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
26 #include "cmd-magiceat.h"
29 #include "player-inventory.h"
30 #include "player-race.h"
31 #include "player-status.h"
32 #include "player-move.h"
33 #include "player-class.h"
34 #include "player-skill.h"
35 #include "player-personality.h"
36 #include "player-sex.h"
37 #include "player-effects.h"
47 #include "monster-process.h"
48 #include "monster-status.h"
49 #include "object-flavor.h"
50 #include "object-hook.h"
52 #include "realm-hex.h"
56 #include "view-mainwindow.h"
57 #include "floor-events.h"
58 #include "floor-town.h"
59 #include "dungeon-file.h"
61 #include "monster-spell.h"
65 #include "objectkind.h"
68 #include "realm-song.h"
70 concptr ANGBAND_DIR; //!< Path name: The main "lib" directory This variable is not actually used anywhere in the code
71 concptr ANGBAND_DIR_APEX; //!< High score files (binary) These files may be portable between platforms
72 concptr ANGBAND_DIR_BONE; //!< Bone files for player ghosts (ascii) These files are portable between platforms
73 concptr ANGBAND_DIR_DATA; //!< Binary image files for the "*_info" arrays (binary) These files are not portable between platforms
74 concptr ANGBAND_DIR_EDIT; //!< Textual template files for the "*_info" arrays (ascii) These files are portable between platforms
75 concptr ANGBAND_DIR_SCRIPT; //!< Script files These files are portable between platforms.
76 concptr ANGBAND_DIR_FILE; //!< Various extra files (ascii) These files may be portable between platforms
77 concptr ANGBAND_DIR_HELP; //!< Help files (normal) for the online help (ascii) These files are portable between platforms
78 concptr ANGBAND_DIR_INFO; //!< Help files (spoilers) for the online help (ascii) These files are portable between platforms
79 concptr ANGBAND_DIR_PREF; //!< Default user "preference" files (ascii) These files are rarely portable between platforms
80 concptr ANGBAND_DIR_SAVE; //!< Savefiles for current characters (binary)
81 concptr ANGBAND_DIR_USER; //!< User "preference" files (ascii) These files are rarely portable between platforms
82 concptr ANGBAND_DIR_XTRA; //!< Various extra files (binary) These files are rarely portable between platforms
84 s16b signal_count; /* Hack -- Count interupts */
87 * Buffer to hold the current savefile name
88 * 'savefile' holds full path name. 'savefile_base' holds only base name.
91 char savefile_base[40];
96 * You may or may not want to use the following "#undef".
98 /* #undef _POSIX_SAVED_IDS */
102 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
104 void safe_setuid_drop(void)
111 # ifdef SAFE_SETUID_POSIX
113 if (setuid(getuid()) != 0)
115 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
117 if (setgid(getgid()) != 0)
119 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
124 if (setreuid(geteuid(), getuid()) != 0)
126 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
128 if (setregid(getegid(), getgid()) != 0)
130 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
143 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
145 void safe_setuid_grab(void)
152 # ifdef SAFE_SETUID_POSIX
154 if (setuid(p_ptr->player_egid) != 0)
156 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
158 if (setgid(p_ptr->player_egid) != 0)
160 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
165 if (setreuid(geteuid(), getuid()) != 0)
167 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
169 if (setregid(getegid(), getgid()) != 0)
171 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
174 # endif /* SAFE_SETUID_POSIX */
176 # endif /* SAFE_SETUID */
184 * @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
185 * @param buf データテキストの参照ポインタ
187 * @param tokens トークンを保管する文字列参照ポインタ配列
192 * This function uses "colon" and "slash" as the delimeter characters.
193 * We never extract more than "num" tokens. The "last" token may include
194 * "delimeter" characters, allowing the buffer to include a "string" token.
195 * We save pointers to the tokens in "tokens", and return the number found.
196 * Hack -- Attempt to handle the 'c' character formalism
197 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
198 * Hack -- We will always extract at least one token
201 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
213 /* Scan the string */
216 /* Found a delimiter */
217 if ((*t == ':') || (*t == '/')) break;
219 /* Handle single quotes */
220 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
225 /* Handle backslash */
228 /* Require a character */
234 /* Hack -- Require a close quote */
235 if (*t != '\'') *t = '\'';
238 /* Handle back-slash */
245 /* Nuke and advance */
263 /* A number with a name */
264 typedef struct named_num named_num;
268 concptr name; /* The name of this thing */
269 int num; /* A number associated with it */
273 /* Index of spell type names */
274 static named_num gf_desc[] =
276 {"GF_ELEC", GF_ELEC },
277 {"GF_POIS", GF_POIS },
278 {"GF_ACID", GF_ACID },
279 {"GF_COLD", GF_COLD },
280 {"GF_FIRE", GF_FIRE },
281 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
282 {"GF_MISSILE", GF_MISSILE },
283 {"GF_ARROW", GF_ARROW },
284 {"GF_PLASMA", GF_PLASMA },
285 {"GF_WATER", GF_WATER },
286 {"GF_LITE", GF_LITE },
287 {"GF_DARK", GF_DARK },
288 {"GF_LITE_WEAK", GF_LITE_WEAK },
289 {"GF_DARK_WEAK", GF_DARK_WEAK },
290 {"GF_SHARDS", GF_SHARDS },
291 {"GF_SOUND", GF_SOUND },
292 {"GF_CONFUSION", GF_CONFUSION },
293 {"GF_FORCE", GF_FORCE },
294 {"GF_INERTIA", GF_INERTIAL },
295 {"GF_MANA", GF_MANA },
296 {"GF_METEOR", GF_METEOR },
298 {"GF_CHAOS", GF_CHAOS },
299 {"GF_NETHER", GF_NETHER },
300 {"GF_DISENCHANT", GF_DISENCHANT },
301 {"GF_NEXUS", GF_NEXUS },
302 {"GF_TIME", GF_TIME },
303 {"GF_GRAVITY", GF_GRAVITY },
304 {"GF_KILL_WALL", GF_KILL_WALL },
305 {"GF_KILL_DOOR", GF_KILL_DOOR },
306 {"GF_KILL_TRAP", GF_KILL_TRAP },
307 {"GF_MAKE_WALL", GF_MAKE_WALL },
308 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
309 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
310 {"GF_MAKE_TREE", GF_MAKE_TREE },
311 {"GF_OLD_CLONE", GF_OLD_CLONE },
312 {"GF_OLD_POLY", GF_OLD_POLY },
313 {"GF_OLD_HEAL", GF_OLD_HEAL },
314 {"GF_OLD_SPEED", GF_OLD_SPEED },
315 {"GF_OLD_SLOW", GF_OLD_SLOW },
316 {"GF_OLD_CONF", GF_OLD_CONF },
317 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
318 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
319 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
320 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
321 {"GF_AWAY_ALL", GF_AWAY_ALL },
322 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
323 {"GF_TURN_EVIL", GF_TURN_EVIL },
324 {"GF_TURN_ALL", GF_TURN_ALL },
325 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
326 {"GF_DISP_EVIL", GF_DISP_EVIL },
327 {"GF_DISP_ALL", GF_DISP_ALL },
328 {"GF_DISP_DEMON", GF_DISP_DEMON },
329 {"GF_DISP_LIVING", GF_DISP_LIVING },
330 {"GF_ROCKET", GF_ROCKET },
331 {"GF_NUKE", GF_NUKE },
332 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
333 {"GF_STASIS", GF_STASIS },
334 {"GF_STONE_WALL", GF_STONE_WALL },
335 {"GF_DEATH_RAY", GF_DEATH_RAY },
336 {"GF_STUN", GF_STUN },
337 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
338 {"GF_HELL_FIRE", GF_HELL_FIRE },
339 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
340 {"GF_CHARM", GF_CHARM },
341 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
342 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
344 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
345 {"GF_TELEKINESIS", GF_TELEKINESIS },
346 {"GF_JAM_DOOR", GF_JAM_DOOR },
347 {"GF_DOMINATION", GF_DOMINATION },
348 {"GF_DISP_GOOD", GF_DISP_GOOD },
349 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
350 {"GF_MIND_BLAST", GF_MIND_BLAST },
351 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
352 {"GF_CAUSE_1", GF_CAUSE_1 },
353 {"GF_CAUSE_2", GF_CAUSE_2 },
354 {"GF_CAUSE_3", GF_CAUSE_3 },
355 {"GF_CAUSE_4", GF_CAUSE_4 },
356 {"GF_HAND_DOOM", GF_HAND_DOOM },
357 {"GF_CAPTURE", GF_CAPTURE },
358 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
359 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
360 {"GF_IDENTIFY", GF_IDENTIFY },
361 {"GF_ATTACK", GF_ATTACK },
362 {"GF_ENGETSU", GF_ENGETSU },
363 {"GF_GENOCIDE", GF_GENOCIDE },
364 {"GF_PHOTO", GF_PHOTO },
365 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
366 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
367 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
368 {"GF_SEEKER", GF_SEEKER },
369 {"GF_SUPER_RAY", GF_SUPER_RAY },
370 {"GF_STAR_HEAL", GF_STAR_HEAL },
371 {"GF_WATER_FLOW", GF_WATER_FLOW },
372 {"GF_CRUSADE", GF_CRUSADE },
373 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
374 {"GF_WOUNDS", GF_WOUNDS },
380 * @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 /
381 * Parse a sub-file of the "extra info" (format shown below)
382 * @param buf データテキストの参照ポインタ
386 * Each "action" line has an "action symbol" in the first column,
387 * followed by a colon, followed by some command specific info,
388 * usually in the form of "tokens" separated by colons or slashes.
389 * Blank lines, lines starting with white space, and lines starting
390 * with pound signs ("#") are ignored (as comments).
391 * Note the use of "tokenize()" to allow the use of both colons and
392 * slashes as delimeters, while still allowing final tokens which
393 * may contain any characters including "delimiters".
394 * Note the use of "strtol()" to allow all "integers" to be encoded
395 * in decimal, hexidecimal, or octal form.
396 * Note that "monster zero" is used for the "player" attr/char, "object
397 * zero" will be used for the "stack" attr/char, and "feature zero" is
398 * used for the "nothing" attr/char.
399 * Parse another file recursively, see below for details
401 * Specify the attr/char values for "monsters" by race index
402 * R:\<num\>:\<a\>:\<c\>
403 * Specify the attr/char values for "objects" by kind index
404 * K:\<num\>:\<a\>:\<c\>
405 * Specify the attr/char values for "features" by feature index
406 * F:\<num\>:\<a\>:\<c\>
407 * Specify the attr/char values for unaware "objects" by kind tval
408 * U:\<tv\>:\<a\>:\<c\>
409 * Specify the attr/char values for p_ptr->inventory_list "objects" by kind tval
410 * E:\<tv\>:\<a\>:\<c\>
411 * Define a macro action, given an encoded macro action
413 * Create a normal macro, given an encoded macro trigger
415 * Create a command macro, given an encoded macro trigger
417 * Create a keyset mapping
418 * S:\<key\>:\<key\>:\<dir\>
419 * Turn an option off, given its name
421 * Turn an option on, given its name
423 * Specify visual information, given an index, and some data
424 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
425 * Specify the set of colors to use when drawing a zapped spell
427 * Specify a macro trigger template and macro trigger names.
428 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
429 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
432 errr process_pref_file_command(char *buf)
442 /* Require "?:*" format */
443 if (buf[1] != ':') return 1;
448 /* Mega-Hack -- read external player's history file */
449 /* Process "H:<history>" */
451 add_history_from_pref_line(buf + 2);
454 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
456 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
459 i = (huge)strtol(zz[0], NULL, 0);
460 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
461 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
462 if (i >= max_r_idx) return 1;
464 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
465 if (n2) r_ptr->x_char = n2;
470 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
472 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
475 i = (huge)strtol(zz[0], NULL, 0);
476 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
477 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
478 if (i >= max_k_idx) return 1;
480 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
481 if (n2) k_ptr->x_char = n2;
486 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
487 /* "F:<num>:<a>/<c>" */
488 /* "F:<num>:<a>/<c>:LIT" */
489 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
493 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
495 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
496 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
498 i = (huge)strtol(zz[0], NULL, 0);
499 if (i >= max_f_idx) return 1;
502 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
503 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
504 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
505 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
507 /* Mega-hack -- feat supports lighting */
510 /* No lighting support */
512 n1 = f_ptr->x_attr[F_LIT_STANDARD];
513 n2 = f_ptr->x_char[F_LIT_STANDARD];
514 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
516 f_ptr->x_attr[j] = n1;
517 f_ptr->x_char[j] = n2;
521 /* Use default lighting */
523 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
526 /* Use desired lighting */
527 case F_LIT_MAX * 2 + 1:
528 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
530 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
531 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
532 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
533 if (n2) f_ptr->x_char[j] = n2;
540 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
542 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
544 j = (byte)strtol(zz[0], NULL, 0);
545 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
546 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
547 misc_to_attr[j] = n1;
548 misc_to_char[j] = n2;
553 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
555 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
557 j = (huge)strtol(zz[0], NULL, 0);
558 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
559 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
560 for (i = 1; i < max_k_idx; i++)
562 object_kind *k_ptr = &k_info[i];
563 if (k_ptr->tval == j)
565 if (n1) k_ptr->d_attr = n1;
566 if (n2) k_ptr->d_char = n2;
573 /* Process "E:<tv>:<a>" -- attribute for p_ptr->inventory_list objects */
575 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
577 j = (byte)strtol(zz[0], NULL, 0) % 128;
578 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
579 if (n1) tval_to_attr[j] = n1;
584 /* Process "A:<str>" -- save an "action" for later */
586 text_to_ascii(macro__buf, buf+2);
589 /* Process "P:<str>" -- normal macro */
594 text_to_ascii(tmp, buf+2);
595 macro_add(tmp, macro__buf);
599 /* Process "C:<str>" -- create keymap */
605 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
607 mode = strtol(zz[0], NULL, 0);
608 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
610 text_to_ascii(tmp, zz[1]);
611 if (!tmp[0] || tmp[1]) return 1;
614 string_free(keymap_act[mode][i]);
616 keymap_act[mode][i] = string_make(macro__buf);
621 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
623 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
625 i = (byte)strtol(zz[0], NULL, 0);
626 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
627 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
628 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
629 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
634 /* Process "X:<str>" -- current_world_ptr->game_turn option off */
635 /* Process "Y:<str>" -- current_world_ptr->game_turn option on */
638 for (i = 0; option_info[i].o_desc; i++)
640 if (option_info[i].o_var &&
641 option_info[i].o_text &&
642 streq(option_info[i].o_text, buf + 2))
644 int os = option_info[i].o_set;
645 int ob = option_info[i].o_bit;
647 if ((p_ptr->playing || current_world_ptr->character_xtra) &&
648 (OPT_PAGE_BIRTH == option_info[i].o_page) && !current_world_ptr->wizard)
650 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);
657 option_flag[os] &= ~(1L << ob);
658 (*option_info[i].o_var) = FALSE;
663 option_flag[os] |= (1L << ob);
664 (*option_info[i].o_var) = TRUE;
670 /* don't know that option. ignore it.*/
671 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);
675 /* Process "Z:<type>:<str>" -- set spell color */
679 char *t = my_strchr(buf + 2, ':');
686 for (i = 0; gf_desc[i].name; i++)
688 /* Match this type */
689 if (streq(gf_desc[i].name, buf + 2))
691 /* Remember this color set */
692 gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
702 /* Initialize macro trigger names and a template */
703 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
704 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
707 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
709 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
714 if (macro_template != NULL)
716 num = strlen(macro_modifier_chr);
718 /* Kill the template string */
719 string_free(macro_template);
720 macro_template = NULL;
722 /* Kill flag characters of modifier keys */
723 string_free(macro_modifier_chr);
725 /* Kill corresponding modifier names */
726 for (i = 0; i < num; i++)
728 string_free(macro_modifier_name[i]);
731 /* Kill trigger name strings */
732 for (i = 0; i < max_macrotrigger; i++)
734 string_free(macro_trigger_name[i]);
735 string_free(macro_trigger_keycode[0][i]);
736 string_free(macro_trigger_keycode[1][i]);
739 max_macrotrigger = 0;
742 if (*zz[0] == '\0') return 0; /* clear template */
744 /* Number of modifier flags */
747 /* Limit the number */
748 num = MIN(MAX_MACRO_MOD, num);
750 /* Stop if number of modifier is not correct */
751 if (2 + num != tok) return 1;
753 /* Get a template string */
754 macro_template = string_make(zz[0]);
756 /* Get flag characters of modifier keys */
757 macro_modifier_chr = string_make(zz[1]);
759 /* Get corresponding modifier names */
760 for (i = 0; i < num; i++)
762 macro_modifier_name[i] = string_make(zz[2+i]);
766 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
772 if (max_macrotrigger >= MAX_MACRO_TRIG)
774 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
777 m = max_macrotrigger;
780 /* Take into account the escape character */
790 /* Get a trigger name */
791 macro_trigger_name[m] = string_make(buf_aux);
793 /* Get the corresponding key code */
794 macro_trigger_keycode[0][m] = string_make(zz[1]);
798 /* Key code of a combination of it with the shift key */
799 macro_trigger_keycode[1][m] = string_make(zz[2]);
803 macro_trigger_keycode[1][m] = string_make(zz[1]);
818 * @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 /
819 * Helper function for "process_pref_file()"
820 * @param sp テキスト文字列の参照ポインタ
821 * @param fp 再帰中のポインタ参照
826 * v: output buffer array
832 concptr process_pref_file_expr(char **sp, char *fp)
849 while (iswspace(*s)) s++;
867 t = process_pref_file_expr(&s, &f);
875 else if (streq(t, "IOR"))
878 while (*s && (f != b2))
880 t = process_pref_file_expr(&s, &f);
881 if (*t && !streq(t, "0")) v = "1";
886 else if (streq(t, "AND"))
889 while (*s && (f != b2))
891 t = process_pref_file_expr(&s, &f);
892 if (*t && streq(t, "0")) v = "0";
897 else if (streq(t, "NOT"))
900 while (*s && (f != b2))
902 t = process_pref_file_expr(&s, &f);
903 if (*t && streq(t, "1")) v = "0";
908 else if (streq(t, "EQU"))
913 t = process_pref_file_expr(&s, &f);
915 while (*s && (f != b2))
917 p = process_pref_file_expr(&s, &f);
918 if (streq(t, p)) v = "1";
923 else if (streq(t, "LEQ"))
928 t = process_pref_file_expr(&s, &f);
930 while (*s && (f != b2))
933 t = process_pref_file_expr(&s, &f);
934 if (*t && atoi(p) > atoi(t)) v = "0";
939 else if (streq(t, "GEQ"))
944 t = process_pref_file_expr(&s, &f);
946 while (*s && (f != b2))
949 t = process_pref_file_expr(&s, &f);
951 /* Compare two numbers instead of string */
952 if (*t && atoi(p) < atoi(t)) v = "0";
958 while (*s && (f != b2))
960 t = process_pref_file_expr(&s, &f);
965 if (f != b2) v = "?x?x?";
967 /* Extract final and Terminate */
968 if ((f = *s) != '\0') *s++ = '\0';
974 /* Accept all printables except spaces and brackets */
976 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
978 if (iskanji(*s)) s++;
982 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
985 /* Extract final and Terminate */
986 if ((f = *s) != '\0') *s++ = '\0';
992 if (streq(b+1, "SYS"))
997 else if (streq(b+1, "KEYBOARD"))
999 v = ANGBAND_KEYBOARD;
1003 else if (streq(b+1, "GRAF"))
1008 /* Monochrome mode */
1009 else if (streq(b+1, "MONOCHROME"))
1018 else if (streq(b+1, "RACE"))
1021 v = rp_ptr->E_title;
1028 else if (streq(b+1, "CLASS"))
1031 v = cp_ptr->E_title;
1038 else if (streq(b+1, "PLAYER"))
1040 static char tmp_player_name[32];
1042 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
1052 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
1055 v = tmp_player_name;
1059 else if (streq(b+1, "REALM1"))
1062 v = E_realm_names[p_ptr->realm1];
1064 v = realm_names[p_ptr->realm1];
1069 else if (streq(b+1, "REALM2"))
1072 v = E_realm_names[p_ptr->realm2];
1074 v = realm_names[p_ptr->realm2];
1079 else if (streq(b+1, "LEVEL"))
1081 sprintf(tmp, "%02d", p_ptr->lev);
1085 /* Autopick auto-register is in-use or not? */
1086 else if (streq(b+1, "AUTOREGISTER"))
1088 if (p_ptr->autopick_autoregister)
1095 else if (streq(b+1, "MONEY"))
1097 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1116 #define PREF_TYPE_NORMAL 0
1117 #define PREF_TYPE_AUTOPICK 1
1118 #define PREF_TYPE_HISTPREF 2
1121 * @brief process_pref_fileのサブルーチン /
1122 * Open the "user pref file" and parse it.
1123 * @param name 読み込むファイル名
1124 * @param preftype prefファイルのタイプ
1129 * v: output buffer array
1130 * f: final character
1135 static errr process_pref_file_aux(concptr name, int preftype)
1147 bool bypass = FALSE;
1149 fp = my_fopen(name, "r");
1152 if (!fp) return (-1);
1154 /* Process the file */
1155 while (0 == my_fgets(fp, buf, sizeof(buf)))
1160 /* Skip "empty" lines */
1161 if (!buf[0]) continue;
1163 /* Skip "blank" lines */
1165 if (!iskanji(buf[0]))
1167 if (iswspace(buf[0])) continue;
1170 if (buf[0] == '#') continue;
1177 /* Process "?:<expr>" */
1178 if ((buf[0] == '?') && (buf[1] == ':'))
1187 /* Parse the expr */
1188 v = process_pref_file_expr(&s, &f);
1191 bypass = (streq(v, "0") ? TRUE : FALSE);
1195 /* Apply conditionals */
1196 if (bypass) continue;
1199 /* Process "%:<file>" */
1202 static int depth_count = 0;
1204 /* Ignore if deeper than 20 level */
1205 if (depth_count > 20) continue;
1207 /* Count depth level */
1210 /* Process that file if allowed */
1213 case PREF_TYPE_AUTOPICK:
1214 (void)process_autopick_file(buf + 2);
1216 case PREF_TYPE_HISTPREF:
1217 (void)process_histpref_file(buf + 2);
1220 (void)process_pref_file(buf + 2);
1224 /* Set back depth level */
1230 /* Process the line */
1231 err = process_pref_file_command(buf);
1233 /* This is not original pref line... */
1236 if (preftype != PREF_TYPE_AUTOPICK)
1238 err = process_autopick_file_command(buf);
1246 /* Print error message */
1247 /* ToDo: Add better error messages */
1248 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'."),
1249 _(name, err), line, _(err, name));
1250 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1259 * @brief pref設定ファイルを読み込み設定を反映させる /
1260 * Process the "user pref file" with the given name
1261 * @param name 読み込むファイル名
1265 * See the functions above for a list of legal "commands".
1266 * We also accept the special "?" and "%" directives, which
1267 * allow conditional evaluation and filename inclusion.
1270 errr process_pref_file(concptr name)
1275 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1277 /* Process the system pref file */
1278 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1280 /* Stop at parser errors, but not at non-existing file */
1281 if (err1 > 0) return err1;
1283 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1285 /* Process the user pref file */
1286 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1289 /* User file does not exist, but read system pref file */
1290 if (err2 < 0 && !err1)
1293 /* Result of user file processing */
1302 * Operating hours for ANGBAND (defaults to non-work hours)
1304 static char days[7][29] =
1306 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1307 "MON:XXXXXXXX.........XXXXXXX",
1308 "TUE:XXXXXXXX.........XXXXXXX",
1309 "WED:XXXXXXXX.........XXXXXXX",
1310 "THU:XXXXXXXX.........XXXXXXX",
1311 "FRI:XXXXXXXX.........XXXXXXX",
1312 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1316 * Restict usage (defaults to no restrictions)
1318 static bool check_time_flag = FALSE;
1324 * @brief Angbandプレイ禁止時刻をチェック /
1328 errr check_time(void)
1336 /* No restrictions */
1337 if (!check_time_flag) return (0);
1339 /* Check for time violation */
1340 c = time((time_t *)0);
1344 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1354 * @brief Angbandプレイ禁止時刻の初期化 /
1355 * Initialize CHECK_TIME
1358 errr check_time_init(void)
1367 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1368 fp = my_fopen(buf, "r");
1370 /* No file, no restrictions */
1371 if (!fp) return (0);
1373 /* Assume restrictions */
1374 check_time_flag = TRUE;
1376 /* Parse the file */
1377 while (0 == my_fgets(fp, buf, sizeof(buf)))
1379 /* Skip comments and blank lines */
1380 if (!buf[0] || (buf[0] == '#')) continue;
1382 /* Chop the buffer */
1385 /* Extract the info */
1386 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1387 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1388 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1389 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1390 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1391 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1392 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1406 #ifndef MAXHOSTNAMELEN
1407 # define MAXHOSTNAMELEN 64
1410 typedef struct statstime statstime;
1416 unsigned int v_pgpgin;
1417 unsigned int v_pgpgout;
1418 unsigned int v_pswpin;
1419 unsigned int v_pswpout;
1420 unsigned int v_intr;
1426 unsigned int v_swtch;
1428 struct timeval boottime;
1429 struct timeval curtime;
1433 * Maximal load (if any).
1435 static int check_load_value = 0;
1441 * @brief Angbandプレイ禁止ホストのチェック /
1445 errr check_load(void)
1450 struct statstime st;
1452 /* Success if not checking */
1453 if (!check_load_value) return (0);
1455 /* Check the load */
1456 if (0 == rstat("localhost", &st))
1458 long val1 = (long)(st.avenrun[2]);
1459 long val2 = (long)(check_load_value) * FSCALE;
1461 /* Check for violation */
1462 if (val1 >= val2) return (1);
1473 * @brief Angbandプレイ禁止ホストの設定初期化 /
1474 * Initialize CHECK_LOAD
1477 errr check_load_init(void)
1486 char temphost[MAXHOSTNAMELEN+1];
1487 char thishost[MAXHOSTNAMELEN+1];
1489 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1491 /* Open the "load" file */
1492 fp = my_fopen(buf, "r");
1494 /* No file, no restrictions */
1495 if (!fp) return (0);
1498 check_load_value = 100;
1500 /* Get the host name */
1501 (void)gethostname(thishost, (sizeof thishost) - 1);
1504 while (0 == my_fgets(fp, buf, sizeof(buf)))
1508 /* Skip comments and blank lines */
1509 if (!buf[0] || (buf[0] == '#')) continue;
1511 /* Parse, or ignore */
1512 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1514 /* Skip other hosts */
1515 if (!streq(temphost, thishost) &&
1516 !streq(temphost, "localhost")) continue;
1518 /* Use that value */
1519 check_load_value = value;
1532 #define ENTRY_BARE_HAND 0
1533 #define ENTRY_TWO_HANDS 1
1534 #define ENTRY_RIGHT_HAND1 2
1535 #define ENTRY_LEFT_HAND1 3
1536 #define ENTRY_LEFT_HAND2 4
1537 #define ENTRY_RIGHT_HAND2 5
1538 #define ENTRY_POSTURE 6
1539 #define ENTRY_SHOOT_HIT_DAM 7
1540 #define ENTRY_SHOOT_POWER 8
1541 #define ENTRY_SPEED 9
1542 #define ENTRY_BASE_AC 10
1543 #define ENTRY_LEVEL 11
1544 #define ENTRY_CUR_EXP 12
1545 #define ENTRY_MAX_EXP 13
1546 #define ENTRY_EXP_TO_ADV 14
1547 #define ENTRY_GOLD 15
1548 #define ENTRY_DAY 16
1551 #define ENTRY_PLAY_TIME 19
1552 #define ENTRY_SKILL_FIGHT 20
1553 #define ENTRY_SKILL_SHOOT 21
1554 #define ENTRY_SKILL_SAVING 22
1555 #define ENTRY_SKILL_STEALTH 23
1556 #define ENTRY_SKILL_PERCEP 24
1557 #define ENTRY_SKILL_SEARCH 25
1558 #define ENTRY_SKILL_DISARM 26
1559 #define ENTRY_SKILL_DEVICE 27
1560 #define ENTRY_SKILL_DIG 45
1563 #define ENTRY_BLOWS 28
1564 #define ENTRY_SHOTS 29
1565 #define ENTRY_AVG_DMG 30
1566 #define ENTRY_INFRA 31
1568 #define ENTRY_NAME 32
1569 #define ENTRY_SEX 33
1570 #define ENTRY_RACE 34
1571 #define ENTRY_CLASS 35
1572 #define ENTRY_REALM 36
1573 #define ENTRY_PATRON 37
1574 #define ENTRY_AGE 38
1575 #define ENTRY_HEIGHT 39
1576 #define ENTRY_WEIGHT 40
1577 #define ENTRY_SOCIAL 41
1578 #define ENTRY_ALIGN 42
1580 #define ENTRY_EXP_ANDR 43
1581 #define ENTRY_EXP_TO_ADV_ANDR 44
1590 } disp_player_line[]
1593 { 1, 10, 25, "打撃修正(格闘)"},
1594 { 1, 10, 25, "打撃修正(両手)"},
1595 { 1, 10, 25, "打撃修正(右手)"},
1596 { 1, 10, 25, "打撃修正(左手)"},
1597 { 1, 11, 25, "打撃修正(左手)"},
1598 { 1, 11, 25, "打撃修正(右手)"},
1600 { 1, 15, 25, "射撃攻撃修正"},
1601 { 1, 16, 25, "射撃武器倍率"},
1604 {29, 13, 21, "レベル"},
1605 {29, 14, 21, "経験値"},
1606 {29, 15, 21, "最大経験"},
1607 {29, 16, 21, "次レベル"},
1608 {29, 17, 21, "所持金"},
1612 {29, 20, 21, "プレイ時間"},
1613 {53, 10, -1, "打撃命中 :"},
1614 {53, 11, -1, "射撃命中 :"},
1615 {53, 12, -1, "魔法防御 :"},
1616 {53, 13, -1, "隠密行動 :"},
1617 {53, 15, -1, "知覚 :"},
1618 {53, 16, -1, "探索 :"},
1619 {53, 17, -1, "解除 :"},
1620 {53, 18, -1, "魔法道具 :"},
1621 { 1, 12, 25, "打撃回数"},
1622 { 1, 17, 25, "射撃回数"},
1623 { 1, 13, 25, "平均ダメージ"},
1624 {53, 20, -1, "赤外線視力:"},
1625 {26, 1, -1, "名前 : "},
1626 { 1, 3, -1, "性別 : "},
1627 { 1, 4, -1, "種族 : "},
1628 { 1, 5, -1, "職業 : "},
1629 { 1, 6, -1, "魔法 : "},
1630 { 1, 7, -1, "守護魔神 : "},
1634 {29, 6, 21, "社会的地位"},
1636 {29, 14, 21, "強化度"},
1637 {29, 16, 21, "次レベル"},
1638 {53, 19, -1, "掘削 :" },
1642 { 1, 10, 25, "Bare hand"},
1643 { 1, 10, 25, "Two hands"},
1644 { 1, 10, 25, "Right hand"},
1645 { 1, 10, 25, "Left hand"},
1646 { 1, 11, 25, "Left hand"},
1647 { 1, 11, 25, "Right hand"},
1648 { 1, 11, 25, "Posture"},
1649 { 1, 15, 25, "Shooting"},
1650 { 1, 16, 25, "Multiplier"},
1651 { 1, 20, 25, "Speed"},
1653 {29, 13, 21, "Level"},
1654 {29, 14, 21, "Experience"},
1655 {29, 15, 21, "Max Exp"},
1656 {29, 16, 21, "Exp to Adv"},
1657 {29, 17, 21, "Gold"},
1658 {29, 19, 21, "Time"},
1659 {29, 10, 21, "Hit point"},
1660 {29, 11, 21, "SP (Mana)"},
1661 {29, 20, 21, "Play time"},
1662 {53, 10, -1, "Fighting : "},
1663 {53, 11, -1, "Bows/Throw : "},
1664 {53, 12, -1, "SavingThrow: "},
1665 {53, 13, -1, "Stealth : "},
1666 {53, 15, -1, "Perception : "},
1667 {53, 16, -1, "Searching : "},
1668 {53, 17, -1, "Disarming : "},
1669 {53, 18, -1, "MagicDevice: "},
1670 { 1, 12, 25, "Blows/Round"},
1671 { 1, 17, 25, "Shots/Round"},
1672 { 1, 13, 25, "AverageDmg/Rnd"},
1673 {53, 20, -1, "Infra-Vision: "},
1674 {26, 1, -1, "Name : "},
1675 { 1, 3, -1, "Sex : "},
1676 { 1, 4, -1, "Race : "},
1677 { 1, 5, -1, "Class : "},
1678 { 1, 6, -1, "Magic : "},
1679 { 1, 7, -1, "Patron : "},
1681 {29, 4, 21, "Height"},
1682 {29, 5, 21, "Weight"},
1683 {29, 6, 21, "Social Class"},
1684 {29, 7, 21, "Align"},
1685 {29, 14, 21, "Construction"},
1686 {29, 16, 21, "Const to Adv"},
1687 {53, 19, -1, "Digging :" },
1692 * @brief プレイヤーのステータス1種を出力する
1694 * @param val 値を保管した文字列ポインタ
1695 * @param attr 項目表示の色
1698 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1702 int row = disp_player_line[entry].row;
1703 int col = disp_player_line[entry].col;
1704 int len = disp_player_line[entry].len;
1705 concptr head = disp_player_line[entry].header;
1707 int head_len = strlen(head);
1709 Term_putstr(col, row, -1, TERM_WHITE, head);
1716 int val_len = len - head_len;
1717 sprintf(buf, "%*.*s", val_len, val_len, val);
1718 Term_putstr(col + head_len, row, -1, attr, buf);
1722 Term_putstr(col + head_len, row, -1, attr, val);
1729 * @brief プレイヤーの打撃能力修正を表示する
1730 * @param hand 武器の装備部位ID
1731 * @param hand_entry 項目ID
1734 static void display_player_melee_bonus(int hand, int hand_entry)
1737 HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
1738 HIT_POINT show_todam = p_ptr->dis_to_d[hand];
1739 object_type *o_ptr = &p_ptr->inventory_list[INVEN_RARM + hand];
1741 /* Hack -- add in weapon info if known */
1742 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1743 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1745 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1748 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1750 /* Dump the bonuses to hit/dam */
1751 if (!has_melee_weapon(p_ptr, INVEN_RARM) && !has_melee_weapon(p_ptr, INVEN_LARM))
1752 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1753 else if (p_ptr->ryoute)
1754 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1756 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1761 * @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
1762 * Prints the following information on the screen.
1765 static void display_player_middle(player_type *creature_ptr)
1770 HIT_PROB show_tohit = creature_ptr->dis_to_h_b;
1771 HIT_POINT show_todam = 0;
1774 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
1779 if (creature_ptr->migite)
1781 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1784 if (creature_ptr->hidarite)
1786 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1788 else if ((creature_ptr->pclass == CLASS_MONK) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
1791 if (creature_ptr->special_defense & KAMAE_MASK)
1793 for (i = 0; i < MAX_KAMAE; i++)
1795 if ((creature_ptr->special_defense >> i) & KAMAE_GENBU) break;
1798 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1801 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1804 /* Apply weapon bonuses */
1805 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1806 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1808 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1809 show_tohit += creature_ptr->weapon_exp[0][o_ptr->sval] / 400;
1811 show_tohit += (creature_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1813 show_tohit += creature_ptr->skill_thb / BTH_PLUS_ADJ;
1816 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1818 if (creature_ptr->inventory_list[INVEN_BOW].k_idx)
1820 tmul = bow_tmul(creature_ptr->inventory_list[INVEN_BOW].sval);
1822 /* Get extra "power" from "extra might" */
1823 if (creature_ptr->xtra_might) tmul++;
1825 tmul = tmul * (100 + (int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
1829 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1831 /* Dump the armor class */
1832 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", creature_ptr->dis_ac, creature_ptr->dis_to_a), TERM_L_BLUE);
1840 i = creature_ptr->pspeed-110;
1842 /* Hack -- Visually "undo" the Search Mode Slowdown */
1843 if (creature_ptr->action == ACTION_SEARCH) i += 10;
1847 if (!creature_ptr->riding)
1848 attr = TERM_L_GREEN;
1854 if (!creature_ptr->riding)
1861 if (!creature_ptr->riding)
1862 attr = TERM_L_UMBER;
1867 if (!creature_ptr->riding)
1869 if (IS_FAST()) tmp_speed += 10;
1870 if (creature_ptr->slow) tmp_speed -= 10;
1871 if (creature_ptr->lightspeed) tmp_speed = 99;
1875 if (MON_FAST(¤t_floor_ptr->m_list[creature_ptr->riding])) tmp_speed += 10;
1876 if (MON_SLOW(¤t_floor_ptr->m_list[creature_ptr->riding])) tmp_speed -= 10;
1881 if (!creature_ptr->riding)
1882 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1884 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1893 if (!creature_ptr->riding)
1894 sprintf(buf, "(%+d)", i);
1896 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1899 display_player_one_line(ENTRY_SPEED, buf, attr);
1902 /* Dump character level */
1903 display_player_one_line(ENTRY_LEVEL, format("%d", creature_ptr->lev), TERM_L_GREEN);
1905 /* Dump experience */
1906 if (creature_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1907 else e = ENTRY_CUR_EXP;
1909 if (creature_ptr->exp >= creature_ptr->max_exp)
1910 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_L_GREEN);
1912 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_YELLOW);
1914 /* Dump max experience */
1915 if (creature_ptr->prace == RACE_ANDROID)
1918 display_player_one_line(ENTRY_MAX_EXP, format("%ld", creature_ptr->max_exp), TERM_L_GREEN);
1920 /* Dump exp to advance */
1921 if (creature_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1922 else e = ENTRY_EXP_TO_ADV;
1924 if (creature_ptr->lev >= PY_MAX_LEVEL)
1925 display_player_one_line(e, "*****", TERM_L_GREEN);
1926 else if (creature_ptr->prace == RACE_ANDROID)
1927 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1929 display_player_one_line(e, format("%ld", (s32b)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1932 display_player_one_line(ENTRY_GOLD, format("%ld", creature_ptr->au), TERM_L_GREEN);
1937 extract_day_hour_min(&day, &hour, &min);
1939 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1940 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1942 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1944 /* Dump hit point */
1945 if (creature_ptr->chp >= creature_ptr->mhp)
1946 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp , creature_ptr->mhp), TERM_L_GREEN);
1947 else if (creature_ptr->chp > (creature_ptr->mhp * hitpoint_warn) / 10)
1948 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp , creature_ptr->mhp), TERM_YELLOW);
1950 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp , creature_ptr->mhp), TERM_RED);
1952 /* Dump mana power */
1953 if (creature_ptr->csp >= creature_ptr->msp)
1954 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp , creature_ptr->msp), TERM_L_GREEN);
1955 else if (creature_ptr->csp > (creature_ptr->msp * mana_warn) / 10)
1956 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp , creature_ptr->msp), TERM_YELLOW);
1958 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp , creature_ptr->msp), TERM_RED);
1960 /* Dump play time */
1961 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);
1966 * Hack -- pass color info around this file
1968 static TERM_COLOR likert_color = TERM_WHITE;
1972 * @brief 技能ランクの表示基準を定める
1973 * Returns a "rating" of x depending on y
1975 * @param y 技能値に対するランク基準比
1978 static concptr likert(int x, int y)
1980 static char dummy[20] = "", dummy2[20] = "";
1981 memset(dummy, 0, strlen(dummy));
1982 memset(dummy2, 0, strlen(dummy2));
1985 if(show_actual_value)
1987 sprintf(dummy, "%3d-", x);
1990 /* Negative value */
1993 likert_color = TERM_L_DARK;
1994 strcat(dummy, _("最低", "Very Bad"));
1999 /* Analyze the value */
2004 likert_color = TERM_RED;
2005 strcat(dummy, _("悪い", "Bad"));
2008 likert_color = TERM_L_RED;
2009 strcat(dummy, _("劣る", "Poor"));
2014 likert_color = TERM_ORANGE;
2015 strcat(dummy, _("普通", "Fair"));
2019 likert_color = TERM_YELLOW;
2020 strcat(dummy, _("良い", "Good"));
2024 likert_color = TERM_YELLOW;
2025 strcat(dummy, _("大変良い", "Very Good"));
2030 likert_color = TERM_L_GREEN;
2031 strcat(dummy, _("卓越", "Excellent"));
2039 likert_color = TERM_GREEN;
2040 strcat(dummy, _("超越", "Superb"));
2047 likert_color = TERM_BLUE;
2048 strcat(dummy, _("英雄的", "Heroic"));
2052 likert_color = TERM_VIOLET;
2053 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2054 (int)((((x / y) - 17) * 5) / 2));
2055 strcat(dummy, dummy2);
2066 * @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
2067 * Prints ratings on certain abilities
2070 * This code is "imitated" elsewhere to "dump" a character sheet.
2072 static void display_player_various(void)
2074 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2075 int xthn, xthb, xfos, xsrh;
2076 int xdis, xdev, xsav, xstl;
2080 BIT_FLAGS flgs[TR_FLAG_SIZE];
2081 int shots, shot_frac;
2086 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2087 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2088 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2089 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2090 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2092 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2094 /* Shooting Skill (with current bow and normal missile) */
2095 o_ptr = &p_ptr->inventory_list[INVEN_BOW];
2096 tmp = p_ptr->to_h_b + o_ptr->to_h;
2097 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2099 /* If the player is wielding one? */
2102 ENERGY energy_fire = bow_energy(o_ptr->sval);
2104 /* Calculate shots per round */
2105 shots = p_ptr->num_fire * 100;
2106 shot_frac = (shots * 100 / energy_fire) % 100;
2107 shots = shots / energy_fire;
2108 if (o_ptr->name1 == ART_CRIMSON)
2112 if (p_ptr->pclass == CLASS_ARCHER)
2114 /* Extra shot at level 10 */
2115 if (p_ptr->lev >= 10) shots++;
2117 /* Extra shot at level 30 */
2118 if (p_ptr->lev >= 30) shots++;
2120 /* Extra shot at level 45 */
2121 if (p_ptr->lev >= 45) shots++;
2131 for(i = 0; i < 2; i++)
2133 damage[i] = p_ptr->dis_to_d[i] * 100;
2134 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(p_ptr, TRUE) & EMPTY_HAND_RARM))
2136 PLAYER_LEVEL level = p_ptr->lev;
2142 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2143 if (p_ptr->special_defense & KAMAE_BYAKKO)
2144 basedam = monk_ave_damage[level][1];
2145 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2146 basedam = monk_ave_damage[level][2];
2148 basedam = monk_ave_damage[level][0];
2152 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
2154 /* Average damage per round */
2160 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2161 if (object_is_known(o_ptr))
2163 damage[i] += o_ptr->to_d * 100;
2164 to_h[i] += o_ptr->to_h;
2166 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2167 object_flags_known(o_ptr, flgs);
2169 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2170 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2176 else if (have_flag(flgs, TR_VORPAL))
2178 /* vorpal flag only */
2182 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2183 basedam = basedam * 7 / 2;
2187 damage[i] += basedam;
2188 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2189 if (damage[i] < 0) damage[i] = 0;
2191 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2192 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2194 /* Basic abilities */
2196 xdis = p_ptr->skill_dis;
2197 xdev = p_ptr->skill_dev;
2198 xsav = p_ptr->skill_sav;
2199 xstl = p_ptr->skill_stl;
2200 xsrh = p_ptr->skill_srh;
2201 xfos = p_ptr->skill_fos;
2202 xdig = p_ptr->skill_dig;
2205 desc = likert(xthn, 12);
2206 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2208 desc = likert(xthb, 12);
2209 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2211 desc = likert(xsav, 7);
2212 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2214 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2215 desc = likert((xstl > 0) ? xstl : -1, 1);
2216 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2218 desc = likert(xfos, 6);
2219 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2221 desc = likert(xsrh, 6);
2222 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2224 desc = likert(xdis, 8);
2225 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2227 desc = likert(xdev, 6);
2228 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2230 desc = likert(xdev, 6);
2231 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2233 desc = likert(xdig, 4);
2234 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2237 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2239 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2241 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2244 if ((damage[0]+damage[1]) == 0)
2247 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2249 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2251 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2257 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2258 * Prints ratings on certain abilities
2259 * @param flgs フラグを保管する配列
2262 * Obtain the "flags" for the player as if he was an item
2264 * xtra1.c周りと多重実装になっているのを何とかする
2266 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(p_ptr))
2295 add_flag(flgs, TR_SPEED);
2296 if ((p_ptr->lev>24) && !heavy_armor(p_ptr))
2297 add_flag(flgs, TR_FREE_ACT);
2300 if (heavy_armor(p_ptr))
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(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2716 for (i = 0; i < TR_FLAG_SIZE; i++)
2719 if (IS_HERO() || creature_ptr->shero)
2720 add_flag(flgs, TR_RES_FEAR);
2721 if (creature_ptr->tim_invis)
2722 add_flag(flgs, TR_SEE_INVIS);
2723 if (creature_ptr->tim_regen)
2724 add_flag(flgs, TR_REGEN);
2726 add_flag(flgs, TR_TELEPATHY);
2727 if (IS_FAST() || creature_ptr->slow)
2728 add_flag(flgs, TR_SPEED);
2730 if (IS_OPPOSE_ACID() && !(creature_ptr->special_defense & DEFENSE_ACID) && !(PRACE_IS_(creature_ptr, RACE_YEEK) && (creature_ptr->lev > 19)))
2731 add_flag(flgs, TR_RES_ACID);
2732 if (IS_OPPOSE_ELEC() && !(creature_ptr->special_defense & DEFENSE_ELEC))
2733 add_flag(flgs, TR_RES_ELEC);
2734 if (IS_OPPOSE_FIRE() && !(creature_ptr->special_defense & DEFENSE_FIRE))
2735 add_flag(flgs, TR_RES_FIRE);
2736 if (IS_OPPOSE_COLD() && !(creature_ptr->special_defense & DEFENSE_COLD))
2737 add_flag(flgs, TR_RES_COLD);
2738 if (IS_OPPOSE_POIS())
2739 add_flag(flgs, TR_RES_POIS);
2741 if (creature_ptr->special_attack & ATTACK_ACID)
2742 add_flag(flgs, TR_BRAND_ACID);
2743 if (creature_ptr->special_attack & ATTACK_ELEC)
2744 add_flag(flgs, TR_BRAND_ELEC);
2745 if (creature_ptr->special_attack & ATTACK_FIRE)
2746 add_flag(flgs, TR_BRAND_FIRE);
2747 if (creature_ptr->special_attack & ATTACK_COLD)
2748 add_flag(flgs, TR_BRAND_COLD);
2749 if (creature_ptr->special_attack & ATTACK_POIS)
2750 add_flag(flgs, TR_BRAND_POIS);
2751 if (creature_ptr->special_defense & DEFENSE_ACID)
2752 add_flag(flgs, TR_IM_ACID);
2753 if (creature_ptr->special_defense & DEFENSE_ELEC)
2754 add_flag(flgs, TR_IM_ELEC);
2755 if (creature_ptr->special_defense & DEFENSE_FIRE)
2756 add_flag(flgs, TR_IM_FIRE);
2757 if (creature_ptr->special_defense & DEFENSE_COLD)
2758 add_flag(flgs, TR_IM_COLD);
2759 if (creature_ptr->wraith_form)
2760 add_flag(flgs, TR_REFLECT);
2762 if (creature_ptr->tim_reflect)
2763 add_flag(flgs, TR_REFLECT);
2765 if (creature_ptr->magicdef)
2767 add_flag(flgs, TR_RES_BLIND);
2768 add_flag(flgs, TR_RES_CONF);
2769 add_flag(flgs, TR_REFLECT);
2770 add_flag(flgs, TR_FREE_ACT);
2771 add_flag(flgs, TR_LEVITATION);
2773 if (creature_ptr->tim_res_nether)
2775 add_flag(flgs, TR_RES_NETHER);
2777 if (creature_ptr->tim_sh_fire)
2779 add_flag(flgs, TR_SH_FIRE);
2781 if (creature_ptr->ult_res)
2783 add_flag(flgs, TR_RES_FEAR);
2784 add_flag(flgs, TR_RES_LITE);
2785 add_flag(flgs, TR_RES_DARK);
2786 add_flag(flgs, TR_RES_BLIND);
2787 add_flag(flgs, TR_RES_CONF);
2788 add_flag(flgs, TR_RES_SOUND);
2789 add_flag(flgs, TR_RES_SHARDS);
2790 add_flag(flgs, TR_RES_NETHER);
2791 add_flag(flgs, TR_RES_NEXUS);
2792 add_flag(flgs, TR_RES_CHAOS);
2793 add_flag(flgs, TR_RES_DISEN);
2794 add_flag(flgs, TR_REFLECT);
2795 add_flag(flgs, TR_HOLD_EXP);
2796 add_flag(flgs, TR_FREE_ACT);
2797 add_flag(flgs, TR_SH_FIRE);
2798 add_flag(flgs, TR_SH_ELEC);
2799 add_flag(flgs, TR_SH_COLD);
2800 add_flag(flgs, TR_LEVITATION);
2801 add_flag(flgs, TR_LITE_1);
2802 add_flag(flgs, TR_SEE_INVIS);
2803 add_flag(flgs, TR_TELEPATHY);
2804 add_flag(flgs, TR_SLOW_DIGEST);
2805 add_flag(flgs, TR_REGEN);
2806 add_flag(flgs, TR_SUST_STR);
2807 add_flag(flgs, TR_SUST_INT);
2808 add_flag(flgs, TR_SUST_WIS);
2809 add_flag(flgs, TR_SUST_DEX);
2810 add_flag(flgs, TR_SUST_CON);
2811 add_flag(flgs, TR_SUST_CHR);
2815 if (creature_ptr->realm1 == REALM_HEX)
2817 if (hex_spelling(HEX_DEMON_AURA))
2819 add_flag(flgs, TR_SH_FIRE);
2820 add_flag(flgs, TR_REGEN);
2822 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2823 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2828 /* Mode flags for displaying player flags */
2829 #define DP_CURSE 0x01
2835 * @brief プレイヤーの装備一覧をシンボルで並べる
2837 * @param y 表示するコンソールの行
2838 * @param x 表示するコンソールの列
2842 void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2851 /* Weapon flags need only two column */
2852 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2853 else max_i = INVEN_TOTAL;
2855 /* Dump equippy chars */
2856 for (i = INVEN_RARM; i < max_i; i++)
2859 o_ptr = &p_ptr->inventory_list[i];
2861 a = object_attr(o_ptr);
2862 c = object_char(o_ptr);
2864 /* Clear the part of the screen */
2865 if (!equippy_chars || !o_ptr->k_idx)
2872 Term_putch(x + i - INVEN_RARM, y, a, c);
2878 * @brief プレイヤーの装備による免疫フラグを返す
2879 * @param flgs フラグを保管する配列
2882 * xtra1.c周りと多重実装になっているのを何とかする
2884 static void known_obj_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2887 for (i = 0; i < TR_FLAG_SIZE; i++)
2890 /* Check equipment */
2891 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2893 u32b o_flgs[TR_FLAG_SIZE];
2898 o_ptr = &p_ptr->inventory_list[i];
2900 if (!o_ptr->k_idx) continue;
2903 object_flags_known(o_ptr, o_flgs);
2905 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2906 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2907 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2908 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2913 * @brief プレイヤーの種族による免疫フラグを返す
2914 * @param flgs フラグを保管する配列
2917 * xtra1.c周りと多重実装になっているのを何とかする
2919 static void player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2922 for (i = 0; i < TR_FLAG_SIZE; i++)
2925 if (PRACE_IS_(p_ptr, RACE_SPECTRE))
2926 add_flag(flgs, TR_RES_NETHER);
2927 if (p_ptr->mimic_form == MIMIC_VAMPIRE || PRACE_IS_(p_ptr, RACE_VAMPIRE))
2928 add_flag(flgs, TR_RES_DARK);
2929 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2930 add_flag(flgs, TR_RES_FIRE);
2931 else if (PRACE_IS_(p_ptr, RACE_YEEK) && p_ptr->lev > 19)
2932 add_flag(flgs, TR_RES_ACID);
2936 * @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
2937 * @param flgs フラグを保管する配列
2940 * xtra1.c周りと多重実装になっているのを何とかする
2942 static void tim_player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2945 for (i = 0; i < TR_FLAG_SIZE; i++)
2948 if (p_ptr->special_defense & DEFENSE_ACID)
2949 add_flag(flgs, TR_RES_ACID);
2950 if (p_ptr->special_defense & DEFENSE_ELEC)
2951 add_flag(flgs, TR_RES_ELEC);
2952 if (p_ptr->special_defense & DEFENSE_FIRE)
2953 add_flag(flgs, TR_RES_FIRE);
2954 if (p_ptr->special_defense & DEFENSE_COLD)
2955 add_flag(flgs, TR_RES_COLD);
2956 if (p_ptr->wraith_form)
2957 add_flag(flgs, TR_RES_DARK);
2961 * @brief プレイヤーの種族による弱点フラグを返す
2962 * @param flgs フラグを保管する配列
2965 * xtra1.c周りと多重実装になっているのを何とかする
2967 static void player_vuln_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2970 for (i = 0; i < TR_FLAG_SIZE; i++)
2973 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2975 add_flag(flgs, TR_RES_ACID);
2976 add_flag(flgs, TR_RES_ELEC);
2977 add_flag(flgs, TR_RES_FIRE);
2978 add_flag(flgs, TR_RES_COLD);
2980 if (PRACE_IS_(p_ptr, RACE_ANDROID))
2981 add_flag(flgs, TR_RES_ELEC);
2982 if (PRACE_IS_(p_ptr, RACE_ENT))
2983 add_flag(flgs, TR_RES_FIRE);
2984 if (PRACE_IS_(p_ptr, RACE_VAMPIRE) || PRACE_IS_(p_ptr, RACE_S_FAIRY) ||
2985 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2986 add_flag(flgs, TR_RES_LITE);
2991 * A struct for storing misc. flags
2994 BIT_FLAGS player_flags[TR_FLAG_SIZE];
2995 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
2996 BIT_FLAGS player_imm[TR_FLAG_SIZE];
2997 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
2998 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
2999 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
3004 * @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 /
3005 * Helper function, see below
3006 * @param row コンソール表示位置の左上行
3007 * @param col コンソール表示位置の左上列
3008 * @param header コンソール上で表示する特性名
3009 * @param flag1 参照する特性ID
3010 * @param f プレイヤーの特性情報構造体
3011 * @param mode 表示オプション
3014 static void display_flag_aux(TERM_LEN row, TERM_LEN col, concptr header,
3015 int flag1, all_player_flags *f, u16b mode)
3020 byte header_color = TERM_L_DARK;
3021 int header_col = col;
3023 if (have_flag(f->player_vuln, flag1) &&
3024 !(have_flag(f->known_obj_imm, flag1) ||
3025 have_flag(f->player_imm, flag1) ||
3026 have_flag(f->tim_player_imm, flag1)))
3030 col += strlen(header) + 1;
3032 /* Weapon flags need only two column */
3033 if (mode & DP_WP) max_i = INVEN_LARM + 1;
3034 else max_i = INVEN_TOTAL;
3036 /* Check equipment */
3037 for (i = INVEN_RARM; i < max_i; i++)
3039 BIT_FLAGS flgs[TR_FLAG_SIZE];
3043 o_ptr = &p_ptr->inventory_list[i];
3046 object_flags_known(o_ptr, flgs);
3049 if (!(mode & DP_IMM))
3050 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3053 if (mode & DP_CURSE)
3055 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3057 c_put_str(TERM_L_DARK, "+", row, col);
3058 header_color = TERM_WHITE;
3060 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3062 c_put_str(TERM_WHITE, "+", row, col);
3063 header_color = TERM_WHITE;
3065 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3067 c_put_str(TERM_WHITE, "*", row, col);
3068 header_color = TERM_WHITE;
3071 else if (flag1 == TR_LITE_1)
3073 if (HAVE_DARK_FLAG(flgs))
3075 c_put_str(TERM_L_DARK, "+", row, col);
3076 header_color = TERM_WHITE;
3078 else if (HAVE_LITE_FLAG(flgs))
3080 c_put_str(TERM_WHITE, "+", row, col);
3081 header_color = TERM_WHITE;
3086 if (have_flag(flgs, flag1))
3088 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3089 (mode & DP_IMM) ? "*" : "+", row, col);
3090 header_color = TERM_WHITE;
3098 /* Assume that player flag is already written */
3101 if (header_color != TERM_L_DARK)
3103 /* Overwrite Header Color */
3104 c_put_str(header_color, header, row, header_col);
3110 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3113 if (have_flag(f->player_flags, flag1))
3115 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3116 header_color = TERM_WHITE;
3119 /* Timed player flags */
3120 if (have_flag(f->tim_player_flags, flag1))
3122 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3123 header_color = TERM_WHITE;
3127 if (have_flag(f->tim_player_imm, flag1))
3129 c_put_str(TERM_YELLOW, "*", row, col);
3130 header_color = TERM_WHITE;
3132 if (have_flag(f->player_imm, flag1))
3134 c_put_str(TERM_WHITE, "*", row, col);
3135 header_color = TERM_WHITE;
3139 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3142 c_put_str(header_color, header, row, header_col);
3147 * @brief プレイヤーの特性フラグ一覧表示1 /
3148 * Special display, part 1
3151 static void display_player_flag_info(void)
3158 /* Extract flags and store */
3159 player_flags(f.player_flags);
3160 tim_player_flags(p_ptr, f.tim_player_flags);
3161 player_immunity(f.player_imm);
3162 tim_player_immunity(f.tim_player_imm);
3163 known_obj_immunity(f.known_obj_imm);
3164 player_vuln_flags(f.player_vuln);
3171 display_player_equippy(row-2, col+8, 0);
3172 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3175 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3176 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3177 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3178 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3179 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3180 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3181 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3182 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3183 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3184 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3185 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3186 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3187 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3188 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3190 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3191 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3192 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3193 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3194 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3195 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3196 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3197 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3198 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3199 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3200 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3201 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3202 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3203 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3212 display_player_equippy(row-2, col+8, 0);
3214 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3217 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3218 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3219 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3220 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3221 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3222 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3223 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3224 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3225 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3226 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3228 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3229 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3230 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3231 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3232 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3233 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3234 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3235 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3236 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3237 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3246 display_player_equippy(row-2, col+12, 0);
3248 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3251 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3252 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3253 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3254 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3255 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3256 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3257 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3258 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3259 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3260 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3262 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3263 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3264 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3265 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3266 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3267 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3268 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3269 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3270 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3271 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3278 * @brief プレイヤーの特性フラグ一覧表示2 /
3279 * Special display, part 2
3282 static void display_player_other_flag_info(void)
3289 /* Extract flags and store */
3290 player_flags(f.player_flags);
3291 tim_player_flags(p_ptr, f.tim_player_flags);
3292 player_immunity(f.player_imm);
3293 tim_player_immunity(f.tim_player_imm);
3294 known_obj_immunity(f.known_obj_imm);
3295 player_vuln_flags(f.player_vuln);
3302 display_player_equippy(row-2, col+12, DP_WP);
3304 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3307 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3308 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3309 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3310 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3311 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3312 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3313 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3314 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3315 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3316 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3317 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3318 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3319 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3320 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3321 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3322 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3323 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3324 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3325 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3326 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3327 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3328 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3329 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3330 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3331 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3332 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3333 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3334 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3336 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3337 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3338 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3339 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3340 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3341 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3342 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3343 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3344 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3345 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3346 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3347 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3348 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3349 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3350 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3351 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3352 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3353 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3354 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3355 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3356 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3357 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3358 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3359 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3360 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3361 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3362 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3363 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3372 display_player_equippy(row-2, col+13, 0);
3373 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3376 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3377 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3378 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3379 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3380 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3381 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3382 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3383 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3384 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3385 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3386 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3387 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3388 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3389 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3390 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3391 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3392 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3393 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3394 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3396 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3397 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3398 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3399 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3400 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3401 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3402 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3403 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3404 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3405 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3406 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3407 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3408 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3409 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3410 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3411 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3412 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3413 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3414 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3421 col = col + 12 + 17;
3423 display_player_equippy(row-2, col+14, 0);
3425 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3428 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3429 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3430 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3431 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3432 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3433 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3435 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3436 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3437 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3438 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3439 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3440 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3442 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3443 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3444 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3445 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3447 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3448 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3449 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3450 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3451 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3452 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3454 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3455 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3456 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3457 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3458 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3459 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3461 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3462 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3463 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3464 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3471 * @brief プレイヤーの特性フラグ一覧表示2a /
3472 * Special display, part 2a
3475 static void display_player_misc_info(void)
3480 /* Display basics */
3482 put_str("名前 :", 1, 26);
3483 put_str("性別 :", 3, 1);
3484 put_str("種族 :", 4, 1);
3485 put_str("職業 :", 5, 1);
3487 put_str("Name :", 1, 26);
3488 put_str("Sex :", 3, 1);
3489 put_str("Race :", 4, 1);
3490 put_str("Class :", 5, 1);
3493 strcpy(tmp,ap_ptr->title);
3500 strcat(tmp,p_ptr->name);
3502 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3503 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3504 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3505 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3507 /* Display extras */
3509 put_str("レベル:", 6, 1);
3510 put_str("HP :", 7, 1);
3511 put_str("MP :", 8, 1);
3513 put_str("Level :", 6, 1);
3514 put_str("Hits :", 7, 1);
3515 put_str("Mana :", 8, 1);
3519 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3520 c_put_str(TERM_L_BLUE, buf, 6, 9);
3521 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3522 c_put_str(TERM_L_BLUE, buf, 7, 9);
3523 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3524 c_put_str(TERM_L_BLUE, buf, 8, 9);
3529 * @brief プレイヤーの特性フラグ一覧表示2b /
3530 * Special display, part 2b
3534 * How to print out the modifications and sustains.
3535 * Positive mods with no sustain will be light green.
3536 * Positive mods with a sustain will be dark green.
3537 * Sustains (with no modification) will be a dark green 's'.
3538 * Negative mods (from a curse) will be red.
3539 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3540 * No mod, no sustain, will be a slate '.'
3543 static void display_player_stat_info(player_type *creature_ptr)
3550 BIT_FLAGS flgs[TR_FLAG_SIZE];
3564 /* Print out the labels for the columns */
3565 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col+1);
3566 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col+7);
3567 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col+13);
3568 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col+28);
3569 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col+35);
3571 /* Display the stats */
3572 for (i = 0; i < A_MAX; i++)
3576 if (creature_ptr->mimic_form) r_adj = mimic_info[creature_ptr->mimic_form].r_adj[i];
3577 else r_adj = rp_ptr->r_adj[i];
3579 /* Calculate equipment adjustment */
3582 /* Icky formula to deal with the 18 barrier */
3583 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] > 18))
3584 e_adj = (creature_ptr->stat_top[i] - creature_ptr->stat_max[i]) / 10;
3585 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] <= 18))
3586 e_adj = creature_ptr->stat_top[i] - creature_ptr->stat_max[i];
3587 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] > 18))
3588 e_adj = (creature_ptr->stat_top[i] - 18) / 10 - creature_ptr->stat_max[i] + 18;
3590 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] <= 18))
3591 e_adj = creature_ptr->stat_top[i] - (creature_ptr->stat_max[i] - 19) / 10 - 19;
3593 if (PRACE_IS_(creature_ptr, RACE_ENT))
3599 if (creature_ptr->lev > 25) r_adj++;
3600 if (creature_ptr->lev > 40) r_adj++;
3601 if (creature_ptr->lev > 45) r_adj++;
3604 if (creature_ptr->lev > 25) r_adj--;
3605 if (creature_ptr->lev > 40) r_adj--;
3606 if (creature_ptr->lev > 45) r_adj--;
3612 e_adj -= cp_ptr->c_adj[i];
3613 e_adj -= ap_ptr->a_adj[i];
3615 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
3616 /* Reduced name of stat */
3617 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3619 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3622 /* Internal "natural" max value. Maxes at 18/100 */
3623 /* This is useful to see if you are maxed out */
3624 cnv_stat(creature_ptr->stat_max[i], buf);
3625 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
3627 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3629 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3631 /* Race, class, and equipment modifiers */
3632 (void)sprintf(buf, "%3d", r_adj);
3633 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3634 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3635 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3636 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3637 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3638 (void)sprintf(buf, "%3d", (int)e_adj);
3639 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3641 /* Actual maximal modified value */
3642 cnv_stat(creature_ptr->stat_top[i], buf);
3643 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3645 /* Only display stat_use if not maximal */
3646 if (creature_ptr->stat_use[i] < creature_ptr->stat_top[i])
3648 cnv_stat(creature_ptr->stat_use[i], buf);
3649 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3654 col = stat_col + 41;
3656 /* Header and Footer */
3657 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3658 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3660 /* Process equipment */
3661 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3663 o_ptr = &creature_ptr->inventory_list[i];
3665 /* Acquire "known" flags */
3666 object_flags_known(o_ptr, flgs);
3668 /* Initialize color based of sign of pval. */
3669 for (stat = 0; stat < A_MAX; stat++)
3676 if (have_flag(flgs, stat))
3682 if (o_ptr->pval > 0)
3688 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3691 if (have_flag(flgs, stat + TR_SUST_STR))
3693 /* Dark green for sustained stats */
3698 if (o_ptr->pval < 0)
3704 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3709 else if (have_flag(flgs, stat + TR_SUST_STR))
3711 /* Dark green "s" */
3716 /* Dump proper character */
3717 Term_putch(col, row + stat+1, a, c);
3728 for (stat = 0; stat < A_MAX; stat++)
3735 if (creature_ptr->muta3 || creature_ptr->tsuyoshi)
3741 if (creature_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3742 if (creature_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3743 if (creature_ptr->tsuyoshi) dummy += 4;
3745 else if (stat == A_WIS || stat == A_INT)
3747 if (creature_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3748 if (creature_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3750 else if (stat == A_DEX)
3752 if (creature_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3753 if (creature_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3754 if (creature_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3756 else if (stat == A_CON)
3758 if (creature_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3759 if (creature_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3760 if (creature_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3761 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3762 if (creature_ptr->tsuyoshi) dummy += 4;
3764 else if (stat == A_CHR)
3766 if (creature_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3767 if (creature_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3768 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3769 if (creature_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3770 if (creature_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3771 if (creature_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3787 if (dummy < 10) c = '0' + dummy;
3797 if (dummy > -10) c = '0' - dummy;
3804 if (have_flag(flgs, stat + TR_SUST_STR))
3806 /* Dark green "s" */
3813 Term_putch(col, row + stat+1, a, c);
3819 * @brief プレイヤーのステータス表示メイン処理
3820 * Display the character on the screen (various modes)
3821 * @param mode 表示モードID
3825 * The top one and bottom two lines are left blank.
3826 * Mode 0 = standard display with skills
3827 * Mode 1 = standard display with history
3828 * Mode 2 = summary of various things
3829 * Mode 3 = summary of various things (part 2)
3830 * Mode 4 = mutations
3833 void display_player(player_type *creature_ptr, int mode)
3839 if ((creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3) && display_mutations)
3848 if ((mode == 0) || (mode == 1))
3850 /* Name, Sex, Race, Class */
3852 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", creature_ptr->name);
3854 sprintf(tmp, "%s %s", ap_ptr->title, creature_ptr->name);
3857 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3858 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3859 display_player_one_line(ENTRY_RACE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3860 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3862 if (creature_ptr->realm1)
3864 if (creature_ptr->realm2)
3865 sprintf(tmp, "%s, %s", realm_names[creature_ptr->realm1], realm_names[creature_ptr->realm2]);
3867 strcpy(tmp, realm_names[creature_ptr->realm1]);
3868 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3871 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
3872 display_player_one_line(ENTRY_PATRON, chaos_patrons[creature_ptr->chaos_patron], TERM_L_BLUE);
3874 /* Age, Height, Weight, Social */
3875 /* 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 */
3877 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)creature_ptr->age), TERM_L_BLUE);
3878 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((creature_ptr->ht*254)/100)), TERM_L_BLUE);
3879 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((creature_ptr->wt*4536)/10000)), TERM_L_BLUE);
3880 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)creature_ptr->sc), TERM_L_BLUE);
3882 display_player_one_line(ENTRY_AGE, format("%d" ,(int)creature_ptr->age), TERM_L_BLUE);
3883 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)creature_ptr->ht), TERM_L_BLUE);
3884 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)creature_ptr->wt), TERM_L_BLUE);
3885 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)creature_ptr->sc), TERM_L_BLUE);
3887 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment(creature_ptr)), TERM_L_BLUE);
3890 /* Display the stats */
3891 for (i = 0; i < A_MAX; i++)
3893 /* Special treatment of "injured" stats */
3894 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
3898 /* Use lowercase stat name */
3899 put_str(stat_names_reduced[i], 3 + i, 53);
3901 /* Get the current stat */
3902 value = creature_ptr->stat_use[i];
3904 /* Obtain the current stat (modified) */
3905 cnv_stat(value, buf);
3907 /* Display the current stat (modified) */
3908 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3910 /* Acquire the max stat */
3911 value = creature_ptr->stat_top[i];
3913 /* Obtain the maximum stat (modified) */
3914 cnv_stat(value, buf);
3916 /* Display the maximum stat (modified) */
3917 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3920 /* Normal treatment of "normal" stats */
3923 /* Assume uppercase stat name */
3924 put_str(stat_names[i], 3 + i, 53);
3926 /* Obtain the current stat (modified) */
3927 cnv_stat(creature_ptr->stat_use[i], buf);
3929 /* Display the current stat (modified) */
3930 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3933 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
3935 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3939 /* Display "history" info */
3943 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3945 for (i = 0; i < 4; i++)
3947 put_str(creature_ptr->history[i], i + 12, 10);
3952 if (creature_ptr->is_dead)
3954 if (creature_ptr->total_winner)
3957 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(creature_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3959 sprintf(statmsg, "...You %s after the winning.", streq(creature_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3962 else if (!current_floor_ptr->dun_level)
3965 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), creature_ptr->died_from);
3967 sprintf(statmsg, "...You were killed by %s in %s.", creature_ptr->died_from, map_name());
3970 else if (creature_ptr->inside_quest && is_fixed_quest_idx(creature_ptr->inside_quest))
3972 /* Get the quest text */
3973 /* Bewere that INIT_ASSIGN resets the cur_num. */
3974 init_flags = INIT_NAME_ONLY;
3976 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3979 sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[creature_ptr->inside_quest].name, creature_ptr->died_from);
3981 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", creature_ptr->died_from, quest[creature_ptr->inside_quest].name);
3987 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, creature_ptr->died_from);
3989 sprintf(statmsg, "...You were killed by %s on level %d of %s.", creature_ptr->died_from, current_floor_ptr->dun_level, map_name());
3993 else if (current_world_ptr->character_dungeon)
3995 if (!current_floor_ptr->dun_level)
3997 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
3999 else if (creature_ptr->inside_quest && is_fixed_quest_idx(creature_ptr->inside_quest))
4001 /* Clear the text */
4002 /* Must be done before doing INIT_SHOW_TEXT */
4003 for (i = 0; i < 10; i++)
4005 quest_text[i][0] = '\0';
4007 quest_text_line = 0;
4009 /* Get the quest text */
4010 init_flags = INIT_NAME_ONLY;
4012 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
4014 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[creature_ptr->inside_quest].name);
4019 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);
4021 sprintf(statmsg, "...Now, you are exploring level %d of %s.", current_floor_ptr->dun_level, map_name());
4028 char temp[64*2], *t;
4029 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4031 for(i=0 ; i<2 ; i++)
4037 put_str(t, i + 5 + 12, 10);
4045 /* Display "various" info */
4048 display_player_middle(creature_ptr);
4049 display_player_various();
4056 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4059 display_player_misc_info();
4060 display_player_stat_info(creature_ptr);
4061 display_player_flag_info();
4067 display_player_other_flag_info();
4072 do_cmd_knowledge_mutations(creature_ptr);
4077 * @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
4078 * @param fff ファイルポインタ
4081 static void dump_aux_display_player(FILE *fff)
4088 display_player(p_ptr, 0);
4090 /* Dump part of the screen */
4091 for (y = 1; y < 22; y++)
4094 for (x = 0; x < 79; x++)
4096 /* Get the attr/char */
4097 (void)(Term_what(x, y, &a, &c));
4103 /* End the string */
4106 /* Kill trailing spaces */
4107 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4110 fprintf(fff, _("%s\n", "%s\n"), buf);
4113 /* Display history */
4114 display_player(p_ptr, 1);
4116 /* Dump part of the screen */
4117 for (y = 10; y < 19; y++)
4120 for (x = 0; x < 79; x++)
4122 /* Get the attr/char */
4123 (void)(Term_what(x, y, &a, &c));
4129 /* End the string */
4132 /* Kill trailing spaces */
4133 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4136 fprintf(fff, "%s\n", buf);
4141 /* Display flags (part 1) */
4142 display_player(p_ptr, 2);
4144 /* Dump part of the screen */
4145 for (y = 2; y < 22; y++)
4148 for (x = 0; x < 79; x++)
4150 /* Get the attr/char */
4151 (void)(Term_what(x, y, &a, &c));
4153 /* Dump it (Ignore equippy tile graphic) */
4160 /* End the string */
4163 /* Kill trailing spaces */
4164 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4167 fprintf(fff, "%s\n", buf);
4172 /* Display flags (part 2) */
4173 display_player(p_ptr, 3);
4175 /* Dump part of the screen */
4176 for (y = 1; y < 22; y++)
4179 for (x = 0; x < 79; x++)
4181 /* Get the attr/char */
4182 (void)(Term_what(x, y, &a, &c));
4184 /* Dump it (Ignore equippy tile graphic) */
4191 /* End the string */
4194 /* Kill trailing spaces */
4195 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4198 fprintf(fff, "%s\n", buf);
4206 * @brief プレイヤーのペット情報をファイルにダンプする
4207 * @param fff ファイルポインタ
4210 static void dump_aux_pet(FILE *fff)
4214 bool pet_settings = FALSE;
4215 GAME_TEXT pet_name[MAX_NLEN];
4217 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
4219 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
4221 if (!monster_is_valid(m_ptr)) continue;
4222 if (!is_pet(m_ptr)) continue;
4223 pet_settings = TRUE;
4224 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4227 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4230 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4231 fprintf(fff, "%s\n", pet_name);
4236 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4238 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4239 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4241 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4242 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4244 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4245 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4247 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4248 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4250 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4251 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4253 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"),
4254 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4262 * @brief プレイヤーの職業能力情報をファイルにダンプする
4263 * @param fff ファイルポインタ
4266 static void dump_aux_class_special(FILE *fff)
4268 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4275 int spellnum[MAX_MONSPELLS];
4276 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4281 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4283 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4288 set_rf_masks(&f4, &f5, &f6, j);
4291 case MONSPELL_TYPE_BOLT:
4292 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4295 case MONSPELL_TYPE_BALL:
4296 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4299 case MONSPELL_TYPE_BREATH:
4300 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4303 case MONSPELL_TYPE_SUMMON:
4304 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4307 case MONSPELL_TYPE_OTHER:
4308 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4312 for (i = 0, num = 0; i < 32; i++)
4314 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4318 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4322 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4327 strcat(p[col], " ");
4329 for (i = 0; i < num; i++)
4331 if (p_ptr->magic_num2[spellnum[i]])
4334 /* Dump blue magic */
4335 l1 = strlen(p[col]);
4336 l2 = strlen(monster_powers_short[spellnum[i]]);
4337 if ((l1 + l2) >= 75)
4339 strcat(p[col], "\n");
4341 strcat(p[col], " ");
4343 strcat(p[col], monster_powers_short[spellnum[i]]);
4344 strcat(p[col], ", ");
4350 strcat(p[col], _("なし", "None"));
4354 if (p[col][strlen(p[col])-2] == ',')
4356 p[col][strlen(p[col])-2] = '\0';
4360 p[col][strlen(p[col])-10] = '\0';
4364 strcat(p[col], "\n");
4367 for (i=0;i<=col;i++)
4372 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4374 char s[EATER_EXT][MAX_NLEN];
4375 OBJECT_TYPE_VALUE tval = 0;
4377 KIND_OBJECT_IDX k_idx;
4378 OBJECT_SUBTYPE_VALUE i;
4381 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4383 for (ext = 0; ext < 3; ext++)
4387 /* Dump an extent name */
4392 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4396 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4400 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4404 /* Get magic device names that were eaten */
4405 for (i = 0; i < EATER_EXT; i++)
4407 int idx = EATER_EXT * ext + i;
4409 magic_num = p_ptr->magic_num2[idx];
4410 if (!magic_num) continue;
4412 k_idx = lookup_kind(tval, i);
4413 if (!k_idx) continue;
4414 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4418 /* Dump magic devices in this extent */
4421 for (i = 0; i < eat_num; i++)
4424 if (i % 3 < 2) fputs(" ", fff);
4425 else fputs("\n", fff);
4428 if (i % 3 > 0) fputs("\n", fff);
4430 else /* Not found */
4432 fputs(_(" (なし)\n", " (none)\n"), fff);
4436 else if (p_ptr->pclass == CLASS_SMITH)
4438 int i, id[250], n = 0, row;
4440 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4441 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4442 "Essence Num Essence Num Essence Num "));
4443 for (i = 0; essence_name[i]; i++)
4445 if (!essence_name[i][0]) continue;
4452 for (i = 0; i < row; i++)
4455 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4456 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4457 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4467 * @brief クエスト情報をファイルにダンプする
4468 * @param fff ファイルポインタ
4471 static void dump_aux_quest(FILE *fff)
4474 QUEST_IDX *quest_num;
4477 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4479 /* Allocate Memory */
4480 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4482 /* Sort by compete level */
4483 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4484 ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
4486 /* Dump Quest Information */
4488 do_cmd_knowledge_quests_completed(fff, quest_num);
4490 do_cmd_knowledge_quests_failed(fff, quest_num);
4494 C_KILL(quest_num, max_q_idx, QUEST_IDX);
4499 * @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
4500 * @param fff ファイルポインタ
4503 static void dump_aux_last_message(FILE *fff)
4507 if (!p_ptr->total_winner)
4511 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4512 for (i = MIN(message_num(), 30); i >= 0; i--)
4514 fprintf(fff,"> %s\n",message_str((s16b)i));
4519 /* Hack -- *Winning* message */
4520 else if (p_ptr->last_message)
4522 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4523 fprintf(fff," %s\n", p_ptr->last_message);
4530 * @brief 帰還場所情報をファイルにダンプする
4531 * @param fff ファイルポインタ
4534 static void dump_aux_recall(FILE *fff)
4537 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4539 for (y = 1; y < max_d_idx; y++)
4543 if (!d_info[y].maxdepth) continue;
4544 if (!max_dlv[y]) continue;
4545 if (d_info[y].final_guardian)
4547 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4549 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4551 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4552 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4558 * @brief オプション情報をファイルにダンプする
4559 * @param fff ファイルポインタ
4562 static void dump_aux_options(FILE *fff)
4564 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4567 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4570 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4572 if (ironman_small_levels)
4573 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4574 else if (always_small_levels)
4575 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4576 else if (small_levels)
4577 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4579 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4583 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4585 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4589 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4591 if (ironman_downward)
4592 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4595 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4597 if (ironman_nightmare)
4598 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4601 if (ironman_empty_levels)
4602 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4603 else if (empty_levels)
4604 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4606 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4611 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"));
4618 * @brief 闘技場の情報をファイルにダンプする
4619 * @param fff ファイルポインタ
4622 static void dump_aux_arena(FILE *fff)
4624 if (lite_town || vanilla_town) return;
4626 if (p_ptr->arena_number < 0)
4628 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4630 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4635 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4636 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4638 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4639 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4640 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4644 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4646 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4648 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4650 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4655 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4657 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");
4666 * @brief 撃破モンスターの情報をファイルにダンプする
4667 * @param fff ファイルポインタ
4670 static void dump_aux_monsters(FILE *fff)
4672 /* Monsters slain */
4675 long uniq_total = 0;
4676 long norm_total = 0;
4679 /* Sort by monster level */
4682 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4684 /* Allocate the "who" array */
4685 C_MAKE(who, max_r_idx, MONRACE_IDX);
4687 /* Count monster kills */
4688 for (k = 1; k < max_r_idx; k++)
4690 monster_race *r_ptr = &r_info[k];
4692 /* Ignore unused index */
4693 if (!r_ptr->name) continue;
4695 if (r_ptr->flags1 & RF1_UNIQUE)
4697 bool dead = (r_ptr->max_num == 0);
4702 /* Add a unique monster to the list */
4703 who[uniq_total++] = k;
4708 if (r_ptr->r_pkills > 0)
4710 norm_total += r_ptr->r_pkills;
4716 /* No monsters is defeated */
4719 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4722 /* Defeated more than one normal monsters */
4723 else if (uniq_total == 0)
4726 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4728 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4732 /* Defeated more than one unique monsters */
4733 else /* if (uniq_total > 0) */
4736 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);
4738 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"));
4741 /* Sort the array by dungeon depth of monsters */
4742 ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
4743 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));
4746 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4748 monster_race *r_ptr = &r_info[who[k]];
4749 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4754 /* Free the "who" array */
4755 C_KILL(who, max_r_idx, s16b);
4760 * @brief 元種族情報をファイルにダンプする
4761 * @param fff ファイルポインタ
4764 static void dump_aux_race_history(FILE *fff)
4766 if (p_ptr->old_race1 || p_ptr->old_race2)
4770 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);
4771 for (i = 0; i < MAX_RACES; i++)
4773 if (p_ptr->start_race == i) continue;
4776 if (!(p_ptr->old_race1 & 1L << i)) continue;
4780 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4782 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4791 * @brief 元魔法領域情報をファイルにダンプする
4792 * @param fff ファイルポインタ
4795 static void dump_aux_realm_history(FILE *fff)
4797 if (p_ptr->old_realm)
4802 for (i = 0; i < MAX_MAGIC; i++)
4804 if (!(p_ptr->old_realm & 1L << i)) continue;
4805 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]);
4813 * @brief 徳の情報をファイルにダンプする
4814 * @param fff ファイルポインタ
4817 static void dump_aux_virtues(FILE *fff)
4821 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4823 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4824 (2 * p_ptr->hitdie +
4825 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4828 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4829 else fprintf(fff, "現在の体力ランク : ???\n\n");
4830 fprintf(fff, "能力の最大値\n");
4832 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4833 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4834 fprintf(fff, "Limits of maximum stats\n");
4836 for (v_nr = 0; v_nr < A_MAX; v_nr++)
4838 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);
4839 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4842 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment(p_ptr));
4844 dump_virtues(p_ptr, fff);
4849 * @brief 突然変異の情報をファイルにダンプする
4850 * @param fff ファイルポインタ
4853 static void dump_aux_mutations(FILE *fff)
4855 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4857 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4858 dump_mutations(p_ptr, fff);
4864 * @brief 所持品の情報をファイルにダンプする
4865 * @param fff ファイルポインタ
4868 static void dump_aux_equipment_inventory(FILE *fff)
4871 GAME_TEXT o_name[MAX_NLEN];
4873 /* Dump the equipment */
4874 if (p_ptr->equip_cnt)
4876 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4877 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4879 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4880 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4881 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4883 fprintf(fff, "%c) %s\n",
4884 index_to_label(i), o_name);
4886 fprintf(fff, "\n\n");
4889 /* Dump the p_ptr->inventory_list */
4890 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4892 for (i = 0; i < INVEN_PACK; i++)
4894 /* Don't dump the empty slots */
4895 if (!p_ptr->inventory_list[i].k_idx) break;
4897 /* Dump the p_ptr->inventory_list slots */
4898 object_desc(o_name, &p_ptr->inventory_list[i], 0);
4899 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4902 /* Add an empty line */
4903 fprintf(fff, "\n\n");
4908 * @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
4909 * @param fff ファイルポインタ
4912 static void dump_aux_home_museum(FILE *fff)
4914 GAME_TEXT o_name[MAX_NLEN];
4917 /* Do we need it?? */
4918 /* process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x); */
4920 /* Print the home */
4921 st_ptr = &town_info[1].store[STORE_HOME];
4923 /* Home -- if anything there */
4924 if (st_ptr->stock_num)
4929 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4931 /* Dump all available items */
4932 for (i = 0; i < st_ptr->stock_num; i++)
4935 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4936 object_desc(o_name, &st_ptr->stock[i], 0);
4937 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4940 /* Add an empty line */
4941 fprintf(fff, "\n\n");
4945 /* Print the home */
4946 st_ptr = &town_info[1].store[STORE_MUSEUM];
4948 /* Home -- if anything there */
4949 if (st_ptr->stock_num)
4954 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4956 /* Dump all available items */
4957 for (i = 0; i < st_ptr->stock_num; i++)
4960 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4961 object_desc(o_name, &st_ptr->stock[i], 0);
4962 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4964 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4965 object_desc(o_name, &st_ptr->stock[i], 0);
4966 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4971 /* Add an empty line */
4972 fprintf(fff, "\n\n");
4978 * @brief ダンプ出力のメインルーチン
4979 * Output the character dump to a file
4980 * @param fff ファイルポインタ
4983 errr make_character_dump(FILE *fff)
4986 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4987 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4989 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4990 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4995 dump_aux_display_player(fff);
4996 dump_aux_last_message(fff);
4997 dump_aux_options(fff);
4998 dump_aux_recall(fff);
4999 dump_aux_quest(fff);
5000 dump_aux_arena(fff);
5001 dump_aux_monsters(fff);
5002 dump_aux_virtues(fff);
5003 dump_aux_race_history(fff);
5004 dump_aux_realm_history(fff);
5005 dump_aux_class_special(fff);
5006 dump_aux_mutations(fff);
5009 dump_aux_equipment_inventory(fff);
5010 dump_aux_home_museum(fff);
5012 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
5017 * @brief プレイヤーステータスをファイルダンプ出力する
5018 * Hack -- Dump a character description file
5019 * @param name 出力ファイル名
5022 * Allow the "full" flag to dump additional info,
5023 * and trigger its usage from various places in the code.
5025 errr file_character(concptr name)
5030 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5032 /* File type is "TEXT" */
5033 FILE_TYPE(FILE_TYPE_TEXT);
5035 /* Check for existing file */
5036 fd = fd_open(buf, O_RDONLY);
5045 (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);
5048 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5051 /* Open the non-existing file */
5052 if (fd < 0) fff = my_fopen(buf, "w");
5057 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);
5065 (void)make_character_dump(fff);
5069 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."));
5078 * @brief ファイル内容の一行をコンソールに出力する
5079 * Display single line of on-line help file
5080 * @param str 出力する文字列
5086 * You can insert some special color tag to change text color.
5088 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5089 * A colored segment is between "[[[[y|" and the last "|".
5090 * You can use any single character in place of the "|".
5093 static void show_file_aux_line(concptr str, int cy, concptr shower)
5095 static const char tag_str[] = "[[[[";
5096 byte color = TERM_WHITE;
5104 /* Make a lower case version of str for searching */
5109 /* Initial cursor position */
5110 Term_gotoxy(cx, cy);
5112 for (i = 0; str[i];)
5114 int len = strlen(&str[i]);
5115 int showercol = len + 1;
5116 int bracketcol = len + 1;
5120 /* Search for a shower string in the line */
5123 ptr = my_strstr(&lcstr[i], shower);
5124 if (ptr) showercol = ptr - &lcstr[i];
5127 /* Search for a color segment tag */
5128 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5129 if (ptr) bracketcol = ptr - &str[i];
5131 /* A color tag is found */
5132 if (bracketcol < endcol) endcol = bracketcol;
5134 /* The shower string is found before the color tag */
5135 if (showercol < endcol) endcol = showercol;
5137 /* Print a segment of the line */
5138 Term_addstr(endcol, color, &str[i]);
5142 /* Shower string? */
5143 if (endcol == showercol)
5145 int showerlen = strlen(shower);
5147 /* Print the shower string in yellow */
5148 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5153 /* Colored segment? */
5154 else if (endcol == bracketcol)
5158 /* Found the end of colored segment */
5161 /* Now looking for an another tag_str */
5164 /* Set back to the default color */
5169 /* Found a tag_str, and get a tag color */
5170 i += sizeof(tag_str)-1;
5173 color = color_char_to_attr(str[i]);
5175 /* Illegal color tag */
5176 if (color == 255 || str[i+1] == '\0')
5178 /* Illegal color tag */
5181 /* Print the broken tag as a string */
5182 Term_addstr(-1, TERM_WHITE, tag_str);
5183 cx += sizeof(tag_str)-1;
5187 /* Skip the color tag */
5190 /* Now looking for a close tag */
5193 /* Skip the close-tag-indicator */
5199 } /* for (i = 0; str[i];) */
5201 /* Clear rest of line */
5202 Term_erase(cx, cy, 255);
5207 * @brief ファイル内容をコンソールに出力する
5208 * Recursive file perusal.
5209 * @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
5210 * @param name ファイル名の文字列
5211 * @param what 内容キャプションの文字列
5212 * @param line 表示の現在行
5217 * Process various special text in the input file, including
5218 * the "menu" structures used by the "help file" system.
5219 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5222 bool show_file(bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
5226 /* Number of "real" lines passed by */
5229 /* Number of "real" lines in the file */
5232 /* Backup value for "line" */
5235 /* This screen has sub-screens */
5238 /* Current help file */
5241 /* Find this string (if any) */
5242 concptr find = NULL;
5244 /* Jump to this tag */
5247 /* Hold strings to find/show */
5248 char finder_str[81];
5249 char shower_str[81];
5252 /* String to show */
5253 concptr shower = NULL;
5256 char filename[1024];
5258 /* Describe this thing */
5264 /* General buffer */
5267 /* Sub-menu information */
5270 bool reverse = (line < 0);
5274 Term_get_size(&wid, &hgt);
5277 strcpy(finder_str, "");
5278 strcpy(shower_str, "");
5279 strcpy(caption, "");
5280 for (i = 0; i < 68; i++)
5285 strcpy(filename, name);
5287 n = strlen(filename);
5289 /* Extract the tag from the filename */
5290 for (i = 0; i < n; i++)
5292 if (filename[i] == '#')
5295 tag = filename + i + 1;
5300 /* Redirect the name */
5305 strcpy(caption, what);
5307 fff = my_fopen(path, "r");
5310 /* Look in "help" */
5313 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5314 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5315 fff = my_fopen(path, "r");
5318 /* Look in "info" */
5321 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5322 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5323 fff = my_fopen(path, "r");
5326 /* Look in "info" */
5329 path_build(path, sizeof(path), ANGBAND_DIR, name);
5331 for (i = 0; path[i]; i++)
5332 if ('\\' == path[i])
5333 path[i] = PATH_SEP[0];
5335 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5336 fff = my_fopen(path, "r");
5341 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5348 /* Pre-Parse the file */
5353 /* Read a line or stop */
5354 if (my_fgets(fff, buf, sizeof(buf))) break;
5356 /* XXX Parse "menu" items */
5357 if (prefix(str, "***** "))
5359 /* Notice "menu" requests */
5360 if ((str[6] == '[') && isalpha(str[7]))
5362 /* Extract the menu item */
5363 int k = str[7] - 'A';
5365 /* This is a menu file */
5368 if ((str[8] == ']') && (str[9] == ' '))
5370 /* Extract the menu item */
5371 strncpy(hook[k], str + 10, 31);
5373 /* Make sure it's null-terminated */
5377 /* Notice "tag" requests */
5378 else if (str[6] == '<')
5380 size_t len = strlen(str);
5382 if (str[len - 1] == '>')
5384 str[len - 1] = '\0';
5385 if (tag && streq(str + 7, tag)) line = next;
5393 /* Count the "real" lines */
5397 /* Save the number of "real" lines */
5400 /* start from bottom when reverse mode */
5401 if (line == -1) line = ((size-1)/rows)*rows;
5404 /* Display the file */
5407 /* Restart when necessary */
5408 if (line >= size - rows) line = size - rows;
5409 if (line < 0) line = 0;
5411 /* Re-open the file if needed */
5416 /* Hack -- Re-Open the file */
5417 fff = my_fopen(path, "r");
5419 if (!fff) return (FALSE);
5421 /* File has been restarted */
5425 /* Goto the selected line */
5429 if (my_fgets(fff, buf, sizeof(buf))) break;
5431 /* Skip tags/links */
5432 if (prefix(buf, "***** ")) continue;
5434 /* Count the lines */
5438 /* Dump the next 20, or rows, lines of the file */
5439 for (i = 0; i < rows; )
5443 /* Hack -- track the "first" line */
5444 if (!i) line = next;
5446 /* Get a line of the file or stop */
5447 if (my_fgets(fff, buf, sizeof(buf))) break;
5449 /* Hack -- skip "special" lines */
5450 if (prefix(buf, "***** ")) continue;
5452 /* Count the "real" lines */
5455 /* Hack -- keep searching */
5460 /* Make a lower case version of str for searching */
5461 strcpy(lc_buf, str);
5462 str_tolower(lc_buf);
5464 if (!my_strstr(lc_buf, find)) continue;
5467 /* Hack -- stop searching */
5471 show_file_aux_line(str, i + 2, shower);
5473 /* Count the printed lines */
5479 /* Clear rest of line */
5480 Term_erase(0, i + 2, 255);
5485 /* Hack -- failed search */
5495 /* Show a general "title" */
5498 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5499 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5500 caption, line, size), 0, 0);
5504 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5505 caption, line, size), 0, 0);
5508 /* Prompt -- small files */
5512 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5515 /* Prompt -- large files */
5520 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5522 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5524 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5528 /* Get a special key code */
5529 skey = inkey_special(TRUE);
5533 /* Show the help for the help */
5535 /* Hack - prevent silly recursion */
5536 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5537 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5540 /* Hack -- try showing */
5543 prt(_("強調: ", "Show: "), hgt - 1, 0);
5545 strcpy(back_str, shower_str);
5546 if (askfor(shower_str, 80))
5550 /* Make it lowercase */
5551 str_tolower(shower_str);
5554 shower = shower_str;
5556 else shower = NULL; /* Stop showing */
5558 else strcpy(shower_str, back_str);
5561 /* Hack -- try finding */
5565 prt(_("検索: ", "Find: "), hgt - 1, 0);
5567 strcpy(back_str, finder_str);
5568 if (askfor(finder_str, 80))
5577 /* Make finder lowercase */
5578 str_tolower(finder_str);
5581 shower = finder_str;
5583 else shower = NULL; /* Stop showing */
5585 else strcpy(finder_str, back_str);
5588 /* Hack -- go to a specific line */
5592 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5595 if (askfor(tmp, 80)) line = atoi(tmp);
5599 /* Hack -- go to the top line */
5604 /* Hack -- go to the bottom line */
5606 line = ((size - 1) / rows) * rows;
5609 /* Hack -- go to a specific file */
5613 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5614 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5616 if (askfor(tmp, 80))
5618 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5623 /* Allow backing up */
5625 line = line + (reverse ? rows : -rows);
5626 if (line < 0) line = 0;
5632 if (line < 0) line = 0;
5635 /* Advance a single line */
5638 line = line + (reverse ? -1 : 1);
5639 if (line < 0) line = 0;
5642 /* Move up / down */
5646 if (line < 0) line = 0;
5654 /* Advance one page */
5656 line = line + (reverse ? -rows : rows);
5657 if (line < 0) line = 0;
5666 /* Recurse on numbers */
5671 if (!(skey & SKEY_MASK) && isalpha(skey))
5674 if ((key > -1) && hook[key][0])
5676 /* Recurse on that file */
5677 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5682 /* Hack, dump to file */
5691 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5693 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5695 /* Hack -- Re-Open the file */
5696 fff = my_fopen(path, "r");
5698 ffp = my_fopen(buff, "w");
5702 msg_print(_("ファイルを開けません。", "Failed to open file."));
5707 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5708 my_fputs(ffp, xtmp, 80);
5709 my_fputs(ffp, "\n", 80);
5711 while (!my_fgets(fff, buff, sizeof(buff)))
5712 my_fputs(ffp, buff, 80);
5716 /* Hack -- Re-Open the file */
5717 fff = my_fopen(path, "r");
5720 /* Return to last screen */
5721 if ((skey == ESCAPE) || (skey == '<')) break;
5723 /* Exit on the ^q */
5724 if (skey == KTRL('q')) skey = 'q';
5726 /* Exit on the q key */
5727 if (skey == 'q') break;
5732 if (skey == 'q') return (FALSE);
5740 * @brief ヘルプを表示するコマンドのメインルーチン
5741 * Peruse the On-Line-Help
5745 void do_cmd_help(void)
5749 /* Peruse the main help file */
5750 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5756 * @brief プレイヤーの名前をチェックして修正する
5757 * Process the player name.
5758 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5761 * Extract a clean "base name".
5762 * Build the savefile name if needed.
5764 void process_player_name(bool sf)
5767 char old_player_base[32] = "";
5769 if (current_world_ptr->character_generated) strcpy(old_player_base, p_ptr->base_name);
5771 /* Cannot be too long */
5772 #if defined(MACINTOSH) || defined(ACORN)
5773 if (strlen(p_ptr->name) > 15)
5776 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5780 /* Cannot contain "icky" characters */
5781 for (i = 0; p_ptr->name[i]; i++)
5783 /* No control characters */
5785 if (iskanji(p_ptr->name[i])){i++;continue;}
5786 if (iscntrl( (unsigned char)p_ptr->name[i]))
5788 if (iscntrl(p_ptr->name[i]))
5792 /* Illegal characters */
5793 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);
5800 /* Extract "useful" letters */
5801 for (i = 0; p_ptr->name[i]; i++)
5804 unsigned char c = p_ptr->name[i];
5806 char c = p_ptr->name[i];
5810 /* Convert "dot" to "underscore" */
5811 if (c == '.') c = '_';
5813 /* Accept all the letters */
5814 p_ptr->base_name[k++] = c;
5819 /* Extract "useful" letters */
5820 for (i = 0; p_ptr->name[i]; i++)
5823 unsigned char c = p_ptr->name[i];
5825 char c = p_ptr->name[i];
5828 /* Accept some letters */
5831 if(k + 2 >= sizeof(p_ptr->base_name) || !p_ptr->name[i+1]) break;
5832 p_ptr->base_name[k++] = c;
5834 p_ptr->base_name[k++] = p_ptr->name[i];
5837 else if (iskana(c)) p_ptr->base_name[k++] = c;
5841 /* Convert path separator to underscore */
5842 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5843 p_ptr->base_name[k++] = '_';
5844 i += strlen(PATH_SEP);
5846 /* Convert some characters to underscore */
5847 #if defined(WINDOWS)
5848 else if (my_strchr("\"*,/:;<>?\\|", c)) p_ptr->base_name[k++] = '_';
5850 else if (isprint(c)) p_ptr->base_name[k++] = c;
5856 p_ptr->base_name[k] = '\0';
5858 /* Require a "base" name */
5859 if (!p_ptr->base_name[0]) strcpy(p_ptr->base_name, "PLAYER");
5862 #ifdef SAVEFILE_MUTABLE
5868 if (!savefile_base[0] && savefile[0])
5875 t = my_strstr(s, PATH_SEP);
5880 strcpy(savefile_base, s);
5883 if (!savefile_base[0] || !savefile[0])
5886 /* Change the savefile name */
5891 strcpy(savefile_base, p_ptr->base_name);
5893 #ifdef SAVEFILE_USE_UID
5894 /* Rename the savefile, using the p_ptr->player_uid and p_ptr->base_name */
5895 (void)sprintf(temp, "%d.%s", p_ptr->player_uid, p_ptr->base_name);
5897 /* Rename the savefile, using the p_ptr->base_name */
5898 (void)sprintf(temp, "%s", p_ptr->base_name);
5900 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5903 /* Load an autopick preference file */
5904 if (current_world_ptr->character_generated)
5906 if (!streq(old_player_base, p_ptr->base_name)) autopick_load_pref(FALSE);
5912 * @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
5913 * Gets a name for the character, reacting to name changes.
5917 * Assumes that "display_player(p_ptr, 0)" has just been called
5918 * Perhaps we should NOT ask for a name (at "birth()") on
5919 * Unix machines? XXX XXX
5920 * What a horrible name for a global function.
5927 /* Save the player name */
5928 strcpy(tmp, p_ptr->name);
5930 /* Prompt for a new name */
5931 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))
5934 strcpy(p_ptr->name, tmp);
5937 if (0 == strlen(p_ptr->name))
5939 /* Use default name */
5940 strcpy(p_ptr->name, "PLAYER");
5943 strcpy(tmp,ap_ptr->title);
5950 strcat(tmp,p_ptr->name);
5952 /* Re-Draw the name (in light blue) */
5953 Term_erase(34, 1, 255);
5954 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5956 /* Erase the prompt, etc */
5963 * @brief セーブするコマンドのメインルーチン
5965 * @param is_autosave オートセーブ中の処理ならばTRUE
5969 void do_cmd_save_game(int is_autosave)
5971 /* Autosaves do not disturb */
5974 msg_print(_("自動セーブ中", "Autosaving the game..."));
5978 disturb(p_ptr, TRUE, TRUE);
5981 /* Clear messages */
5985 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
5989 /* The player is not dead */
5990 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
5992 /* Forbid suspend */
5993 signals_ignore_tstp();
5995 /* Save the player */
5998 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6001 /* Save failed (oops) */
6004 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6007 /* Allow suspend again */
6008 signals_handle_tstp();
6012 /* Note that the player is not dead */
6013 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6015 /* HACK -- don't get sanity blast on updating view */
6016 current_world_ptr->is_loading_now = FALSE;
6018 update_creature(p_ptr);
6020 /* Initialize monster process */
6023 /* HACK -- reset the hackish flag */
6024 current_world_ptr->is_loading_now = TRUE;
6029 * @brief セーブ後にゲーム中断フラグを立てる/
6030 * Save the game and exit
6034 void do_cmd_save_and_exit(void)
6036 p_ptr->playing = FALSE;
6037 p_ptr->leaving = TRUE;
6038 exe_write_diary(p_ptr, NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6042 #define GRAVE_LINE_WIDTH 31
6045 * @brief 墓石の真ん中に文字列を書き込む /
6046 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6050 static void center_string(char *buf, concptr str)
6057 /* Necessary border */
6058 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6061 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6068 * Save a "bones" file for a dead character
6071 * Note that we will not use these files until Angband 2.8.0, and
6072 * then we will only use the name and level on which death occured.
6073 * Should probably attempt some form of locking...
6076 static void make_bones(void)
6083 /* Ignore wizards and borgs */
6084 if (!(p_ptr->noscore & 0x00FF))
6086 /* Ignore people who die in town */
6087 if (current_floor_ptr->dun_level)
6092 sprintf(tmp, "bone.%03d", current_floor_ptr->dun_level);
6093 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6095 /* Attempt to open the bones file */
6096 fp = my_fopen(str, "r");
6098 /* Close it right away */
6099 if (fp) my_fclose(fp);
6101 /* Do not over-write a previous ghost */
6104 /* File type is "TEXT" */
6105 FILE_TYPE(FILE_TYPE_TEXT);
6107 /* Grab permissions */
6110 /* Try to write a new "Bones File" */
6111 fp = my_fopen(str, "w");
6113 /* Drop permissions */
6116 /* Not allowed to write it? Weird. */
6120 fprintf(fp, "%s\n", p_ptr->name);
6121 fprintf(fp, "%d\n", p_ptr->mhp);
6122 fprintf(fp, "%d\n", p_ptr->prace);
6123 fprintf(fp, "%d\n", p_ptr->pclass);
6125 /* Close and save the Bones file */
6134 * Redefinable "print_tombstone" action
6136 bool (*tombstone_aux)(void) = NULL;
6140 * @brief 墓石のアスキーアート表示 /
6141 * Display a "tomb-stone"
6144 void print_tomb(void)
6148 /* Do we use a special tombstone ? */
6151 /* Use tombstone hook */
6152 done = (*tombstone_aux)();
6155 /* Print the text-tombstone */
6164 time_t ct = time((time_t)0);
6169 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6171 /* Open the News file */
6172 fp = my_fopen(buf, "r");
6179 /* Dump the file to the screen */
6180 while (0 == my_fgets(fp, buf, sizeof(buf)))
6182 /* Display and advance */
6183 put_str(buf, i++, 0);
6191 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6204 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6207 center_string(buf, p_ptr->name);
6208 put_str(buf, 6, 11);
6211 center_string(buf, "the");
6212 put_str(buf, 7, 11);
6215 center_string(buf, p);
6216 put_str(buf, 8, 11);
6218 center_string(buf, cp_ptr->title);
6219 put_str(buf, 10, 11);
6221 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6222 center_string(buf, tmp);
6223 put_str(buf, 11, 11);
6225 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6226 center_string(buf, tmp);
6227 put_str(buf, 12, 11);
6229 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6230 center_string(buf, tmp);
6231 put_str(buf, 13, 11);
6234 /* 墓に刻む言葉をオリジナルより細かく表示 */
6235 if (streq(p_ptr->died_from, "途中終了"))
6237 strcpy(tmp, "<自殺>");
6239 else if (streq(p_ptr->died_from, "ripe"))
6241 strcpy(tmp, "引退後に天寿を全う");
6243 else if (streq(p_ptr->died_from, "Seppuku"))
6245 strcpy(tmp, "勝利の後、切腹");
6249 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6250 t = tmp + strlen(tmp) + 1;
6253 strcpy(dummy, t); /* 2nd line */
6254 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6256 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6259 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6262 char *name_head = my_strstr(tmp, "『");
6263 sprintf(dummy2, "%s%s", name_head, dummy);
6264 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6266 strcpy(dummy, dummy2);
6270 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6273 char *name_head = my_strstr(tmp, "「");
6274 sprintf(dummy2, "%s%s", name_head, dummy);
6275 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6277 strcpy(dummy, dummy2);
6281 center_string(buf, dummy);
6282 put_str(buf, 15, 11);
6286 center_string(buf, tmp);
6287 put_str(buf, 14, 11);
6289 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6291 if (current_floor_ptr->dun_level == 0)
6293 concptr field_name = p_ptr->town_num ? "街" : "荒野";
6294 if (streq(p_ptr->died_from, "途中終了"))
6296 sprintf(tmp, "%sで死んだ", field_name);
6300 sprintf(tmp, "に%sで殺された", field_name);
6305 if (streq(p_ptr->died_from, "途中終了"))
6307 sprintf(tmp, "地下 %d 階で死んだ", (int)current_floor_ptr->dun_level);
6311 sprintf(tmp, "に地下 %d 階で殺された", (int)current_floor_ptr->dun_level);
6314 center_string(buf, tmp);
6315 put_str(buf, 15 + extra_line, 11);
6318 (void)sprintf(tmp, "Killed on Level %d", current_floor_ptr->dun_level);
6319 center_string(buf, tmp);
6320 put_str(buf, 14, 11);
6322 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6323 center_string(buf, tmp);
6324 put_str(buf, 15, 11);
6325 t = tmp + strlen(tmp) + 1;
6328 strcpy(dummy, t); /* 2nd line */
6329 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6331 int dummy_len = strlen(dummy);
6332 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6334 center_string(buf, dummy);
6335 put_str(buf, 16, 11);
6339 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6340 center_string(buf, tmp);
6341 put_str(buf, 17, 11);
6342 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6348 * @brief 死亡、引退時の簡易ステータス表示 /
6349 * Display some character info
6352 void show_info(void)
6358 /* Hack -- Know everything in the inven/equip */
6359 for (i = 0; i < INVEN_TOTAL; i++)
6361 o_ptr = &p_ptr->inventory_list[i];
6362 if (!o_ptr->k_idx) continue;
6364 /* Aware and Known */
6365 object_aware(o_ptr);
6366 object_known(o_ptr);
6369 for (i = 1; i < max_towns; i++)
6371 st_ptr = &town_info[i].store[STORE_HOME];
6373 /* Hack -- Know everything in the home */
6374 for (j = 0; j < st_ptr->stock_num; j++)
6376 o_ptr = &st_ptr->stock[j];
6377 if (!o_ptr->k_idx) continue;
6379 /* Aware and Known */
6380 object_aware(o_ptr);
6381 object_known(o_ptr);
6385 /* Hack -- Recalculate bonuses */
6386 p_ptr->update |= (PU_BONUS);
6389 /* Flush all input keys */
6395 /* Describe options */
6396 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);
6397 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);
6399 /* Dump character records as requested */
6405 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6408 strcpy(out_val, "");
6410 /* Ask for filename (or abort) */
6411 if (!askfor(out_val, 60)) return;
6413 /* Return means "show on screen" */
6414 if (!out_val[0]) break;
6417 /* Dump a character file */
6418 (void)file_character(out_val);
6423 display_player(p_ptr, 0);
6425 /* Prompt for p_ptr->inventory_list */
6426 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);
6428 /* Allow abort at this point */
6429 if (inkey() == ESCAPE) return;
6432 /* Show equipment and p_ptr->inventory_list */
6434 /* Equipment -- if any */
6435 if (p_ptr->equip_cnt)
6438 (void)show_equip(0, USE_FULL, 0);
6439 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6441 if (inkey() == ESCAPE) return;
6444 /* Inventory -- if any */
6445 if (p_ptr->inven_cnt)
6448 (void)show_inven(0, USE_FULL, 0);
6449 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6451 if (inkey() == ESCAPE) return;
6454 /* Homes in the different towns */
6455 for (l = 1; l < max_towns; l++)
6457 st_ptr = &town_info[l].store[STORE_HOME];
6459 /* Home -- if anything there */
6460 if (st_ptr->stock_num)
6462 /* Display contents of the home */
6463 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6468 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6470 GAME_TEXT o_name[MAX_NLEN];
6474 o_ptr = &st_ptr->stock[i];
6476 /* Print header, clear line */
6477 sprintf(tmp_val, "%c) ", I2A(j));
6478 prt(tmp_val, j+2, 4);
6480 /* Display object description */
6481 object_desc(o_name, o_ptr, 0);
6482 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6485 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);
6488 if (inkey() == ESCAPE) return;
6496 * @brief 異常発生時のゲーム緊急終了処理 /
6497 * Handle abrupt death of the visual system
6501 * This routine is called only in very rare situations, and only
6502 * by certain visual systems, when they experience fatal errors.
6503 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6504 * save file so that player can see tombstone when restart.
6507 void exit_game_panic(void)
6509 /* If nothing important has happened, just quit */
6510 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(_("緊急事態", "panic"));
6512 /* Mega-Hack -- see "msg_print()" */
6515 /* Clear the top line */
6518 /* Hack -- current_world_ptr->game_turn off some things */
6519 disturb(p_ptr, TRUE, TRUE);
6521 /* Mega-Hack -- Delay death */
6522 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6524 /* Hardcode panic save */
6525 p_ptr->panic_save = 1;
6527 /* Forbid suspend */
6528 signals_ignore_tstp();
6530 /* Indicate panic save */
6531 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6533 /* Panic save, or get worried */
6534 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6536 /* Successful panic save */
6537 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6542 * @brief ファイルからランダムに行を一つ取得する /
6543 * Get a random line from a file
6544 * @param file_name ファイル名
6545 * @param entry 特定条件時のN:タグヘッダID
6546 * @param output 出力先の文字列参照ポインタ
6550 * Based on the monster speech patch by Matt Graham,
6553 errr get_rnd_line(concptr file_name, int entry, char *output)
6560 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6561 fp = my_fopen(buf, "r");
6566 /* Find the entry of the monster */
6569 /* Get a line from the file */
6570 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6572 /* Count the lines */
6575 /* Look for lines starting with 'N:' */
6576 if ((buf[0] == 'N') && (buf[1] == ':'))
6578 /* Allow default lines */
6584 else if (buf[2] == 'M')
6586 if (r_info[entry].flags1 & RF1_MALE) break;
6588 else if (buf[2] == 'F')
6590 if (r_info[entry].flags1 & RF1_FEMALE) break;
6592 /* Get the monster number */
6593 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6595 /* Is it the right number? */
6596 if (test == entry) break;
6600 /* Error while converting the number */
6601 msg_format("Error in line %d of %s!", line_num, file_name);
6609 /* Reached end of file */
6615 /* Get the random line */
6616 for (counter = 0; ; counter++)
6620 test = my_fgets(fp, buf, sizeof(buf));
6622 /* Count the lines */
6623 /* line_num++; No more needed */
6627 /* Ignore lines starting with 'N:' */
6628 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6630 if (buf[0] != '#') break;
6639 if (one_in_(counter + 1)) strcpy(output, buf);
6644 return counter ? 0 : -1;
6650 * @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) /
6651 * @param file_name ファイル名
6652 * @param entry 特定条件時のN:タグヘッダID
6653 * @param output 出力先の文字列参照ポインタ
6658 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
6663 for (i = 0; i < count; i++)
6665 result = get_rnd_line(file_name, entry, output);
6668 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
6676 * @brief 自動拾いファイルを読み込む /
6680 errr process_autopick_file(concptr name)
6685 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6687 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
6693 * @brief プレイヤーの生い立ちファイルを読み込む /
6694 * Process file for player's history editor.
6699 errr process_histpref_file(concptr name)
6703 bool old_character_xtra = current_world_ptr->character_xtra;
6704 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6706 /* Hack -- prevent modification birth options in this file */
6707 current_world_ptr->character_xtra = TRUE;
6709 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
6711 current_world_ptr->character_xtra = old_character_xtra;
6716 * @brief ファイル位置をシーク /
6717 * @param fd ファイルディスクリプタ
6718 * @param where ファイルバイト位置
6719 * @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
6723 static errr counts_seek(int fd, u32b where, bool flag)
6726 char temp1[128], temp2[128];
6727 u32b zero_header[3] = {0L, 0L, 0L};
6730 #ifdef SAVEFILE_USE_UID
6731 (void)sprintf(temp1, "%d.%s.%d%d%d", p_ptr->player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6733 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6735 for (i = 0; temp1[i]; i++)
6736 temp1[i] ^= (i+1) * 63;
6741 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
6743 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
6748 fd_seek(fd, seekpoint);
6749 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
6750 fd_write(fd, (char*)(temp1), sizeof(temp1));
6754 if (strcmp(temp1, temp2) == 0)
6757 seekpoint += 128 + 3 * sizeof(u32b);
6760 return fd_seek(fd, seekpoint + where * sizeof(u32b));
6764 * @brief ファイル位置を読み込む
6765 * @param where ファイルバイト位置
6769 u32b counts_read(int where)
6775 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6776 fd = fd_open(buf, O_RDONLY);
6778 if (counts_seek(fd, where, FALSE) ||
6779 fd_read(fd, (char*)(&count), sizeof(u32b)))
6788 * @brief ファイル位置に書き込む /
6789 * @param where ファイルバイト位置
6790 * @param count 書き込む値
6794 errr counts_write(int where, u32b count)
6800 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6802 /* Grab permissions */
6805 fd = fd_open(buf, O_RDWR);
6807 /* Drop permissions */
6812 /* File type is "DATA" */
6813 FILE_TYPE(FILE_TYPE_DATA);
6815 /* Grab permissions */
6818 /* Create a new high score file */
6819 fd = fd_make(buf, 0644);
6821 /* Drop permissions */
6825 /* Grab permissions */
6828 err = fd_lock(fd, F_WRLCK);
6830 /* Drop permissions */
6835 counts_seek(fd, where, TRUE);
6836 fd_write(fd, (char*)(&count), sizeof(u32b));
6838 /* Grab permissions */
6841 err = fd_lock(fd, F_UNLCK);
6843 /* Drop permissions */
6854 #ifdef HANDLE_SIGNALS
6861 * @brief OSからのシグナルを受けてサスペンド状態に入る /
6862 * Handle signals -- suspend
6863 * @param sig 受け取ったシグナル
6865 * Actually suspend the game, and then resume cleanly
6867 static void handle_signal_suspend(int sig)
6869 /* Disable handler */
6870 (void)signal(sig, SIG_IGN);
6877 /* Suspend the "Term" */
6878 Term_xtra(TERM_XTRA_ALIVE, 0);
6880 /* Suspend ourself */
6881 (void)kill(0, SIGSTOP);
6883 /* Resume the "Term" */
6884 Term_xtra(TERM_XTRA_ALIVE, 1);
6886 /* Redraw the term */
6889 /* Flush the term */
6894 /* Restore handler */
6895 (void)signal(sig, handle_signal_suspend);
6900 * @brief OSからのシグナルを受けて中断、終了する /
6901 * Handle signals -- simple (interrupt and quit)
6902 * @param sig 受け取ったシグナル
6905 * This function was causing a *huge* number of problems, so it has
6906 * been simplified greatly. We keep a global variable which counts
6907 * the number of times the user attempts to kill the process, and
6908 * we commit suicide if the user does this a certain number of times.
6909 * We attempt to give "feedback" to the user as he approaches the
6910 * suicide thresh-hold, but without penalizing accidental keypresses.
6911 * To prevent messy accidents, we should reset this global variable
6912 * whenever the user enters a keypress, or something like that.
6915 static void handle_signal_simple(int sig)
6917 /* Disable handler */
6918 (void)signal(sig, SIG_IGN);
6921 /* Nothing to save, just quit */
6922 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(NULL);
6925 /* Count the signals */
6929 /* Terminate dead characters */
6932 /* Mark the savefile */
6933 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
6935 forget_lite(current_floor_ptr);
6937 clear_mon_lite(current_floor_ptr);
6943 quit(_("強制終了", "interrupt"));
6946 /* Allow suicide (after 5) */
6947 else if (signal_count >= 5)
6949 /* Cause of "death" */
6950 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
6952 forget_lite(current_floor_ptr);
6954 clear_mon_lite(current_floor_ptr);
6957 p_ptr->playing = FALSE;
6960 p_ptr->is_dead = TRUE;
6961 p_ptr->leaving = TRUE;
6967 quit(_("強制終了", "interrupt"));
6970 /* Give warning (after 4) */
6971 else if (signal_count >= 4)
6974 Term_xtra(TERM_XTRA_NOISE, 0);
6976 /* Clear the top line */
6977 Term_erase(0, 0, 255);
6979 /* Display the cause */
6980 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
6985 /* Give warning (after 2) */
6986 else if (signal_count >= 2)
6989 Term_xtra(TERM_XTRA_NOISE, 0);
6992 /* Restore handler */
6993 (void)signal(sig, handle_signal_simple);
6998 * @brief OSからのシグナルを受けて強制終了する /
6999 * Handle signal -- abort, kill, etc
7000 * @param sig 受け取ったシグナル
7004 * This function was causing a *huge* number of problems, so it has
7005 * been simplified greatly. We keep a global variable which counts
7006 * the number of times the user attempts to kill the process, and
7007 * we commit suicide if the user does this a certain number of times.
7008 * We attempt to give "feedback" to the user as he approaches the
7009 * suicide thresh-hold, but without penalizing accidental keypresses.
7010 * To prevent messy accidents, we should reset this global variable
7011 * whenever the user enters a keypress, or something like that.
7014 static void handle_signal_abort(int sig)
7018 Term_get_size(&wid, &hgt);
7020 /* Disable handler */
7021 (void)signal(sig, SIG_IGN);
7024 /* Nothing to save, just quit */
7025 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(NULL);
7028 forget_lite(current_floor_ptr);
7030 clear_mon_lite(current_floor_ptr);
7032 /* Clear the bottom line */
7033 Term_erase(0, hgt - 1, 255);
7035 /* Give a warning */
7036 Term_putstr(0, hgt - 1, -1, TERM_RED,
7037 _("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!"));
7040 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7042 exe_write_diary(p_ptr, NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7048 p_ptr->panic_save = 1;
7051 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7053 /* Forbid suspend */
7054 signals_ignore_tstp();
7056 /* Attempt to save */
7059 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7065 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7072 quit(_("ソフトのバグ", "software bug"));
7076 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7077 * Ignore SIGTSTP signals (keyboard suspend)
7081 void signals_ignore_tstp(void)
7085 (void)signal(SIGTSTP, SIG_IGN);
7091 * @brief OSからのSIGTSTPシグナルハンドラ /
7092 * Handle SIGTSTP signals (keyboard suspend)
7096 void signals_handle_tstp(void)
7100 (void)signal(SIGTSTP, handle_signal_suspend);
7107 * @brief OSからのシグナルハンドルを初期化する /
7108 * Prepare to handle the relevant signals
7112 void signals_init(void)
7116 (void)signal(SIGHUP, SIG_IGN);
7121 (void)signal(SIGTSTP, handle_signal_suspend);
7126 (void)signal(SIGINT, handle_signal_simple);
7130 (void)signal(SIGQUIT, handle_signal_simple);
7135 (void)signal(SIGFPE, handle_signal_abort);
7139 (void)signal(SIGILL, handle_signal_abort);
7143 (void)signal(SIGTRAP, handle_signal_abort);
7147 (void)signal(SIGIOT, handle_signal_abort);
7151 (void)signal(SIGKILL, handle_signal_abort);
7155 (void)signal(SIGBUS, handle_signal_abort);
7159 (void)signal(SIGSEGV, handle_signal_abort);
7163 (void)signal(SIGTERM, handle_signal_abort);
7167 (void)signal(SIGPIPE, handle_signal_abort);
7171 (void)signal(SIGEMT, handle_signal_abort);
7175 (void)signal(SIGDANGER, handle_signal_abort);
7179 (void)signal(SIGSYS, handle_signal_abort);
7183 (void)signal(SIGXCPU, handle_signal_abort);
7187 (void)signal(SIGPWR, handle_signal_abort);
7193 #else /* HANDLE_SIGNALS */
7200 void signals_ignore_tstp(void)
7208 void signals_handle_tstp(void)
7216 void signals_init(void)
7219 #endif /* HANDLE_SIGNALS */