graphic) */
4114 /* End the string */
4117 /* Kill trailing spaces */
4118 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4121 fprintf(fff, "%s\n", buf);
4126 /* Display flags (part 2) */
4129 /* Dump part of the screen */
4130 for (y = 1; y < 22; y++)
4133 for (x = 0; x < 79; x++)
4135 /* Get the attr/char */
4136 (void)(Term_what(x, y, &a, &c));
4138 /* Dump it (Ignore equippy tile graphic) */
4145 /* End the string */
4148 /* Kill trailing spaces */
4149 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4152 fprintf(fff, "%s\n", buf);
4160 * @brief プレイヤーのペット情報をファイルにダンプする
4161 * @param fff ファイルポインタ
4164 static void dump_aux_pet(FILE *fff)
4168 bool pet_settings = FALSE;
4171 for (i = m_max - 1; i >= 1; i--)
4173 monster_type *m_ptr = &m_list[i];
4175 if (!m_ptr->r_idx) continue;
4176 if (!is_pet(m_ptr)) continue;
4177 pet_settings = TRUE;
4178 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4181 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4184 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4185 fprintf(fff, "%s\n", pet_name);
4190 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4192 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4193 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4195 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4196 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4198 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4199 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4201 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4202 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4204 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4205 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4207 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"),
4208 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4216 * @brief プレイヤーの職業能力情報をファイルにダンプする
4217 * @param fff ファイルポインタ
4220 static void dump_aux_class_special(FILE *fff)
4222 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4229 int spellnum[MAX_MONSPELLS];
4230 s32b f4 = 0, f5 = 0, f6 = 0;
4235 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4237 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4242 set_rf_masks(&f4, &f5, &f6, j);
4245 case MONSPELL_TYPE_BOLT:
4246 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4249 case MONSPELL_TYPE_BALL:
4250 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4253 case MONSPELL_TYPE_BREATH:
4254 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4257 case MONSPELL_TYPE_SUMMON:
4258 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4261 case MONSPELL_TYPE_OTHER:
4262 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4266 for (i = 0, num = 0; i < 32; i++)
4268 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4272 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4276 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4281 strcat(p[col], " ");
4283 for (i = 0; i < num; i++)
4285 if (p_ptr->magic_num2[spellnum[i]])
4288 /* Dump blue magic */
4289 l1 = strlen(p[col]);
4290 l2 = strlen(monster_powers_short[spellnum[i]]);
4291 if ((l1 + l2) >= 75)
4293 strcat(p[col], "\n");
4295 strcat(p[col], " ");
4297 strcat(p[col], monster_powers_short[spellnum[i]]);
4298 strcat(p[col], ", ");
4304 strcat(p[col], _("なし", "None"));
4308 if (p[col][strlen(p[col])-2] == ',')
4310 p[col][strlen(p[col])-2] = '\0';
4314 p[col][strlen(p[col])-10] = '\0';
4318 strcat(p[col], "\n");
4321 for (i=0;i<=col;i++)
4326 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4328 char s[EATER_EXT][MAX_NLEN];
4329 int tval, ext, k_idx;
4332 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4334 for (ext = 0; ext < 3; ext++)
4338 /* Dump an extent name */
4343 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4347 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4351 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4355 /* Get magic device names that were eaten */
4356 for (i = 0; i < EATER_EXT; i++)
4358 int idx = EATER_EXT * ext + i;
4360 magic_num = p_ptr->magic_num2[idx];
4361 if (!magic_num) continue;
4363 k_idx = lookup_kind(tval, i);
4364 if (!k_idx) continue;
4365 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4369 /* Dump magic devices in this extent */
4372 for (i = 0; i < eat_num; i++)
4375 if (i % 3 < 2) fputs(" ", fff);
4376 else fputs("\n", fff);
4379 if (i % 3 > 0) fputs("\n", fff);
4381 else /* Not found */
4383 fputs(_(" (なし)\n", " (none)\n"), fff);
4387 else if (p_ptr->pclass == CLASS_SMITH)
4389 int i, id[250], n = 0, row;
4391 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4392 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4393 "Essence Num Essence Num Essence Num "));
4394 for (i = 0; essence_name[i]; i++)
4396 if (!essence_name[i][0]) continue;
4403 for (i = 0; i < row; i++)
4406 fprintf(fff, "%-11s %5d ", essence_name[id[i]], p_ptr->magic_num1[id[i]]);
4407 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], p_ptr->magic_num1[id[i + row]]);
4408 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], p_ptr->magic_num1[id[i + row * 2]]);
4418 * @brief クエスト情報をファイルにダンプする
4419 * @param fff ファイルポインタ
4422 static void dump_aux_quest(FILE *fff)
4428 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4430 /* Allocate Memory */
4431 C_MAKE(quest_num, max_quests, int);
4433 /* Sort by compete level */
4434 for (i = 1; i < max_quests; i++) quest_num[i] = i;
4435 ang_sort_comp = ang_sort_comp_quest_num;
4436 ang_sort_swap = ang_sort_swap_quest_num;
4437 ang_sort(quest_num, &dummy, max_quests);
4439 /* Dump Quest Information */
4441 do_cmd_knowledge_quests_completed(fff, quest_num);
4443 do_cmd_knowledge_quests_failed(fff, quest_num);
4447 C_KILL(quest_num, max_quests, int);
4452 * @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
4453 * @param fff ファイルポインタ
4456 static void dump_aux_last_message(FILE *fff)
4460 if (!p_ptr->total_winner)
4464 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4465 for (i = MIN(message_num(), 30); i >= 0; i--)
4467 fprintf(fff,"> %s\n",message_str((s16b)i));
4472 /* Hack -- *Winning* message */
4473 else if (p_ptr->last_message)
4475 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4476 fprintf(fff," %s\n", p_ptr->last_message);
4483 * @brief 帰還場所情報をファイルにダンプする
4484 * @param fff ファイルポインタ
4487 static void dump_aux_recall(FILE *fff)
4490 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4492 for (y = 1; y < max_d_idx; y++)
4496 if (!d_info[y].maxdepth) continue;
4497 if (!max_dlv[y]) continue;
4498 if (d_info[y].final_guardian)
4500 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4502 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4505 fprintf(fff, " %c%-12s: %3d 階\n", seiha ? '!' : ' ', d_name+d_info[y].name, max_dlv[y]);
4507 fprintf(fff, " %c%-16s: level %3d\n", seiha ? '!' : ' ', d_name+d_info[y].name, max_dlv[y]);
4514 * @brief オプション情報をファイルにダンプする
4515 * @param fff ファイルポインタ
4518 static void dump_aux_options(FILE *fff)
4520 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4523 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4526 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4528 if (ironman_small_levels)
4529 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4530 else if (always_small_levels)
4531 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4532 else if (small_levels)
4533 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4535 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4539 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4541 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4545 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4547 if (ironman_downward)
4548 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4551 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4553 if (ironman_nightmare)
4554 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4557 if (ironman_empty_levels)
4558 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4559 else if (empty_levels)
4560 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4562 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4567 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"));
4574 * @brief 闘技場の情報をファイルにダンプする
4575 * @param fff ファイルポインタ
4578 static void dump_aux_arena(FILE *fff)
4580 if (lite_town || vanilla_town) return;
4582 if (p_ptr->arena_number < 0)
4584 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4586 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4591 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4592 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4594 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4595 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4596 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4600 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4602 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4604 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4606 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4611 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4613 fprintf(fff, "\n Arena: %2d Victor%s\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number), (p_ptr->arena_number > 1) ? "ies" : "y");
4622 * @brief 撃破モンスターの情報をファイルにダンプする
4623 * @param fff ファイルポインタ
4626 static void dump_aux_monsters(FILE *fff)
4628 /* Monsters slain */
4631 long uniq_total = 0;
4632 long norm_total = 0;
4635 /* Sort by monster level */
4638 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4640 /* Allocate the "who" array */
4641 C_MAKE(who, max_r_idx, s16b);
4643 /* Count monster kills */
4644 for (k = 1; k < max_r_idx; k++)
4646 monster_race *r_ptr = &r_info[k];
4648 /* Ignore unused index */
4649 if (!r_ptr->name) continue;
4651 /* Unique monsters */
4652 if (r_ptr->flags1 & RF1_UNIQUE)
4654 bool dead = (r_ptr->max_num == 0);
4659 /* Add a unique monster to the list */
4660 who[uniq_total++] = k;
4664 /* Normal monsters */
4667 if (r_ptr->r_pkills > 0)
4669 norm_total += r_ptr->r_pkills;
4675 /* No monsters is defeated */
4678 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4681 /* Defeated more than one normal monsters */
4682 else if (uniq_total == 0)
4685 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4687 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4691 /* Defeated more than one unique monsters */
4692 else /* if (uniq_total > 0) */
4695 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);
4697 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"));
4701 /* Select the sort method */
4702 ang_sort_comp = ang_sort_comp_hook;
4703 ang_sort_swap = ang_sort_swap_hook;
4705 /* Sort the array by dungeon depth of monsters */
4706 ang_sort(who, &why, uniq_total);
4707 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));
4710 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4712 monster_race *r_ptr = &r_info[who[k]];
4713 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), r_ptr->level);
4718 /* Free the "who" array */
4719 C_KILL(who, max_r_idx, s16b);
4724 * @brief 元種族情報をファイルにダンプする
4725 * @param fff ファイルポインタ
4728 static void dump_aux_race_history(FILE *fff)
4730 if (p_ptr->old_race1 || p_ptr->old_race2)
4734 fprintf(fff, _("\n\n あなたは%sとして生まれた。", "\n\n You were born as %s."), race_info[p_ptr->start_race].title);
4735 for (i = 0; i < MAX_RACES; i++)
4737 if (p_ptr->start_race == i) continue;
4740 if (!(p_ptr->old_race1 & 1L << i)) continue;
4744 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4746 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4755 * @brief 元魔法領域情報をファイルにダンプする
4756 * @param fff ファイルポインタ
4759 static void dump_aux_realm_history(FILE *fff)
4761 if (p_ptr->old_realm)
4766 for (i = 0; i < MAX_MAGIC; i++)
4768 if (!(p_ptr->old_realm & 1L << i)) continue;
4769 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]);
4777 * @brief 徳の情報をファイルにダンプする
4778 * @param fff ファイルポインタ
4781 static void dump_aux_virtues(FILE *fff)
4785 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4787 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4788 (2 * p_ptr->hitdie +
4789 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4792 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4793 else fprintf(fff, "現在の体力ランク : ???\n\n");
4794 fprintf(fff, "能力の最大値\n");
4796 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4797 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4798 fprintf(fff, "Limits of maximum stats\n");
4800 for (v_nr = 0; v_nr < 6; v_nr++)
4802 if ((p_ptr->knowledge & KNOW_STAT) || p_ptr->stat_max[v_nr] == p_ptr->stat_max_max[v_nr]) fprintf(fff, "%s 18/%d\n", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
4803 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4806 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment());
4813 * @brief 突然変異の情報をファイルにダンプする
4814 * @param fff ファイルポインタ
4817 static void dump_aux_mutations(FILE *fff)
4819 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4821 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4822 dump_mutations(fff);
4828 * @brief 所持品の情報をファイルにダンプする
4829 * @param fff ファイルポインタ
4832 static void dump_aux_equipment_inventory(FILE *fff)
4835 char o_name[MAX_NLEN];
4837 /* Dump the equipment */
4840 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4841 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4843 object_desc(o_name, &inventory[i], 0);
4844 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4845 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4847 fprintf(fff, "%c) %s\n",
4848 index_to_label(i), o_name);
4850 fprintf(fff, "\n\n");
4853 /* Dump the inventory */
4854 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4856 for (i = 0; i < INVEN_PACK; i++)
4858 /* Don't dump the empty slots */
4859 if (!inventory[i].k_idx) break;
4861 /* Dump the inventory slots */
4862 object_desc(o_name, &inventory[i], 0);
4863 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4866 /* Add an empty line */
4867 fprintf(fff, "\n\n");
4872 * @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
4873 * @param fff ファイルポインタ
4876 static void dump_aux_home_museum(FILE *fff)
4878 char o_name[MAX_NLEN];
4881 /* Do we need it?? */
4882 /* process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x); */
4884 /* Print the home */
4885 st_ptr = &town[1].store[STORE_HOME];
4887 /* Home -- if anything there */
4888 if (st_ptr->stock_num)
4893 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4895 /* Dump all available items */
4896 for (i = 0; i < st_ptr->stock_num; i++)
4899 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4900 object_desc(o_name, &st_ptr->stock[i], 0);
4901 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4904 /* Add an empty line */
4905 fprintf(fff, "\n\n");
4909 /* Print the home */
4910 st_ptr = &town[1].store[STORE_MUSEUM];
4912 /* Home -- if anything there */
4913 if (st_ptr->stock_num)
4918 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4920 /* Dump all available items */
4921 for (i = 0; i < st_ptr->stock_num; i++)
4924 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4925 object_desc(o_name, &st_ptr->stock[i], 0);
4926 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4928 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4929 object_desc(o_name, &st_ptr->stock[i], 0);
4930 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4935 /* Add an empty line */
4936 fprintf(fff, "\n\n");
4942 * @brief ダンプ出力のメインルーチン
4943 * Output the character dump to a file
4944 * @param fff ファイルポインタ
4947 errr make_character_dump(FILE *fff)
4950 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4951 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4953 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4954 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4959 dump_aux_display_player(fff);
4960 dump_aux_last_message(fff);
4961 dump_aux_options(fff);
4962 dump_aux_recall(fff);
4963 dump_aux_quest(fff);
4964 dump_aux_arena(fff);
4965 dump_aux_monsters(fff);
4966 dump_aux_virtues(fff);
4967 dump_aux_race_history(fff);
4968 dump_aux_realm_history(fff);
4969 dump_aux_class_special(fff);
4970 dump_aux_mutations(fff);
4973 dump_aux_equipment_inventory(fff);
4974 dump_aux_home_museum(fff);
4976 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
4981 * @brief プレイヤーステータスをファイルダンプ出力する
4982 * Hack -- Dump a character description file
4983 * @param name 出力ファイル名
4986 * XXX XXX XXX Allow the "full" flag to dump additional info,
4987 * and trigger its usage from various places in the code.
4989 errr file_character(cptr name)
4995 /* Build the filename */
4996 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
4998 /* File type is "TEXT" */
4999 FILE_TYPE(FILE_TYPE_TEXT);
5001 /* Check for existing file */
5002 fd = fd_open(buf, O_RDONLY);
5009 /* Close the file */
5013 (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);
5016 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5019 /* Open the non-existing file */
5020 if (fd < 0) fff = my_fopen(buf, "w");
5026 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);
5034 (void)make_character_dump(fff);
5041 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."));
5050 * @brief ファイル内容の一行をコンソールに出力する
5051 * Display single line of on-line help file
5052 * @param str 出力する文字列
5058 * You can insert some special color tag to change text color.
5060 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5061 * A colored segment is between "[[[[y|" and the last "|".
5062 * You can use any single character in place of the "|".
5065 static void show_file_aux_line(cptr str, int cy, cptr shower)
5067 static const char tag_str[] = "[[[[";
5068 byte color = TERM_WHITE;
5076 /* Make a lower case version of str for searching */
5081 /* Initial cursor position */
5082 Term_gotoxy(cx, cy);
5084 for (i = 0; str[i];)
5086 int len = strlen(&str[i]);
5087 int showercol = len + 1;
5088 int bracketcol = len + 1;
5092 /* Search for a shower string in the line */
5095 ptr = my_strstr(&lcstr[i], shower);
5096 if (ptr) showercol = ptr - &lcstr[i];
5099 /* Search for a color segment tag */
5100 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5101 if (ptr) bracketcol = ptr - &str[i];
5103 /* A color tag is found */
5104 if (bracketcol < endcol) endcol = bracketcol;
5106 /* The shower string is found before the color tag */
5107 if (showercol < endcol) endcol = showercol;
5109 /* Print a segment of the line */
5110 Term_addstr(endcol, color, &str[i]);
5114 /* Shower string? */
5115 if (endcol == showercol)
5117 int showerlen = strlen(shower);
5119 /* Print the shower string in yellow */
5120 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5125 /* Colored segment? */
5126 else if (endcol == bracketcol)
5130 /* Found the end of colored segment */
5133 /* Now looking for an another tag_str */
5136 /* Set back to the default color */
5141 /* Found a tag_str, and get a tag color */
5142 i += sizeof(tag_str)-1;
5145 color = color_char_to_attr(str[i]);
5147 /* Illegal color tag */
5148 if (color == 255 || str[i+1] == '\0')
5150 /* Illegal color tag */
5153 /* Print the broken tag as a string */
5154 Term_addstr(-1, TERM_WHITE, tag_str);
5155 cx += sizeof(tag_str)-1;
5159 /* Skip the color tag */
5162 /* Now looking for a close tag */
5165 /* Skip the close-tag-indicator */
5171 } /* for (i = 0; str[i];) */
5173 /* Clear rest of line */
5174 Term_erase(cx, cy, 255);
5179 * @brief ファイル内容をコンソールに出力する
5180 * Recursive file perusal.
5181 * @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
5182 * @param name ファイル名の文字列
5183 * @param what 内容キャプションの文字列
5184 * @param line 表示の現在行
5189 * Process various special text in the input file, including
5190 * the "menu" structures used by the "help file" system.
5191 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5194 bool show_file(bool show_version, cptr name, cptr what, int line, int mode)
5198 /* Number of "real" lines passed by */
5201 /* Number of "real" lines in the file */
5204 /* Backup value for "line" */
5207 /* This screen has sub-screens */
5210 /* Current help file */
5213 /* Find this string (if any) */
5216 /* Jump to this tag */
5219 /* Hold strings to find/show */
5220 char finder_str[81];
5221 char shower_str[81];
5224 /* String to show */
5228 char filename[1024];
5230 /* Describe this thing */
5236 /* General buffer */
5239 /* Sub-menu information */
5242 bool reverse = (line < 0);
5246 Term_get_size(&wid, &hgt);
5250 strcpy(finder_str, "");
5253 strcpy(shower_str, "");
5256 strcpy(caption, "");
5258 /* Wipe the hooks */
5259 for (i = 0; i < 68; i++)
5264 /* Copy the filename */
5265 strcpy(filename, name);
5267 n = strlen(filename);
5269 /* Extract the tag from the filename */
5270 for (i = 0; i < n; i++)
5272 if (filename[i] == '#')
5275 tag = filename + i + 1;
5280 /* Redirect the name */
5283 /* Hack XXX XXX XXX */
5287 strcpy(caption, what);
5289 /* Access the "file" */
5293 fff = my_fopen(path, "r");
5296 /* Look in "help" */
5300 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5302 /* Build the filename */
5303 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5306 fff = my_fopen(path, "r");
5309 /* Look in "info" */
5313 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5315 /* Build the filename */
5316 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5319 fff = my_fopen(path, "r");
5322 /* Look in "info" */
5325 /* Build the filename */
5326 path_build(path, sizeof(path), ANGBAND_DIR, name);
5328 for (i = 0; path[i]; i++)
5329 if ('\\' == path[i])
5330 path[i] = PATH_SEP[0];
5333 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5336 fff = my_fopen(path, "r");
5343 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5351 /* Pre-Parse the file */
5356 /* Read a line or stop */
5357 if (my_fgets(fff, buf, sizeof(buf))) break;
5359 /* XXX Parse "menu" items */
5360 if (prefix(str, "***** "))
5362 /* Notice "menu" requests */
5363 if ((str[6] == '[') && isalpha(str[7]))
5365 /* Extract the menu item */
5366 int k = str[7] - 'A';
5368 /* This is a menu file */
5371 if ((str[8] == ']') && (str[9] == ' '))
5373 /* Extract the menu item */
5374 strncpy(hook[k], str + 10, 31);
5376 /* Make sure it's null-terminated */
5380 /* Notice "tag" requests */
5381 else if (str[6] == '<')
5383 size_t len = strlen(str);
5385 if (str[len - 1] == '>')
5387 str[len - 1] = '\0';
5388 if (tag && streq(str + 7, tag)) line = next;
5396 /* Count the "real" lines */
5400 /* Save the number of "real" lines */
5403 /* start from bottom when reverse mode */
5404 if (line == -1) line = ((size-1)/rows)*rows;
5409 /* Display the file */
5412 /* Restart when necessary */
5413 if (line >= size - rows) line = size - rows;
5414 if (line < 0) line = 0;
5416 /* Re-open the file if needed */
5422 /* Hack -- Re-Open the file */
5423 fff = my_fopen(path, "r");
5426 if (!fff) return (FALSE);
5428 /* File has been restarted */
5432 /* Goto the selected line */
5436 if (my_fgets(fff, buf, sizeof(buf))) break;
5438 /* Skip tags/links */
5439 if (prefix(buf, "***** ")) continue;
5441 /* Count the lines */
5445 /* Dump the next 20, or rows, lines of the file */
5446 for (i = 0; i < rows; )
5450 /* Hack -- track the "first" line */
5451 if (!i) line = next;
5453 /* Get a line of the file or stop */
5454 if (my_fgets(fff, buf, sizeof(buf))) break;
5456 /* Hack -- skip "special" lines */
5457 if (prefix(buf, "***** ")) continue;
5459 /* Count the "real" lines */
5462 /* Hack -- keep searching */
5467 /* Make a lower case version of str for searching */
5468 strcpy(lc_buf, str);
5469 str_tolower(lc_buf);
5471 if (!my_strstr(lc_buf, find)) continue;
5474 /* Hack -- stop searching */
5478 show_file_aux_line(str, i + 2, shower);
5480 /* Count the printed lines */
5486 /* Clear rest of line */
5487 Term_erase(0, i + 2, 255);
5492 /* Hack -- failed search */
5502 /* Show a general "title" */
5505 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5506 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5507 caption, line, size), 0, 0);
5511 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5512 caption, line, size), 0, 0);
5515 /* Prompt -- small files */
5519 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5522 /* Prompt -- large files */
5527 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5529 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5531 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5535 /* Get a special key code */
5536 skey = inkey_special(TRUE);
5540 /* Show the help for the help */
5542 /* Hack - prevent silly recursion */
5543 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5544 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5547 /* Hack -- try showing */
5550 prt(_("強調: ", "Show: "), hgt - 1, 0);
5552 strcpy(back_str, shower_str);
5553 if (askfor(shower_str, 80))
5557 /* Make it lowercase */
5558 str_tolower(shower_str);
5561 shower = shower_str;
5563 else shower = NULL; /* Stop showing */
5565 else strcpy(shower_str, back_str);
5568 /* Hack -- try finding */
5572 prt(_("検索: ", "Find: "), hgt - 1, 0);
5574 strcpy(back_str, finder_str);
5575 if (askfor(finder_str, 80))
5584 /* Make finder lowercase */
5585 str_tolower(finder_str);
5588 shower = finder_str;
5590 else shower = NULL; /* Stop showing */
5592 else strcpy(finder_str, back_str);
5595 /* Hack -- go to a specific line */
5599 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5602 if (askfor(tmp, 80)) line = atoi(tmp);
5606 /* Hack -- go to the top line */
5611 /* Hack -- go to the bottom line */
5613 line = ((size - 1) / rows) * rows;
5616 /* Hack -- go to a specific file */
5620 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5621 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5623 if (askfor(tmp, 80))
5625 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5630 /* Allow backing up */
5632 line = line + (reverse ? rows : -rows);
5633 if (line < 0) line = 0;
5639 if (line < 0) line = 0;
5642 /* Advance a single line */
5645 line = line + (reverse ? -1 : 1);
5646 if (line < 0) line = 0;
5649 /* Move up / down */
5653 if (line < 0) line = 0;
5661 /* Advance one page */
5663 line = line + (reverse ? -rows : rows);
5664 if (line < 0) line = 0;
5673 /* Recurse on numbers */
5678 if (!(skey & SKEY_MASK) && isalpha(skey))
5681 if ((key > -1) && hook[key][0])
5683 /* Recurse on that file */
5684 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5689 /* Hack, dump to file */
5698 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5703 /* Build the filename */
5704 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5706 /* Hack -- Re-Open the file */
5707 fff = my_fopen(path, "r");
5709 ffp = my_fopen(buff, "w");
5714 msg_print(_("ファイルを開けません。", "Failed to open file."));
5719 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5720 my_fputs(ffp, xtmp, 80);
5721 my_fputs(ffp, "\n", 80);
5723 while (!my_fgets(fff, buff, sizeof(buff)))
5724 my_fputs(ffp, buff, 80);
5730 /* Hack -- Re-Open the file */
5731 fff = my_fopen(path, "r");
5734 /* Return to last screen */
5735 if ((skey == ESCAPE) || (skey == '<')) break;
5737 /* Exit on the ^q */
5738 if (skey == KTRL('q')) skey = 'q';
5740 /* Exit on the q key */
5741 if (skey == 'q') break;
5744 /* Close the file */
5748 if (skey == 'q') return (FALSE);
5756 * @brief ヘルプを表示するコマンドのメインルーチン
5757 * Peruse the On-Line-Help
5761 void do_cmd_help(void)
5766 /* Peruse the main help file */
5767 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5775 * @brief プレイヤーの名前をチェックして修正する
5776 * Process the player name.
5777 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5780 * Extract a clean "base name".
5781 * Build the savefile name if needed.
5783 void process_player_name(bool sf)
5786 char old_player_base[32] = "";
5788 if (character_generated) strcpy(old_player_base, player_base);
5790 /* Cannot be too long */
5791 #if defined(MACINTOSH) || defined(ACORN)
5792 if (strlen(p_ptr->name) > 15)
5795 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5799 /* Cannot contain "icky" characters */
5800 for (i = 0; p_ptr->name[i]; i++)
5802 /* No control characters */
5804 if (iskanji(p_ptr->name[i])){i++;continue;}
5805 if (iscntrl( (unsigned char)p_ptr->name[i]))
5807 if (iscntrl(p_ptr->name[i]))
5811 /* Illegal characters */
5812 quit_fmt(_("'%s' という名前は不正なコントロールコードを含んでいます。", "The name '%s' contains control chars!"), p_ptr->name);
5819 /* Extract "useful" letters */
5820 for (i = 0; p_ptr->name[i]; i++)
5823 unsigned char c = p_ptr->name[i];
5825 char c = p_ptr->name[i];
5829 /* Convert "dot" to "underscore" */
5830 if (c == '.') c = '_';
5832 /* Accept all the letters */
5833 player_base[k++] = c;
5838 /* Extract "useful" letters */
5839 for (i = 0; p_ptr->name[i]; i++)
5842 unsigned char c = p_ptr->name[i];
5844 char c = p_ptr->name[i];
5847 /* Accept some letters */
5850 if(k + 2 >= sizeof(player_base) || !p_ptr->name[i+1]) break;
5851 player_base[k++] = c;
5853 player_base[k++] = p_ptr->name[i];
5856 else if (iskana(c)) player_base[k++] = c;
5860 /* Convert path separator to underscore */
5861 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5862 player_base[k++] = '_';
5863 i += strlen(PATH_SEP);
5865 /* Convert some characters to underscore */
5866 #if defined(WINDOWS)
5867 else if (my_strchr("\"*,/:;<>?\\|", c)) player_base[k++] = '_';
5869 else if (isprint(c)) player_base[k++] = c;
5875 player_base[k] = '\0';
5877 /* Require a "base" name */
5878 if (!player_base[0]) strcpy(player_base, "PLAYER");
5881 #ifdef SAVEFILE_MUTABLE
5887 if (!savefile_base[0] && savefile[0])
5894 t = my_strstr(s, PATH_SEP);
5899 strcpy(savefile_base, s);
5902 if (!savefile_base[0] || !savefile[0])
5905 /* Change the savefile name */
5910 strcpy(savefile_base, player_base);
5912 #ifdef SAVEFILE_USE_UID
5913 /* Rename the savefile, using the player_uid and player_base */
5914 (void)sprintf(temp, "%d.%s", player_uid, player_base);
5916 /* Rename the savefile, using the player_base */
5917 (void)sprintf(temp, "%s", player_base);
5920 /* Build the filename */
5921 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5924 /* Load an autopick preference file */
5925 if (character_generated)
5927 if (!streq(old_player_base, player_base)) autopick_load_pref(FALSE);
5933 * @brief プレイヤーの名前を変更するコマンドのメインルーチン
5934 * Gets a name for the character, reacting to name changes.
5938 * Assumes that "display_player(0)" has just been called
5939 * Perhaps we should NOT ask for a name (at "birth()") on
5940 * Unix machines? XXX XXX
5941 * What a horrible name for a global function. XXX XXX XXX
5948 /* Save the player name */
5949 strcpy(tmp, p_ptr->name);
5951 /* Prompt for a new name */
5952 if (get_string(_("キャラクターの名前を入力して下さい: ", "Enter a name for your character: "), tmp, 15))
5955 strcpy(p_ptr->name, tmp);
5958 if (0 == strlen(p_ptr->name))
5960 /* Use default name */
5961 strcpy(p_ptr->name, "PLAYER");
5964 strcpy(tmp,ap_ptr->title);
5971 strcat(tmp,p_ptr->name);
5973 /* Re-Draw the name (in light blue) */
5974 Term_erase(34, 1, 255);
5975 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5977 /* Erase the prompt, etc */
5984 * @brief 自殺するコマンドのメインルーチン
5985 * Hack -- commit suicide
5989 void do_cmd_suicide(void)
5996 /* Verify Retirement */
5997 if (p_ptr->total_winner)
6000 if (!get_check_strict(_("引退しますか? ", "Do you want to retire? "), CHECK_NO_HISTORY)) return;
6003 /* Verify Suicide */
6007 if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return;
6011 if (!p_ptr->noscore)
6013 /* Special Verification for suicide */
6014 prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
6019 if (i != '@') return;
6021 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
6024 /* Initialize "last message" buffer */
6025 if (p_ptr->last_message) string_free(p_ptr->last_message);
6026 p_ptr->last_message = NULL;
6028 /* Hack -- Note *winning* message */
6029 if (p_ptr->total_winner && last_words)
6031 char buf[1024] = "";
6032 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_WINNER);
6035 while (!get_string(_("*勝利*メッセージ: ", "*Winning* message: "), buf, sizeof buf)) ;
6037 while (!get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
6041 p_ptr->last_message = string_make(buf);
6042 msg_print(p_ptr->last_message);
6047 p_ptr->playing = FALSE;
6049 /* Kill the player */
6050 p_ptr->is_dead = TRUE;
6053 p_ptr->leaving = TRUE;
6055 if (!p_ptr->total_winner)
6057 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ダンジョンの探索に絶望して自殺した。", "give up all hope to commit suicide."));
6058 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
6059 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
6062 /* Cause of death */
6063 (void)strcpy(p_ptr->died_from, _("途中終了", "Quitting"));
6068 * @brief セーブするコマンドのメインルーチン
6070 * @param is_autosave オートセーブ中の処理ならばTRUE
6074 void do_cmd_save_game(int is_autosave)
6076 /* Autosaves do not disturb */
6079 msg_print(_("自動セーブ中", "Autosaving the game..."));
6083 /* Disturb the player */
6087 /* Clear messages */
6094 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
6099 /* The player is not dead */
6100 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
6102 /* Forbid suspend */
6103 signals_ignore_tstp();
6105 /* Save the player */
6108 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6111 /* Save failed (oops) */
6114 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6117 /* Allow suspend again */
6118 signals_handle_tstp();
6123 /* Note that the player is not dead */
6124 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6126 /* HACK -- don't get sanity blast on updating view */
6132 /* Initialize monster process */
6135 /* HACK -- reset the hackish flag */
6141 * @brief セーブ後にゲーム中断フラグを立てる/
6142 * Save the game and exit
6146 void do_cmd_save_and_exit(void)
6148 p_ptr->playing = FALSE;
6151 p_ptr->leaving = TRUE;
6152 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6158 * Hack -- Calculates the total number of points earned -JWT-
6162 long total_points(void)
6166 u32b point, point_h, point_l;
6167 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
6169 if (!preserve_mode) mult += 10;
6170 if (!autoroller) mult += 10;
6171 if (!smart_learn) mult -= 20;
6172 if (smart_cheat) mult += 30;
6173 if (ironman_shops) mult += 50;
6174 if (ironman_small_levels) mult += 10;
6175 if (ironman_empty_levels) mult += 20;
6176 if (!powerup_home) mult += 50;
6177 if (ironman_rooms) mult += 100;
6178 if (ironman_nightmare) mult += 100;
6180 if (mult < 5) mult = 5;
6182 for (i = 0; i < max_d_idx; i++)
6183 if(max_dlv[i] > max_dl)
6184 max_dl = max_dlv[i];
6186 point_l = (p_ptr->max_max_exp + (100 * max_dl));
6187 point_h = point_l / 0x10000L;
6188 point_l = point_l % 0x10000L;
6191 point_h += point_l / 0x10000L;
6192 point_l %= 0x10000L;
6194 point_l += ((point_h % 100) << 16);
6198 point = (point_h << 16) + (point_l);
6199 if (p_ptr->arena_number >= 0)
6200 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
6202 if (ironman_downward) point *= 2;
6203 if (p_ptr->pclass == CLASS_BERSERKER)
6205 if ( p_ptr->prace == RACE_SPECTRE )
6209 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
6212 if (p_ptr->total_winner) point = 2;
6214 if (easy_band) point = (0 - point);
6220 #define GRAVE_LINE_WIDTH 31
6223 * @brief 墓石の真ん中に文字列を書き込む /
6224 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6228 static void center_string(char *buf, cptr str)
6235 /* Necessary border */
6236 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6239 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6246 * Save a "bones" file for a dead character
6249 * Note that we will not use these files until Angband 2.8.0, and
6250 * then we will only use the name and level on which death occured.
6251 * Should probably attempt some form of locking...
6254 static void make_bones(void)
6261 /* Ignore wizards and borgs */
6262 if (!(p_ptr->noscore & 0x00FF))
6264 /* Ignore people who die in town */
6269 /* XXX XXX XXX "Bones" name */
6270 sprintf(tmp, "bone.%03d", dun_level);
6272 /* Build the filename */
6273 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6275 /* Attempt to open the bones file */
6276 fp = my_fopen(str, "r");
6278 /* Close it right away */
6279 if (fp) my_fclose(fp);
6281 /* Do not over-write a previous ghost */
6284 /* File type is "TEXT" */
6285 FILE_TYPE(FILE_TYPE_TEXT);
6287 /* Grab permissions */
6290 /* Try to write a new "Bones File" */
6291 fp = my_fopen(str, "w");
6293 /* Drop permissions */
6296 /* Not allowed to write it? Weird. */
6300 fprintf(fp, "%s\n", p_ptr->name);
6301 fprintf(fp, "%d\n", p_ptr->mhp);
6302 fprintf(fp, "%d\n", p_ptr->prace);
6303 fprintf(fp, "%d\n", p_ptr->pclass);
6305 /* Close and save the Bones file */
6314 * Redefinable "print_tombstone" action
6316 bool (*tombstone_aux)(void) = NULL;
6320 * @brief 墓石のアスキーアート表示 /
6321 * Display a "tomb-stone"
6324 static void print_tomb(void)
6328 /* Do we use a special tombstone ? */
6331 /* Use tombstone hook */
6332 done = (*tombstone_aux)();
6335 /* Print the text-tombstone */
6344 time_t ct = time((time_t)0);
6352 /* Build the filename */
6353 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6355 /* Open the News file */
6356 fp = my_fopen(buf, "r");
6363 /* Dump the file to the screen */
6364 while (0 == my_fgets(fp, buf, sizeof(buf)))
6366 /* Display and advance */
6367 put_str(buf, i++, 0);
6375 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6388 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6391 center_string(buf, p_ptr->name);
6392 put_str(buf, 6, 11);
6395 center_string(buf, "the");
6396 put_str(buf, 7, 11);
6399 center_string(buf, p);
6400 put_str(buf, 8, 11);
6402 center_string(buf, cp_ptr->title);
6403 put_str(buf, 10, 11);
6405 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6406 center_string(buf, tmp);
6407 put_str(buf, 11, 11);
6409 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6410 center_string(buf, tmp);
6411 put_str(buf, 12, 11);
6413 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6414 center_string(buf, tmp);
6415 put_str(buf, 13, 11);
6418 /* 墓に刻む言葉をオリジナルより細かく表示 */
6419 if (streq(p_ptr->died_from, "途中終了"))
6421 strcpy(tmp, "<自殺>");
6423 else if (streq(p_ptr->died_from, "ripe"))
6425 strcpy(tmp, "引退後に天寿を全う");
6427 else if (streq(p_ptr->died_from, "Seppuku"))
6429 strcpy(tmp, "勝利の後、切腹");
6433 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6434 t = tmp + strlen(tmp) + 1;
6437 strcpy(dummy, t); /* 2nd line */
6438 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6440 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6443 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6446 char *name_head = my_strstr(tmp, "『");
6447 sprintf(dummy2, "%s%s", name_head, dummy);
6448 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6450 strcpy(dummy, dummy2);
6454 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6457 char *name_head = my_strstr(tmp, "「");
6458 sprintf(dummy2, "%s%s", name_head, dummy);
6459 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6461 strcpy(dummy, dummy2);
6465 center_string(buf, dummy);
6466 put_str(buf, 15, 11);
6470 center_string(buf, tmp);
6471 put_str(buf, 14, 11);
6473 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6477 cptr town = p_ptr->town_num ? "街" : "荒野";
6478 if (streq(p_ptr->died_from, "途中終了"))
6480 sprintf(tmp, "%sで死んだ", town);
6484 sprintf(tmp, "に%sで殺された", town);
6489 if (streq(p_ptr->died_from, "途中終了"))
6491 sprintf(tmp, "地下 %d 階で死んだ", dun_level);
6495 sprintf(tmp, "に地下 %d 階で殺された", dun_level);
6498 center_string(buf, tmp);
6499 put_str(buf, 15 + extra_line, 11);
6502 (void)sprintf(tmp, "Killed on Level %d", dun_level);
6503 center_string(buf, tmp);
6504 put_str(buf, 14, 11);
6506 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6507 center_string(buf, tmp);
6508 put_str(buf, 15, 11);
6509 t = tmp + strlen(tmp) + 1;
6512 strcpy(dummy, t); /* 2nd line */
6513 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6515 int dummy_len = strlen(dummy);
6516 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6518 center_string(buf, dummy);
6519 put_str(buf, 16, 11);
6523 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6524 center_string(buf, tmp);
6525 put_str(buf, 17, 11);
6526 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6532 * @brief 死亡、引退時の簡易ステータス表示 /
6533 * Display some character info
6536 static void show_info(void)
6542 /* Hack -- Know everything in the inven/equip */
6543 for (i = 0; i < INVEN_TOTAL; i++)
6545 o_ptr = &inventory[i];
6547 /* Skip non-objects */
6548 if (!o_ptr->k_idx) continue;
6550 /* Aware and Known */
6551 object_aware(o_ptr);
6552 object_known(o_ptr);
6555 for (i = 1; i < max_towns; i++)
6557 st_ptr = &town[i].store[STORE_HOME];
6559 /* Hack -- Know everything in the home */
6560 for (j = 0; j < st_ptr->stock_num; j++)
6562 o_ptr = &st_ptr->stock[j];
6564 /* Skip non-objects */
6565 if (!o_ptr->k_idx) continue;
6567 /* Aware and Known */
6568 object_aware(o_ptr);
6569 object_known(o_ptr);
6573 /* Hack -- Recalculate bonuses */
6574 p_ptr->update |= (PU_BONUS);
6579 /* Flush all input keys */
6582 /* Flush messages */
6586 /* Describe options */
6587 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);
6588 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);
6590 /* Dump character records as requested */
6596 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6599 strcpy(out_val, "");
6601 /* Ask for filename (or abort) */
6602 if (!askfor(out_val, 60)) return;
6604 /* Return means "show on screen" */
6605 if (!out_val[0]) break;
6610 /* Dump a character file */
6611 (void)file_character(out_val);
6619 /* Display player */
6622 /* Prompt for inventory */
6623 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);
6625 /* Allow abort at this point */
6626 if (inkey() == ESCAPE) return;
6629 /* Show equipment and inventory */
6631 /* Equipment -- if any */
6635 item_tester_full = TRUE;
6636 (void)show_equip(0);
6637 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6639 if (inkey() == ESCAPE) return;
6642 /* Inventory -- if any */
6646 item_tester_full = TRUE;
6647 (void)show_inven(0);
6648 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6650 if (inkey() == ESCAPE) return;
6653 /* Homes in the different towns */
6654 for (l = 1; l < max_towns; l++)
6656 st_ptr = &town[l].store[STORE_HOME];
6658 /* Home -- if anything there */
6659 if (st_ptr->stock_num)
6661 /* Display contents of the home */
6662 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6668 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6670 char o_name[MAX_NLEN];
6674 o_ptr = &st_ptr->stock[i];
6676 /* Print header, clear line */
6677 sprintf(tmp_val, "%c) ", I2A(j));
6678 prt(tmp_val, j+2, 4);
6680 /* Display object description */
6681 object_desc(o_name, o_ptr, 0);
6682 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6686 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);
6689 if (inkey() == ESCAPE) return;
6697 * Display some character info
6700 static bool check_score(void)
6706 if (highscore_fd < 0)
6708 msg_print(_("スコア・ファイルが使用できません。", "Score file unavailable."));
6713 #ifndef SCORE_WIZARDS
6714 /* Wizard-mode pre-empts scoring */
6715 if (p_ptr->noscore & 0x000F)
6717 msg_print(_("ウィザード・モードではスコアが記録されません。", "Score not registered for wizards."));
6724 /* Borg-mode pre-empts scoring */
6725 if (p_ptr->noscore & 0x00F0)
6727 msg_print(_("ボーグ・モードではスコアが記録されません。", "Score not registered for borgs."));
6733 #ifndef SCORE_CHEATERS
6734 /* Cheaters are not scored */
6735 if (p_ptr->noscore & 0xFF00)
6737 msg_print(_("詐欺をやった人はスコアが記録されません。", "Score not registered for cheaters."));
6744 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("強制終了", "Interrupting")))
6746 msg_print(_("強制終了のためスコアが記録されません。", "Score not registered due to interruption."));
6752 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("途中終了", "Quitting")))
6754 msg_print(_("途中終了のためスコアが記録されません。", "Score not registered due to quitting."));
6763 * Close up the current game (player may or may not be dead)
6767 * This function is called only from "main.c" and "signals.c".
6770 void close_game(void)
6773 bool do_send = TRUE;
6775 /* cptr p = "[i:キャラクタの情報, f:ファイル書き出し, t:スコア, x:*鑑定*, ESC:ゲーム終了]"; */
6780 /* Flush the messages */
6783 /* Flush the input */
6787 /* No suspending now */
6788 signals_ignore_tstp();
6791 /* Hack -- Character is now "icky" */
6792 character_icky = TRUE;
6795 /* Build the filename */
6796 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6798 /* Grab permissions */
6801 /* Open the high score file, for reading/writing */
6802 highscore_fd = fd_open(buf, O_RDWR);
6804 /* Drop permissions */
6810 /* Handle retirement */
6811 if (p_ptr->total_winner) kingly();
6814 if (!cheat_save || get_check(_("死んだデータをセーブしますか? ", "Save death? ")))
6816 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
6818 else do_send = FALSE;
6825 /* Show more info */
6833 if ((!send_world_score(do_send)))
6835 if (get_check_strict(_("後でスコアを登録するために待機しますか?", "Stand by for later score registration? "),
6836 (CHECK_NO_ESCAPE | CHECK_NO_HISTORY)))
6838 p_ptr->wait_report_score = TRUE;
6839 p_ptr->is_dead = FALSE;
6840 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
6843 if (!p_ptr->wait_report_score)
6846 else if (highscore_fd >= 0)
6848 display_scores_aux(0, 10, -1, NULL);
6851 /* Dump bones file */
6860 do_cmd_save_game(FALSE);
6862 /* Prompt for scores XXX XXX XXX */
6863 prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
6864 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
6866 /* Predict score (or ESCAPE) */
6867 if (inkey() != ESCAPE) predict_score();
6871 /* Shut the high score file */
6872 (void)fd_close(highscore_fd);
6874 /* Forget the high score fd */
6877 /* Kill all temporal files */
6878 clear_saved_floor_files();
6880 /* Allow suspending now */
6881 signals_handle_tstp();
6886 * @brief 異常発生時のゲーム緊急終了処理 /
6887 * Handle abrupt death of the visual system
6891 * This routine is called only in very rare situations, and only
6892 * by certain visual systems, when they experience fatal errors.
6893 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6894 * save file so that player can see tombstone when restart.
6897 void exit_game_panic(void)
6899 /* If nothing important has happened, just quit */
6900 if (!character_generated || character_saved) quit(_("緊急事態", "panic"));
6902 /* Mega-Hack -- see "msg_print()" */
6905 /* Clear the top line */
6908 /* Hack -- turn off some things */
6911 /* Mega-Hack -- Delay death */
6912 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6914 /* Hardcode panic save */
6915 p_ptr->panic_save = 1;
6917 /* Forbid suspend */
6918 signals_ignore_tstp();
6920 /* Indicate panic save */
6921 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6923 /* Panic save, or get worried */
6924 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6926 /* Successful panic save */
6927 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6932 * @brief ファイルからランダムに行を一つ取得する /
6933 * Get a random line from a file
6934 * @param file_name ファイル名
6935 * @param entry 特定条件時のN:タグヘッダID
6936 * @param output 出力先の文字列参照ポインタ
6940 * Based on the monster speech patch by Matt Graham,
6943 errr get_rnd_line(cptr file_name, int entry, char *output)
6951 /* Build the filename */
6952 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6955 fp = my_fopen(buf, "r");
6960 /* Find the entry of the monster */
6963 /* Get a line from the file */
6964 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6966 /* Count the lines */
6969 /* Look for lines starting with 'N:' */
6970 if ((buf[0] == 'N') && (buf[1] == ':'))
6972 /* Allow default lines */
6978 else if (buf[2] == 'M')
6980 if (r_info[entry].flags1 & RF1_MALE) break;
6982 else if (buf[2] == 'F')
6984 if (r_info[entry].flags1 & RF1_FEMALE) break;
6986 /* Get the monster number */
6987 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6989 /* Is it the right number? */
6990 if (test == entry) break;
6994 /* Error while converting the number */
6995 msg_format("Error in line %d of %s!", line_num, file_name);
7003 /* Reached end of file */
7009 /* Get the random line */
7010 for (counter = 0; ; counter++)
7014 test = my_fgets(fp, buf, sizeof(buf));
7016 /* Count the lines */
7017 /* line_num++; No more needed */
7021 /* Ignore lines starting with 'N:' */
7022 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
7024 if (buf[0] != '#') break;
7033 if (one_in_(counter + 1)) strcpy(output, buf);
7036 /* Close the file */
7040 return counter ? 0 : -1;
7046 * @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) /
7047 * @param file_name ファイル名
7048 * @param entry 特定条件時のN:タグヘッダID
7049 * @param output 出力先の文字列参照ポインタ
7054 errr get_rnd_line_jonly(cptr file_name, int entry, char *output, int count)
7059 for (i = 0; i < count; i++)
7061 result = get_rnd_line(file_name, entry, output);
7064 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
7072 * @brief 自動拾いファイルを読み込む /
7076 errr process_autopick_file(cptr name)
7082 /* Build the filename */
7083 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
7085 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
7093 * @brief プレイヤーの生い立ちファイルを読み込む /
7094 * Process file for player's history editor.
7099 errr process_histpref_file(cptr name)
7103 bool old_character_xtra = character_xtra;
7105 /* Build the filename */
7106 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
7108 /* Hack -- prevent modification birth options in this file */
7109 character_xtra = TRUE;
7111 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
7113 character_xtra = old_character_xtra;
7120 * @brief ファイル位置をシーク /
7121 * @param fd ファイルディスクリプタ
7122 * @param where ファイルバイト位置
7123 * @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
7127 static errr counts_seek(int fd, u32b where, bool flag)
7130 char temp1[128], temp2[128];
7131 u32b zero_header[3] = {0L, 0L, 0L};
7134 #ifdef SAVEFILE_USE_UID
7135 (void)sprintf(temp1, "%d.%s.%d%d%d", player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
7137 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
7139 for (i = 0; temp1[i]; i++)
7140 temp1[i] ^= (i+1) * 63;
7145 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
7147 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
7152 fd_seek(fd, seekpoint);
7153 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
7154 fd_write(fd, (char*)(temp1), sizeof(temp1));
7158 if (strcmp(temp1, temp2) == 0)
7161 seekpoint += 128 + 3 * sizeof(u32b);
7164 return fd_seek(fd, seekpoint + where * sizeof(u32b));
7168 * @brief ファイル位置を読み込む
7169 * @param where ファイルバイト位置
7173 u32b counts_read(int where)
7179 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
7180 fd = fd_open(buf, O_RDONLY);
7182 if (counts_seek(fd, where, FALSE) ||
7183 fd_read(fd, (char*)(&count), sizeof(u32b)))
7192 * @brief ファイル位置に書き込む /
7193 * @param where ファイルバイト位置
7194 * @param count 書き込む値
7198 errr counts_write(int where, u32b count)
7204 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
7206 /* Grab permissions */
7209 fd = fd_open(buf, O_RDWR);
7211 /* Drop permissions */
7216 /* File type is "DATA" */
7217 FILE_TYPE(FILE_TYPE_DATA);
7219 /* Grab permissions */
7222 /* Create a new high score file */
7223 fd = fd_make(buf, 0644);
7225 /* Drop permissions */
7229 /* Grab permissions */
7232 err = fd_lock(fd, F_WRLCK);
7234 /* Drop permissions */
7239 counts_seek(fd, where, TRUE);
7240 fd_write(fd, (char*)(&count), sizeof(u32b));
7242 /* Grab permissions */
7245 err = fd_lock(fd, F_UNLCK);
7247 /* Drop permissions */
7258 #ifdef HANDLE_SIGNALS
7265 * @brief OSからのシグナルを受けてサスペンド状態に入る /
7266 * Handle signals -- suspend
7267 * @param sig 受け取ったシグナル
7269 * Actually suspend the game, and then resume cleanly
7271 static void handle_signal_suspend(int sig)
7273 /* Disable handler */
7274 (void)signal(sig, SIG_IGN);
7281 /* Suspend the "Term" */
7282 Term_xtra(TERM_XTRA_ALIVE, 0);
7284 /* Suspend ourself */
7285 (void)kill(0, SIGSTOP);
7287 /* Resume the "Term" */
7288 Term_xtra(TERM_XTRA_ALIVE, 1);
7290 /* Redraw the term */
7293 /* Flush the term */
7298 /* Restore handler */
7299 (void)signal(sig, handle_signal_suspend);
7304 * @brief OSからのシグナルを受けて中断、終了する /
7305 * Handle signals -- simple (interrupt and quit)
7306 * @param sig 受け取ったシグナル
7309 * This function was causing a *huge* number of problems, so it has
7310 * been simplified greatly. We keep a global variable which counts
7311 * the number of times the user attempts to kill the process, and
7312 * we commit suicide if the user does this a certain number of times.
7313 * We attempt to give "feedback" to the user as he approaches the
7314 * suicide thresh-hold, but without penalizing accidental keypresses.
7315 * To prevent messy accidents, we should reset this global variable
7316 * whenever the user enters a keypress, or something like that.
7319 static void handle_signal_simple(int sig)
7321 /* Disable handler */
7322 (void)signal(sig, SIG_IGN);
7325 /* Nothing to save, just quit */
7326 if (!character_generated || character_saved) quit(NULL);
7329 /* Count the signals */
7333 /* Terminate dead characters */
7336 /* Mark the savefile */
7337 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
7347 quit(_("強制終了", "interrupt"));
7350 /* Allow suicide (after 5) */
7351 else if (signal_count >= 5)
7353 /* Cause of "death" */
7354 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
7361 p_ptr->playing = FALSE;
7364 p_ptr->is_dead = TRUE;
7367 p_ptr->leaving = TRUE;
7373 quit(_("強制終了", "interrupt"));
7376 /* Give warning (after 4) */
7377 else if (signal_count >= 4)
7380 Term_xtra(TERM_XTRA_NOISE, 0);
7382 /* Clear the top line */
7383 Term_erase(0, 0, 255);
7385 /* Display the cause */
7386 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7392 /* Give warning (after 2) */
7393 else if (signal_count >= 2)
7396 Term_xtra(TERM_XTRA_NOISE, 0);
7399 /* Restore handler */
7400 (void)signal(sig, handle_signal_simple);
7405 * @brief OSからのシグナルを受けて強制終了する /
7406 * Handle signal -- abort, kill, etc
7407 * @param sig 受け取ったシグナル
7411 * This function was causing a *huge* number of problems, so it has
7412 * been simplified greatly. We keep a global variable which counts
7413 * the number of times the user attempts to kill the process, and
7414 * we commit suicide if the user does this a certain number of times.
7415 * We attempt to give "feedback" to the user as he approaches the
7416 * suicide thresh-hold, but without penalizing accidental keypresses.
7417 * To prevent messy accidents, we should reset this global variable
7418 * whenever the user enters a keypress, or something like that.
7421 static void handle_signal_abort(int sig)
7425 Term_get_size(&wid, &hgt);
7427 /* Disable handler */
7428 (void)signal(sig, SIG_IGN);
7431 /* Nothing to save, just quit */
7432 if (!character_generated || character_saved) quit(NULL);
7439 /* Clear the bottom line */
7440 Term_erase(0, hgt - 1, 255);
7442 /* Give a warning */
7443 Term_putstr(0, hgt - 1, -1, TERM_RED,
7444 _("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!"));
7448 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7450 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7456 p_ptr->panic_save = 1;
7459 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7461 /* Forbid suspend */
7462 signals_ignore_tstp();
7464 /* Attempt to save */
7467 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7473 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7480 quit(_("ソフトのバグ", "software bug"));
7484 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7485 * Ignore SIGTSTP signals (keyboard suspend)
7489 void signals_ignore_tstp(void)
7493 (void)signal(SIGTSTP, SIG_IGN);
7499 * @brief OSからのSIGTSTPシグナルハンドラ /
7500 * Handle SIGTSTP signals (keyboard suspend)
7504 void signals_handle_tstp(void)
7508 (void)signal(SIGTSTP, handle_signal_suspend);
7515 * @brief OSからのシグナルハンドルを初期化する /
7516 * Prepare to handle the relevant signals
7520 void signals_init(void)
7524 (void)signal(SIGHUP, SIG_IGN);
7529 (void)signal(SIGTSTP, handle_signal_suspend);
7534 (void)signal(SIGINT, handle_signal_simple);
7538 (void)signal(SIGQUIT, handle_signal_simple);
7543 (void)signal(SIGFPE, handle_signal_abort);
7547 (void)signal(SIGILL, handle_signal_abort);
7551 (void)signal(SIGTRAP, handle_signal_abort);
7555 (void)signal(SIGIOT, handle_signal_abort);
7559 (void)signal(SIGKILL, handle_signal_abort);
7563 (void)signal(SIGBUS, handle_signal_abort);
7567 (void)signal(SIGSEGV, handle_signal_abort);
7571 (void)signal(SIGTERM, handle_signal_abort);
7575 (void)signal(SIGPIPE, handle_signal_abort);
7579 (void)signal(SIGEMT, handle_signal_abort);
7583 (void)signal(SIGDANGER, handle_signal_abort);
7587 (void)signal(SIGSYS, handle_signal_abort);
7591 (void)signal(SIGXCPU, handle_signal_abort);
7595 (void)signal(SIGPWR, handle_signal_abort);
7601 #else /* HANDLE_SIGNALS */
7608 void signals_ignore_tstp(void)
7616 void signals_handle_tstp(void)
7624 void signals_init(void)
7627 #endif /* HANDLE_SIGNALS */