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
28 #include "player-race.h"
29 #include "player-status.h"
30 #include "player-move.h"
31 #include "player-class.h"
32 #include "player-skill.h"
33 #include "player-personality.h"
34 #include "player-sex.h"
35 #include "player-effects.h"
45 #include "monster-process.h"
46 #include "monster-status.h"
47 #include "object-flavor.h"
48 #include "object-hook.h"
49 #include "realm-hex.h"
53 #include "view-mainwindow.h"
54 #include "floor-events.h"
55 #include "floor-town.h"
56 #include "dungeon-file.h"
58 #include "monster-spell.h"
62 #include "objectkind.h"
66 concptr ANGBAND_DIR; //!< Path name: The main "lib" directory This variable is not actually used anywhere in the code
67 concptr ANGBAND_DIR_APEX; //!< High score files (binary) These files may be portable between platforms
68 concptr ANGBAND_DIR_BONE; //!< Bone files for player ghosts (ascii) These files are portable between platforms
69 concptr ANGBAND_DIR_DATA; //!< Binary image files for the "*_info" arrays (binary) These files are not portable between platforms
70 concptr ANGBAND_DIR_EDIT; //!< Textual template files for the "*_info" arrays (ascii) These files are portable between platforms
71 concptr ANGBAND_DIR_SCRIPT; //!< Script files These files are portable between platforms.
72 concptr ANGBAND_DIR_FILE; //!< Various extra files (ascii) These files may be portable between platforms
73 concptr ANGBAND_DIR_HELP; //!< Help files (normal) for the online help (ascii) These files are portable between platforms
74 concptr ANGBAND_DIR_INFO; //!< Help files (spoilers) for the online help (ascii) These files are portable between platforms
75 concptr ANGBAND_DIR_PREF; //!< Default user "preference" files (ascii) These files are rarely portable between platforms
76 concptr ANGBAND_DIR_SAVE; //!< Savefiles for current characters (binary)
77 concptr ANGBAND_DIR_USER; //!< User "preference" files (ascii) These files are rarely portable between platforms
78 concptr ANGBAND_DIR_XTRA; //!< Various extra files (binary) These files are rarely portable between platforms
81 * You may or may not want to use the following "#undef".
83 /* #undef _POSIX_SAVED_IDS */
87 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
89 void safe_setuid_drop(void)
96 # ifdef SAFE_SETUID_POSIX
98 if (setuid(getuid()) != 0)
100 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
102 if (setgid(getgid()) != 0)
104 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
109 if (setreuid(geteuid(), getuid()) != 0)
111 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
113 if (setregid(getegid(), getgid()) != 0)
115 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
128 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
130 void safe_setuid_grab(void)
137 # ifdef SAFE_SETUID_POSIX
139 if (setuid(player_euid) != 0)
141 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
143 if (setgid(player_egid) != 0)
145 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
150 if (setreuid(geteuid(), getuid()) != 0)
152 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
154 if (setregid(getegid(), getgid()) != 0)
156 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
159 # endif /* SAFE_SETUID_POSIX */
161 # endif /* SAFE_SETUID */
169 * @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
170 * @param buf データテキストの参照ポインタ
172 * @param tokens トークンを保管する文字列参照ポインタ配列
177 * This function uses "colon" and "slash" as the delimeter characters.
178 * We never extract more than "num" tokens. The "last" token may include
179 * "delimeter" characters, allowing the buffer to include a "string" token.
180 * We save pointers to the tokens in "tokens", and return the number found.
181 * Hack -- Attempt to handle the 'c' character formalism
182 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
183 * Hack -- We will always extract at least one token
186 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
198 /* Scan the string */
201 /* Found a delimiter */
202 if ((*t == ':') || (*t == '/')) break;
204 /* Handle single quotes */
205 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
210 /* Handle backslash */
213 /* Require a character */
219 /* Hack -- Require a close quote */
220 if (*t != '\'') *t = '\'';
223 /* Handle back-slash */
230 /* Nuke and advance */
248 /* A number with a name */
249 typedef struct named_num named_num;
253 concptr name; /* The name of this thing */
254 int num; /* A number associated with it */
258 /* Index of spell type names */
259 static named_num gf_desc[] =
261 {"GF_ELEC", GF_ELEC },
262 {"GF_POIS", GF_POIS },
263 {"GF_ACID", GF_ACID },
264 {"GF_COLD", GF_COLD },
265 {"GF_FIRE", GF_FIRE },
266 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
267 {"GF_MISSILE", GF_MISSILE },
268 {"GF_ARROW", GF_ARROW },
269 {"GF_PLASMA", GF_PLASMA },
270 {"GF_WATER", GF_WATER },
271 {"GF_LITE", GF_LITE },
272 {"GF_DARK", GF_DARK },
273 {"GF_LITE_WEAK", GF_LITE_WEAK },
274 {"GF_DARK_WEAK", GF_DARK_WEAK },
275 {"GF_SHARDS", GF_SHARDS },
276 {"GF_SOUND", GF_SOUND },
277 {"GF_CONFUSION", GF_CONFUSION },
278 {"GF_FORCE", GF_FORCE },
279 {"GF_INERTIA", GF_INERTIAL },
280 {"GF_MANA", GF_MANA },
281 {"GF_METEOR", GF_METEOR },
283 {"GF_CHAOS", GF_CHAOS },
284 {"GF_NETHER", GF_NETHER },
285 {"GF_DISENCHANT", GF_DISENCHANT },
286 {"GF_NEXUS", GF_NEXUS },
287 {"GF_TIME", GF_TIME },
288 {"GF_GRAVITY", GF_GRAVITY },
289 {"GF_KILL_WALL", GF_KILL_WALL },
290 {"GF_KILL_DOOR", GF_KILL_DOOR },
291 {"GF_KILL_TRAP", GF_KILL_TRAP },
292 {"GF_MAKE_WALL", GF_MAKE_WALL },
293 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
294 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
295 {"GF_MAKE_TREE", GF_MAKE_TREE },
296 {"GF_OLD_CLONE", GF_OLD_CLONE },
297 {"GF_OLD_POLY", GF_OLD_POLY },
298 {"GF_OLD_HEAL", GF_OLD_HEAL },
299 {"GF_OLD_SPEED", GF_OLD_SPEED },
300 {"GF_OLD_SLOW", GF_OLD_SLOW },
301 {"GF_OLD_CONF", GF_OLD_CONF },
302 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
303 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
304 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
305 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
306 {"GF_AWAY_ALL", GF_AWAY_ALL },
307 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
308 {"GF_TURN_EVIL", GF_TURN_EVIL },
309 {"GF_TURN_ALL", GF_TURN_ALL },
310 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
311 {"GF_DISP_EVIL", GF_DISP_EVIL },
312 {"GF_DISP_ALL", GF_DISP_ALL },
313 {"GF_DISP_DEMON", GF_DISP_DEMON },
314 {"GF_DISP_LIVING", GF_DISP_LIVING },
315 {"GF_ROCKET", GF_ROCKET },
316 {"GF_NUKE", GF_NUKE },
317 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
318 {"GF_STASIS", GF_STASIS },
319 {"GF_STONE_WALL", GF_STONE_WALL },
320 {"GF_DEATH_RAY", GF_DEATH_RAY },
321 {"GF_STUN", GF_STUN },
322 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
323 {"GF_HELL_FIRE", GF_HELL_FIRE },
324 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
325 {"GF_CHARM", GF_CHARM },
326 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
327 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
329 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
330 {"GF_TELEKINESIS", GF_TELEKINESIS },
331 {"GF_JAM_DOOR", GF_JAM_DOOR },
332 {"GF_DOMINATION", GF_DOMINATION },
333 {"GF_DISP_GOOD", GF_DISP_GOOD },
334 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
335 {"GF_MIND_BLAST", GF_MIND_BLAST },
336 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
337 {"GF_CAUSE_1", GF_CAUSE_1 },
338 {"GF_CAUSE_2", GF_CAUSE_2 },
339 {"GF_CAUSE_3", GF_CAUSE_3 },
340 {"GF_CAUSE_4", GF_CAUSE_4 },
341 {"GF_HAND_DOOM", GF_HAND_DOOM },
342 {"GF_CAPTURE", GF_CAPTURE },
343 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
344 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
345 {"GF_IDENTIFY", GF_IDENTIFY },
346 {"GF_ATTACK", GF_ATTACK },
347 {"GF_ENGETSU", GF_ENGETSU },
348 {"GF_GENOCIDE", GF_GENOCIDE },
349 {"GF_PHOTO", GF_PHOTO },
350 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
351 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
352 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
353 {"GF_SEEKER", GF_SEEKER },
354 {"GF_SUPER_RAY", GF_SUPER_RAY },
355 {"GF_STAR_HEAL", GF_STAR_HEAL },
356 {"GF_WATER_FLOW", GF_WATER_FLOW },
357 {"GF_CRUSADE", GF_CRUSADE },
358 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
359 {"GF_WOUNDS", GF_WOUNDS },
365 * @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 /
366 * Parse a sub-file of the "extra info" (format shown below)
367 * @param buf データテキストの参照ポインタ
371 * Each "action" line has an "action symbol" in the first column,
372 * followed by a colon, followed by some command specific info,
373 * usually in the form of "tokens" separated by colons or slashes.
374 * Blank lines, lines starting with white space, and lines starting
375 * with pound signs ("#") are ignored (as comments).
376 * Note the use of "tokenize()" to allow the use of both colons and
377 * slashes as delimeters, while still allowing final tokens which
378 * may contain any characters including "delimiters".
379 * Note the use of "strtol()" to allow all "integers" to be encoded
380 * in decimal, hexidecimal, or octal form.
381 * Note that "monster zero" is used for the "player" attr/char, "object
382 * zero" will be used for the "stack" attr/char, and "feature zero" is
383 * used for the "nothing" attr/char.
384 * Parse another file recursively, see below for details
386 * Specify the attr/char values for "monsters" by race index
387 * R:\<num\>:\<a\>:\<c\>
388 * Specify the attr/char values for "objects" by kind index
389 * K:\<num\>:\<a\>:\<c\>
390 * Specify the attr/char values for "features" by feature index
391 * F:\<num\>:\<a\>:\<c\>
392 * Specify the attr/char values for unaware "objects" by kind tval
393 * U:\<tv\>:\<a\>:\<c\>
394 * Specify the attr/char values for p_ptr->inventory_list "objects" by kind tval
395 * E:\<tv\>:\<a\>:\<c\>
396 * Define a macro action, given an encoded macro action
398 * Create a normal macro, given an encoded macro trigger
400 * Create a command macro, given an encoded macro trigger
402 * Create a keyset mapping
403 * S:\<key\>:\<key\>:\<dir\>
404 * Turn an option off, given its name
406 * Turn an option on, given its name
408 * Specify visual information, given an index, and some data
409 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
410 * Specify the set of colors to use when drawing a zapped spell
412 * Specify a macro trigger template and macro trigger names.
413 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
414 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
417 errr process_pref_file_command(char *buf)
427 /* Require "?:*" format */
428 if (buf[1] != ':') return 1;
433 /* Mega-Hack -- read external player's history file */
434 /* Process "H:<history>" */
436 add_history_from_pref_line(buf + 2);
439 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
441 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
444 i = (huge)strtol(zz[0], NULL, 0);
445 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
446 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
447 if (i >= max_r_idx) return 1;
449 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
450 if (n2) r_ptr->x_char = n2;
455 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
457 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
460 i = (huge)strtol(zz[0], NULL, 0);
461 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
462 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
463 if (i >= max_k_idx) return 1;
465 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
466 if (n2) k_ptr->x_char = n2;
471 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
472 /* "F:<num>:<a>/<c>" */
473 /* "F:<num>:<a>/<c>:LIT" */
474 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
478 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
480 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
481 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
483 i = (huge)strtol(zz[0], NULL, 0);
484 if (i >= max_f_idx) return 1;
487 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
488 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
489 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
490 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
492 /* Mega-hack -- feat supports lighting */
495 /* No lighting support */
497 n1 = f_ptr->x_attr[F_LIT_STANDARD];
498 n2 = f_ptr->x_char[F_LIT_STANDARD];
499 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
501 f_ptr->x_attr[j] = n1;
502 f_ptr->x_char[j] = n2;
506 /* Use default lighting */
508 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
511 /* Use desired lighting */
512 case F_LIT_MAX * 2 + 1:
513 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
515 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
516 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
517 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
518 if (n2) f_ptr->x_char[j] = n2;
525 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
527 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
529 j = (byte)strtol(zz[0], NULL, 0);
530 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
531 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
532 misc_to_attr[j] = n1;
533 misc_to_char[j] = n2;
538 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
540 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
542 j = (huge)strtol(zz[0], NULL, 0);
543 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
544 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
545 for (i = 1; i < max_k_idx; i++)
547 object_kind *k_ptr = &k_info[i];
548 if (k_ptr->tval == j)
550 if (n1) k_ptr->d_attr = n1;
551 if (n2) k_ptr->d_char = n2;
558 /* Process "E:<tv>:<a>" -- attribute for p_ptr->inventory_list objects */
560 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
562 j = (byte)strtol(zz[0], NULL, 0) % 128;
563 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
564 if (n1) tval_to_attr[j] = n1;
569 /* Process "A:<str>" -- save an "action" for later */
571 text_to_ascii(macro__buf, buf+2);
574 /* Process "P:<str>" -- normal macro */
579 text_to_ascii(tmp, buf+2);
580 macro_add(tmp, macro__buf);
584 /* Process "C:<str>" -- create keymap */
590 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
592 mode = strtol(zz[0], NULL, 0);
593 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
595 text_to_ascii(tmp, zz[1]);
596 if (!tmp[0] || tmp[1]) return 1;
599 string_free(keymap_act[mode][i]);
601 keymap_act[mode][i] = string_make(macro__buf);
606 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
608 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
610 i = (byte)strtol(zz[0], NULL, 0);
611 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
612 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
613 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
614 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
619 /* Process "X:<str>" -- current_world_ptr->game_turn option off */
620 /* Process "Y:<str>" -- current_world_ptr->game_turn option on */
623 for (i = 0; option_info[i].o_desc; i++)
625 if (option_info[i].o_var &&
626 option_info[i].o_text &&
627 streq(option_info[i].o_text, buf + 2))
629 int os = option_info[i].o_set;
630 int ob = option_info[i].o_bit;
632 if ((p_ptr->playing || character_xtra) &&
633 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
635 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);
643 option_flag[os] &= ~(1L << ob);
644 (*option_info[i].o_var) = FALSE;
649 option_flag[os] |= (1L << ob);
650 (*option_info[i].o_var) = TRUE;
656 /* don't know that option. ignore it.*/
657 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);
661 /* Process "Z:<type>:<str>" -- set spell color */
665 char *t = my_strchr(buf + 2, ':');
672 for (i = 0; gf_desc[i].name; i++)
674 /* Match this type */
675 if (streq(gf_desc[i].name, buf + 2))
677 /* Remember this color set */
678 gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
688 /* Initialize macro trigger names and a template */
689 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
690 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
693 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
695 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
700 if (macro_template != NULL)
702 num = strlen(macro_modifier_chr);
704 /* Kill the template string */
705 string_free(macro_template);
706 macro_template = NULL;
708 /* Kill flag characters of modifier keys */
709 string_free(macro_modifier_chr);
711 /* Kill corresponding modifier names */
712 for (i = 0; i < num; i++)
714 string_free(macro_modifier_name[i]);
717 /* Kill trigger name strings */
718 for (i = 0; i < max_macrotrigger; i++)
720 string_free(macro_trigger_name[i]);
721 string_free(macro_trigger_keycode[0][i]);
722 string_free(macro_trigger_keycode[1][i]);
725 max_macrotrigger = 0;
728 if (*zz[0] == '\0') return 0; /* clear template */
730 /* Number of modifier flags */
733 /* Limit the number */
734 num = MIN(MAX_MACRO_MOD, num);
736 /* Stop if number of modifier is not correct */
737 if (2 + num != tok) return 1;
739 /* Get a template string */
740 macro_template = string_make(zz[0]);
742 /* Get flag characters of modifier keys */
743 macro_modifier_chr = string_make(zz[1]);
745 /* Get corresponding modifier names */
746 for (i = 0; i < num; i++)
748 macro_modifier_name[i] = string_make(zz[2+i]);
752 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
758 if (max_macrotrigger >= MAX_MACRO_TRIG)
760 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
763 m = max_macrotrigger;
766 /* Take into account the escape character */
776 /* Get a trigger name */
777 macro_trigger_name[m] = string_make(buf_aux);
779 /* Get the corresponding key code */
780 macro_trigger_keycode[0][m] = string_make(zz[1]);
784 /* Key code of a combination of it with the shift key */
785 macro_trigger_keycode[1][m] = string_make(zz[2]);
789 macro_trigger_keycode[1][m] = string_make(zz[1]);
804 * @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 /
805 * Helper function for "process_pref_file()"
806 * @param sp テキスト文字列の参照ポインタ
807 * @param fp 再帰中のポインタ参照
812 * v: output buffer array
818 concptr process_pref_file_expr(char **sp, char *fp)
835 while (iswspace(*s)) s++;
853 t = process_pref_file_expr(&s, &f);
861 else if (streq(t, "IOR"))
864 while (*s && (f != b2))
866 t = process_pref_file_expr(&s, &f);
867 if (*t && !streq(t, "0")) v = "1";
872 else if (streq(t, "AND"))
875 while (*s && (f != b2))
877 t = process_pref_file_expr(&s, &f);
878 if (*t && streq(t, "0")) v = "0";
883 else if (streq(t, "NOT"))
886 while (*s && (f != b2))
888 t = process_pref_file_expr(&s, &f);
889 if (*t && streq(t, "1")) v = "0";
894 else if (streq(t, "EQU"))
899 t = process_pref_file_expr(&s, &f);
901 while (*s && (f != b2))
903 p = process_pref_file_expr(&s, &f);
904 if (streq(t, p)) v = "1";
909 else if (streq(t, "LEQ"))
914 t = process_pref_file_expr(&s, &f);
916 while (*s && (f != b2))
919 t = process_pref_file_expr(&s, &f);
920 if (*t && atoi(p) > atoi(t)) v = "0";
925 else if (streq(t, "GEQ"))
930 t = process_pref_file_expr(&s, &f);
932 while (*s && (f != b2))
935 t = process_pref_file_expr(&s, &f);
937 /* Compare two numbers instead of string */
938 if (*t && atoi(p) < atoi(t)) v = "0";
944 while (*s && (f != b2))
946 t = process_pref_file_expr(&s, &f);
951 if (f != b2) v = "?x?x?";
953 /* Extract final and Terminate */
954 if ((f = *s) != '\0') *s++ = '\0';
960 /* Accept all printables except spaces and brackets */
962 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
964 if (iskanji(*s)) s++;
968 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
971 /* Extract final and Terminate */
972 if ((f = *s) != '\0') *s++ = '\0';
978 if (streq(b+1, "SYS"))
983 else if (streq(b+1, "KEYBOARD"))
985 v = ANGBAND_KEYBOARD;
989 else if (streq(b+1, "GRAF"))
994 /* Monochrome mode */
995 else if (streq(b+1, "MONOCHROME"))
1004 else if (streq(b+1, "RACE"))
1007 v = rp_ptr->E_title;
1014 else if (streq(b+1, "CLASS"))
1017 v = cp_ptr->E_title;
1024 else if (streq(b+1, "PLAYER"))
1026 static char tmp_player_name[32];
1028 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
1038 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
1041 v = tmp_player_name;
1045 else if (streq(b+1, "REALM1"))
1048 v = E_realm_names[p_ptr->realm1];
1050 v = realm_names[p_ptr->realm1];
1055 else if (streq(b+1, "REALM2"))
1058 v = E_realm_names[p_ptr->realm2];
1060 v = realm_names[p_ptr->realm2];
1065 else if (streq(b+1, "LEVEL"))
1067 sprintf(tmp, "%02d", p_ptr->lev);
1071 /* Autopick auto-register is in-use or not? */
1072 else if (streq(b+1, "AUTOREGISTER"))
1074 if (p_ptr->autopick_autoregister)
1081 else if (streq(b+1, "MONEY"))
1083 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1102 #define PREF_TYPE_NORMAL 0
1103 #define PREF_TYPE_AUTOPICK 1
1104 #define PREF_TYPE_HISTPREF 2
1107 * @brief process_pref_fileのサブルーチン /
1108 * Open the "user pref file" and parse it.
1109 * @param name 読み込むファイル名
1110 * @param preftype prefファイルのタイプ
1115 * v: output buffer array
1116 * f: final character
1121 static errr process_pref_file_aux(concptr name, int preftype)
1133 bool bypass = FALSE;
1137 fp = my_fopen(name, "r");
1140 if (!fp) return (-1);
1142 /* Process the file */
1143 while (0 == my_fgets(fp, buf, sizeof(buf)))
1148 /* Skip "empty" lines */
1149 if (!buf[0]) continue;
1151 /* Skip "blank" lines */
1153 if (!iskanji(buf[0]))
1155 if (iswspace(buf[0])) continue;
1158 if (buf[0] == '#') continue;
1165 /* Process "?:<expr>" */
1166 if ((buf[0] == '?') && (buf[1] == ':'))
1175 /* Parse the expr */
1176 v = process_pref_file_expr(&s, &f);
1179 bypass = (streq(v, "0") ? TRUE : FALSE);
1183 /* Apply conditionals */
1184 if (bypass) continue;
1187 /* Process "%:<file>" */
1190 static int depth_count = 0;
1192 /* Ignore if deeper than 20 level */
1193 if (depth_count > 20) continue;
1195 /* Count depth level */
1198 /* Process that file if allowed */
1201 case PREF_TYPE_AUTOPICK:
1202 (void)process_autopick_file(buf + 2);
1204 case PREF_TYPE_HISTPREF:
1205 (void)process_histpref_file(buf + 2);
1208 (void)process_pref_file(buf + 2);
1212 /* Set back depth level */
1218 /* Process the line */
1219 err = process_pref_file_command(buf);
1221 /* This is not original pref line... */
1224 if (preftype != PREF_TYPE_AUTOPICK)
1226 err = process_autopick_file_command(buf);
1234 /* Print error message */
1235 /* ToDo: Add better error messages */
1236 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'."),
1237 _(name, err), line, _(err, name));
1238 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1247 * @brief pref設定ファイルを読み込み設定を反映させる /
1248 * Process the "user pref file" with the given name
1249 * @param name 読み込むファイル名
1253 * See the functions above for a list of legal "commands".
1254 * We also accept the special "?" and "%" directives, which
1255 * allow conditional evaluation and filename inclusion.
1258 errr process_pref_file(concptr name)
1264 /* Build the filename */
1265 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1267 /* Process the system pref file */
1268 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1270 /* Stop at parser errors, but not at non-existing file */
1271 if (err1 > 0) return err1;
1274 /* Build the filename */
1275 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1277 /* Process the user pref file */
1278 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1281 /* User file does not exist, but read system pref file */
1282 if (err2 < 0 && !err1)
1285 /* Result of user file processing */
1294 * Operating hours for ANGBAND (defaults to non-work hours)
1296 static char days[7][29] =
1298 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1299 "MON:XXXXXXXX.........XXXXXXX",
1300 "TUE:XXXXXXXX.........XXXXXXX",
1301 "WED:XXXXXXXX.........XXXXXXX",
1302 "THU:XXXXXXXX.........XXXXXXX",
1303 "FRI:XXXXXXXX.........XXXXXXX",
1304 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1308 * Restict usage (defaults to no restrictions)
1310 static bool check_time_flag = FALSE;
1316 * @brief Angbandプレイ禁止時刻をチェック /
1320 errr check_time(void)
1328 /* No restrictions */
1329 if (!check_time_flag) return (0);
1331 /* Check for time violation */
1332 c = time((time_t *)0);
1336 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1346 * @brief Angbandプレイ禁止時刻の初期化 /
1347 * Initialize CHECK_TIME
1350 errr check_time_init(void)
1360 /* Build the filename */
1361 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1364 fp = my_fopen(buf, "r");
1366 /* No file, no restrictions */
1367 if (!fp) return (0);
1369 /* Assume restrictions */
1370 check_time_flag = TRUE;
1372 /* Parse the file */
1373 while (0 == my_fgets(fp, buf, sizeof(buf)))
1375 /* Skip comments and blank lines */
1376 if (!buf[0] || (buf[0] == '#')) continue;
1378 /* Chop the buffer */
1381 /* Extract the info */
1382 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1383 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1384 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1385 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1386 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1387 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1388 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1402 #ifndef MAXHOSTNAMELEN
1403 # define MAXHOSTNAMELEN 64
1406 typedef struct statstime statstime;
1412 unsigned int v_pgpgin;
1413 unsigned int v_pgpgout;
1414 unsigned int v_pswpin;
1415 unsigned int v_pswpout;
1416 unsigned int v_intr;
1422 unsigned int v_swtch;
1424 struct timeval boottime;
1425 struct timeval curtime;
1429 * Maximal load (if any).
1431 static int check_load_value = 0;
1437 * @brief Angbandプレイ禁止ホストのチェック /
1441 errr check_load(void)
1446 struct statstime st;
1448 /* Success if not checking */
1449 if (!check_load_value) return (0);
1451 /* Check the load */
1452 if (0 == rstat("localhost", &st))
1454 long val1 = (long)(st.avenrun[2]);
1455 long val2 = (long)(check_load_value) * FSCALE;
1457 /* Check for violation */
1458 if (val1 >= val2) return (1);
1469 * @brief Angbandプレイ禁止ホストの設定初期化 /
1470 * Initialize CHECK_LOAD
1473 errr check_load_init(void)
1482 char temphost[MAXHOSTNAMELEN+1];
1483 char thishost[MAXHOSTNAMELEN+1];
1486 /* Build the filename */
1487 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1489 /* Open the "load" file */
1490 fp = my_fopen(buf, "r");
1492 /* No file, no restrictions */
1493 if (!fp) return (0);
1496 check_load_value = 100;
1498 /* Get the host name */
1499 (void)gethostname(thishost, (sizeof thishost) - 1);
1502 while (0 == my_fgets(fp, buf, sizeof(buf)))
1506 /* Skip comments and blank lines */
1507 if (!buf[0] || (buf[0] == '#')) continue;
1509 /* Parse, or ignore */
1510 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1512 /* Skip other hosts */
1513 if (!streq(temphost, thishost) &&
1514 !streq(temphost, "localhost")) continue;
1516 /* Use that value */
1517 check_load_value = value;
1530 #define ENTRY_BARE_HAND 0
1531 #define ENTRY_TWO_HANDS 1
1532 #define ENTRY_RIGHT_HAND1 2
1533 #define ENTRY_LEFT_HAND1 3
1534 #define ENTRY_LEFT_HAND2 4
1535 #define ENTRY_RIGHT_HAND2 5
1536 #define ENTRY_POSTURE 6
1537 #define ENTRY_SHOOT_HIT_DAM 7
1538 #define ENTRY_SHOOT_POWER 8
1539 #define ENTRY_SPEED 9
1540 #define ENTRY_BASE_AC 10
1541 #define ENTRY_LEVEL 11
1542 #define ENTRY_CUR_EXP 12
1543 #define ENTRY_MAX_EXP 13
1544 #define ENTRY_EXP_TO_ADV 14
1545 #define ENTRY_GOLD 15
1546 #define ENTRY_DAY 16
1549 #define ENTRY_PLAY_TIME 19
1550 #define ENTRY_SKILL_FIGHT 20
1551 #define ENTRY_SKILL_SHOOT 21
1552 #define ENTRY_SKILL_SAVING 22
1553 #define ENTRY_SKILL_STEALTH 23
1554 #define ENTRY_SKILL_PERCEP 24
1555 #define ENTRY_SKILL_SEARCH 25
1556 #define ENTRY_SKILL_DISARM 26
1557 #define ENTRY_SKILL_DEVICE 27
1558 #define ENTRY_SKILL_DIG 45
1561 #define ENTRY_BLOWS 28
1562 #define ENTRY_SHOTS 29
1563 #define ENTRY_AVG_DMG 30
1564 #define ENTRY_INFRA 31
1566 #define ENTRY_NAME 32
1567 #define ENTRY_SEX 33
1568 #define ENTRY_RACE 34
1569 #define ENTRY_CLASS 35
1570 #define ENTRY_REALM 36
1571 #define ENTRY_PATRON 37
1572 #define ENTRY_AGE 38
1573 #define ENTRY_HEIGHT 39
1574 #define ENTRY_WEIGHT 40
1575 #define ENTRY_SOCIAL 41
1576 #define ENTRY_ALIGN 42
1578 #define ENTRY_EXP_ANDR 43
1579 #define ENTRY_EXP_TO_ADV_ANDR 44
1588 } disp_player_line[]
1591 { 1, 10, 25, "打撃修正(格闘)"},
1592 { 1, 10, 25, "打撃修正(両手)"},
1593 { 1, 10, 25, "打撃修正(右手)"},
1594 { 1, 10, 25, "打撃修正(左手)"},
1595 { 1, 11, 25, "打撃修正(左手)"},
1596 { 1, 11, 25, "打撃修正(右手)"},
1598 { 1, 15, 25, "射撃攻撃修正"},
1599 { 1, 16, 25, "射撃武器倍率"},
1602 {29, 13, 21, "レベル"},
1603 {29, 14, 21, "経験値"},
1604 {29, 15, 21, "最大経験"},
1605 {29, 16, 21, "次レベル"},
1606 {29, 17, 21, "所持金"},
1610 {29, 20, 21, "プレイ時間"},
1611 {53, 10, -1, "打撃命中 :"},
1612 {53, 11, -1, "射撃命中 :"},
1613 {53, 12, -1, "魔法防御 :"},
1614 {53, 13, -1, "隠密行動 :"},
1615 {53, 15, -1, "知覚 :"},
1616 {53, 16, -1, "探索 :"},
1617 {53, 17, -1, "解除 :"},
1618 {53, 18, -1, "魔法道具 :"},
1619 { 1, 12, 25, "打撃回数"},
1620 { 1, 17, 25, "射撃回数"},
1621 { 1, 13, 25, "平均ダメージ"},
1622 {53, 20, -1, "赤外線視力:"},
1623 {26, 1, -1, "名前 : "},
1624 { 1, 3, -1, "性別 : "},
1625 { 1, 4, -1, "種族 : "},
1626 { 1, 5, -1, "職業 : "},
1627 { 1, 6, -1, "魔法 : "},
1628 { 1, 7, -1, "守護魔神 : "},
1632 {29, 6, 21, "社会的地位"},
1634 {29, 14, 21, "強化度"},
1635 {29, 16, 21, "次レベル"},
1636 {53, 19, -1, "掘削 :" },
1640 { 1, 10, 25, "Bare hand"},
1641 { 1, 10, 25, "Two hands"},
1642 { 1, 10, 25, "Right hand"},
1643 { 1, 10, 25, "Left hand"},
1644 { 1, 11, 25, "Left hand"},
1645 { 1, 11, 25, "Right hand"},
1646 { 1, 11, 25, "Posture"},
1647 { 1, 15, 25, "Shooting"},
1648 { 1, 16, 25, "Multiplier"},
1649 { 1, 20, 25, "Speed"},
1651 {29, 13, 21, "Level"},
1652 {29, 14, 21, "Experience"},
1653 {29, 15, 21, "Max Exp"},
1654 {29, 16, 21, "Exp to Adv"},
1655 {29, 17, 21, "Gold"},
1656 {29, 19, 21, "Time"},
1657 {29, 10, 21, "Hit point"},
1658 {29, 11, 21, "SP (Mana)"},
1659 {29, 20, 21, "Play time"},
1660 {53, 10, -1, "Fighting : "},
1661 {53, 11, -1, "Bows/Throw : "},
1662 {53, 12, -1, "SavingThrow: "},
1663 {53, 13, -1, "Stealth : "},
1664 {53, 15, -1, "Perception : "},
1665 {53, 16, -1, "Searching : "},
1666 {53, 17, -1, "Disarming : "},
1667 {53, 18, -1, "MagicDevice: "},
1668 { 1, 12, 25, "Blows/Round"},
1669 { 1, 17, 25, "Shots/Round"},
1670 { 1, 13, 25, "AverageDmg/Rnd"},
1671 {53, 20, -1, "Infra-Vision: "},
1672 {26, 1, -1, "Name : "},
1673 { 1, 3, -1, "Sex : "},
1674 { 1, 4, -1, "Race : "},
1675 { 1, 5, -1, "Class : "},
1676 { 1, 6, -1, "Magic : "},
1677 { 1, 7, -1, "Patron : "},
1679 {29, 4, 21, "Height"},
1680 {29, 5, 21, "Weight"},
1681 {29, 6, 21, "Social Class"},
1682 {29, 7, 21, "Align"},
1683 {29, 14, 21, "Construction"},
1684 {29, 16, 21, "Const to Adv"},
1685 {53, 19, -1, "Digging :" },
1690 * @brief プレイヤーのステータス1種を出力する
1692 * @param val 値を保管した文字列ポインタ
1693 * @param attr 項目表示の色
1696 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1700 int row = disp_player_line[entry].row;
1701 int col = disp_player_line[entry].col;
1702 int len = disp_player_line[entry].len;
1703 concptr head = disp_player_line[entry].header;
1705 int head_len = strlen(head);
1707 Term_putstr(col, row, -1, TERM_WHITE, head);
1714 int val_len = len - head_len;
1715 sprintf(buf, "%*.*s", val_len, val_len, val);
1716 Term_putstr(col + head_len, row, -1, attr, buf);
1720 Term_putstr(col + head_len, row, -1, attr, val);
1727 * @brief プレイヤーの打撃能力修正を表示する
1728 * @param hand 武器の装備部位ID
1729 * @param hand_entry 項目ID
1732 static void display_player_melee_bonus(int hand, int hand_entry)
1735 HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
1736 HIT_POINT show_todam = p_ptr->dis_to_d[hand];
1737 object_type *o_ptr = &p_ptr->inventory_list[INVEN_RARM + hand];
1739 /* Hack -- add in weapon info if known */
1740 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1741 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1743 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1746 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1748 /* Dump the bonuses to hit/dam */
1749 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
1750 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1751 else if (p_ptr->ryoute)
1752 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1754 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1759 * @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
1760 * Prints the following information on the screen.
1763 static void display_player_middle(void)
1768 HIT_PROB show_tohit = p_ptr->dis_to_h_b;
1769 HIT_POINT show_todam = 0;
1772 object_type *o_ptr = &p_ptr->inventory_list[INVEN_BOW];
1779 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1782 if (p_ptr->hidarite)
1784 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1786 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
1789 if (p_ptr->special_defense & KAMAE_MASK)
1791 for (i = 0; i < MAX_KAMAE; i++)
1793 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1796 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1799 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1802 /* Apply weapon bonuses */
1803 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1804 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1806 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1807 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1809 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1811 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1814 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1816 if (p_ptr->inventory_list[INVEN_BOW].k_idx)
1818 tmul = bow_tmul(p_ptr->inventory_list[INVEN_BOW].sval);
1820 /* Get extra "power" from "extra might" */
1821 if (p_ptr->xtra_might) tmul++;
1823 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1827 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1829 /* Dump the armor class */
1830 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1838 i = p_ptr->pspeed-110;
1840 /* Hack -- Visually "undo" the Search Mode Slowdown */
1841 if (p_ptr->action == ACTION_SEARCH) i += 10;
1846 attr = TERM_L_GREEN;
1860 attr = TERM_L_UMBER;
1867 if (IS_FAST()) tmp_speed += 10;
1868 if (p_ptr->slow) tmp_speed -= 10;
1869 if (p_ptr->lightspeed) tmp_speed = 99;
1873 if (MON_FAST(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed += 10;
1874 if (MON_SLOW(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed -= 10;
1880 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1882 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1892 sprintf(buf, "(%+d)", i);
1894 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1897 display_player_one_line(ENTRY_SPEED, buf, attr);
1900 /* Dump character level */
1901 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1903 /* Dump experience */
1904 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1905 else e = ENTRY_CUR_EXP;
1907 if (p_ptr->exp >= p_ptr->max_exp)
1908 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1910 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1912 /* Dump max experience */
1913 if (p_ptr->prace == RACE_ANDROID)
1916 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1918 /* Dump exp to advance */
1919 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1920 else e = ENTRY_EXP_TO_ADV;
1922 if (p_ptr->lev >= PY_MAX_LEVEL)
1923 display_player_one_line(e, "*****", TERM_L_GREEN);
1924 else if (p_ptr->prace == RACE_ANDROID)
1925 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1927 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1930 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1935 extract_day_hour_min(&day, &hour, &min);
1937 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1938 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1940 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1942 /* Dump hit point */
1943 if (p_ptr->chp >= p_ptr->mhp)
1944 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1945 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1946 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1948 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1950 /* Dump mana power */
1951 if (p_ptr->csp >= p_ptr->msp)
1952 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1953 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1954 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1956 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1958 /* Dump play time */
1959 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", current_world_ptr->play_time/(60*60), (current_world_ptr->play_time/60)%60, current_world_ptr->play_time%60), TERM_L_GREEN);
1964 * Hack -- pass color info around this file
1966 static TERM_COLOR likert_color = TERM_WHITE;
1970 * @brief 技能ランクの表示基準を定める
1971 * Returns a "rating" of x depending on y
1973 * @param y 技能値に対するランク基準比
1976 static concptr likert(int x, int y)
1978 static char dummy[20] = "", dummy2[20] = "";
1979 memset(dummy, 0, strlen(dummy));
1980 memset(dummy2, 0, strlen(dummy2));
1983 if(show_actual_value)
1985 sprintf(dummy, "%3d-", x);
1988 /* Negative value */
1991 likert_color = TERM_L_DARK;
1992 strcat(dummy, _("最低", "Very Bad"));
1997 /* Analyze the value */
2002 likert_color = TERM_RED;
2003 strcat(dummy, _("悪い", "Bad"));
2006 likert_color = TERM_L_RED;
2007 strcat(dummy, _("劣る", "Poor"));
2012 likert_color = TERM_ORANGE;
2013 strcat(dummy, _("普通", "Fair"));
2017 likert_color = TERM_YELLOW;
2018 strcat(dummy, _("良い", "Good"));
2022 likert_color = TERM_YELLOW;
2023 strcat(dummy, _("大変良い", "Very Good"));
2028 likert_color = TERM_L_GREEN;
2029 strcat(dummy, _("卓越", "Excellent"));
2037 likert_color = TERM_GREEN;
2038 strcat(dummy, _("超越", "Superb"));
2045 likert_color = TERM_BLUE;
2046 strcat(dummy, _("英雄的", "Heroic"));
2050 likert_color = TERM_VIOLET;
2051 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2052 (int)((((x / y) - 17) * 5) / 2));
2053 strcat(dummy, dummy2);
2064 * @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
2065 * Prints ratings on certain abilities
2068 * This code is "imitated" elsewhere to "dump" a character sheet.
2070 static void display_player_various(void)
2072 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2073 int xthn, xthb, xfos, xsrh;
2074 int xdis, xdev, xsav, xstl;
2078 BIT_FLAGS flgs[TR_FLAG_SIZE];
2079 int shots, shot_frac;
2084 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2085 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2086 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2087 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2088 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2090 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2092 /* Shooting Skill (with current bow and normal missile) */
2093 o_ptr = &p_ptr->inventory_list[INVEN_BOW];
2094 tmp = p_ptr->to_h_b + o_ptr->to_h;
2095 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2097 /* If the player is wielding one? */
2100 ENERGY energy_fire = bow_energy(o_ptr->sval);
2102 /* Calculate shots per round */
2103 shots = p_ptr->num_fire * 100;
2104 shot_frac = (shots * 100 / energy_fire) % 100;
2105 shots = shots / energy_fire;
2106 if (o_ptr->name1 == ART_CRIMSON)
2110 if (p_ptr->pclass == CLASS_ARCHER)
2112 /* Extra shot at level 10 */
2113 if (p_ptr->lev >= 10) shots++;
2115 /* Extra shot at level 30 */
2116 if (p_ptr->lev >= 30) shots++;
2118 /* Extra shot at level 45 */
2119 if (p_ptr->lev >= 45) shots++;
2129 for(i = 0; i < 2; i++)
2131 damage[i] = p_ptr->dis_to_d[i] * 100;
2132 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
2134 PLAYER_LEVEL level = p_ptr->lev;
2140 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2141 if (p_ptr->special_defense & KAMAE_BYAKKO)
2142 basedam = monk_ave_damage[level][1];
2143 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2144 basedam = monk_ave_damage[level][2];
2146 basedam = monk_ave_damage[level][0];
2150 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
2152 /* Average damage per round */
2158 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2159 if (object_is_known(o_ptr))
2161 damage[i] += o_ptr->to_d * 100;
2162 to_h[i] += o_ptr->to_h;
2164 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2165 object_flags_known(o_ptr, flgs);
2167 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2168 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2174 else if (have_flag(flgs, TR_VORPAL))
2176 /* vorpal flag only */
2180 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2181 basedam = basedam * 7 / 2;
2185 damage[i] += basedam;
2186 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2187 if (damage[i] < 0) damage[i] = 0;
2189 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2190 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2192 /* Basic abilities */
2194 xdis = p_ptr->skill_dis;
2195 xdev = p_ptr->skill_dev;
2196 xsav = p_ptr->skill_sav;
2197 xstl = p_ptr->skill_stl;
2198 xsrh = p_ptr->skill_srh;
2199 xfos = p_ptr->skill_fos;
2200 xdig = p_ptr->skill_dig;
2203 desc = likert(xthn, 12);
2204 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2206 desc = likert(xthb, 12);
2207 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2209 desc = likert(xsav, 7);
2210 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2212 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2213 desc = likert((xstl > 0) ? xstl : -1, 1);
2214 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2216 desc = likert(xfos, 6);
2217 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2219 desc = likert(xsrh, 6);
2220 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2222 desc = likert(xdis, 8);
2223 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2225 desc = likert(xdev, 6);
2226 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2228 desc = likert(xdev, 6);
2229 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2231 desc = likert(xdig, 4);
2232 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2235 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2237 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2239 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2242 if ((damage[0]+damage[1]) == 0)
2245 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2247 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2249 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2255 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2256 * Prints ratings on certain abilities
2257 * @param flgs フラグを保管する配列
2260 * Obtain the "flags" for the player as if he was an item
2262 * xtra1.c周りと多重実装になっているのを何とかする
2264 static void player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2269 for (i = 0; i < TR_FLAG_SIZE; i++)
2273 switch (p_ptr->pclass)
2276 if (p_ptr->lev > 44)
2277 add_flag(flgs, TR_REGEN);
2279 if (p_ptr->lev > 29)
2280 add_flag(flgs, TR_RES_FEAR);
2283 if (p_ptr->lev > 39)
2284 add_flag(flgs, TR_RES_FEAR);
2286 case CLASS_CHAOS_WARRIOR:
2287 if (p_ptr->lev > 29)
2288 add_flag(flgs, TR_RES_CHAOS);
2289 if (p_ptr->lev > 39)
2290 add_flag(flgs, TR_RES_FEAR);
2293 case CLASS_FORCETRAINER:
2294 if ((p_ptr->lev > 9) && !heavy_armor())
2295 add_flag(flgs, TR_SPEED);
2296 if ((p_ptr->lev>24) && !heavy_armor())
2297 add_flag(flgs, TR_FREE_ACT);
2301 add_flag(flgs, TR_SPEED);
2304 if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
2305 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
2306 add_flag(flgs, TR_SPEED);
2308 add_flag(flgs, TR_FREE_ACT);
2310 add_flag(flgs, TR_SLOW_DIGEST);
2311 add_flag(flgs, TR_RES_FEAR);
2312 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2313 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2314 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2316 case CLASS_MINDCRAFTER:
2318 add_flag(flgs, TR_RES_FEAR);
2319 if (p_ptr->lev > 19)
2320 add_flag(flgs, TR_SUST_WIS);
2321 if (p_ptr->lev > 29)
2322 add_flag(flgs, TR_RES_CONF);
2323 if (p_ptr->lev > 39)
2324 add_flag(flgs, TR_TELEPATHY);
2327 add_flag(flgs, TR_RES_SOUND);
2329 case CLASS_BERSERKER:
2330 add_flag(flgs, TR_SUST_STR);
2331 add_flag(flgs, TR_SUST_DEX);
2332 add_flag(flgs, TR_SUST_CON);
2333 add_flag(flgs, TR_REGEN);
2334 add_flag(flgs, TR_FREE_ACT);
2335 add_flag(flgs, TR_SPEED);
2336 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2338 case CLASS_MIRROR_MASTER:
2339 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2342 break; /* Do nothing */
2346 if (p_ptr->mimic_form)
2348 switch(p_ptr->mimic_form)
2351 add_flag(flgs, TR_HOLD_EXP);
2352 add_flag(flgs, TR_RES_CHAOS);
2353 add_flag(flgs, TR_RES_NETHER);
2354 add_flag(flgs, TR_RES_FIRE);
2355 add_flag(flgs, TR_SEE_INVIS);
2356 add_flag(flgs, TR_SPEED);
2358 case MIMIC_DEMON_LORD:
2359 add_flag(flgs, TR_HOLD_EXP);
2360 add_flag(flgs, TR_RES_CHAOS);
2361 add_flag(flgs, TR_RES_NETHER);
2362 add_flag(flgs, TR_RES_FIRE);
2363 add_flag(flgs, TR_RES_COLD);
2364 add_flag(flgs, TR_RES_ELEC);
2365 add_flag(flgs, TR_RES_ACID);
2366 add_flag(flgs, TR_RES_POIS);
2367 add_flag(flgs, TR_RES_CONF);
2368 add_flag(flgs, TR_RES_DISEN);
2369 add_flag(flgs, TR_RES_NEXUS);
2370 add_flag(flgs, TR_RES_FEAR);
2371 add_flag(flgs, TR_IM_FIRE);
2372 add_flag(flgs, TR_SH_FIRE);
2373 add_flag(flgs, TR_SEE_INVIS);
2374 add_flag(flgs, TR_TELEPATHY);
2375 add_flag(flgs, TR_LEVITATION);
2376 add_flag(flgs, TR_SPEED);
2379 add_flag(flgs, TR_HOLD_EXP);
2380 add_flag(flgs, TR_RES_DARK);
2381 add_flag(flgs, TR_RES_NETHER);
2382 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2383 add_flag(flgs, TR_RES_POIS);
2384 add_flag(flgs, TR_RES_COLD);
2385 add_flag(flgs, TR_SEE_INVIS);
2386 add_flag(flgs, TR_SPEED);
2392 switch (p_ptr->prace)
2395 add_flag(flgs, TR_RES_LITE);
2398 add_flag(flgs, TR_HOLD_EXP);
2401 add_flag(flgs, TR_FREE_ACT);
2404 add_flag(flgs, TR_RES_BLIND);
2407 add_flag(flgs, TR_RES_DARK);
2409 case RACE_HALF_TROLL:
2410 add_flag(flgs, TR_SUST_STR);
2411 if (p_ptr->lev > 14)
2413 add_flag(flgs, TR_REGEN);
2414 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2416 add_flag(flgs, TR_SLOW_DIGEST);
2418 * Let's not make Regeneration a disadvantage
2419 * for the poor warriors who can never learn
2420 * a spell that satisfies hunger (actually
2421 * neither can rogues, but half-trolls are not
2422 * supposed to play rogues)
2428 add_flag(flgs, TR_SUST_CON);
2429 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2432 add_flag(flgs, TR_RES_LITE);
2433 add_flag(flgs, TR_SEE_INVIS);
2435 case RACE_BARBARIAN:
2436 add_flag(flgs, TR_RES_FEAR);
2438 case RACE_HALF_OGRE:
2439 add_flag(flgs, TR_SUST_STR);
2440 add_flag(flgs, TR_RES_DARK);
2442 case RACE_HALF_GIANT:
2443 add_flag(flgs, TR_RES_SHARDS);
2444 add_flag(flgs, TR_SUST_STR);
2446 case RACE_HALF_TITAN:
2447 add_flag(flgs, TR_RES_CHAOS);
2450 add_flag(flgs, TR_RES_SOUND);
2453 add_flag(flgs, TR_RES_ACID);
2454 if (p_ptr->lev > 19)
2455 add_flag(flgs, TR_IM_ACID);
2458 add_flag(flgs, TR_RES_CONF);
2459 add_flag(flgs, TR_RES_ACID);
2461 add_flag(flgs, TR_SPEED);
2464 add_flag(flgs, TR_RES_POIS);
2467 add_flag(flgs, TR_RES_DISEN);
2468 add_flag(flgs, TR_RES_DARK);
2471 add_flag(flgs, TR_RES_DARK);
2472 if (p_ptr->lev > 19)
2473 add_flag(flgs, TR_SEE_INVIS);
2475 case RACE_DRACONIAN:
2476 add_flag(flgs, TR_LEVITATION);
2478 add_flag(flgs, TR_RES_FIRE);
2480 add_flag(flgs, TR_RES_COLD);
2481 if (p_ptr->lev > 14)
2482 add_flag(flgs, TR_RES_ACID);
2483 if (p_ptr->lev > 19)
2484 add_flag(flgs, TR_RES_ELEC);
2485 if (p_ptr->lev > 34)
2486 add_flag(flgs, TR_RES_POIS);
2488 case RACE_MIND_FLAYER:
2489 add_flag(flgs, TR_SUST_INT);
2490 add_flag(flgs, TR_SUST_WIS);
2491 if (p_ptr->lev > 14)
2492 add_flag(flgs, TR_SEE_INVIS);
2493 if (p_ptr->lev > 29)
2494 add_flag(flgs, TR_TELEPATHY);
2497 add_flag(flgs, TR_RES_FIRE);
2499 add_flag(flgs, TR_SEE_INVIS);
2502 add_flag(flgs, TR_SEE_INVIS);
2503 add_flag(flgs, TR_FREE_ACT);
2504 add_flag(flgs, TR_RES_POIS);
2505 add_flag(flgs, TR_SLOW_DIGEST);
2506 if (p_ptr->lev > 34)
2507 add_flag(flgs, TR_HOLD_EXP);
2510 add_flag(flgs, TR_SEE_INVIS);
2511 add_flag(flgs, TR_RES_SHARDS);
2512 add_flag(flgs, TR_HOLD_EXP);
2513 add_flag(flgs, TR_RES_POIS);
2515 add_flag(flgs, TR_RES_COLD);
2518 add_flag(flgs, TR_SEE_INVIS);
2519 add_flag(flgs, TR_HOLD_EXP);
2520 add_flag(flgs, TR_RES_NETHER);
2521 add_flag(flgs, TR_RES_POIS);
2522 add_flag(flgs, TR_SLOW_DIGEST);
2524 add_flag(flgs, TR_RES_COLD);
2527 add_flag(flgs, TR_HOLD_EXP);
2528 add_flag(flgs, TR_RES_DARK);
2529 add_flag(flgs, TR_RES_NETHER);
2530 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2531 add_flag(flgs, TR_RES_POIS);
2532 add_flag(flgs, TR_RES_COLD);
2535 add_flag(flgs, TR_LEVITATION);
2536 add_flag(flgs, TR_FREE_ACT);
2537 add_flag(flgs, TR_RES_COLD);
2538 add_flag(flgs, TR_SEE_INVIS);
2539 add_flag(flgs, TR_HOLD_EXP);
2540 add_flag(flgs, TR_RES_NETHER);
2541 add_flag(flgs, TR_RES_POIS);
2542 add_flag(flgs, TR_SLOW_DIGEST);
2544 if (p_ptr->lev > 34)
2545 add_flag(flgs, TR_TELEPATHY);
2548 add_flag(flgs, TR_RES_LITE);
2549 add_flag(flgs, TR_LEVITATION);
2551 add_flag(flgs, TR_SPEED);
2554 add_flag(flgs, TR_RES_SOUND);
2555 add_flag(flgs, TR_RES_CONF);
2558 add_flag(flgs, TR_LEVITATION);
2559 add_flag(flgs, TR_SEE_INVIS);
2562 add_flag(flgs, TR_RES_FIRE);
2563 add_flag(flgs, TR_RES_NETHER);
2564 add_flag(flgs, TR_HOLD_EXP);
2566 add_flag(flgs, TR_SEE_INVIS);
2569 add_flag(flgs, TR_SUST_CON);
2572 add_flag(flgs, TR_LEVITATION);
2575 add_flag(flgs, TR_RES_CONF);
2578 add_flag(flgs, TR_FREE_ACT);
2579 add_flag(flgs, TR_RES_POIS);
2580 add_flag(flgs, TR_SLOW_DIGEST);
2581 add_flag(flgs, TR_HOLD_EXP);
2591 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2593 remove_flag(flgs, TR_REGEN);
2596 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2597 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2598 (p_ptr->muta3 & MUT3_SHORT_LEG))
2600 add_flag(flgs, TR_SPEED);
2603 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2605 add_flag(flgs, TR_SH_ELEC);
2608 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2610 add_flag(flgs, TR_SH_FIRE);
2611 add_flag(flgs, TR_LITE_1);
2614 if (p_ptr->muta3 & MUT3_WINGS)
2616 add_flag(flgs, TR_LEVITATION);
2619 if (p_ptr->muta3 & MUT3_FEARLESS)
2621 add_flag(flgs, TR_RES_FEAR);
2624 if (p_ptr->muta3 & MUT3_REGEN)
2626 add_flag(flgs, TR_REGEN);
2629 if (p_ptr->muta3 & MUT3_ESP)
2631 add_flag(flgs, TR_TELEPATHY);
2634 if (p_ptr->muta3 & MUT3_MOTION)
2636 add_flag(flgs, TR_FREE_ACT);
2640 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2641 add_flag(flgs, TR_AGGRAVATE);
2642 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2643 add_flag(flgs, TR_RES_CONF);
2644 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2646 add_flag(flgs, TR_RES_BLIND);
2647 add_flag(flgs, TR_RES_CONF);
2648 add_flag(flgs, TR_HOLD_EXP);
2649 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2651 add_flag(flgs, TR_SPEED);
2653 if (p_ptr->special_defense & KATA_FUUJIN)
2654 add_flag(flgs, TR_REFLECT);
2655 if (p_ptr->special_defense & KAMAE_GENBU)
2656 add_flag(flgs, TR_REFLECT);
2657 if (p_ptr->special_defense & KAMAE_SUZAKU)
2658 add_flag(flgs, TR_LEVITATION);
2659 if (p_ptr->special_defense & KAMAE_SEIRYU)
2661 add_flag(flgs, TR_RES_FIRE);
2662 add_flag(flgs, TR_RES_COLD);
2663 add_flag(flgs, TR_RES_ACID);
2664 add_flag(flgs, TR_RES_ELEC);
2665 add_flag(flgs, TR_RES_POIS);
2666 add_flag(flgs, TR_LEVITATION);
2667 add_flag(flgs, TR_SH_FIRE);
2668 add_flag(flgs, TR_SH_ELEC);
2669 add_flag(flgs, TR_SH_COLD);
2671 if (p_ptr->special_defense & KATA_MUSOU)
2673 add_flag(flgs, TR_RES_FEAR);
2674 add_flag(flgs, TR_RES_LITE);
2675 add_flag(flgs, TR_RES_DARK);
2676 add_flag(flgs, TR_RES_BLIND);
2677 add_flag(flgs, TR_RES_CONF);
2678 add_flag(flgs, TR_RES_SOUND);
2679 add_flag(flgs, TR_RES_SHARDS);
2680 add_flag(flgs, TR_RES_NETHER);
2681 add_flag(flgs, TR_RES_NEXUS);
2682 add_flag(flgs, TR_RES_CHAOS);
2683 add_flag(flgs, TR_RES_DISEN);
2684 add_flag(flgs, TR_REFLECT);
2685 add_flag(flgs, TR_HOLD_EXP);
2686 add_flag(flgs, TR_FREE_ACT);
2687 add_flag(flgs, TR_SH_FIRE);
2688 add_flag(flgs, TR_SH_ELEC);
2689 add_flag(flgs, TR_SH_COLD);
2690 add_flag(flgs, TR_LEVITATION);
2691 add_flag(flgs, TR_LITE_1);
2692 add_flag(flgs, TR_SEE_INVIS);
2693 add_flag(flgs, TR_TELEPATHY);
2694 add_flag(flgs, TR_SLOW_DIGEST);
2695 add_flag(flgs, TR_REGEN);
2696 add_flag(flgs, TR_SUST_STR);
2697 add_flag(flgs, TR_SUST_INT);
2698 add_flag(flgs, TR_SUST_WIS);
2699 add_flag(flgs, TR_SUST_DEX);
2700 add_flag(flgs, TR_SUST_CON);
2701 add_flag(flgs, TR_SUST_CHR);
2706 * @brief プレイヤーの一時的魔法効果による耐性を返す
2707 * Prints ratings on certain abilities
2708 * @param flgs フラグを保管する配列
2711 * xtra1.c周りと多重実装になっているのを何とかする
2713 static void tim_player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2718 for (i = 0; i < TR_FLAG_SIZE; i++)
2721 if (IS_HERO() || p_ptr->shero)
2722 add_flag(flgs, TR_RES_FEAR);
2723 if (p_ptr->tim_invis)
2724 add_flag(flgs, TR_SEE_INVIS);
2725 if (p_ptr->tim_regen)
2726 add_flag(flgs, TR_REGEN);
2728 add_flag(flgs, TR_TELEPATHY);
2729 if (IS_FAST() || p_ptr->slow)
2730 add_flag(flgs, TR_SPEED);
2732 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(prace_is_(RACE_YEEK) && (p_ptr->lev > 19)))
2733 add_flag(flgs, TR_RES_ACID);
2734 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2735 add_flag(flgs, TR_RES_ELEC);
2736 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2737 add_flag(flgs, TR_RES_FIRE);
2738 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2739 add_flag(flgs, TR_RES_COLD);
2740 if (IS_OPPOSE_POIS())
2741 add_flag(flgs, TR_RES_POIS);
2743 if (p_ptr->special_attack & ATTACK_ACID)
2744 add_flag(flgs, TR_BRAND_ACID);
2745 if (p_ptr->special_attack & ATTACK_ELEC)
2746 add_flag(flgs, TR_BRAND_ELEC);
2747 if (p_ptr->special_attack & ATTACK_FIRE)
2748 add_flag(flgs, TR_BRAND_FIRE);
2749 if (p_ptr->special_attack & ATTACK_COLD)
2750 add_flag(flgs, TR_BRAND_COLD);
2751 if (p_ptr->special_attack & ATTACK_POIS)
2752 add_flag(flgs, TR_BRAND_POIS);
2753 if (p_ptr->special_defense & DEFENSE_ACID)
2754 add_flag(flgs, TR_IM_ACID);
2755 if (p_ptr->special_defense & DEFENSE_ELEC)
2756 add_flag(flgs, TR_IM_ELEC);
2757 if (p_ptr->special_defense & DEFENSE_FIRE)
2758 add_flag(flgs, TR_IM_FIRE);
2759 if (p_ptr->special_defense & DEFENSE_COLD)
2760 add_flag(flgs, TR_IM_COLD);
2761 if (p_ptr->wraith_form)
2762 add_flag(flgs, TR_REFLECT);
2764 if (p_ptr->tim_reflect)
2765 add_flag(flgs, TR_REFLECT);
2767 if (p_ptr->magicdef)
2769 add_flag(flgs, TR_RES_BLIND);
2770 add_flag(flgs, TR_RES_CONF);
2771 add_flag(flgs, TR_REFLECT);
2772 add_flag(flgs, TR_FREE_ACT);
2773 add_flag(flgs, TR_LEVITATION);
2775 if (p_ptr->tim_res_nether)
2777 add_flag(flgs, TR_RES_NETHER);
2779 if (p_ptr->tim_sh_fire)
2781 add_flag(flgs, TR_SH_FIRE);
2785 add_flag(flgs, TR_RES_FEAR);
2786 add_flag(flgs, TR_RES_LITE);
2787 add_flag(flgs, TR_RES_DARK);
2788 add_flag(flgs, TR_RES_BLIND);
2789 add_flag(flgs, TR_RES_CONF);
2790 add_flag(flgs, TR_RES_SOUND);
2791 add_flag(flgs, TR_RES_SHARDS);
2792 add_flag(flgs, TR_RES_NETHER);
2793 add_flag(flgs, TR_RES_NEXUS);
2794 add_flag(flgs, TR_RES_CHAOS);
2795 add_flag(flgs, TR_RES_DISEN);
2796 add_flag(flgs, TR_REFLECT);
2797 add_flag(flgs, TR_HOLD_EXP);
2798 add_flag(flgs, TR_FREE_ACT);
2799 add_flag(flgs, TR_SH_FIRE);
2800 add_flag(flgs, TR_SH_ELEC);
2801 add_flag(flgs, TR_SH_COLD);
2802 add_flag(flgs, TR_LEVITATION);
2803 add_flag(flgs, TR_LITE_1);
2804 add_flag(flgs, TR_SEE_INVIS);
2805 add_flag(flgs, TR_TELEPATHY);
2806 add_flag(flgs, TR_SLOW_DIGEST);
2807 add_flag(flgs, TR_REGEN);
2808 add_flag(flgs, TR_SUST_STR);
2809 add_flag(flgs, TR_SUST_INT);
2810 add_flag(flgs, TR_SUST_WIS);
2811 add_flag(flgs, TR_SUST_DEX);
2812 add_flag(flgs, TR_SUST_CON);
2813 add_flag(flgs, TR_SUST_CHR);
2817 if (p_ptr->realm1 == REALM_HEX)
2819 if (hex_spelling(HEX_DEMON_AURA))
2821 add_flag(flgs, TR_SH_FIRE);
2822 add_flag(flgs, TR_REGEN);
2824 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2825 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2830 /* Mode flags for displaying player flags */
2831 #define DP_CURSE 0x01
2837 * @brief プレイヤーの装備一覧をシンボルで並べる
2839 * @param y 表示するコンソールの行
2840 * @param x 表示するコンソールの列
2844 void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2853 /* Weapon flags need only two column */
2854 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2855 else max_i = INVEN_TOTAL;
2857 /* Dump equippy chars */
2858 for (i = INVEN_RARM; i < max_i; i++)
2861 o_ptr = &p_ptr->inventory_list[i];
2863 a = object_attr(o_ptr);
2864 c = object_char(o_ptr);
2866 /* Clear the part of the screen */
2867 if (!equippy_chars || !o_ptr->k_idx)
2874 Term_putch(x + i - INVEN_RARM, y, a, c);
2880 * @brief プレイヤーの装備による免疫フラグを返す
2881 * @param flgs フラグを保管する配列
2884 * xtra1.c周りと多重実装になっているのを何とかする
2886 static void known_obj_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2891 for (i = 0; i < TR_FLAG_SIZE; i++)
2894 /* Check equipment */
2895 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2897 u32b o_flgs[TR_FLAG_SIZE];
2902 o_ptr = &p_ptr->inventory_list[i];
2904 if (!o_ptr->k_idx) continue;
2907 object_flags_known(o_ptr, o_flgs);
2909 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2910 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2911 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2912 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2917 * @brief プレイヤーの種族による免疫フラグを返す
2918 * @param flgs フラグを保管する配列
2921 * xtra1.c周りと多重実装になっているのを何とかする
2923 static void player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2928 for (i = 0; i < TR_FLAG_SIZE; i++)
2931 if (prace_is_(RACE_SPECTRE))
2932 add_flag(flgs, TR_RES_NETHER);
2933 if (p_ptr->mimic_form == MIMIC_VAMPIRE || prace_is_(RACE_VAMPIRE))
2934 add_flag(flgs, TR_RES_DARK);
2935 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2936 add_flag(flgs, TR_RES_FIRE);
2937 else if (prace_is_(RACE_YEEK) && p_ptr->lev > 19)
2938 add_flag(flgs, TR_RES_ACID);
2942 * @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
2943 * @param flgs フラグを保管する配列
2946 * xtra1.c周りと多重実装になっているのを何とかする
2948 static void tim_player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2953 for (i = 0; i < TR_FLAG_SIZE; i++)
2956 if (p_ptr->special_defense & DEFENSE_ACID)
2957 add_flag(flgs, TR_RES_ACID);
2958 if (p_ptr->special_defense & DEFENSE_ELEC)
2959 add_flag(flgs, TR_RES_ELEC);
2960 if (p_ptr->special_defense & DEFENSE_FIRE)
2961 add_flag(flgs, TR_RES_FIRE);
2962 if (p_ptr->special_defense & DEFENSE_COLD)
2963 add_flag(flgs, TR_RES_COLD);
2964 if (p_ptr->wraith_form)
2965 add_flag(flgs, TR_RES_DARK);
2969 * @brief プレイヤーの種族による弱点フラグを返す
2970 * @param flgs フラグを保管する配列
2973 * xtra1.c周りと多重実装になっているのを何とかする
2975 static void player_vuln_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2980 for (i = 0; i < TR_FLAG_SIZE; i++)
2983 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2985 add_flag(flgs, TR_RES_ACID);
2986 add_flag(flgs, TR_RES_ELEC);
2987 add_flag(flgs, TR_RES_FIRE);
2988 add_flag(flgs, TR_RES_COLD);
2990 if (prace_is_(RACE_ANDROID))
2991 add_flag(flgs, TR_RES_ELEC);
2992 if (prace_is_(RACE_ENT))
2993 add_flag(flgs, TR_RES_FIRE);
2994 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) ||
2995 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2996 add_flag(flgs, TR_RES_LITE);
3001 * A struct for storing misc. flags
3004 BIT_FLAGS player_flags[TR_FLAG_SIZE];
3005 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
3006 BIT_FLAGS player_imm[TR_FLAG_SIZE];
3007 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
3008 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
3009 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
3014 * @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 /
3015 * Helper function, see below
3016 * @param row コンソール表示位置の左上行
3017 * @param col コンソール表示位置の左上列
3018 * @param header コンソール上で表示する特性名
3019 * @param flag1 参照する特性ID
3020 * @param f プレイヤーの特性情報構造体
3021 * @param mode 表示オプション
3024 static void display_flag_aux(TERM_LEN row, TERM_LEN col, concptr header,
3025 int flag1, all_player_flags *f, u16b mode)
3030 byte header_color = TERM_L_DARK;
3031 int header_col = col;
3033 if (have_flag(f->player_vuln, flag1) &&
3034 !(have_flag(f->known_obj_imm, flag1) ||
3035 have_flag(f->player_imm, flag1) ||
3036 have_flag(f->tim_player_imm, flag1)))
3040 col += strlen(header) + 1;
3042 /* Weapon flags need only two column */
3043 if (mode & DP_WP) max_i = INVEN_LARM + 1;
3044 else max_i = INVEN_TOTAL;
3046 /* Check equipment */
3047 for (i = INVEN_RARM; i < max_i; i++)
3049 BIT_FLAGS flgs[TR_FLAG_SIZE];
3053 o_ptr = &p_ptr->inventory_list[i];
3056 object_flags_known(o_ptr, flgs);
3059 if (!(mode & DP_IMM))
3060 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3063 if (mode & DP_CURSE)
3065 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3067 c_put_str(TERM_L_DARK, "+", row, col);
3068 header_color = TERM_WHITE;
3070 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3072 c_put_str(TERM_WHITE, "+", row, col);
3073 header_color = TERM_WHITE;
3075 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3077 c_put_str(TERM_WHITE, "*", row, col);
3078 header_color = TERM_WHITE;
3081 else if (flag1 == TR_LITE_1)
3083 if (have_dark_flag(flgs))
3085 c_put_str(TERM_L_DARK, "+", row, col);
3086 header_color = TERM_WHITE;
3088 else if (have_lite_flag(flgs))
3090 c_put_str(TERM_WHITE, "+", row, col);
3091 header_color = TERM_WHITE;
3096 if (have_flag(flgs, flag1))
3098 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3099 (mode & DP_IMM) ? "*" : "+", row, col);
3100 header_color = TERM_WHITE;
3108 /* Assume that player flag is already written */
3111 if (header_color != TERM_L_DARK)
3113 /* Overwrite Header Color */
3114 c_put_str(header_color, header, row, header_col);
3120 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3123 if (have_flag(f->player_flags, flag1))
3125 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3126 header_color = TERM_WHITE;
3129 /* Timed player flags */
3130 if (have_flag(f->tim_player_flags, flag1))
3132 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3133 header_color = TERM_WHITE;
3137 if (have_flag(f->tim_player_imm, flag1))
3139 c_put_str(TERM_YELLOW, "*", row, col);
3140 header_color = TERM_WHITE;
3142 if (have_flag(f->player_imm, flag1))
3144 c_put_str(TERM_WHITE, "*", row, col);
3145 header_color = TERM_WHITE;
3149 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3152 c_put_str(header_color, header, row, header_col);
3157 * @brief プレイヤーの特性フラグ一覧表示1 /
3158 * Special display, part 1
3161 static void display_player_flag_info(void)
3168 /* Extract flags and store */
3169 player_flags(f.player_flags);
3170 tim_player_flags(f.tim_player_flags);
3171 player_immunity(f.player_imm);
3172 tim_player_immunity(f.tim_player_imm);
3173 known_obj_immunity(f.known_obj_imm);
3174 player_vuln_flags(f.player_vuln);
3181 display_player_equippy(row-2, col+8, 0);
3182 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3185 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3186 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3187 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3188 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3189 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3190 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3191 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3192 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3193 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3194 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3195 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3196 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3197 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3198 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3200 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3201 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3202 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3203 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3204 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3205 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3206 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3207 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3208 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3209 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3210 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3211 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3212 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3213 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3222 display_player_equippy(row-2, col+8, 0);
3224 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3227 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3228 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3229 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3230 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3231 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3232 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3233 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3234 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3235 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3236 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3238 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3239 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3240 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3241 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3242 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3243 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3244 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3245 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3246 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3247 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3256 display_player_equippy(row-2, col+12, 0);
3258 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3261 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3262 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3263 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3264 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3265 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3266 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3267 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3268 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3269 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3270 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3272 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3273 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3274 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3275 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3276 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3277 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3278 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3279 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3280 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3281 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3288 * @brief プレイヤーの特性フラグ一覧表示2 /
3289 * Special display, part 2
3292 static void display_player_other_flag_info(void)
3299 /* Extract flags and store */
3300 player_flags(f.player_flags);
3301 tim_player_flags(f.tim_player_flags);
3302 player_immunity(f.player_imm);
3303 tim_player_immunity(f.tim_player_imm);
3304 known_obj_immunity(f.known_obj_imm);
3305 player_vuln_flags(f.player_vuln);
3312 display_player_equippy(row-2, col+12, DP_WP);
3314 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3317 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3318 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3319 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3320 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3321 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3322 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3323 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3324 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3325 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3326 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3327 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3328 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3329 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3330 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3331 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3332 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3333 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3334 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3335 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3336 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3337 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3338 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3339 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3340 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3341 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3342 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3343 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3344 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3346 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3347 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3348 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3349 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3350 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3351 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3352 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3353 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3354 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3355 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3356 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3357 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3358 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3359 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3360 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3361 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3362 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3363 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3364 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3365 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3366 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3367 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3368 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3369 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3370 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3371 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3372 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3373 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3382 display_player_equippy(row-2, col+13, 0);
3383 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3386 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3387 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3388 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3389 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3390 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3391 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3392 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3393 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3394 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3395 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3396 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3397 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3398 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3399 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3400 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3401 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3402 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3403 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3404 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3406 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3407 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3408 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3409 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3410 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3411 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3412 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3413 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3414 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3415 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3416 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3417 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3418 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3419 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3420 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3421 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3422 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3423 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3424 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3431 col = col + 12 + 17;
3433 display_player_equippy(row-2, col+14, 0);
3435 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3438 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3439 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3440 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3441 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3442 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3443 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3445 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3446 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3447 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3448 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3449 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3450 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3452 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3453 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3454 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3455 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3457 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3458 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3459 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3460 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3461 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3462 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3464 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3465 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3466 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3467 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3468 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3469 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3471 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3472 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3473 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3474 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3481 * @brief プレイヤーの特性フラグ一覧表示2a /
3482 * Special display, part 2a
3485 static void display_player_misc_info(void)
3490 /* Display basics */
3492 put_str("名前 :", 1, 26);
3493 put_str("性別 :", 3, 1);
3494 put_str("種族 :", 4, 1);
3495 put_str("職業 :", 5, 1);
3497 put_str("Name :", 1, 26);
3498 put_str("Sex :", 3, 1);
3499 put_str("Race :", 4, 1);
3500 put_str("Class :", 5, 1);
3503 strcpy(tmp,ap_ptr->title);
3510 strcat(tmp,p_ptr->name);
3512 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3513 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3514 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3515 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3517 /* Display extras */
3519 put_str("レベル:", 6, 1);
3520 put_str("HP :", 7, 1);
3521 put_str("MP :", 8, 1);
3523 put_str("Level :", 6, 1);
3524 put_str("Hits :", 7, 1);
3525 put_str("Mana :", 8, 1);
3529 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3530 c_put_str(TERM_L_BLUE, buf, 6, 9);
3531 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3532 c_put_str(TERM_L_BLUE, buf, 7, 9);
3533 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3534 c_put_str(TERM_L_BLUE, buf, 8, 9);
3539 * @brief プレイヤーの特性フラグ一覧表示2b /
3540 * Special display, part 2b
3544 * How to print out the modifications and sustains.
3545 * Positive mods with no sustain will be light green.
3546 * Positive mods with a sustain will be dark green.
3547 * Sustains (with no modification) will be a dark green 's'.
3548 * Negative mods (from a curse) will be red.
3549 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3550 * No mod, no sustain, will be a slate '.'
3553 static void display_player_stat_info(void)
3560 BIT_FLAGS flgs[TR_FLAG_SIZE];
3574 /* Print out the labels for the columns */
3575 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col+1);
3576 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col+7);
3577 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col+13);
3578 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col+28);
3579 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col+35);
3581 /* Display the stats */
3582 for (i = 0; i < A_MAX; i++)
3586 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3587 else r_adj = rp_ptr->r_adj[i];
3589 /* Calculate equipment adjustment */
3592 /* Icky formula to deal with the 18 barrier */
3593 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] > 18))
3594 e_adj = (p_ptr->stat_top[i] - p_ptr->stat_max[i]) / 10;
3595 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3596 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3597 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3598 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3600 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3601 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3603 if (prace_is_(RACE_ENT))
3609 if (p_ptr->lev > 25) r_adj++;
3610 if (p_ptr->lev > 40) r_adj++;
3611 if (p_ptr->lev > 45) r_adj++;
3614 if (p_ptr->lev > 25) r_adj--;
3615 if (p_ptr->lev > 40) r_adj--;
3616 if (p_ptr->lev > 45) r_adj--;
3622 e_adj -= cp_ptr->c_adj[i];
3623 e_adj -= ap_ptr->a_adj[i];
3625 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3626 /* Reduced name of stat */
3627 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3629 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3632 /* Internal "natural" max value. Maxes at 18/100 */
3633 /* This is useful to see if you are maxed out */
3634 cnv_stat(p_ptr->stat_max[i], buf);
3635 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3637 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3639 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3641 /* Race, class, and equipment modifiers */
3642 (void)sprintf(buf, "%3d", r_adj);
3643 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3644 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3645 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3646 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3647 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3648 (void)sprintf(buf, "%3d", (int)e_adj);
3649 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3651 /* Actual maximal modified value */
3652 cnv_stat(p_ptr->stat_top[i], buf);
3653 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3655 /* Only display stat_use if not maximal */
3656 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3658 cnv_stat(p_ptr->stat_use[i], buf);
3659 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3664 col = stat_col + 41;
3666 /* Header and Footer */
3667 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3668 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3670 /* Process equipment */
3671 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3673 o_ptr = &p_ptr->inventory_list[i];
3675 /* Acquire "known" flags */
3676 object_flags_known(o_ptr, flgs);
3678 /* Initialize color based of sign of pval. */
3679 for (stat = 0; stat < A_MAX; stat++)
3686 if (have_flag(flgs, stat))
3692 if (o_ptr->pval > 0)
3698 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3701 if (have_flag(flgs, stat + TR_SUST_STR))
3703 /* Dark green for sustained stats */
3708 if (o_ptr->pval < 0)
3714 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3719 else if (have_flag(flgs, stat + TR_SUST_STR))
3721 /* Dark green "s" */
3726 /* Dump proper character */
3727 Term_putch(col, row + stat+1, a, c);
3738 for (stat = 0; stat < A_MAX; stat++)
3745 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3751 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3752 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3753 if (p_ptr->tsuyoshi) dummy += 4;
3755 else if (stat == A_WIS || stat == A_INT)
3757 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3758 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3760 else if (stat == A_DEX)
3762 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3763 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3764 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3766 else if (stat == A_CON)
3768 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3769 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3770 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3771 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3772 if (p_ptr->tsuyoshi) dummy += 4;
3774 else if (stat == A_CHR)
3776 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3777 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3778 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3779 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3780 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3781 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3797 if (dummy < 10) c = '0' + dummy;
3807 if (dummy > -10) c = '0' - dummy;
3814 if (have_flag(flgs, stat + TR_SUST_STR))
3816 /* Dark green "s" */
3823 Term_putch(col, row + stat+1, a, c);
3829 * @brief プレイヤーのステータス表示メイン処理
3830 * Display the character on the screen (various modes)
3831 * @param mode 表示モードID
3835 * The top one and bottom two lines are left blank.
3836 * Mode 0 = standard display with skills
3837 * Mode 1 = standard display with history
3838 * Mode 2 = summary of various things
3839 * Mode 3 = summary of various things (part 2)
3840 * Mode 4 = mutations
3843 void display_player(int mode)
3849 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3858 if ((mode == 0) || (mode == 1))
3860 /* Name, Sex, Race, Class */
3862 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", p_ptr->name);
3864 sprintf(tmp, "%s %s", ap_ptr->title, p_ptr->name);
3867 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3868 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3869 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3870 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3875 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3877 strcpy(tmp, realm_names[p_ptr->realm1]);
3878 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3881 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3882 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3884 /* Age, Height, Weight, Social */
3885 /* 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 */
3887 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3888 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3889 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3890 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3892 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3893 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3894 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3895 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3897 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3900 /* Display the stats */
3901 for (i = 0; i < A_MAX; i++)
3903 /* Special treatment of "injured" stats */
3904 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3908 /* Use lowercase stat name */
3909 put_str(stat_names_reduced[i], 3 + i, 53);
3911 /* Get the current stat */
3912 value = p_ptr->stat_use[i];
3914 /* Obtain the current stat (modified) */
3915 cnv_stat(value, buf);
3917 /* Display the current stat (modified) */
3918 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3920 /* Acquire the max stat */
3921 value = p_ptr->stat_top[i];
3923 /* Obtain the maximum stat (modified) */
3924 cnv_stat(value, buf);
3926 /* Display the maximum stat (modified) */
3927 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3930 /* Normal treatment of "normal" stats */
3933 /* Assume uppercase stat name */
3934 put_str(stat_names[i], 3 + i, 53);
3936 /* Obtain the current stat (modified) */
3937 cnv_stat(p_ptr->stat_use[i], buf);
3939 /* Display the current stat (modified) */
3940 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3943 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3945 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3949 /* Display "history" info */
3953 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3955 for (i = 0; i < 4; i++)
3957 put_str(p_ptr->history[i], i + 12, 10);
3964 if (p_ptr->total_winner)
3967 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3969 sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3972 else if (!current_floor_ptr->dun_level)
3975 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3977 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3980 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3982 /* Get the quest text */
3983 /* Bewere that INIT_ASSIGN resets the cur_num. */
3984 init_flags = INIT_NAME_ONLY;
3986 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3989 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);
3991 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
3997 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), (int)current_floor_ptr->dun_level, p_ptr->died_from);
3999 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, current_floor_ptr->dun_level, map_name());
4003 else if (character_dungeon)
4005 if (!current_floor_ptr->dun_level)
4007 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
4009 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
4011 /* Clear the text */
4012 /* Must be done before doing INIT_SHOW_TEXT */
4013 for (i = 0; i < 10; i++)
4015 quest_text[i][0] = '\0';
4017 quest_text_line = 0;
4019 /* Get the quest text */
4020 init_flags = INIT_NAME_ONLY;
4022 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
4024 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);
4029 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)current_floor_ptr->dun_level);
4031 sprintf(statmsg, "...Now, you are exploring level %d of %s.", current_floor_ptr->dun_level, map_name());
4038 char temp[64*2], *t;
4039 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4041 for(i=0 ; i<2 ; i++)
4047 put_str(t, i + 5 + 12, 10);
4055 /* Display "various" info */
4058 display_player_middle();
4059 display_player_various();
4066 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4069 display_player_misc_info();
4070 display_player_stat_info();
4071 display_player_flag_info();
4077 display_player_other_flag_info();
4082 do_cmd_knowledge_mutations();
4087 * @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
4088 * @param fff ファイルポインタ
4091 static void dump_aux_display_player(FILE *fff)
4100 /* Dump part of the screen */
4101 for (y = 1; y < 22; y++)
4104 for (x = 0; x < 79; x++)
4106 /* Get the attr/char */
4107 (void)(Term_what(x, y, &a, &c));
4113 /* End the string */
4116 /* Kill trailing spaces */
4117 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4120 fprintf(fff, _("%s\n", "%s\n"), buf);
4123 /* Display history */
4126 /* Dump part of the screen */
4127 for (y = 10; y < 19; y++)
4130 for (x = 0; x < 79; x++)
4132 /* Get the attr/char */
4133 (void)(Term_what(x, y, &a, &c));
4139 /* End the string */
4142 /* Kill trailing spaces */
4143 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4146 fprintf(fff, "%s\n", buf);
4151 /* Display flags (part 1) */
4154 /* Dump part of the screen */
4155 for (y = 2; y < 22; y++)
4158 for (x = 0; x < 79; x++)
4160 /* Get the attr/char */
4161 (void)(Term_what(x, y, &a, &c));
4163 /* Dump it (Ignore equippy tile graphic) */
4170 /* End the string */
4173 /* Kill trailing spaces */
4174 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4177 fprintf(fff, "%s\n", buf);
4182 /* Display flags (part 2) */
4185 /* Dump part of the screen */
4186 for (y = 1; y < 22; y++)
4189 for (x = 0; x < 79; x++)
4191 /* Get the attr/char */
4192 (void)(Term_what(x, y, &a, &c));
4194 /* Dump it (Ignore equippy tile graphic) */
4201 /* End the string */
4204 /* Kill trailing spaces */
4205 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4208 fprintf(fff, "%s\n", buf);
4216 * @brief プレイヤーのペット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_pet(FILE *fff)
4224 bool pet_settings = FALSE;
4225 GAME_TEXT pet_name[MAX_NLEN];
4227 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
4229 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
4231 if (!monster_is_valid(m_ptr)) continue;
4232 if (!is_pet(m_ptr)) continue;
4233 pet_settings = TRUE;
4234 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4237 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4240 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4241 fprintf(fff, "%s\n", pet_name);
4246 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4248 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4249 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4251 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4252 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4254 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4255 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4257 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4258 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4260 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4261 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4263 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"),
4264 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4272 * @brief プレイヤーの職業能力情報をファイルにダンプする
4273 * @param fff ファイルポインタ
4276 static void dump_aux_class_special(FILE *fff)
4278 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4285 int spellnum[MAX_MONSPELLS];
4286 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4291 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4293 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4298 set_rf_masks(&f4, &f5, &f6, j);
4301 case MONSPELL_TYPE_BOLT:
4302 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4305 case MONSPELL_TYPE_BALL:
4306 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4309 case MONSPELL_TYPE_BREATH:
4310 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4313 case MONSPELL_TYPE_SUMMON:
4314 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4317 case MONSPELL_TYPE_OTHER:
4318 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4322 for (i = 0, num = 0; i < 32; i++)
4324 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4328 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4332 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4337 strcat(p[col], " ");
4339 for (i = 0; i < num; i++)
4341 if (p_ptr->magic_num2[spellnum[i]])
4344 /* Dump blue magic */
4345 l1 = strlen(p[col]);
4346 l2 = strlen(monster_powers_short[spellnum[i]]);
4347 if ((l1 + l2) >= 75)
4349 strcat(p[col], "\n");
4351 strcat(p[col], " ");
4353 strcat(p[col], monster_powers_short[spellnum[i]]);
4354 strcat(p[col], ", ");
4360 strcat(p[col], _("なし", "None"));
4364 if (p[col][strlen(p[col])-2] == ',')
4366 p[col][strlen(p[col])-2] = '\0';
4370 p[col][strlen(p[col])-10] = '\0';
4374 strcat(p[col], "\n");
4377 for (i=0;i<=col;i++)
4382 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4384 char s[EATER_EXT][MAX_NLEN];
4385 OBJECT_TYPE_VALUE tval = 0;
4387 KIND_OBJECT_IDX k_idx;
4388 OBJECT_SUBTYPE_VALUE i;
4391 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4393 for (ext = 0; ext < 3; ext++)
4397 /* Dump an extent name */
4402 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4406 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4410 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4414 /* Get magic device names that were eaten */
4415 for (i = 0; i < EATER_EXT; i++)
4417 int idx = EATER_EXT * ext + i;
4419 magic_num = p_ptr->magic_num2[idx];
4420 if (!magic_num) continue;
4422 k_idx = lookup_kind(tval, i);
4423 if (!k_idx) continue;
4424 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4428 /* Dump magic devices in this extent */
4431 for (i = 0; i < eat_num; i++)
4434 if (i % 3 < 2) fputs(" ", fff);
4435 else fputs("\n", fff);
4438 if (i % 3 > 0) fputs("\n", fff);
4440 else /* Not found */
4442 fputs(_(" (なし)\n", " (none)\n"), fff);
4446 else if (p_ptr->pclass == CLASS_SMITH)
4448 int i, id[250], n = 0, row;
4450 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4451 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4452 "Essence Num Essence Num Essence Num "));
4453 for (i = 0; essence_name[i]; i++)
4455 if (!essence_name[i][0]) continue;
4462 for (i = 0; i < row; i++)
4465 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4466 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4467 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4477 * @brief クエスト情報をファイルにダンプする
4478 * @param fff ファイルポインタ
4481 static void dump_aux_quest(FILE *fff)
4484 QUEST_IDX *quest_num;
4487 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4489 /* Allocate Memory */
4490 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4492 /* Sort by compete level */
4493 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4494 ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
4496 /* Dump Quest Information */
4498 do_cmd_knowledge_quests_completed(fff, quest_num);
4500 do_cmd_knowledge_quests_failed(fff, quest_num);
4504 C_KILL(quest_num, max_q_idx, QUEST_IDX);
4509 * @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
4510 * @param fff ファイルポインタ
4513 static void dump_aux_last_message(FILE *fff)
4517 if (!p_ptr->total_winner)
4521 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4522 for (i = MIN(message_num(), 30); i >= 0; i--)
4524 fprintf(fff,"> %s\n",message_str((s16b)i));
4529 /* Hack -- *Winning* message */
4530 else if (p_ptr->last_message)
4532 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4533 fprintf(fff," %s\n", p_ptr->last_message);
4540 * @brief 帰還場所情報をファイルにダンプする
4541 * @param fff ファイルポインタ
4544 static void dump_aux_recall(FILE *fff)
4547 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4549 for (y = 1; y < max_d_idx; y++)
4553 if (!d_info[y].maxdepth) continue;
4554 if (!max_dlv[y]) continue;
4555 if (d_info[y].final_guardian)
4557 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4559 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4561 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4562 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4568 * @brief オプション情報をファイルにダンプする
4569 * @param fff ファイルポインタ
4572 static void dump_aux_options(FILE *fff)
4574 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4577 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4580 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4582 if (ironman_small_levels)
4583 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4584 else if (always_small_levels)
4585 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4586 else if (small_levels)
4587 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4589 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4593 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4595 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4599 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4601 if (ironman_downward)
4602 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4605 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4607 if (ironman_nightmare)
4608 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4611 if (ironman_empty_levels)
4612 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4613 else if (empty_levels)
4614 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4616 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4621 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"));
4628 * @brief 闘技場の情報をファイルにダンプする
4629 * @param fff ファイルポインタ
4632 static void dump_aux_arena(FILE *fff)
4634 if (lite_town || vanilla_town) return;
4636 if (p_ptr->arena_number < 0)
4638 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4640 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4645 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4646 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4648 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4649 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4650 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4654 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4656 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4658 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4660 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4665 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4667 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");
4676 * @brief 撃破モンスターの情報をファイルにダンプする
4677 * @param fff ファイルポインタ
4680 static void dump_aux_monsters(FILE *fff)
4682 /* Monsters slain */
4685 long uniq_total = 0;
4686 long norm_total = 0;
4689 /* Sort by monster level */
4692 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4694 /* Allocate the "who" array */
4695 C_MAKE(who, max_r_idx, MONRACE_IDX);
4697 /* Count monster kills */
4698 for (k = 1; k < max_r_idx; k++)
4700 monster_race *r_ptr = &r_info[k];
4702 /* Ignore unused index */
4703 if (!r_ptr->name) continue;
4705 if (r_ptr->flags1 & RF1_UNIQUE)
4707 bool dead = (r_ptr->max_num == 0);
4712 /* Add a unique monster to the list */
4713 who[uniq_total++] = k;
4718 if (r_ptr->r_pkills > 0)
4720 norm_total += r_ptr->r_pkills;
4726 /* No monsters is defeated */
4729 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4732 /* Defeated more than one normal monsters */
4733 else if (uniq_total == 0)
4736 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4738 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4742 /* Defeated more than one unique monsters */
4743 else /* if (uniq_total > 0) */
4746 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);
4748 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"));
4751 /* Sort the array by dungeon depth of monsters */
4752 ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
4753 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));
4756 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4758 monster_race *r_ptr = &r_info[who[k]];
4759 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4764 /* Free the "who" array */
4765 C_KILL(who, max_r_idx, s16b);
4770 * @brief 元種族情報をファイルにダンプする
4771 * @param fff ファイルポインタ
4774 static void dump_aux_race_history(FILE *fff)
4776 if (p_ptr->old_race1 || p_ptr->old_race2)
4780 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);
4781 for (i = 0; i < MAX_RACES; i++)
4783 if (p_ptr->start_race == i) continue;
4786 if (!(p_ptr->old_race1 & 1L << i)) continue;
4790 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4792 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4801 * @brief 元魔法領域情報をファイルにダンプする
4802 * @param fff ファイルポインタ
4805 static void dump_aux_realm_history(FILE *fff)
4807 if (p_ptr->old_realm)
4812 for (i = 0; i < MAX_MAGIC; i++)
4814 if (!(p_ptr->old_realm & 1L << i)) continue;
4815 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]);
4823 * @brief 徳の情報をファイルにダンプする
4824 * @param fff ファイルポインタ
4827 static void dump_aux_virtues(FILE *fff)
4831 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4833 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4834 (2 * p_ptr->hitdie +
4835 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4838 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4839 else fprintf(fff, "現在の体力ランク : ???\n\n");
4840 fprintf(fff, "能力の最大値\n");
4842 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4843 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4844 fprintf(fff, "Limits of maximum stats\n");
4846 for (v_nr = 0; v_nr < A_MAX; v_nr++)
4848 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);
4849 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4852 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment());
4859 * @brief 突然変異の情報をファイルにダンプする
4860 * @param fff ファイルポインタ
4863 static void dump_aux_mutations(FILE *fff)
4865 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4867 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4868 dump_mutations(fff);
4874 * @brief 所持品の情報をファイルにダンプする
4875 * @param fff ファイルポインタ
4878 static void dump_aux_equipment_inventory(FILE *fff)
4881 GAME_TEXT o_name[MAX_NLEN];
4883 /* Dump the equipment */
4884 if (p_ptr->equip_cnt)
4886 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4887 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4889 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4890 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4891 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4893 fprintf(fff, "%c) %s\n",
4894 index_to_label(i), o_name);
4896 fprintf(fff, "\n\n");
4899 /* Dump the p_ptr->inventory_list */
4900 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4902 for (i = 0; i < INVEN_PACK; i++)
4904 /* Don't dump the empty slots */
4905 if (!p_ptr->inventory_list[i].k_idx) break;
4907 /* Dump the p_ptr->inventory_list slots */
4908 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4909 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4912 /* Add an empty line */
4913 fprintf(fff, "\n\n");
4918 * @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
4919 * @param fff ファイルポインタ
4922 static void dump_aux_home_museum(FILE *fff)
4924 GAME_TEXT o_name[MAX_NLEN];
4927 /* Do we need it?? */
4928 /* process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x); */
4930 /* Print the home */
4931 st_ptr = &town_info[1].store[STORE_HOME];
4933 /* Home -- if anything there */
4934 if (st_ptr->stock_num)
4939 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4941 /* Dump all available items */
4942 for (i = 0; i < st_ptr->stock_num; i++)
4945 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4946 object_desc(o_name, &st_ptr->stock[i], 0);
4947 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4950 /* Add an empty line */
4951 fprintf(fff, "\n\n");
4955 /* Print the home */
4956 st_ptr = &town_info[1].store[STORE_MUSEUM];
4958 /* Home -- if anything there */
4959 if (st_ptr->stock_num)
4964 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4966 /* Dump all available items */
4967 for (i = 0; i < st_ptr->stock_num; i++)
4970 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4971 object_desc(o_name, &st_ptr->stock[i], 0);
4972 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4974 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4975 object_desc(o_name, &st_ptr->stock[i], 0);
4976 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4981 /* Add an empty line */
4982 fprintf(fff, "\n\n");
4988 * @brief ダンプ出力のメインルーチン
4989 * Output the character dump to a file
4990 * @param fff ファイルポインタ
4993 errr make_character_dump(FILE *fff)
4996 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4997 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4999 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
5000 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
5005 dump_aux_display_player(fff);
5006 dump_aux_last_message(fff);
5007 dump_aux_options(fff);
5008 dump_aux_recall(fff);
5009 dump_aux_quest(fff);
5010 dump_aux_arena(fff);
5011 dump_aux_monsters(fff);
5012 dump_aux_virtues(fff);
5013 dump_aux_race_history(fff);
5014 dump_aux_realm_history(fff);
5015 dump_aux_class_special(fff);
5016 dump_aux_mutations(fff);
5019 dump_aux_equipment_inventory(fff);
5020 dump_aux_home_museum(fff);
5022 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
5027 * @brief プレイヤーステータスをファイルダンプ出力する
5028 * Hack -- Dump a character description file
5029 * @param name 出力ファイル名
5032 * Allow the "full" flag to dump additional info,
5033 * and trigger its usage from various places in the code.
5035 errr file_character(concptr name)
5041 /* Build the filename */
5042 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5044 /* File type is "TEXT" */
5045 FILE_TYPE(FILE_TYPE_TEXT);
5047 /* Check for existing file */
5048 fd = fd_open(buf, O_RDONLY);
5057 (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);
5060 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5063 /* Open the non-existing file */
5064 if (fd < 0) fff = my_fopen(buf, "w");
5069 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);
5077 (void)make_character_dump(fff);
5081 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."));
5090 * @brief ファイル内容の一行をコンソールに出力する
5091 * Display single line of on-line help file
5092 * @param str 出力する文字列
5098 * You can insert some special color tag to change text color.
5100 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5101 * A colored segment is between "[[[[y|" and the last "|".
5102 * You can use any single character in place of the "|".
5105 static void show_file_aux_line(concptr str, int cy, concptr shower)
5107 static const char tag_str[] = "[[[[";
5108 byte color = TERM_WHITE;
5116 /* Make a lower case version of str for searching */
5121 /* Initial cursor position */
5122 Term_gotoxy(cx, cy);
5124 for (i = 0; str[i];)
5126 int len = strlen(&str[i]);
5127 int showercol = len + 1;
5128 int bracketcol = len + 1;
5132 /* Search for a shower string in the line */
5135 ptr = my_strstr(&lcstr[i], shower);
5136 if (ptr) showercol = ptr - &lcstr[i];
5139 /* Search for a color segment tag */
5140 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5141 if (ptr) bracketcol = ptr - &str[i];
5143 /* A color tag is found */
5144 if (bracketcol < endcol) endcol = bracketcol;
5146 /* The shower string is found before the color tag */
5147 if (showercol < endcol) endcol = showercol;
5149 /* Print a segment of the line */
5150 Term_addstr(endcol, color, &str[i]);
5154 /* Shower string? */
5155 if (endcol == showercol)
5157 int showerlen = strlen(shower);
5159 /* Print the shower string in yellow */
5160 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5165 /* Colored segment? */
5166 else if (endcol == bracketcol)
5170 /* Found the end of colored segment */
5173 /* Now looking for an another tag_str */
5176 /* Set back to the default color */
5181 /* Found a tag_str, and get a tag color */
5182 i += sizeof(tag_str)-1;
5185 color = color_char_to_attr(str[i]);
5187 /* Illegal color tag */
5188 if (color == 255 || str[i+1] == '\0')
5190 /* Illegal color tag */
5193 /* Print the broken tag as a string */
5194 Term_addstr(-1, TERM_WHITE, tag_str);
5195 cx += sizeof(tag_str)-1;
5199 /* Skip the color tag */
5202 /* Now looking for a close tag */
5205 /* Skip the close-tag-indicator */
5211 } /* for (i = 0; str[i];) */
5213 /* Clear rest of line */
5214 Term_erase(cx, cy, 255);
5219 * @brief ファイル内容をコンソールに出力する
5220 * Recursive file perusal.
5221 * @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
5222 * @param name ファイル名の文字列
5223 * @param what 内容キャプションの文字列
5224 * @param line 表示の現在行
5229 * Process various special text in the input file, including
5230 * the "menu" structures used by the "help file" system.
5231 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5234 bool show_file(bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
5238 /* Number of "real" lines passed by */
5241 /* Number of "real" lines in the file */
5244 /* Backup value for "line" */
5247 /* This screen has sub-screens */
5250 /* Current help file */
5253 /* Find this string (if any) */
5254 concptr find = NULL;
5256 /* Jump to this tag */
5259 /* Hold strings to find/show */
5260 char finder_str[81];
5261 char shower_str[81];
5264 /* String to show */
5265 concptr shower = NULL;
5268 char filename[1024];
5270 /* Describe this thing */
5276 /* General buffer */
5279 /* Sub-menu information */
5282 bool reverse = (line < 0);
5286 Term_get_size(&wid, &hgt);
5290 strcpy(finder_str, "");
5293 strcpy(shower_str, "");
5296 strcpy(caption, "");
5298 /* Wipe the hooks */
5299 for (i = 0; i < 68; i++)
5304 /* Copy the filename */
5305 strcpy(filename, name);
5307 n = strlen(filename);
5309 /* Extract the tag from the filename */
5310 for (i = 0; i < n; i++)
5312 if (filename[i] == '#')
5315 tag = filename + i + 1;
5320 /* Redirect the name */
5327 strcpy(caption, what);
5329 /* Access the "file" */
5333 fff = my_fopen(path, "r");
5336 /* Look in "help" */
5340 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5342 /* Build the filename */
5343 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5346 fff = my_fopen(path, "r");
5349 /* Look in "info" */
5353 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5355 /* Build the filename */
5356 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5359 fff = my_fopen(path, "r");
5362 /* Look in "info" */
5365 /* Build the filename */
5366 path_build(path, sizeof(path), ANGBAND_DIR, name);
5368 for (i = 0; path[i]; i++)
5369 if ('\\' == path[i])
5370 path[i] = PATH_SEP[0];
5373 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5376 fff = my_fopen(path, "r");
5381 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5388 /* Pre-Parse the file */
5393 /* Read a line or stop */
5394 if (my_fgets(fff, buf, sizeof(buf))) break;
5396 /* XXX Parse "menu" items */
5397 if (prefix(str, "***** "))
5399 /* Notice "menu" requests */
5400 if ((str[6] == '[') && isalpha(str[7]))
5402 /* Extract the menu item */
5403 int k = str[7] - 'A';
5405 /* This is a menu file */
5408 if ((str[8] == ']') && (str[9] == ' '))
5410 /* Extract the menu item */
5411 strncpy(hook[k], str + 10, 31);
5413 /* Make sure it's null-terminated */
5417 /* Notice "tag" requests */
5418 else if (str[6] == '<')
5420 size_t len = strlen(str);
5422 if (str[len - 1] == '>')
5424 str[len - 1] = '\0';
5425 if (tag && streq(str + 7, tag)) line = next;
5433 /* Count the "real" lines */
5437 /* Save the number of "real" lines */
5440 /* start from bottom when reverse mode */
5441 if (line == -1) line = ((size-1)/rows)*rows;
5444 /* Display the file */
5447 /* Restart when necessary */
5448 if (line >= size - rows) line = size - rows;
5449 if (line < 0) line = 0;
5451 /* Re-open the file if needed */
5456 /* Hack -- Re-Open the file */
5457 fff = my_fopen(path, "r");
5459 if (!fff) return (FALSE);
5461 /* File has been restarted */
5465 /* Goto the selected line */
5469 if (my_fgets(fff, buf, sizeof(buf))) break;
5471 /* Skip tags/links */
5472 if (prefix(buf, "***** ")) continue;
5474 /* Count the lines */
5478 /* Dump the next 20, or rows, lines of the file */
5479 for (i = 0; i < rows; )
5483 /* Hack -- track the "first" line */
5484 if (!i) line = next;
5486 /* Get a line of the file or stop */
5487 if (my_fgets(fff, buf, sizeof(buf))) break;
5489 /* Hack -- skip "special" lines */
5490 if (prefix(buf, "***** ")) continue;
5492 /* Count the "real" lines */
5495 /* Hack -- keep searching */
5500 /* Make a lower case version of str for searching */
5501 strcpy(lc_buf, str);
5502 str_tolower(lc_buf);
5504 if (!my_strstr(lc_buf, find)) continue;
5507 /* Hack -- stop searching */
5511 show_file_aux_line(str, i + 2, shower);
5513 /* Count the printed lines */
5519 /* Clear rest of line */
5520 Term_erase(0, i + 2, 255);
5525 /* Hack -- failed search */
5535 /* Show a general "title" */
5538 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5539 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5540 caption, line, size), 0, 0);
5544 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5545 caption, line, size), 0, 0);
5548 /* Prompt -- small files */
5552 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5555 /* Prompt -- large files */
5560 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5562 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5564 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5568 /* Get a special key code */
5569 skey = inkey_special(TRUE);
5573 /* Show the help for the help */
5575 /* Hack - prevent silly recursion */
5576 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5577 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5580 /* Hack -- try showing */
5583 prt(_("強調: ", "Show: "), hgt - 1, 0);
5585 strcpy(back_str, shower_str);
5586 if (askfor(shower_str, 80))
5590 /* Make it lowercase */
5591 str_tolower(shower_str);
5594 shower = shower_str;
5596 else shower = NULL; /* Stop showing */
5598 else strcpy(shower_str, back_str);
5601 /* Hack -- try finding */
5605 prt(_("検索: ", "Find: "), hgt - 1, 0);
5607 strcpy(back_str, finder_str);
5608 if (askfor(finder_str, 80))
5617 /* Make finder lowercase */
5618 str_tolower(finder_str);
5621 shower = finder_str;
5623 else shower = NULL; /* Stop showing */
5625 else strcpy(finder_str, back_str);
5628 /* Hack -- go to a specific line */
5632 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5635 if (askfor(tmp, 80)) line = atoi(tmp);
5639 /* Hack -- go to the top line */
5644 /* Hack -- go to the bottom line */
5646 line = ((size - 1) / rows) * rows;
5649 /* Hack -- go to a specific file */
5653 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5654 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5656 if (askfor(tmp, 80))
5658 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5663 /* Allow backing up */
5665 line = line + (reverse ? rows : -rows);
5666 if (line < 0) line = 0;
5672 if (line < 0) line = 0;
5675 /* Advance a single line */
5678 line = line + (reverse ? -1 : 1);
5679 if (line < 0) line = 0;
5682 /* Move up / down */
5686 if (line < 0) line = 0;
5694 /* Advance one page */
5696 line = line + (reverse ? -rows : rows);
5697 if (line < 0) line = 0;
5706 /* Recurse on numbers */
5711 if (!(skey & SKEY_MASK) && isalpha(skey))
5714 if ((key > -1) && hook[key][0])
5716 /* Recurse on that file */
5717 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5722 /* Hack, dump to file */
5731 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5734 /* Build the filename */
5735 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5737 /* Hack -- Re-Open the file */
5738 fff = my_fopen(path, "r");
5740 ffp = my_fopen(buff, "w");
5744 msg_print(_("ファイルを開けません。", "Failed to open file."));
5749 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5750 my_fputs(ffp, xtmp, 80);
5751 my_fputs(ffp, "\n", 80);
5753 while (!my_fgets(fff, buff, sizeof(buff)))
5754 my_fputs(ffp, buff, 80);
5758 /* Hack -- Re-Open the file */
5759 fff = my_fopen(path, "r");
5762 /* Return to last screen */
5763 if ((skey == ESCAPE) || (skey == '<')) break;
5765 /* Exit on the ^q */
5766 if (skey == KTRL('q')) skey = 'q';
5768 /* Exit on the q key */
5769 if (skey == 'q') break;
5774 if (skey == 'q') return (FALSE);
5782 * @brief ヘルプを表示するコマンドのメインルーチン
5783 * Peruse the On-Line-Help
5787 void do_cmd_help(void)
5791 /* Peruse the main help file */
5792 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5798 * @brief プレイヤーの名前をチェックして修正する
5799 * Process the player name.
5800 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5803 * Extract a clean "base name".
5804 * Build the savefile name if needed.
5806 void process_player_name(bool sf)
5809 char old_player_base[32] = "";
5811 if (character_generated) strcpy(old_player_base, player_base);
5813 /* Cannot be too long */
5814 #if defined(MACINTOSH) || defined(ACORN)
5815 if (strlen(p_ptr->name) > 15)
5818 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5822 /* Cannot contain "icky" characters */
5823 for (i = 0; p_ptr->name[i]; i++)
5825 /* No control characters */
5827 if (iskanji(p_ptr->name[i])){i++;continue;}
5828 if (iscntrl( (unsigned char)p_ptr->name[i]))
5830 if (iscntrl(p_ptr->name[i]))
5834 /* Illegal characters */
5835 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);
5842 /* Extract "useful" letters */
5843 for (i = 0; p_ptr->name[i]; i++)
5846 unsigned char c = p_ptr->name[i];
5848 char c = p_ptr->name[i];
5852 /* Convert "dot" to "underscore" */
5853 if (c == '.') c = '_';
5855 /* Accept all the letters */
5856 player_base[k++] = c;
5861 /* Extract "useful" letters */
5862 for (i = 0; p_ptr->name[i]; i++)
5865 unsigned char c = p_ptr->name[i];
5867 char c = p_ptr->name[i];
5870 /* Accept some letters */
5873 if(k + 2 >= sizeof(player_base) || !p_ptr->name[i+1]) break;
5874 player_base[k++] = c;
5876 player_base[k++] = p_ptr->name[i];
5879 else if (iskana(c)) player_base[k++] = c;
5883 /* Convert path separator to underscore */
5884 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5885 player_base[k++] = '_';
5886 i += strlen(PATH_SEP);
5888 /* Convert some characters to underscore */
5889 #if defined(WINDOWS)
5890 else if (my_strchr("\"*,/:;<>?\\|", c)) player_base[k++] = '_';
5892 else if (isprint(c)) player_base[k++] = c;
5898 player_base[k] = '\0';
5900 /* Require a "base" name */
5901 if (!player_base[0]) strcpy(player_base, "PLAYER");
5904 #ifdef SAVEFILE_MUTABLE
5910 if (!savefile_base[0] && savefile[0])
5917 t = my_strstr(s, PATH_SEP);
5922 strcpy(savefile_base, s);
5925 if (!savefile_base[0] || !savefile[0])
5928 /* Change the savefile name */
5933 strcpy(savefile_base, player_base);
5935 #ifdef SAVEFILE_USE_UID
5936 /* Rename the savefile, using the player_uid and player_base */
5937 (void)sprintf(temp, "%d.%s", player_uid, player_base);
5939 /* Rename the savefile, using the player_base */
5940 (void)sprintf(temp, "%s", player_base);
5943 /* Build the filename */
5944 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5947 /* Load an autopick preference file */
5948 if (character_generated)
5950 if (!streq(old_player_base, player_base)) autopick_load_pref(FALSE);
5956 * @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
5957 * Gets a name for the character, reacting to name changes.
5961 * Assumes that "display_player(0)" has just been called
5962 * Perhaps we should NOT ask for a name (at "birth()") on
5963 * Unix machines? XXX XXX
5964 * What a horrible name for a global function.
5971 /* Save the player name */
5972 strcpy(tmp, p_ptr->name);
5974 /* Prompt for a new name */
5975 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))
5978 strcpy(p_ptr->name, tmp);
5981 if (0 == strlen(p_ptr->name))
5983 /* Use default name */
5984 strcpy(p_ptr->name, "PLAYER");
5987 strcpy(tmp,ap_ptr->title);
5994 strcat(tmp,p_ptr->name);
5996 /* Re-Draw the name (in light blue) */
5997 Term_erase(34, 1, 255);
5998 c_put_str(TERM_L_BLUE, tmp, 1, 34);
6000 /* Erase the prompt, etc */
6007 * @brief セーブするコマンドのメインルーチン
6009 * @param is_autosave オートセーブ中の処理ならばTRUE
6013 void do_cmd_save_game(int is_autosave)
6015 /* Autosaves do not disturb */
6018 msg_print(_("自動セーブ中", "Autosaving the game..."));
6022 disturb(TRUE, TRUE);
6025 /* Clear messages */
6029 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
6033 /* The player is not dead */
6034 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
6036 /* Forbid suspend */
6037 signals_ignore_tstp();
6039 /* Save the player */
6042 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6045 /* Save failed (oops) */
6048 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6051 /* Allow suspend again */
6052 signals_handle_tstp();
6056 /* Note that the player is not dead */
6057 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6059 /* HACK -- don't get sanity blast on updating view */
6060 is_loading_now = FALSE;
6062 update_creature(p_ptr);
6064 /* Initialize monster process */
6067 /* HACK -- reset the hackish flag */
6068 is_loading_now = TRUE;
6073 * @brief セーブ後にゲーム中断フラグを立てる/
6074 * Save the game and exit
6078 void do_cmd_save_and_exit(void)
6080 p_ptr->playing = FALSE;
6081 p_ptr->leaving = TRUE;
6082 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6086 #define GRAVE_LINE_WIDTH 31
6089 * @brief 墓石の真ん中に文字列を書き込む /
6090 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6094 static void center_string(char *buf, concptr str)
6101 /* Necessary border */
6102 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6105 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6112 * Save a "bones" file for a dead character
6115 * Note that we will not use these files until Angband 2.8.0, and
6116 * then we will only use the name and level on which death occured.
6117 * Should probably attempt some form of locking...
6120 static void make_bones(void)
6127 /* Ignore wizards and borgs */
6128 if (!(p_ptr->noscore & 0x00FF))
6130 /* Ignore people who die in town */
6131 if (current_floor_ptr->dun_level)
6136 sprintf(tmp, "bone.%03d", current_floor_ptr->dun_level);
6138 /* Build the filename */
6139 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6141 /* Attempt to open the bones file */
6142 fp = my_fopen(str, "r");
6144 /* Close it right away */
6145 if (fp) my_fclose(fp);
6147 /* Do not over-write a previous ghost */
6150 /* File type is "TEXT" */
6151 FILE_TYPE(FILE_TYPE_TEXT);
6153 /* Grab permissions */
6156 /* Try to write a new "Bones File" */
6157 fp = my_fopen(str, "w");
6159 /* Drop permissions */
6162 /* Not allowed to write it? Weird. */
6166 fprintf(fp, "%s\n", p_ptr->name);
6167 fprintf(fp, "%d\n", p_ptr->mhp);
6168 fprintf(fp, "%d\n", p_ptr->prace);
6169 fprintf(fp, "%d\n", p_ptr->pclass);
6171 /* Close and save the Bones file */
6180 * Redefinable "print_tombstone" action
6182 bool (*tombstone_aux)(void) = NULL;
6186 * @brief 墓石のアスキーアート表示 /
6187 * Display a "tomb-stone"
6190 void print_tomb(void)
6194 /* Do we use a special tombstone ? */
6197 /* Use tombstone hook */
6198 done = (*tombstone_aux)();
6201 /* Print the text-tombstone */
6210 time_t ct = time((time_t)0);
6216 /* Build the filename */
6217 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6219 /* Open the News file */
6220 fp = my_fopen(buf, "r");
6227 /* Dump the file to the screen */
6228 while (0 == my_fgets(fp, buf, sizeof(buf)))
6230 /* Display and advance */
6231 put_str(buf, i++, 0);
6239 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6252 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6255 center_string(buf, p_ptr->name);
6256 put_str(buf, 6, 11);
6259 center_string(buf, "the");
6260 put_str(buf, 7, 11);
6263 center_string(buf, p);
6264 put_str(buf, 8, 11);
6266 center_string(buf, cp_ptr->title);
6267 put_str(buf, 10, 11);
6269 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6270 center_string(buf, tmp);
6271 put_str(buf, 11, 11);
6273 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6274 center_string(buf, tmp);
6275 put_str(buf, 12, 11);
6277 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6278 center_string(buf, tmp);
6279 put_str(buf, 13, 11);
6282 /* 墓に刻む言葉をオリジナルより細かく表示 */
6283 if (streq(p_ptr->died_from, "途中終了"))
6285 strcpy(tmp, "<自殺>");
6287 else if (streq(p_ptr->died_from, "ripe"))
6289 strcpy(tmp, "引退後に天寿を全う");
6291 else if (streq(p_ptr->died_from, "Seppuku"))
6293 strcpy(tmp, "勝利の後、切腹");
6297 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6298 t = tmp + strlen(tmp) + 1;
6301 strcpy(dummy, t); /* 2nd line */
6302 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6304 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6307 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6310 char *name_head = my_strstr(tmp, "『");
6311 sprintf(dummy2, "%s%s", name_head, dummy);
6312 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6314 strcpy(dummy, dummy2);
6318 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6321 char *name_head = my_strstr(tmp, "「");
6322 sprintf(dummy2, "%s%s", name_head, dummy);
6323 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6325 strcpy(dummy, dummy2);
6329 center_string(buf, dummy);
6330 put_str(buf, 15, 11);
6334 center_string(buf, tmp);
6335 put_str(buf, 14, 11);
6337 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6339 if (current_floor_ptr->dun_level == 0)
6341 concptr field_name = p_ptr->town_num ? "街" : "荒野";
6342 if (streq(p_ptr->died_from, "途中終了"))
6344 sprintf(tmp, "%sで死んだ", field_name);
6348 sprintf(tmp, "に%sで殺された", field_name);
6353 if (streq(p_ptr->died_from, "途中終了"))
6355 sprintf(tmp, "地下 %d 階で死んだ", (int)current_floor_ptr->dun_level);
6359 sprintf(tmp, "に地下 %d 階で殺された", (int)current_floor_ptr->dun_level);
6362 center_string(buf, tmp);
6363 put_str(buf, 15 + extra_line, 11);
6366 (void)sprintf(tmp, "Killed on Level %d", current_floor_ptr->dun_level);
6367 center_string(buf, tmp);
6368 put_str(buf, 14, 11);
6370 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6371 center_string(buf, tmp);
6372 put_str(buf, 15, 11);
6373 t = tmp + strlen(tmp) + 1;
6376 strcpy(dummy, t); /* 2nd line */
6377 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6379 int dummy_len = strlen(dummy);
6380 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6382 center_string(buf, dummy);
6383 put_str(buf, 16, 11);
6387 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6388 center_string(buf, tmp);
6389 put_str(buf, 17, 11);
6390 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6396 * @brief 死亡、引退時の簡易ステータス表示 /
6397 * Display some character info
6400 void show_info(void)
6406 /* Hack -- Know everything in the inven/equip */
6407 for (i = 0; i < INVEN_TOTAL; i++)
6409 o_ptr = &p_ptr->inventory_list[i];
6410 if (!o_ptr->k_idx) continue;
6412 /* Aware and Known */
6413 object_aware(o_ptr);
6414 object_known(o_ptr);
6417 for (i = 1; i < max_towns; i++)
6419 st_ptr = &town_info[i].store[STORE_HOME];
6421 /* Hack -- Know everything in the home */
6422 for (j = 0; j < st_ptr->stock_num; j++)
6424 o_ptr = &st_ptr->stock[j];
6425 if (!o_ptr->k_idx) continue;
6427 /* Aware and Known */
6428 object_aware(o_ptr);
6429 object_known(o_ptr);
6433 /* Hack -- Recalculate bonuses */
6434 p_ptr->update |= (PU_BONUS);
6437 /* Flush all input keys */
6443 /* Describe options */
6444 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);
6445 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);
6447 /* Dump character records as requested */
6453 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6456 strcpy(out_val, "");
6458 /* Ask for filename (or abort) */
6459 if (!askfor(out_val, 60)) return;
6461 /* Return means "show on screen" */
6462 if (!out_val[0]) break;
6465 /* Dump a character file */
6466 (void)file_character(out_val);
6473 /* Prompt for p_ptr->inventory_list */
6474 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);
6476 /* Allow abort at this point */
6477 if (inkey() == ESCAPE) return;
6480 /* Show equipment and p_ptr->inventory_list */
6482 /* Equipment -- if any */
6483 if (p_ptr->equip_cnt)
6486 (void)show_equip(0, USE_FULL);
6487 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6489 if (inkey() == ESCAPE) return;
6492 /* Inventory -- if any */
6493 if (p_ptr->inven_cnt)
6496 (void)show_inven(0, USE_FULL);
6497 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6499 if (inkey() == ESCAPE) return;
6502 /* Homes in the different towns */
6503 for (l = 1; l < max_towns; l++)
6505 st_ptr = &town_info[l].store[STORE_HOME];
6507 /* Home -- if anything there */
6508 if (st_ptr->stock_num)
6510 /* Display contents of the home */
6511 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6516 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6518 GAME_TEXT o_name[MAX_NLEN];
6522 o_ptr = &st_ptr->stock[i];
6524 /* Print header, clear line */
6525 sprintf(tmp_val, "%c) ", I2A(j));
6526 prt(tmp_val, j+2, 4);
6528 /* Display object description */
6529 object_desc(o_name, o_ptr, 0);
6530 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6534 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);
6537 if (inkey() == ESCAPE) return;
6545 * Display some character info
6548 bool check_score(void)
6553 if (highscore_fd < 0)
6555 msg_print(_("スコア・ファイルが使用できません。", "Score file unavailable."));
6560 #ifndef SCORE_WIZARDS
6561 /* Wizard-mode pre-empts scoring */
6562 if (p_ptr->noscore & 0x000F)
6564 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."));
6571 /* Borg-mode pre-empts scoring */
6572 if (p_ptr->noscore & 0x00F0)
6574 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."));
6580 #ifndef SCORE_CHEATERS
6581 /* Cheaters are not scored */
6582 if (p_ptr->noscore & 0xFF00)
6584 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."));
6591 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("強制終了", "Interrupting")))
6593 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."));
6599 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("途中終了", "Quitting")))
6601 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."));
6610 * @brief 異常発生時のゲーム緊急終了処理 /
6611 * Handle abrupt death of the visual system
6615 * This routine is called only in very rare situations, and only
6616 * by certain visual systems, when they experience fatal errors.
6617 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6618 * save file so that player can see tombstone when restart.
6621 void exit_game_panic(void)
6623 /* If nothing important has happened, just quit */
6624 if (!character_generated || character_saved) quit(_("緊急事態", "panic"));
6626 /* Mega-Hack -- see "msg_print()" */
6629 /* Clear the top line */
6632 /* Hack -- current_world_ptr->game_turn off some things */
6633 disturb(TRUE, TRUE);
6635 /* Mega-Hack -- Delay death */
6636 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6638 /* Hardcode panic save */
6639 p_ptr->panic_save = 1;
6641 /* Forbid suspend */
6642 signals_ignore_tstp();
6644 /* Indicate panic save */
6645 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6647 /* Panic save, or get worried */
6648 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6650 /* Successful panic save */
6651 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6656 * @brief ファイルからランダムに行を一つ取得する /
6657 * Get a random line from a file
6658 * @param file_name ファイル名
6659 * @param entry 特定条件時のN:タグヘッダID
6660 * @param output 出力先の文字列参照ポインタ
6664 * Based on the monster speech patch by Matt Graham,
6667 errr get_rnd_line(concptr file_name, int entry, char *output)
6675 /* Build the filename */
6676 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6679 fp = my_fopen(buf, "r");
6684 /* Find the entry of the monster */
6687 /* Get a line from the file */
6688 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6690 /* Count the lines */
6693 /* Look for lines starting with 'N:' */
6694 if ((buf[0] == 'N') && (buf[1] == ':'))
6696 /* Allow default lines */
6702 else if (buf[2] == 'M')
6704 if (r_info[entry].flags1 & RF1_MALE) break;
6706 else if (buf[2] == 'F')
6708 if (r_info[entry].flags1 & RF1_FEMALE) break;
6710 /* Get the monster number */
6711 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6713 /* Is it the right number? */
6714 if (test == entry) break;
6718 /* Error while converting the number */
6719 msg_format("Error in line %d of %s!", line_num, file_name);
6727 /* Reached end of file */
6733 /* Get the random line */
6734 for (counter = 0; ; counter++)
6738 test = my_fgets(fp, buf, sizeof(buf));
6740 /* Count the lines */
6741 /* line_num++; No more needed */
6745 /* Ignore lines starting with 'N:' */
6746 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6748 if (buf[0] != '#') break;
6757 if (one_in_(counter + 1)) strcpy(output, buf);
6762 return counter ? 0 : -1;
6768 * @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) /
6769 * @param file_name ファイル名
6770 * @param entry 特定条件時のN:タグヘッダID
6771 * @param output 出力先の文字列参照ポインタ
6776 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
6781 for (i = 0; i < count; i++)
6783 result = get_rnd_line(file_name, entry, output);
6786 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
6794 * @brief 自動拾いファイルを読み込む /
6798 errr process_autopick_file(concptr name)
6804 /* Build the filename */
6805 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6807 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
6813 * @brief プレイヤーの生い立ちファイルを読み込む /
6814 * Process file for player's history editor.
6819 errr process_histpref_file(concptr name)
6823 bool old_character_xtra = character_xtra;
6825 /* Build the filename */
6826 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6828 /* Hack -- prevent modification birth options in this file */
6829 character_xtra = TRUE;
6831 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
6833 character_xtra = old_character_xtra;
6838 * @brief ファイル位置をシーク /
6839 * @param fd ファイルディスクリプタ
6840 * @param where ファイルバイト位置
6841 * @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
6845 static errr counts_seek(int fd, u32b where, bool flag)
6848 char temp1[128], temp2[128];
6849 u32b zero_header[3] = {0L, 0L, 0L};
6852 #ifdef SAVEFILE_USE_UID
6853 (void)sprintf(temp1, "%d.%s.%d%d%d", player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6855 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6857 for (i = 0; temp1[i]; i++)
6858 temp1[i] ^= (i+1) * 63;
6863 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
6865 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
6870 fd_seek(fd, seekpoint);
6871 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
6872 fd_write(fd, (char*)(temp1), sizeof(temp1));
6876 if (strcmp(temp1, temp2) == 0)
6879 seekpoint += 128 + 3 * sizeof(u32b);
6882 return fd_seek(fd, seekpoint + where * sizeof(u32b));
6886 * @brief ファイル位置を読み込む
6887 * @param where ファイルバイト位置
6891 u32b counts_read(int where)
6897 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6898 fd = fd_open(buf, O_RDONLY);
6900 if (counts_seek(fd, where, FALSE) ||
6901 fd_read(fd, (char*)(&count), sizeof(u32b)))
6910 * @brief ファイル位置に書き込む /
6911 * @param where ファイルバイト位置
6912 * @param count 書き込む値
6916 errr counts_write(int where, u32b count)
6922 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6924 /* Grab permissions */
6927 fd = fd_open(buf, O_RDWR);
6929 /* Drop permissions */
6934 /* File type is "DATA" */
6935 FILE_TYPE(FILE_TYPE_DATA);
6937 /* Grab permissions */
6940 /* Create a new high score file */
6941 fd = fd_make(buf, 0644);
6943 /* Drop permissions */
6947 /* Grab permissions */
6950 err = fd_lock(fd, F_WRLCK);
6952 /* Drop permissions */
6957 counts_seek(fd, where, TRUE);
6958 fd_write(fd, (char*)(&count), sizeof(u32b));
6960 /* Grab permissions */
6963 err = fd_lock(fd, F_UNLCK);
6965 /* Drop permissions */
6976 #ifdef HANDLE_SIGNALS
6983 * @brief OSからのシグナルを受けてサスペンド状態に入る /
6984 * Handle signals -- suspend
6985 * @param sig 受け取ったシグナル
6987 * Actually suspend the game, and then resume cleanly
6989 static void handle_signal_suspend(int sig)
6991 /* Disable handler */
6992 (void)signal(sig, SIG_IGN);
6999 /* Suspend the "Term" */
7000 Term_xtra(TERM_XTRA_ALIVE, 0);
7002 /* Suspend ourself */
7003 (void)kill(0, SIGSTOP);
7005 /* Resume the "Term" */
7006 Term_xtra(TERM_XTRA_ALIVE, 1);
7008 /* Redraw the term */
7011 /* Flush the term */
7016 /* Restore handler */
7017 (void)signal(sig, handle_signal_suspend);
7022 * @brief OSからのシグナルを受けて中断、終了する /
7023 * Handle signals -- simple (interrupt and quit)
7024 * @param sig 受け取ったシグナル
7027 * This function was causing a *huge* number of problems, so it has
7028 * been simplified greatly. We keep a global variable which counts
7029 * the number of times the user attempts to kill the process, and
7030 * we commit suicide if the user does this a certain number of times.
7031 * We attempt to give "feedback" to the user as he approaches the
7032 * suicide thresh-hold, but without penalizing accidental keypresses.
7033 * To prevent messy accidents, we should reset this global variable
7034 * whenever the user enters a keypress, or something like that.
7037 static void handle_signal_simple(int sig)
7039 /* Disable handler */
7040 (void)signal(sig, SIG_IGN);
7043 /* Nothing to save, just quit */
7044 if (!character_generated || character_saved) quit(NULL);
7047 /* Count the signals */
7051 /* Terminate dead characters */
7054 /* Mark the savefile */
7055 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
7065 quit(_("強制終了", "interrupt"));
7068 /* Allow suicide (after 5) */
7069 else if (signal_count >= 5)
7071 /* Cause of "death" */
7072 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
7079 p_ptr->playing = FALSE;
7082 p_ptr->is_dead = TRUE;
7083 p_ptr->leaving = TRUE;
7089 quit(_("強制終了", "interrupt"));
7092 /* Give warning (after 4) */
7093 else if (signal_count >= 4)
7096 Term_xtra(TERM_XTRA_NOISE, 0);
7098 /* Clear the top line */
7099 Term_erase(0, 0, 255);
7101 /* Display the cause */
7102 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7107 /* Give warning (after 2) */
7108 else if (signal_count >= 2)
7111 Term_xtra(TERM_XTRA_NOISE, 0);
7114 /* Restore handler */
7115 (void)signal(sig, handle_signal_simple);
7120 * @brief OSからのシグナルを受けて強制終了する /
7121 * Handle signal -- abort, kill, etc
7122 * @param sig 受け取ったシグナル
7126 * This function was causing a *huge* number of problems, so it has
7127 * been simplified greatly. We keep a global variable which counts
7128 * the number of times the user attempts to kill the process, and
7129 * we commit suicide if the user does this a certain number of times.
7130 * We attempt to give "feedback" to the user as he approaches the
7131 * suicide thresh-hold, but without penalizing accidental keypresses.
7132 * To prevent messy accidents, we should reset this global variable
7133 * whenever the user enters a keypress, or something like that.
7136 static void handle_signal_abort(int sig)
7140 Term_get_size(&wid, &hgt);
7142 /* Disable handler */
7143 (void)signal(sig, SIG_IGN);
7146 /* Nothing to save, just quit */
7147 if (!character_generated || character_saved) quit(NULL);
7154 /* Clear the bottom line */
7155 Term_erase(0, hgt - 1, 255);
7157 /* Give a warning */
7158 Term_putstr(0, hgt - 1, -1, TERM_RED,
7159 _("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!"));
7162 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7164 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7170 p_ptr->panic_save = 1;
7173 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7175 /* Forbid suspend */
7176 signals_ignore_tstp();
7178 /* Attempt to save */
7181 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7187 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7194 quit(_("ソフトのバグ", "software bug"));
7198 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7199 * Ignore SIGTSTP signals (keyboard suspend)
7203 void signals_ignore_tstp(void)
7207 (void)signal(SIGTSTP, SIG_IGN);
7213 * @brief OSからのSIGTSTPシグナルハンドラ /
7214 * Handle SIGTSTP signals (keyboard suspend)
7218 void signals_handle_tstp(void)
7222 (void)signal(SIGTSTP, handle_signal_suspend);
7229 * @brief OSからのシグナルハンドルを初期化する /
7230 * Prepare to handle the relevant signals
7234 void signals_init(void)
7238 (void)signal(SIGHUP, SIG_IGN);
7243 (void)signal(SIGTSTP, handle_signal_suspend);
7248 (void)signal(SIGINT, handle_signal_simple);
7252 (void)signal(SIGQUIT, handle_signal_simple);
7257 (void)signal(SIGFPE, handle_signal_abort);
7261 (void)signal(SIGILL, handle_signal_abort);
7265 (void)signal(SIGTRAP, handle_signal_abort);
7269 (void)signal(SIGIOT, handle_signal_abort);
7273 (void)signal(SIGKILL, handle_signal_abort);
7277 (void)signal(SIGBUS, handle_signal_abort);
7281 (void)signal(SIGSEGV, handle_signal_abort);
7285 (void)signal(SIGTERM, handle_signal_abort);
7289 (void)signal(SIGPIPE, handle_signal_abort);
7293 (void)signal(SIGEMT, handle_signal_abort);
7297 (void)signal(SIGDANGER, handle_signal_abort);
7301 (void)signal(SIGSYS, handle_signal_abort);
7305 (void)signal(SIGXCPU, handle_signal_abort);
7309 (void)signal(SIGPWR, handle_signal_abort);
7315 #else /* HANDLE_SIGNALS */
7322 void signals_ignore_tstp(void)
7330 void signals_handle_tstp(void)
7338 void signals_init(void)
7341 #endif /* HANDLE_SIGNALS */